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Post by ryouta on Nov 4, 2016 15:10:14 GMT
Edit threads for all Yuukz' char! For Ryouta:
MERCENARY DATA I
Name: Ilbert Species: Grand Locomon Level: Ultimate (Mega)
PERSONALITY
Ilbert is Ryouta's butler, or at least, that's what he wanted Ryouta to treat him as. You can say that he's the perfect butler in every sense, trying to service him in any way possible. Inside his compartment and body, he will do the best service to Ryouta and his friends. Ilbert can be a bit too eager to service, possibly due to old age and wanting to be really useful, and possibly come off as a bit too strong, but he means well. He dislikes those who treated his first master since long as a 'mere kid', and always grumble when that happened. However, you can say that despite Ilbert being the best butler of Trailmon line there is, he's not without flaw. Ilbert often dozes off when he have to do a prolonged stop, and it's a bit hard to wake him up, unless it's emergency. He's also very snide and rude toward whiny and egoistic Trailmons, calling them "spoiled brats that knows no thanks of living". On the contrary, he's very kind and supportive toward anyone who wishes to pursue career in service. Ilbert have soft spot toward romantic couple apparently, and would goes his way to ensure the date will be successful.
SKILLS
Passive (Noncombat): Diamond Class Compartments: When first class just doesn't enough to tell just how fancy your service is Holographic Butler Display: Ilbert can make a holosuited holography appear in his compartment, meant to talk with Ryouta easier in some way, acting like his real butler. The holography can be interacted with, it even shares senses with him and can be touched! It's literally a clone! But Humanlike! No Rail No Problem! Ilbert can make his own railway through his energy, so it's A-OK! Various Energy Source From solar power to air, Ilbert got it all! He still desire fine foods now and then, though. Passive (Combat): I'm Your Shield: Takes damage for anyone inside his compartment. Reinforced Body: Takes 20% less damage from attack Express Speed: Speed is 20% higher when engaged in battle. Not like he's not speedy enough. Retaliation Shot: Retaliate with machine gun attack when being hit, deals minor damage to enemy (avoidable) Panic Mode: If Ilbert is damaged enough, disable all armaments (unable to use skills). Increase Speed and Defense by 100% Skill: Flashbomb: Shoot flashbomb round above the enemy, blinding their vision for this turn. Works best in dark places. 1 turn cooldown. Supportive AA-Shots: Shoots aerial based enemies, damaging and disabling their ability to fly for two turns. 2 turns cooldown Supportive Healing Round: AoE heal on all allies, healing10% of their HP in 20mx20m area. 3 turns cooldown. Forceful Retrieval: Retrieve all allies, once per thread only. Ilbert become the 'decoy' for the enemy, taking all damage directed to the ally inside his compartment. Activate Panic Mode. All allies may not be forcibly removed from the compartment until two turns passed.
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Post by Bonetrousled? on Nov 5, 2016 1:14:21 GMT
Approved!
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Post by yuuki on Nov 26, 2016 18:35:57 GMT
YUUKI
PERFECT STAGE Dorugreymon/Perfect/Beast Dragon/Vaccine/VB Passive: Flight Beastlike senses Combat Passive: Data Fix - Defense: When healed, Hikaru becomes tougher momentarily for two turns, increasing his defense for 30%. When healed while the passive is active, the duration is refreshed. Floofeh Dragon's Calming Presence: All healing done by party will be 15% stronger Protection of Elements: Everytime Hikaru is hit by an elemental attack, add one element counter. This element may be used in either skill or used and distributed to certain target to protect from specific element he desired for, with 10% per stack for three turns. Five stacks maximum Skills: Burst Cannon: Converge his laser, shoot out laser from mouth. Hikaru can opt to charge this skill for two extra turns to give total of 150% boost in damage (50% on first turn, 100% on second) three turns cooldown. By using one to three stacks of Protection of Elements, Hikaru could imbue this skill with ice power, the difference of using one stack or more is the power of ice generated with this skill.. Chasing Death: Hikaru shoot out his drill-like tail, piercing opponent's defense, reducing it for 25% for two turns while ignoring shield or defensive buffs.Two turns cooldown System Reboot: Stay on place for one turn. The next turn, immediately purges all debuffs and refresh all buffs that's still active in his stystem. Consumes three Protection of Elements, self targeting only. Buff Program Delta: Increases ally's defense and strength by 25% for two turns, two turns cooldown.
Armor Adult Canisdramon/Armor Adult/Beast Dragon/Vaccine/VB <might will redraw one day) Combat Passives: Absolute Tracking: All sort of skill or passive that eliminates presence / stealth used by enemies will not work on Canisdramon. Canis Booster: Canisdramon can activate the Canis Booster, the rocket booster near his rear saddle if he have Canis Booster stack. Maximum stack is 5 stack. Gain 1 naturally per two turns, or one extra per three successful attacks. Each stack consumed will boost his speed for 15% for the turn it's used. Skill: Refraction Crystal: Canisdramon summons three crystals around himself. If he uses light based attack on one, it will spread into six smaller attacks that will aim itself toward the enemy (but will not exactly home toward them). An attack that passes the crystal will be 5% more damaging (hence damaging the enemy for 30% extra damage). The three crystal can also absorb a damage of 1/3 worth of damage done by an adult, therefore decreasing the damage taken by Canisdramon. 3 turns duration, 2 turns cooldown. Aurora Beam: Canisdramon shoot out aurora-like light from his mouth, damaging the enemy. The enemy that hits with this attack will have their speed lowered for two turns by 20%.1 turns cooldown. Absolute Stealth: Canisdramon's head armor deflect all light from his body. In this short time frame, he becomes completely invisible. If he does any sort of light based attack, the attack damage is boosted by 20%. 3 tuns duration, 2 turns cooldown. If damaged by some attack, the skill is canceled. Against any laser type attack, this also deflects that sort of attack, but only for perfect and lower. Even so, if hit by a perfect stage attack of those nature, Canisdramon takes 25% of the damage and the skill is canceled. Lightningflash: Despite its name, it's not electric in nature at all. Canisdramon consumes all Canis Booster stack, then attack the enemy with the "wings" on his sides while charging at them while coated in light. Unable to be used without Canis Booster stack. Cooldown for three turns. This attack gain equal damage boost to the speed boost given by Canis Booster. This set approved
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Post by ryouta on Dec 19, 2016 6:56:19 GMT
Ignore the above for the meantime. Changelog:
RAM UPGRADE GIGA Slayer's Absolute Technique Ryu''s skill cannot be blocked, negated, reflected or copied by target with same or lower level than he is.
SLAYERDRAMON: Combat Passive: Close Combat Specialist (RAM UPGRADE):
All of Slayerdramon's skills may not be sealed in any means. Bypassing this passive only make the skill got locked for a turn.
Skills: Counter: Zantetsuken Counter attack meant for countering close combat, 2 turns active. During the duration, decrease current movement speed (counting buffs) by 50%. If enemy attacked with a close combat skill, cancel the duration and debuff this skill came with and counter with iai strike that weakens enemy's damage by 30%. Three turns cooldown, may not be used the same time as Counter: Raikiri. If the enemy is debuffed and is under effect of Slayer's Geas, cut their buff duration by two turns.
Counter: Raikiri Counter attack for long range combat. Two turns duration. During duration, decrease current movement speed (counting buffs) by 50%. If enemy attacked with long range skill, cancels the duration and debuff and counter with a projectile attack in form of flash lightning and whittle their strength by 30%. If the enemy is debuffed and is under effect of Slayer's Geas, extend their debuffs by two turns. Three turns cooldown. May not be used while Counter: Zantetsuken is active.
Reversal of Life and Death (RAM Upgrade): By consuming the buff that came from "At Death's Door", heals the HP equal to that amount. At Death's Door will then be locked for two turns. Two turns cooldown.
SLAYERDRAMON (SU) Combat Passive: Close Combat Specialist (RAM Upgrade) All his skills cannot be sealed by any means. Having passive that bypasses this passive would only seal it for a turn.
Magan Gaeshi Counters opponents' long range skill with consecutive slashes. Two turns duration. When this skill is active, decrease speed by 50% (including buff). If counter is triggered, cancels both the duration and debuff and immediately attacks. Decreases opponent's defense by 45% for two turns. In case of where Slayer's Geas is actively targeting the said person, seals their projectile attack for two turns. Cannot be used while Maken Gaeshi or Sesshouken is prepared or executed. Three turns cooldown.
Maken Gaeshi Counters opponents' close combat attack with explosive hilt strike. Two turns duration. When this skill is active, decrease speed by 50% (including buff). If counter is triggered, cancels both the duration and debuff and immediately attacks. Decreases opponent's attack by 45% for two turns. In case of where Slayer's Geas is actively targeting the said person, seals their close range attack for two turns. Cannot be used while Magan Gaeshi or Sesshouken is prepared or executed. Three turns cooldown.
Sesshouken (RAM Upgrade) Counters opponent's buff or debuff with a cancelling move. Two turns duration. When this skill is active, decrease speed by 50% (including buff). If counter is triggered, cancels both the duration and debuff and immediately cancels the usage of the said skill (but the skill did not enter cooldown) and attack. Decreases opponent's speed by 45% for two turns. In case of where Slayer's Geas is actively targeting the said person, seals their buff and debuff for two turns. Cannot be used while Maken Gaeshi or Magan Gaeshi is prepared or executed. Three turns cooldown.
Note: All three counter skills can be executed to enemy that specifically targeting him without giving negative effect to Slayer's Geas or cancelling it. However, these skills can also affect enemy that he targeted with Slayer's Geas, even if they targets his allies.
Aku.Soku.Zan Desperation attack. If all three counters already used, at least one retribution counter is active, and Slayer's Geas has targeted an enemy for about five turns, this skill can be activated. Ryouta draw his blade in a flash and coats it with white lightning. The moment the enemy acted, negate the skill (but doesn't force it into cooldown), lock the action they done for two turns (for example: using close combat skill have close combat locked, using long combat skill have long combat locked) and attack while releasing wind explosion that deals splash damage on nearby enemy on 25m radius range. Seals this form for three turns.
ILBERT Passive addition: Monitor and Communication Mode: Allows him to share whatever he saw on the field to the inside of his compartment. the exact range of the sound that he can capture is less than 1km, while he can see about 3 kilometers ahead.
Passive (Combat): Reinforced Body: Takes 30% less damage from attack
Express Speed: Speed is 30% higher when engaged in battle. Not like he's not speedy enough.
Panic Mode: If Ilbert is damaged enough, disable all armaments (unable to use skills). Increase Speed and Defense by 100% on top of the other two passives
Absolute Retaliation: When attacked by enemy, retaliate with cannon shot which gives moderate damage when hit.
No Interference: As long as the allies are inside his compartment, all hazard aimed at them will not reach. It also would perfectly hid them from any element such as searching or scanning power.
Skill: Forceful Retrieval: Retrieve all allies, once per thread only. Ilbert become the 'decoy' for the enemy, taking all damage directed to the ally inside his compartment. Activate Panic Mode. All allies may not be forcibly removed from the compartment until two turns passed.
CRA=MEL Photon Cannon: Ilbert raises a cannon from one of his compartment and shoot out photon laser. Chargeable with max of three turns. ilbert cannot do anything other than charging if he decides to charge, and all damage taken will be increased by 25%. if fully charged, the attack becomes 300% stronger (+50% on one turn charge charge, +150% on two turns, 300% on three turns). Three turns cooldown
AA Support Field: Shoot out gravity ball that explodes and affect a certain area, damaging aerial enemy and plants them to the ground. Two turns duration, one turn cooldown.
Second Chance Doubles effect of support skills inside his compartment and decrease all skill cooldown by one. Once per battle only, Global skill cooldown for two turns.
ADDED COMBAT MERCENARY
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Post by karin on Dec 20, 2016 18:24:56 GMT
Hippogriffomon/Perfect/Bewitching Beast/Data/WG Passive: Beast Senses Flight Combat Passive: Protection of Wind: Outside of the battle, creates protective wind barrier that defend against natural wind while making sure oxygen still passes. Inside of the battle: All projectile attacks will deal 20% less damage against Hippogriffomon due to strong wind barrier. Stormcaller: Starts the battle with 25% charge. Hippogriffomon can use this passive to change the effect of her skills or uses certain skill. Everytime Hippogriffomon managed to land a hit on enemy, increase the Stormcaller bar by 10%. Per two turns, gain 5% naturally. By consuming the percentage in this bar, she could call upon various effects that affect her skills. 100% is the max percentage count. Melodious Voice: All buffs executed by an ally becomes 15% more powerful if executed on the turn this passive is active (for example, a skill that originally gives 10% on defense becomes 25% for its entire duration), however it have two turns cooldown between its usage, irregardless of the duration of the buff affected. Skill: Fortifying Air: Increases defense of Protection of Wind, doubling it for two turns while at the same time depletes all Stormcaller charge to launches aerial AoE damage on 20mx20m area, user centric based on how much charge is there. Enemy targetting only, two turns cooldown. Damage of AoE counted by how much bar is consumed. Sylpheed Garden: Creates field of wind that increases effectiveness of lightning and wind type move by 30% while lowering effectiveness of fire and water move by 15% for four turns. Using Stormcaller with increase the effect of the skill by a half of the percentage used. Three turns cooldown. Gale of Chaos: Shoot out exploding ball of wind that temporarily disorients enemy, stunning them for a turn. By using Stormcaller would further decrease their reaction speed by half of the charge used after the stun. Two turns cooldown counted from the stun end. Chain Lightning: 1 turn cooldown, an attack where Hippogriffomon calls forth blast of lighting to be sent at the enemy. This attack always arrive first before any ally's attack, no matter what order Hippogriffomon is. For that very turn, upon hit, decreases enemy's defense by 20%. By consuming 20% Stormcaller gauge, Hippogriffomon can launch one extra lightning with same effect, directed to different enemy. Approved
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Post by Marshal North on Jan 4, 2017 23:28:21 GMT
I don't see any issues with these Karin edits in the above post. 1/2
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Post by ryouta on Mar 21, 2017 3:27:25 GMT
New Edits: Ryouta
Both Slayerdramons: Slayer's Geas: Slayerdramon focuses on one opponent. His skill that targetting said opponent may change its effect if it's actively targeting the said target. Jogress, Xros and Twins are counted as one individual. Slayer's Way: Increase damage on target opponent the more debuffed they are. One debuff gives 15% extra damage, capping at 75% Swift Death: Per three turns, Slayerdramon may uses two skills (two different skills). At Death's Door: The more debuff Slayerdramon have, and the lower his health is, the faster he become. Moderately damaged: 10% increase, Majorly damaged: 20% increase, Critically damaged: 40% increase Each debuff is counted as 15%. It capped at 75% at max. Slayerdramon Seigi: Illusionary Weakness: Decrease an enemy's defense by 30% for two turns. If the enemy is buffed and Slayer's Geas is actively targetting said target for two turns, cut the buff value by half for two turns. Two turns cooldown
YUUKI
Dorugreymon/Perfect/Beast Dragon/Vaccine/VB Passive: Flight Beastlike senses Combat Passive: Wings of the Peacemaker: Upon taking damage in place of ally or when his shield move is broken, Hikaru gains one Wings of the Peacemaker counter. Start with 0 when this form is accessed. May stack up to 3 times. Upon reaching 3 times, decrease the damage taken by allies that turn by 30%. Stack returns to 0 upon use. Phase of Light: Once every four turns, Hikaru's skill effect changed based on the mode. Skills: Lightstream: Chargeable for three turns. Attack the enemy with blast of laser. Charging it for 3 turns results in 300% damage. Three turns cooldown. Dawn: Defense increases by 20% while charging Twilight: Cut the max charge time to 2 turns, making one turn charge worth 150%. Burden Share: Casts a halo on top of an ally. Divide the damage done to ally by half with Hikaru. Two turns duration, two turns cooldown. Dawn: Also divides the debuff from target and it's duration by 1/2 between the target and Hikaru. Twilight: Share buff from Hikaru to the target ally, duration is cut by half. Luminous Ward: Casts a bubble shield that can block up to two perfect level attacks on one target. Active for one turn, two turns cooldown. Dawn: Cut damage taken by the target by 50% on the first turn it's used Twilight: Additional 50% damage to the target's next attack. Light Shower: Rain down light AoE on 25mx25m area, dealing damage. Sacrifice two Wings of Peacemaker stack, change the phase from Dawn to Twilight or vice versa. Three turns cooldown. If there are no Wings of Peacemaker stack to be consumed, power of this attack drops by 25% Spiral Stinger: Attacks with tail while stabbing the enemy, one turn cooldown. Dawn: Decrease the target's defense by 25% for next turn Twilight: Pierce. Ignores barrier OR defense buff from Perfect level or lower an opponent have.
Alphamon/Ultimate/Holy Knight/Vaccine/VB Passive: Flight Air Walk Combat Passive: Grand Order - Fortify: Starts the battle with 1 Grand Order stack. Able to gain 5 at max. Everytime Alphamon made a successful attack, increase Grand Order stack by 1. Able to add effect on skills by consuming Grand Order stack. Grand Order - Blitz (RAM UPGRADE): By using 3 stack of Grand Order, decrease cooldown of one skill by one turn. If five stacks is used instead, all skills cooldown are reduced by one. Alpha inForce: Per turns that is multiplication of three, he can use two skills (3rd turn, 6th turn, 9th turn and so on) Protector's Oath: All his defensive/supportive skill cannot be dispelled/reflected/rejected/disrupted by outside means by enemy of his level or under his level. Absoluteness of Faith: Increases the value of buff from ally to him or him to ally by 25%. (It doesn't work when it's his targeting himself) Skills: Rune of Protection: Summon frontal shield (wall type, caster centric) of light that blocks up to three ultimate strength attacks. One turn duration, two turns cooldown. Consumes Grand order stack to tank more attack at Ultimate level strength (Two stack per one attack) Rain of Purification: Consumes 3 stack of Grand Order, purify all allies from one debuff or one field effect on 25mx25m area. Three turns cooldown. By consuming 5 stack of Grand Order, completely purify them from all debuff. Digitize of Soul: Shoots lasers on one enemy, damaging them. By consuming one stack of Grand Order, Alphamon can reverse the target's one buff into debuff (or vice versa) for the remaining of the duration, with max of three buffs reversed into debuff (or vice versa). Two turns cooldown. Gradalpha: Alphamon draw his sword and attack, piercing shield and defensive buffs. Chargable for two turns to make the strength up to 300%. By consuming five Grand Order stack, immediately attack with 300% damage. Cooldown for two turns. Light of Victory: Increases all allies' defense and attack by 40% for two turns. If there are no Grand Order charge, instead charge Grand Order stack by 3 points. 5 turns cooldown. Whiteout (RAM UPGRADE): 25mx25m AoE. Snaps finger and immediately summon ball of light and explode it upon said area. Damages the enemies and purge them one buff each. By consuming five Grand Order stack, reverse the said buff effect instead.
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Mar 21, 2017 22:23:17 GMT
Hi. My name's Amelie and today I'll be reviewing your character edits. Thank you for your patience *automated robot voice*. Slayerdramon
Slayer's Geas: I think this does too much for just one passive slot. One thing capping at 50% should be fine without any other effects. If you have any other ideas in mind, I'm all in for them.
Slayer's Way: This can go up to 75% for 5 debuffs (15% per each).
At Death's Door: Again, this can cap at 75% for one thing. Slayerdramon Seigi
Close Combat Specialist: This should be fine as long as you remove the second clause.
Slayer's Geas: Same as the other Slayer's Geas.
Slayer's Way II: Same as Slayer's Way.
At Death's Door II: Same as At Death's Door.
Everything else is fine. Yuuki
Upholder of Trust: This should affect only one parameter and cap at 75%.
Lux Memoria: Can you remove at least two of the four effects? As it is, this passive is tad complex. Alternatively, you can split it into more than one passive ability if you want.
I'll reserve my judgment on the rest of the attacks due to their relationship with Lux Memoria for now.
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Post by yuuki on Mar 24, 2017 4:53:48 GMT
Edited and streamlined
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Mar 27, 2017 17:21:30 GMT
Sorry for the wait. Slayerdramon & Seigi Slayers' Geas: Specify that both twins, xroses, DNAs and such count as just one digimon for the purposes of this ability. The counter stuff should refer specifically to the abilities that Slayerdramon employs to counter. Dorugreymon Wings of the Peacemaker: This doesn't look like a passive ability in my opinion. Feels too active-y. Luminous Ward: I'm not sure on this attacks wording, but... Dawn basically reduces the damage dealt by the target? Alphamon Grand Order: You might have to split this one down. As the ability stands, it essentially does three different things for one passive. Protector's Oath: I didn't understand the second clause. Please clarify.
Regarding the whole immunity to piercing, I'll look to it and get back at you. Might add more stuff later, but this is all I can think of for now.
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Post by karin on Mar 27, 2017 17:45:40 GMT
Slayerdramon: Will edit Dorugreymon: Will edit the former, the latter means cut the damage received by the target by 50% (for the turn the shield is cast) and give them shield.
Alphamon: Grand Order - Gonna buy RAM Upgrade. Please wait. Protector's Oath - If there's someone with passive that can bypass this passive, thus nulling the effect, they have to also adhere to the description of the active skill. For example like Rune of protection's anti-piercing. So they need to also have a piercing passive+active for piercing to be effective.
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Mar 28, 2017 3:09:31 GMT
Slayerdramon & Seigi Slayer's Geas: This passive does two things. Either break it down into two passive abilities splitting up the passive itself and the additional effects to the other attacks or get rid of one of those two effects. Slayer's Way: Could you please clarify this ability and make it more clearer? DoruGreymon Luminous Ward: The shield itself should have a duration and a shape. Burden Share: The Dawn effect refers to Hikaru and its target, or to something else? Please clarify. Alphamon Alpha inForce: Please make the wording clearer. It's a bit confusing as it stands. Grand Order - Attack: Please explain what the last sentence does. I don't understand it. Grand Order Stacks...?: There's currently no mechanism or passive ability that lets Hikaru enhance its active abilities using the Grand Order stacks. If you want to conserve those, please add one. Rune of Protection: The shield itself should have a duration and a shape. Currently, immunity against piercing effects is a no-go, so change the Grand Order effect to something else. Grandalpha: This ability should have a cooldown. Also, I'm intrigued by its effects, given that they don't seem to add up together well.
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Post by ryouta on Mar 28, 2017 6:08:39 GMT
Edited yet again
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Mar 28, 2017 23:57:32 GMT
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Post by Bonetrousled? on Mar 29, 2017 7:00:27 GMT
Approved
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