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Edits for Colin, Luke and Bellamy
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Post by Colin, Luke & Bellamy on Nov 12, 2016 9:57:28 GMT
Edit for Luke: (Rookie Form - Elecmon)
Remove: Armiture Flux
Replace with: Combat Passive Ability: Overcharge
Effect: If Luke's brother Bellamy is in mortal danger, Luke's attacks increase in power by 50%. As an additional effect, his left eye glows with blue light.
Armor Champion Level: RedLekismon
Appearance: Like a normal Lekismon, only with the red and white colouring of Elecmon. Also retains his blue scarf. Attribute: Data Family/ies: Nature Spirits, Deep Savers Type: Beast Crest: Compassion
Abilities:
Passive Ability: Overcharge. When Luke's brother Bellamy is in mortal danger, his attacks increase in power by 50%. As an additional effect, his left eye glows blue with a fiery aura.
Moon Night Kick - Leaps into the air and strikes his foe with a powerful kicking attack.
Rain Lance - Raises his paw into the air and gathers water from the air, then hurls it at his opponent.
Saturation - Focuses the humidity of the air around his opponent to saturation point, coating them with water and giving them the effect of being soaked. In effect, it increases the damage they would receive from electric attacks for 3 turns. [Cooldown: 1 post]
Thunderbolt - Focuses his ribbons so that they form an electric discharge, then fires a bolt of electricity at his target.
Leyden Punch - Focuses electricity into his clenched fist, then runs at the opponent and punches them, creating an electric discharge if it connects.
Edit for Bellamy (Rookie form - Impmon)
Remove: Darklight
Replace with: Passive Ability - Death Hand
Effect: If Bellamy's brother Luke is in mortal danger, Bellamy's attacks increase in power by 50%. As an additional effect, his right hand glows with blazing green light.
Armor level - BlackTailmon
Appearance: Like a normal BlackTailmon. Retains his red scarf and gloves that he had as Impmon. Attribute: Virus Family/ies: Nightmare Soldiers, Nature Spirits Type: Beast Crest: Tenacity
Abilities:
Passive Ability: Death Hand. If Bellamy's brother Luke is in mortal danger, Bellamy's attacks increase in power by 50%. As an additional effect, his right hand glows with blazing green light.
Lightning Paw - Lunges at his opponent with his claw at high speed, aiming a powerful punch at them.
Cat's Eye Hypnosis - Stares at his opponent with his glowing green eyes, slowing their movements for 2 posts [Cooldown: 1 post]
Homing Fire - Conjures three fireballs that spin around his body momentarily - then are launched outwards. The fireballs home in on their target, exploding with a burst of heat when they connect. [Cooldown: 1 post]
Alleviate Pain - His tail ring glows with golden light, and he holds his paws over a his wounded companion, aiming to restore their data and heal their pain. [Cooldown: 1 post]
Shadow Slash - Transfixes his opponent's eyes, then launches forward with a high speed slashing attack. In the blink of an eye, he aims to slash them with his claw. Very difficult to dodge [Cooldown: 1 post]
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Post by Marshal North on Nov 12, 2016 16:17:25 GMT
"Saturation needs a duration, Homing Fire should probs have a cooldown." -bone, 2016
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Post by Marshal North on Nov 12, 2016 23:37:57 GMT
Looks good to me now, after edits. 1/2
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Post by Bonetrousled? on Nov 13, 2016 1:41:33 GMT
Approved!
But Armature Flux is on Teslamon, not Elecmon. Since you marked this for Rookie, which of Elecmon's moves would you like replaced?
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Post by Colin, Luke & Bellamy on Nov 13, 2016 3:14:35 GMT
Oh! Whoops, sorry.
I meant to say that Elecmon's Electrolyte Pulse was the one I meant to be replaced.
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Post by Colin, Luke & Bellamy on Dec 7, 2016 3:43:48 GMT
Heya. I'd just like to make the following changes to my profile. Luke: Champion Level - TeslamonRemove: Ion Flash Replace with: Combat Passive Ability - Pooka's Eye - If Bellamy has taken damage, Luke's left eye flashes blue with fury. The strength of his next attack increases by 30%.
Perfect Level - DYNAMMON
Appearance: Luke grows to a height of about 6'6". His overall theme is that he is to Elecmon what WarGrowlmon is to Guilmon. Luke bears some blue digizoid - steel alloy armor on his forearms, lower legs and chest. He also wears a metal helmet on his head with holes for his ears. He retains the lean, muscular form that he had as Teslamon; covered in red fur with white on his underbelly and blue stripes on his limbs and back. He also has blue eyes and a more adult-like face than his lower levels, resembling a Pooka more than a rabbit digimon. He also retains the sharp three claws on his paws and feet. Lastly, his electric spikes remain on his shoulders; his tail being a rabbit-like tuft as it was as Teslamon. The main feature of Dynammon's attacking abilities come in the form of twin blasters that he holsters on a belt around his waist, where he can fire them either separately or attach them together for a charged attack. Also, on Luke's back is an array of six tesla coils arranged in a wheel. When charging for his ultimate attack - Storm Beam, this coil wheel spins around at high speed, gathering energy for his blasters. Attribute: Data Families: Nature Spirits, Metal Empire Type: Beast Warrior Abilities:Combat Passive Ability: Turn of the Wheel - If Luke is struck by a lingering negative status that lasts 2 turns or more, his wheel turns in an effort to counteract it. It reduces the duration of the debuff by 1 turn. Combat Passive Ability: Fraternal Bond - If Bellamy is damaged this turn, the power of Luke's attacks increase by 30% for one turn. Thundercast - Luke fires his uncharged twin blasters at the opponent, casting beams of charged plasma at them. He can aim for one target fully with both shots, or aim for two different targets at half power. Raijin Kick - Luke leaps high into the air, aiming his powerful legs in a kicking attack at the opponent, sparking with electricity. Will knock them down if they are the same level or lower. [Cooldown: 1 turn] Gluon Gun - Luke combines his blasters together and fires them when uncharged. Creates a long-range rapid-fire arc-welding effect that delivers burns to his target (Has utility outside of battle for cutting through metal). Defib Spark - Luke switches the mode of his blasters to the lowest setting and fires them at himself and/or an ally, delivering an alleviating shock that doesn't hurt them. The effect of this sparks them back into action, healing their pain, charging back their data and rendering them able to fight. Like his Thundercast attack, can concentrate the attack by aiming both at a target, or aiming at two different targets for half the effect. [Cooldown: 1 turn] Storm Beam - Luke connects his blasters together and charges them with the dynamo wheel on his back. He then fires at his target with an immense charged particle beam at his target. The charge occurs instantaneously, but cannot be used in succession. Acts as Luke's finishing move. [Cooldown: 3 turns] Bellamy:
Rookie Level - ImpmonEdit: Semper Fire (add: [Cooldown: 1 post] Champion Level - FlawizarmonRemove: Firewall Replace with: Combat Passive Ability - Ghost Fire Glove If Luke has taken damage, Bellamy's hands glow with green flame that pass up his matchstick wands when he's attacking. The strength of his next attack increases by 30%.
Perfect level - ASTAMON
Appearance: Dressed like a normal Astamon with 2 differences - instead of the demon beast mask on normal Astamon, Bellamy would wear a shady and stylish mobster hat. Otherwise looks similar to a normal Astamon. Stands 7ft tall, with green eyes and blond hair. Attribute: Virus Family: Nightmare Soldiers Type: Demon Man Abilities:Noncombat Passive Ability: Flight - Bellamy's wings enable him to fly. Combat Passive Ability: Fraternal Bond - If Luke is damaged this turn, the power of Bellamy's attacks increase by 30% for one turn. Hellfire - Bellamy raises his Oro Salmon gun and fires a stream of bullets at them. Darklight - Bellamy clicks the fingers of his right hand and conjures a powerful blast of dark flames in a matching style of his Semper Fire attack as a Rookie level. A Dark elemental attack. Cloak-and-Dagger - Bellamy swoops in and attacks the target with a dagger. If the opponent is hit and they have a lingering positive effect active, the duration of that effect is reduced by 1 turn. [Cooldown: 1 post] Nightingale - Bellamy's wings glow with blue light, and he flaps them once. This provides himself or an ally with a stroke of luck that in effect mends their data in a healing technique, and makes them faster for 2 turns. [Cooldown: 2 posts]. Maverick - Accumulates dark energy on his fist or foot, then punches or kicks his opponent.
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Post by Bonetrousled? on Dec 7, 2016 4:22:16 GMT
Approved!
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Post by Colin, Luke & Bellamy on Jan 2, 2017 8:11:39 GMT
Edits for Astamon: Edit for Darklight: Darklight - Bellamy clicks the fingers of his right hand and conjures a powerful blast of dark flames in a matching style of his Semper Fire attack as a Rookie level. A Dark elemental attack. Bellamy has the ability to control the flames that he conjures, allowing them to track a target and fly around corners for at least 30 meters. [Cooldown: 1 post] Edit for Nightingale: Nightingale - Bellamy's wings glow with blue light, and he flaps them once. This provides himself or an ally with a stroke of luck that in effect mends their data in a healing technique, and reduces any active cooldowns by 1 post (except if he uses it on himself). [Cooldown: 2 posts]. Edit for Cloak-and-Dagger: Cloak-and-Dagger - Bellamy swoops in and attacks the target with a dagger. If the opponent is hit and they have a lingering positive effect active, the duration of that effect is reduced by 2 turns, and Bellamy can claim its effects for himself for 1 turn. [Cooldown: 2 posts] Remove: Maverick Replace with: Savage Nightmare - Bellamy's fists glow with grey fire and he shoots his Oro Salmon at the enemy, creating about 20 medium velocity dark energy spheres. If the enemy evades or defends against this attack, the cooldown is refunded and Bellamy can continue the attack manipulating the dark energy so they spin around his target, blasting them with double damage with enhanced accuracy. This makes it potentially fatal to other Perfect levels. The cooldown would then apply after this turn. [Cooldown: 3 posts]
Champion Mercenary: Blimpmon Appearance: Approximately 50 meters long and 15 meters wide. Blimpmon as a lighter-than-air digimon is of course mostly filled with helium gas. He has a small cabin on his underside that can provide comfortable transport for up to 10 humans and rookie-level passengers. Blimpmon has no control cockpit however, he simply goes where he's asked to. Otherwise, looks as pictured. Attribute: Data Families: Metal Empire, Wind Guardians Type: Machine Abilities:Non Combat Passive Ability: First Class Air Transport - Blimpmon can transport his passengers in relative comfort across the digital world, providing light amounts of food and facilities. Of course he can't fly through stormy weather and is vulnerable to attack if he flies over battle zones. Laser Broadside: Blimpmon flies sidelong against his target and fires a series of homing lasers at them from his side cannons. [Cooldown: 1 post] Long Gun: Blimpmon faces his opponent forward and aims his topside guns at them, firing 180mm artillery shells at them. Has a drawback of significant recoil, providing a bit of discomfort for his passengers if they're not holding on to something. He can also fire directly backward at enemies that are on his tail. Running Silent: Blimpmon turns off his engines and silently propels himself forward with wind energy for 3 posts. He cannot be noticed easily, especially at night while this is active, allowing him to carry his passengers to safety. [Cooldown: 1 post] Zeppelin Bomb: Blimpmon drops a bomb over a land-based target, causing considerable damage to those below. Propeller Wind: Blimpmon reverses his engines and sends a powerful blast of wind forward, bashing his targets about a bit. Has the effect of increasing any active cooldowns by 1 post. [Cooldown: 1 post]
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Post by Marshal North on Jan 4, 2017 23:30:20 GMT
I don't see any problems with these edits. 1/2
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Post by Bonetrousled? on Jan 5, 2017 3:55:18 GMT
Approved! 2/2
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Post by Colin, Luke & Bellamy on Feb 10, 2017 2:09:53 GMT
Okay, gonna be a big edit. It's done so far and ready for judging.
Luke's Mega level - FULMINOMON Appearance: Fulminomon resembles a digimon that's themed to Elecmon in a similar way that Magnamon is themed to Veemon. He stands 7' tall, resembling the rabbit warrior he usually has been in his Champion and Perfect forms. Has a lean muscular form, covered with the usual red fur with a white underside and blue tips of his other forms. Fulminomon is clad with a similar set of armor as Magnamon, only it is colored blue instead of gold. This includes a helmet that covers his face (except his blue eyes), with the back left bare for his long ears. Long shoulder guards protect his shoulders and upper arms, with blue bracers protecting his forearms. These guards hold his shoulder spikes as well, which provide the source of his electric attacks. He can direct the current into his hands to cast powerful lightning attacks at his opponent. Luke's torso is protected with a chest plate that houses plasma cannons in the front, and jets in the rear that allow him to fly. His waist has a guard at the front and sides to protect that area too, and he wears blue digizoid boots to protect his feet. Fulminomon has no weapons other than what is on his armor in this form, making his combat much faster and more free-flowing than it was as Dynammon. Attribute: Data Families: Nature Spirits, Metal Empire Type: Beast Warrior Abilities: Passive Ability: Jet flight - Luke has the ability to fly at high speed. Combat Passive Ability: Nanite Data Repair - If Luke is hit by an attack with additional debuffs, the length of duration of those debuffs are reduced by 1 turn. Combat Passive Ability: Fraternal Bond - If Bellamy is hit by an attack this turn, the strength of Luke's next ability is increased by 30%. Plasma Cast: Luke fires the cannons in his chest armor at rapid speed, sending burning bolts of plasma at his target. Ion Missile: Luke's shoulder guards open and send a barrage of charged missiles that track toward his target. When they strike, they cause a pulse of electrical energy as well as general explosive damage. [Cooldown: 1 post] Leyden Cross: Luke's fist sparks with electrical energy and he flies at high speed at his target, delivering a charged punch. If it hits an opponent that is at the same level as him, they're knocked down. Can also be used to counterattack. [Cooldown: 1 post] Recharging Ray: Luke's shoulder guards open and send a channel of healing energy onto himself or an ally. Heals their wounds. [Cooldown: 1 post] Flash Thunder: Luke raises a hand, then casts a very powerful bolt of lightning at them. This bolt can arc around corners. Hits instantly, and stuns the target for 1 post, rendering them unable to move, but they may still attack using projectiles. [Cooldown: 2 posts] Armiture Beam: Luke's ultimate attack. Activates all of his weapon pods, gathers energy in his cupped hands, and launches them at the enemy in an immense beam of lightning. [Cooldown: 3 posts] (somewhat resembles this at full power).
Bellamy's Mega Level: BEELZEMON
Appearance: Resembles Beelzemon's Xros Wars design, standing at 7' tall. Attribute: Virus Families: Nightmare Soldiers, Metal Empire Type: Demon Man Passive Ability: Flight - Bellamy has the ability to fly high, making it harder for him to hit from the ground. Combat Passive Ability: All-Seeing Eye - Bellamy's third eye allows him to see in darkness, when his eyesight is otherwise compromised, or when the opponent is trying to use illusions. Also allows him to be slightly more accurate and evasive. Combat Passive Ability: Fraternal Bond - If Luke is hit this turn, Bellamy's next ability will be boosted by 30%. Darkness Claw: Bellamy slashes or impales his opponent with his claws. If they have a current buffing effect active, the duration of that effect is reduced by 2 turns. In addition, Bellamy can gain that buff for 1 turn. [Cooldown: 2 posts] Relentless Impact: Bellamy changes the mode of his Berenjena, revealing a mini-gatling gun beneath. He fires it at full speed at his targets, sending a storm of dark bullets at them. Eclipse Pillar: Bellamy raises his full powered Berenjena, charging a surge of energy, then fires it at full strength. Has the additional effect of increasing any active cooldowns by 2 posts. [Cooldown: 2 posts] Fallen Angel's Penance: Being a fallen angel type of digimon, Bellamy uses the kindness in his heart to his friends and family bring forth a surge of angelic power that can heal himself or his ally's wounds and reduce any active cooldowns by 1 turn. [Cooldown: 2 turns] Ebony Flare: Bellamy channels forth a burst of dark fire from his hand. He can manipulate this fire to track toward for up to 50 metres. [Cooldown: 1 turn]. Savage Night Terror: Bellamy's fists glow with grey fire and he shoots his Berenjena at the enemy, creating about 30 medium velocity dark energy spheres. If the enemy evades or defends against this attack, the cooldown is refunded and Bellamy can continue the attack manipulating the dark energy so they spin around his target, turning into a shell of darkness, then blasting them with double damage with enhanced accuracy. This makes it potentially fatal to other Mega levels. The cooldown would then apply after this turn. [Cooldown: 3 posts]
Perfect level Merc: AIRVESSEMON Appearance: An evolution of Blimpmon, AirVessemon now resembles something more of an Airship styled from Final Fantasy. Retains a large helium tank to remain airborne. Has the same appearance of a modified Gardromon over this tank. Overall has a length of 75m and a height of 40m. Retains the bronze and tan colouring that Blimpmon had. AirVessemon now has a substantially larger cabin suspended below his air tanks, resembling something of a wood-metal sailing ship. Has an engine at the front and three engines at the back, allowing him to move at much faster speeds than was possible as a Blimpmon, as well as wings below the cabin (which can be folded) for extra stability. AirVessemon's armaments include three forward facing cannons that fire 150mm energy beams, allowing for better recoil. Other armaments include missile launchers along his lower port and starboard sides, bomb racks at the rear to drop over ground based targets, and 2 gatling gun turrets at the front and rear. The cabin area of AirVessemon also has an external deck that those riding him can walk around for better navigation, as well as conducting manual repairs if possible during a sustained aerial engagement. Attribute: Data Families: Wind Guardians, Metal Empire Type: Machine Non-Combat Passive Ability: First Class Air Transport - AirVessemon retains his ability to carry passengers in comfort. His size has increased so that he may now carry up to 20 human and rookie level passengers. Combat Passive Ability: Auto-Repair - AirVessemon is able to carry out limited onboard repairs if minor damage is sustained in battle. Major damage such as engines being blown off cannot be repaired. Blaster Salvo: AirVessemon fires his forward guns at a target in front of him, sending charged particle beams of energy at them. Rocket Broadside: AirVessemon launches a salvo of heat seeking missiles that track toward their target. [Cooldown: 1 post] Tallboy Bomber: AirVessemon hovers over a ground-based target and drops heavy bombs on them. Propeller Twister: Turns his engines to face the target and blasts them with a powerful tornado, bashing them around and increases any active cooldowns by 1 post. [Cooldown: 1 post] Vulcan Burst: AirVessemon uses either his front or rear gatling gun turret to shoot a storm of bullets at targets. Can also be used to shoot down incoming projectiles. [Cooldown: 1 post]
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Post by Bonetrousled? on Feb 12, 2017 5:51:07 GMT
Approved!
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Post by Colin, Luke & Bellamy on May 10, 2017 1:16:55 GMT
Here we go. Finished. Another big edit so apologies in advance.
Luke's Super Mega level: BANCHO CHERUBIMON(Picture credit to Yuuki) Appearance: Luke stands at a height of approximately 6'7". His fur retains the red and white appearance it usually had. In his hand is a long spear with a jagged golden tip in the shape of a lightning bolt. Has a cape on his back, held in place by the chain around his neck, complete with the blue stone. His ears are also pierced with Holy Rings. Attribute: Vaccine Families: Virus Busters, Nature Spirits Type: Holy Beast Abilities:Passive Ability: Flight - Bancho Cherubimon has the ability to fly. Combat Passive: Fraternal Bond - if Bellamy is damaged in that turn, the power of Luke's next attack is increased by 30%. If he is damaged again in the next turn, the power of Luke's attack after that is increased by 50%. Increased damage is capped at 50%, and resets if Bellamy is not hurt in a turn. Combat Passive: Livewire Fur - The more active cooldowns that Luke has, the faster he is. His speed increases by 10% for each turn he is away from recovery (for instance if he has 1 attack at 1/3 cooldown, and another on 1/2, this puts the counter at '3' and he is 30% faster). Caps at 100% faster (double speed). Indignation: Requires a 1 turn charging up time. Luke forms a spell circle above the battlefield, summoning holy thunderclouds. When he unleashes the attack, an immense burst of lightning falls down, ravaging the battlefield in a 50m radius. Deals heavy damage and can pierce through shields. [Cooldown: 3 posts] Spear of Ezekiel: Luke's spear charges with divine lightning, and he rams it into his opponent, dealing damage. If it hits, the target becomes magically sealed in the region where he hit. (If he hits their legs, they cannot move. If he hits an arm, they cannot attack. This effect lasts for 1 turn. [Cooldown: 2 posts] Loki's Charm: Luke enriches himself with a power of trickery for 3 turns. While this effect is active, attacks that target him that have additional effects will have those effects nullified. That means that the attacks simply do damage if they hit and do not activate any debuffs (works like Shield Dust from Pokemon). This includes area-of-effect attacks that incidentally would affect him. If an attack only has an effect with no damage, it will still affect Luke and bypass this defense. [Cooldown: 3 posts] Thunder Hammer: Luke casts down a quick bolt of lightning, aiming to smack the foe down like a hammer. A basic S-M level attack with no cooldown. Stream of Life: Luke raises his paw and delivers a stream of healing green energy to himself or allies. If it targets 1, heals an immense amount of health. If it targets 2, it heals moderately. If it heals 3 or more, the amount recovered is light. [Cooldown: 3 posts] Over Soul: Luke waves his paw and sends a rush of divine wind at himself or an ally. When this wave hits, the cooldown for 1 attack is removed (as long as it is 3 turns or less). If the cooldown is more than 3 turns, then the cooldown is reduced by 3. [Cooldown: 3 posts]. Euclidean Laser: Luke summons down a powerful burst of energy from the sky with the force of a small satellite cannon. If used while Bellamy's Pathfinder Mortar is in the air, it deals double damage. [Cooldown: 1 post]
Bellamy's Super Mega level: AVENGE KIDMON
Appearance: Mostly as pictured, although he can shift the data on his legs so they can change between guns and ordinary feet. Stands 7' tall.
Attribute: Virus Families: Nightmare Soldiers, Metal Empire Type: Demon Man
Abilities:
Passive Ability: Flight - AvengeKidmon has the ability to fly in battle.
Combat Passive: Fraternal Bond - if Luke is damaged in that turn, the power of Bellamy's next attack is increased by 30%. If he is damaged again in the next turn, the power of Bellamy's attack after that is increased by 50%. Increased damage is capped at 50%, and resets if Luke is not hurt in a turn.
Combat Passive: Heat Ravager - If Bellamy targets an opponent with any active cooldowns, he deals 5% extra damage for every turn they are from recovery. (So if they have one attack at 1/3 cooldown, another at 2/3, and another at 0/2, that puts the counter at 5 and so he deals 25% extra damage). Caps at 100% (double damage).
Destruction Trigger: Bellamy aims a kick at his opponent, triggering a gunshot in his foot as he does so, dealing strong point-blank damage.
Misery Bullet Rain: Bellamy's guns glow with grey fire and he shoots all of his weapons at the enemy, creating about 50 medium velocity dark energy spheres. If the enemy evades or defends against this attack, the cooldown is refunded and Bellamy can continue the attack manipulating the dark energy so they spin around his target, turning into a shell of darkness, then blasting them with double damage with enhanced accuracy. This makes it potentially fatal to other Super Mega levels. The cooldown would then apply after this turn. [Cooldown: 3 posts]
Hellfire Railgun: Bellamy unslings and unfolds a collapsible rifle that's stored on his back and fires a powerful railgun blast. Not only does this attack pierce through shields, it can damage targets that are standing in a line and hits through anyone standing behind them. [Cooldown: 2 posts]
Frontier Showdown: Bellamy infuses himself with a burst of adrenaline, making his attacks 50% faster and more damaging for 2 turns. [Cooldown: 3 posts]
One for the Road: Bellamy conjures a small flask of liquid that he can consume himself or pass to an ally. Drinking it will moderately replenish their health and reduce any active cooldowns by 1 turn. [Cooldown: 2 posts]
Pathfinder Mortar: Bellamy conjures a hand-cannon like weapon and fires it high above into the sky. On the next turn, a bomb (that can track toward his target, but does not home in on them) will land on the enemy, not only dealing moderate damage in a 10 meter radius, but acts as a beacon for Luke's Euclidean Laser attack. [Cooldown: 1 post]
Merciless Sniper: Bellamy conjures a sniper rifle and takes careful aim at a foe, then fires. If he has not been attacked this turn, damage is increased by 30% [Cooldown: 1 post]
Luke/Bellamy's DNA Super Mega: BLACK JUPITERMONAppearance: The DNA bio-merge of Colin, Luke and Bellamy. Looks as pictured, standing 8' tall.
Attribute: Data Families: Virus Busters, Wind Guardians Type: God Man
Abilities:
Passive Ability: Flight - BlackJupitermon has the natural ability to fly at high speed.
Combat Passive: Ixion Cloud - Whenever BlackJupitermon successfully lands an attack, a small energetic lightning cloud will hover around the battlefield and linger there. Is maxed out at 5 clouds. For each cloud that is active, BlackJupiter receives 5% less damage from Projectile attacks.
Combat Passive: Imperial Wrath - If BlackJupitermon is hit by 2 or more attacks in 1 turn, any active cooldowns are reduced by 1 post.
Black Plasment: BlackJupitermon converts his body to a state of dark plasma for up to 1-3 turns. In this state, any melee attacks that hit him will hurt the attacker for a light amount of damage. He also becomes 30% faster. [Cooldown = the amount of turns that it was active].
Callisto Hammer: BlackJupiter swings his hammer at the target, aiming to deal melee damage. Even if it misses, it will still produce 1 Ixion Cloud. [Cooldown: 1 post]
Geyser of Io: BlackJupiter calls forth a burst of plasma from the ground underneath his target, which reaches a height of around 25m at its height. Deals strong damage over a 25m radius, but if his opponent is flying higher than that, it won't affect them. [Cooldown: 1 post]
Light of Europa: BlackJupiter enriches himself or an ally with a divine blue energy, healing for a moderate amount, and reduces any active cooldowns by 1. [Cooldown: 2 posts]
Fall Ganymede: BlackJupitermon casts a powerful bolt of lightning on his opponent. For every Ixion Cloud that is present on the battlefield, damage is increased by 20%.
Ion Storm: BlackJupitermon conjures a thunderstorm that lasts 3 turns. While it is active, any digimon in the sky that is not a Wind Guardian family digimon will receive damage each turn. Also, any grounded target has their speed reduced by 30% as the storm hampers their movements. Furthermore, all lightning element attacks used in battle are increased by 30% in damage intensity. Produces 1 Ixion Cloud for each turn that this is active. [Cooldown: 3 posts]
Ultima Protos: BlackJupiter's 'finishing' attack. Fires an immense beam of lightning with the aim of simply dealing as much damage as possible. Can pierce through shields and ignores any defenses. [Cooldown: 3 posts]
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Post by Marshal North on May 11, 2017 1:47:55 GMT
I don't see any issues with these moves?
1/2
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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 May 11, 2017 5:37:49 GMT
Let's begin!
Luke *Livewire Fur: This should cap at some amount, even if by Luke's current cooldowns the ability is balanced without a cap. Just in case of future edits. *Loki's Charm: Please be a bit more specific on this one. Additional effects means an attack's components other than damage, or something else? If so, what would constitute an "additional effect" on an attack that doesn't deal damage? Any details you can write about this one would be awesome. Oh, and just in case "being targeted" means area attacks too? Or just single target? These are just to avoid any potential future confusion about this attack.
Bellamy *Heat Ravager: This one should cap at some amount too. Up to 100% is fine to me. *Pathfinder Mortar: As long as "can track towards the target" doesn't mean it's a homing attack, this is fine.
BlackJupitermon *Ion Storm: Evasion's a bit iffy as a stat. Mind changing that to Speed and/or Agility? Also, the lightning attacks are increased... in which metric? Damage, radius or something else? Please specify.
That's all I can think about. Most of them are just clarifications, so awesome work ^^. Changes done, I don't see nothing wrong with the rest of the moves. Approved!
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