Asher's Edits
Dec 31, 2016 7:12:50 GMT
Post by Asher on Dec 31, 2016 7:12:50 GMT
Please Remove and Replace Griffomon with:
Appearance:
B-Hybrid Spirit: Antylamon
Attribute: Virus
Family/ies: Nightmare Soldiers, Wind Guardians
Type: Holy Beast
Non-Combat Passive:
Lighter Than a Feather: Antylamon is capable of levitating. Or, perhaps, it is just incapable of keeping it's feet solidly on the ground for extended periods of time.
Passive:
Ebb and Flow: Antylamon is capable of activating and then transferring non-damaging affects from itself to another target, as long as it is not on cooldown. This includes Mantra Chant and Meditation Cure. Ebb and Flow takes up Antylamon's attack for it's current turn, but not it's target's, and cannot be reactivated for three turns afterward. Strong minds are capable of rejecting the affects of the transfer if they so wish.
Abilities:
Method to Madness: A two-post move. On the activation post, Antylamon begins to store whatever damage it receives until it's following post. On it's execution post, the Digimon releases a blast of energy, equivalent to half of the damage it has taken. It still suffers damage from the entirety of the attacks placed upon it. Additionally, has a cooldown of two posts.
Mantra Chant: Hardens it's skin significantly. For one post, Antylamon is capable of taking only 70% of damage received from fellow Ultimates and lower, and 80% of damage received from Mega and Super Mega. Cooldown of Two posts.
Meditation Cure: Pools energy to wounds to heal itself by about 30%. Cooldown of two posts.
Bunny Blades: Molds its hands into axes, while spinning around like a whirlwind, in attempts to slice any target that gets in it's way.
Arm Bomber: Fires circular projectiles from it's arms, which explode upon impact.
Rabbit's Foot: Channeling explosive energy into it's feet, Antylamon delivers a rapid yet powerful kick.
Digivolves To: N/A
And add this as Asher's Beast Fraction:
Appearance:
Beast Fraction: Yatagaramon
Attribute: Vaccine
Family/ies: Nightmare Soldiers
Type: Bewitching Bird
Passive:
You Should See The Other Guy: Each turn that Yatagaramon takes damage, he gains a buff of 10% to his attack power, maxing out at 40%. If he avoids being injured for a post, his buff is halved. Two posts of no damage resets the boost. Not that a buff does much good if he's too beaten to fight.
Abilities:
Blackout: In a puff of feathers, a moderate area around Yatagaramon becomes shrouded in a black smog, leaving heavily reduced visibility for anyone without particularly great eyesight or other senses. Duration: Two Posts, unless a wind-based attack is used, which clears the area immediately. Cooldown: Three Posts
Fire Jewels: Shoots fireballs from the ornaments on it's wings.
Flaming Claw: Yatagaramon's claws heat to extreme temperatures, which it then strikes at a target with.
Defender: Puts up a barrier in front of a selected target, or itself, which will hold for one attack. Cooldown: Two posts
Sun Bird: Creates a moderate sized fireball in front of it, throwing it at a target. May slightly injure anyone within close proximity to the initial target. Cooldown: Two posts
Wing Blades: Beats it's wings to produce a blade of wind, which slices it's target.
Digivolves To: N/A
And, for simplicity's sake...
Code for Antylamon:
And code for Yatagaramon:
Appearance:
B-Hybrid Spirit: Antylamon
Attribute: Virus
Family/ies: Nightmare Soldiers, Wind Guardians
Type: Holy Beast
Non-Combat Passive:
Lighter Than a Feather: Antylamon is capable of levitating. Or, perhaps, it is just incapable of keeping it's feet solidly on the ground for extended periods of time.
Passive:
Ebb and Flow: Antylamon is capable of activating and then transferring non-damaging affects from itself to another target, as long as it is not on cooldown. This includes Mantra Chant and Meditation Cure. Ebb and Flow takes up Antylamon's attack for it's current turn, but not it's target's, and cannot be reactivated for three turns afterward. Strong minds are capable of rejecting the affects of the transfer if they so wish.
Abilities:
Method to Madness: A two-post move. On the activation post, Antylamon begins to store whatever damage it receives until it's following post. On it's execution post, the Digimon releases a blast of energy, equivalent to half of the damage it has taken. It still suffers damage from the entirety of the attacks placed upon it. Additionally, has a cooldown of two posts.
Mantra Chant: Hardens it's skin significantly. For one post, Antylamon is capable of taking only 70% of damage received from fellow Ultimates and lower, and 80% of damage received from Mega and Super Mega. Cooldown of Two posts.
Meditation Cure: Pools energy to wounds to heal itself by about 30%. Cooldown of two posts.
Bunny Blades: Molds its hands into axes, while spinning around like a whirlwind, in attempts to slice any target that gets in it's way.
Arm Bomber: Fires circular projectiles from it's arms, which explode upon impact.
Rabbit's Foot: Channeling explosive energy into it's feet, Antylamon delivers a rapid yet powerful kick.
Digivolves To: N/A
And add this as Asher's Beast Fraction:
Appearance:
Beast Fraction: Yatagaramon
Attribute: Vaccine
Family/ies: Nightmare Soldiers
Type: Bewitching Bird
Passive:
You Should See The Other Guy: Each turn that Yatagaramon takes damage, he gains a buff of 10% to his attack power, maxing out at 40%. If he avoids being injured for a post, his buff is halved. Two posts of no damage resets the boost. Not that a buff does much good if he's too beaten to fight.
Abilities:
Blackout: In a puff of feathers, a moderate area around Yatagaramon becomes shrouded in a black smog, leaving heavily reduced visibility for anyone without particularly great eyesight or other senses. Duration: Two Posts, unless a wind-based attack is used, which clears the area immediately. Cooldown: Three Posts
Fire Jewels: Shoots fireballs from the ornaments on it's wings.
Flaming Claw: Yatagaramon's claws heat to extreme temperatures, which it then strikes at a target with.
Defender: Puts up a barrier in front of a selected target, or itself, which will hold for one attack. Cooldown: Two posts
Sun Bird: Creates a moderate sized fireball in front of it, throwing it at a target. May slightly injure anyone within close proximity to the initial target. Cooldown: Two posts
Wing Blades: Beats it's wings to produce a blade of wind, which slices it's target.
Digivolves To: N/A
And, for simplicity's sake...
Code for Antylamon:
[i]Appearance[/i]:
[img src="http://i63.tinypic.com/2poxx95.jpg" style="max-width:100%;"]
[i]B-Hybrid Spirit[/i]: Antylamon
[i]Attribute[/i]: Virus
[i]Family/ies[/i]: Nightmare Soldiers, Wind Guardians
[i]Type[/i]: Holy Beast
[i]Non-Combat Passive:[/i]
[i]Lighter Than a Feather:[/i] Antylamon is capable of levitating. Or, perhaps, it is just incapable of keeping it's feet solidly on the ground for extended periods of time.
[i]Passive:[/i]
[i]Ebb and Flow:[/i] Antylamon is capable of activating and then transferring non-damaging affects from itself to another target, as long as it is not on cooldown. This includes Mantra Chant and Meditation Cure. Ebb and Flow takes up Antylamon's attack for it's current turn, but not it's target's, and cannot be reactivated for three turns afterward. Strong minds are capable of rejecting the affects of the transfer if they so wish.
[i]Abilities[/i]:
[i]Method to Madness:[/i] A two-post move. On the activation post, Antylamon begins to store whatever damage it receives until it's following post. On it's execution post, the Digimon releases a blast of energy, equivalent to half of the damage it has taken. It still suffers damage from the entirety of the attacks placed upon it. Additionally, has a cooldown of two posts.
[i]Mantra Chant:[/i] Hardens it's skin significantly. For one post, Antylamon is capable of taking only 70% of damage received from fellow Ultimates and lower, and 80% of damage received from Mega and Super Mega. Cooldown of Two posts.
[i]Meditation Cure:[/i] Pools energy to wounds to heal itself by about 30%. Cooldown of two posts.
[i]Bunny Blades:[/i] Molds its hands into axes, while spinning around like a whirlwind, in attempts to slice any target that gets in it's way.
[i]Arm Bomber:[/i] Fires circular projectiles from it's arms, which explode upon impact.
[i]Rabbit's Foot:[/i] Channeling explosive energy into it's feet, Antylamon delivers a rapid yet powerful kick.
[i]Digivolves To[/i]: N/A
[hr]
And code for Yatagaramon:
[i]Appearance[/i]:
[img style="max-width:100%;" src="http://i67.tinypic.com/6fbebb.jpg"]
[i]Beast Fraction[/i]: Yatagaramon
[i]Attribute[/i]: Vaccine
[i]Family/ies[/i]: Nightmare Soldiers
[i]Type[/i]: Bewitching Bird
[i]Passive:[/i]
[i]You Should See The Other Guy:[/i] Each turn that Yatagaramon takes damage, he gains a buff of 10% to his attack power, maxing out at 40%. If he avoids being injured for a post, his buff is halved. Two posts of no damage resets the boost. Not that a buff does much good if he's too beaten to fight.
[i]Abilities[/i]:
[i]Blackout[/i]: In a puff of feathers, a moderate area around Yatagaramon becomes shrouded in a black smog, leaving heavily reduced visibility for anyone without particularly great eyesight or other senses. Duration: Two Posts, unless a wind-based attack is used, which clears the area immediately. Cooldown: Three Posts
[i]Fire Jewels:[/i] Shoots fireballs from the ornaments on it's wings.
[i]Flaming Claw:[/i] Yatagaramon's claws heat to extreme temperatures, which it then strikes at a target with.
[i]Defender:[/i] Puts up a barrier in front of a selected target, or itself, which will hold for one attack. Cooldown: Two posts
[i]Sun Bird:[/i] Creates a moderate sized fireball in front of it, throwing it at a target. May slightly injure anyone within close proximity to the initial target. Cooldown: Two posts
[i]Wing Blades:[/i] Beats it's wings to produce a blade of wind, which slices it's target.
[i]Digivolves To[/i]: N/A
[hr]