Elliot and Isaac Profile Edits- Elliot. (Isaac edits later!)
Apr 10, 2017 22:57:44 GMT
Post by Elliot and Isaac Sunderland on Apr 10, 2017 22:57:44 GMT
In this post: flying non-combat passives are added, cooldowns are adjusted, and magnitudes for buffs are provided.
Elliot - Veemon:
Comeback Kid: Veemon never gives up, no matter how stacked the odds are against him. As he gets fatigued through a fight, his attacks grow stronger as well. This does not account for injuries; if wounded in the wrong place, Veemon might be too banged up to benefit from this boost.
Magnitude: 25% boost to power at half health. 50% boost to power at a quarter of his health. 75% boost to power if fighting on his last legs.
Victory Blow: Veemon delivers a headbutt so hard, it gets his blood pumping. If the attack knocks out a foe, Veemon gets a second wind of adrenaline.
Magnitude: 75% boost to speed and power.
Duration: Two Posts.
Cooldown: One Post.
Elliot - Strikedramon:
Rally of the Commander: Strikedramon’s presence is a point of motivation for his allies, who drive strength from his rallying. Any allies within 20 feet of Strikedramon gain a modest boost to attack strength, but the second an ally leaves this radius they are stripped of their bonus.
Magnitude: 30% boost to attack power, does not apply to Strikedramon.
Effect Size: 20-foot radius. (Down from 30 feet)
Burning Inner Strength: The markings on Strikedramon’s chest glow white, as do the metal plates on his hands, feet, and tail. His attacks grow much stronger and faster.
Magnitude: 75% boost to attack speed and power.
Duration: Three Posts.
Cooldown: Two Posts.
Elliot - Gargoylemon:
Wings: If it isn't obvious already, Gargoylemon can fly. His flight is somewhat clumsy, yet surprisingly fast for such a large Digimon.
The Chains are Off: Gargoylemon is restrained by chains and sigils all across his body. Breaking these chains drastically increases Gargoylemon’s strength and speed, but ruins his presence of mind. He becomes prone to attacking allies indiscriminately and rampaging until forced to de-digivolve.
Magnitude: 2x boost to speed and power.
Stone Smash: Gargoylemon turns to stone and drops from the sky, falling spread-eagle to try and crush the opponent. Upon landing, Gargoylemon can stay encased in stone for a short time.
Magnitude: 2x boost to defense, yet immobilized.
Duration: One Post.
Cooldown: One Post.
Shielding Slab: Gargoylemon calls forth a large slab of stone, which rises from the ground in front of an allied Digimon. A Mega-level hit shatters it with ease, and successive Ultimate-level attacks can wear it down. As the stone is immobile, it is also as easy to navigate around as it is difficult to destroy.
Shield Strength: Five Ultimate-level attacks, or one Mega-level attack.
Effect Size: 10 foot wide x 20 foot high wall.
Duration: Four Posts.
Coolown: Two Posts.
Sapphire Nail: Gargoylemon’s claws encase in jagged crystals as he lunges forward, slicing through unguarded flesh with extra power.
Magnitude: 2x stronger on unarmored targets, three quarters as strong against armored ones.
Elliot - Dynasmon.
Aerialist's Cape: Dynasmon's cape is also a pair of large, albeit somewhat tattered, wings. His small size relative to his wings makes him very speedy, and he has combines it with surprising agility and maneuverability.
Elemental Affinity: Dynasmon harbors strong elemental resistance due to his ties with elemental warriors of legends past. He has a minor resistance to elemental attacks of any type. For attacks that mix elemental and physical components, such as flaming tackles, only the elemental part is reduced.
Magnitude: 25% resistance against all elements.
Dragon’s Dogma: Dynasmon is the pinnacle of draconic order, and fights his best when he is assured of the nobility of his cause. If fighting for an ideal higher than himself, his physical and mental resolves are boosted heavily. However, wavering in his faith causes him to lose these benefits.
Magnitude: 50% boost to defense and mental stability if fighting for high ideals.
Absorption of The Ten: Dynasmon absorbs the elemental properties of the last attack to strike him, applying them to future attacks. However, this requires lowering his guard and taking full damage.
Duration: Five Posts.
Cooldown: Three Posts. (Nerfed from one post)
Elliot - Knightmon (am I ever going to unlock that stupid thing?)
Crusader’s Shield: Knightmon flings the massive shield on his arm, dealing heavy damage at the cost of weakening his defenses. He must recover it before this move can be used again.
Magnitude: 25% reduction to defense.
Knight’s Challenge: Knightmon declares a duel between himself and his opponent. If accepted, Knightmon and his foe gain resistance to outsiders’ attacks, but vulnerability to each other’s’
Magnitude: 50% reduction to damage from outside interference. 2x damage taken by both combatants.
Duration: Three Posts.
Cooldown: Two Posts. (Nerfed from one post)
Elliot - Sandiramon
Chip Away Sandiramon is merciless in his pursuit of enemy defenses, each attack of his leaving them somewhat weaker than the last. Sandiramon’s hits leave stacking debuffs on enemy defenses, negligible at one hit but intensifying powerfully by the fifth. Avoiding Sandiramon for two posts resets the debuffs.
Magnitude: 10% reduction to defense per stack. Maximizes at 50% reduction to defenses.
Duration: Two Posts (if not reapplied in two posts, is lost)
Bao Kui: Sandiramon spews a lance of light from his mouth. While Sandiramon is very proficient in the lance, it can also be gifted to allies.
Duration: Four Posts.
Cooldown: Two Posts. (Nerfed from one post)
Battering Ram: Sandiramon lowers his head so that its hood-like shell can absorb hits, then dashes forward to headbutt the foe.
Magnitude: 25% defense boost.
Cooldown: One Post. (Nerfed from none)
Elliot and Kuu - Tachidramon.
Blessing of Tailwinds: The wild winds surrounding Tachidramon are always pushing at his back, spurring him and his allies on towards glory. Any allies within 30 feet of Tachidramon are given a modest yet noticeable speed boost, which persists for one post after they leave the effect's radius.
Magnitude: 30% speed boost.
Effect Size: 30-foot radius.
Duration: One Post after leaving radius.
Spring Breeze: Tachidramon spins his tail, creating warm, soothing winds that wash over his allies. Any nearby allies are healed of minor wounds and relieved of fatigue, inspiring them to get back into the fight.
Magnitude: One standard Ultimate attack.
Cooldown: Two Posts.
Fu-Rin-Ka-Zan: The winds surround Tachidramon closely, then combust to turn him into a silhouette wreathed in flames. Tachidramon moves with a forcefulness nigh-impossible to stop, his attacks quickening and his advance unaffected by slowing or freezing moves.
Magnitude: 75% speed and attack speed boost.
Duration: Four Posts.
Cooldown: Two Posts.
Elliot and Kuu - Tenchidramon.
Hell's Ascent: Tenchidramon may be an unstable mass of blades and muscle, but it can still fly. It takes a bit to accelerate, but it is terrifying when it gets going.
Hell's Seal: Tenchidramon's unstable power is mostly kept in check through the binding seals on its body. When Tenchidramon is significantly injured the seals fade away, hugely increasing strength and speed but forcing him into a berserker rage. If by some miracle Tenchidramon goes for an entire post without being injured, the seals return so Tenchidramon can regain control.
Magnitude: 1.5x speed and attack power boost.
Duration: Ends after one post of no damage taken.
Elliot and Kuu - Terasumon.
Spring Breeze: Terasumon dances through the sky as gracefully as she would on land. Without a doubt, she is the most agile of any of Elliot's forms.
Tranquility for All: The health and security of the sun is of chief importance to the rest of the realm, its absence enough to send others into despair. So long as Terasumon is able to keep a tranquil, unburdened mental state, her and all of her allies receive moderately powerful damage reduction. Anything that throws Terasumon off her game (stress/taking serious injury/allies becoming injured/abilities that affect her psyche) will immediately remove the ability. The aura cannot reform until either a minimum of three posts later or when Terasumon recomposes herself, whichever occurs last.
Magnitude: 30% damage reduction.
Cooldown: Three posts after composure is lost.
Elliot - MagnaAngemon Priest
Seraph's Wing: MagnaAngemon Priest can fly through the air with relative ease. While a slow flier, he has unparalleled air control.
My Faith is My Shield: Most MagnaAngemon bear the crusader’s armor, but this one instead wears the robes of a harmless prelate. Without proper armaments, his peace of mind is his shield. When not engaged in combat, MagnaAngemon takes heavily reduced damage from a single attack. This bonus does not apply to combat initiated by MagnaAngemon, and only kicks into effect during the first strike of a thread.
Magnitude: 75% damage reduction.
Burden of Loss: MagnaAngemon drains the pain from his allies, bearing it in their place. Overuse of this ability can cause MagnaAngemon to pass out from overexertion, or even open wounds on his own person.
Magnitude: Heals equal to 1.5 standard Champion attacks, hurts Elliot for 1 standard Champion attack.
Cooldown: One Post.
Melody From the Past: MagnaAngemon chants a holy song, strengthening the physical defense and mental resolve of any who can hear him.
Magnitude: 50% boost to defense and mental stability
Duration: Three Posts.
Cooldown: One Post.
Sanctuary: MagnaAngemon blesses the ground beneath his feet, forming a hallowed circle. Anyone standing in close proximity to him is blessed, absolving them of status effects from Champion Digimon and weaker. Ultimate status effects are halved in duration instead, and anything above is unaffected.
Effect Size: 15-foot radius.
Duration: Two Posts.
Cooldown: Two Posts.
Elliot - Diatrymon.
Steel Wing: Diatrymon can't really fly, but it can stay off the ground for surprising amounts of time. It is an expert glider, allowing it to travel battlefields at high speed.
Metal Flash: The armor plates on Diatrymon's body glow a bright white, badly hampering the eyesight of anyone looking directly at him. The effect goes from severe at its start to minorly irritating by the last post.
Magnitude: 75% of vision blocked, decreases by 25% with each post.
Duration: Three Posts. (Down from four)
Cooldown: Two Posts. (Up from one)
Ancient Breath: Diatrymon blasts a puff of withering air, rotting inanimate objects and causing living beings great fatigue.
Duration: Four Posts.
Cooldown: Two Posts. (Up from one)
Elliot - SlashAngemon.
Bladed Wing: SlashAngemon's wings may be knives, but it is no less aerodynamic. While a comparatively slow flier, it moves with near-perfect aerial control and grace.
Blood Bond: SlashAngemon stabs an enemy, draining their health through his blade to strengthen himself at their expense. Unfortunately, during the drain SlashAngemon is left very vulnerable for a pummeling.
Magnitude: Heals for 50% of damage done.
Cooldown: Two Posts.
Armor of the Blade: SlashAngemon knights an ally, encasing them in chrome at the touch of his sword. Defense increases greatly, and small, blade-like spikes on the armor allow for up close attacks.
Magnitude: 2x defense boost.
Duration: Four Posts. (Down from five)
Cooldown: Two Posts. (Up from one)
Burden of Pain: SlashAngemon takes the pain from his allies and turns it into power. Every time he heals an ally he gets stronger, but at the same time his own injuries get more debilitating. It can only be safely used thrice before SlashAngemon can't take the strain.
Magnitude: Heals equal to 1.5 standard Mega attacks, but damages Elliot for 1 standard Mega attack. Also gives a passive 33% boost to attack per usage, capping at 100%.
Cooldown: Two Posts.
Wall of Steel: SlashAngemon raises a tempest of swirling blades from the ground, forming a 30 foot wide by 15 foot tall wall of steel. Physically passing through the wall is very painful, and the density of knives stops most projectiles from slipping through.
Effect Size: 30 foot wide x 15 foot high wall.
Duration: Four Posts.
Cooldown: Two Posts
Elliot - Imperialdramon Paladin Mode.
Regal Wing: Imperialdramon's wings are more than enough to get it off of the ground, despite its tremendous girth. While not the fastest nor most graceful flier, it manages to hang in the air with unshakable stability. Grounding this dragon is not easy.
Aura of Protection: Holy energy constantly radiates from Imperialdramon, wrapping around those he cares most deeply about to shield them. Anybody within arms' reach of Imperialdramon is given strong protection from damage. The aura's strength is based around hope; when Elliot is filled with determination his aura can reach to just under sword range, while when his will is broken it shrivels up to nothing.
Magnitude: 50% damage reduction.
Effect Size: Target must be in arm's reach of Imperialdramon, typically.
Holy Withdrawl: Imperialdramon grows more cautious as the battle goes on, sacrificing its power in combat to try and stay alive and provide for its allies. As Imperialdramon grows more injured its defense raises significantly, at the cost of its attack power going down by a comparative value. It also gains increased resistance to knockback and force, refusing to bend a knee to the corrupt and cruel.
Magnitude: 33% boost to defense at half health. 66% boost to defense at a quarter of his health. 2x boost to defense if fighting on his last legs. For attack, the reductions are 25%, 50%, and 75% at the same breakpoints.
Know No Pain: Imperialdramon plunges his sword into the ground, a golden bubble of energy twenty-five feet in radius spreading around it. It provides minor healing and damage reduction to anyone inside, but leaves Imperialdramon unarmed until finished.
Magnitude: Heals half of a standard Super Mega attack per turn, gives 30% damage reduction.
Duration: Three Posts.
Cooldown: Two Posts.
Rally the Charge!: Imperialdramon points its sword with authority at a nearby opponent, marking him for retribution. Attacks made against this opponent alone are greatly intensified in damage.
Magnitude: 3x damage against the chosen target only.
Duration: Four Posts.
Cooldown: Three Posts (Increased from one).
Elliot - Veemon:
Comeback Kid: Veemon never gives up, no matter how stacked the odds are against him. As he gets fatigued through a fight, his attacks grow stronger as well. This does not account for injuries; if wounded in the wrong place, Veemon might be too banged up to benefit from this boost.
Magnitude: 25% boost to power at half health. 50% boost to power at a quarter of his health. 75% boost to power if fighting on his last legs.
Victory Blow: Veemon delivers a headbutt so hard, it gets his blood pumping. If the attack knocks out a foe, Veemon gets a second wind of adrenaline.
Magnitude: 75% boost to speed and power.
Duration: Two Posts.
Cooldown: One Post.
Elliot - Strikedramon:
Rally of the Commander: Strikedramon’s presence is a point of motivation for his allies, who drive strength from his rallying. Any allies within 20 feet of Strikedramon gain a modest boost to attack strength, but the second an ally leaves this radius they are stripped of their bonus.
Magnitude: 30% boost to attack power, does not apply to Strikedramon.
Effect Size: 20-foot radius. (Down from 30 feet)
Burning Inner Strength: The markings on Strikedramon’s chest glow white, as do the metal plates on his hands, feet, and tail. His attacks grow much stronger and faster.
Magnitude: 75% boost to attack speed and power.
Duration: Three Posts.
Cooldown: Two Posts.
Elliot - Gargoylemon:
Wings: If it isn't obvious already, Gargoylemon can fly. His flight is somewhat clumsy, yet surprisingly fast for such a large Digimon.
The Chains are Off: Gargoylemon is restrained by chains and sigils all across his body. Breaking these chains drastically increases Gargoylemon’s strength and speed, but ruins his presence of mind. He becomes prone to attacking allies indiscriminately and rampaging until forced to de-digivolve.
Magnitude: 2x boost to speed and power.
Stone Smash: Gargoylemon turns to stone and drops from the sky, falling spread-eagle to try and crush the opponent. Upon landing, Gargoylemon can stay encased in stone for a short time.
Magnitude: 2x boost to defense, yet immobilized.
Duration: One Post.
Cooldown: One Post.
Shielding Slab: Gargoylemon calls forth a large slab of stone, which rises from the ground in front of an allied Digimon. A Mega-level hit shatters it with ease, and successive Ultimate-level attacks can wear it down. As the stone is immobile, it is also as easy to navigate around as it is difficult to destroy.
Shield Strength: Five Ultimate-level attacks, or one Mega-level attack.
Effect Size: 10 foot wide x 20 foot high wall.
Duration: Four Posts.
Coolown: Two Posts.
Sapphire Nail: Gargoylemon’s claws encase in jagged crystals as he lunges forward, slicing through unguarded flesh with extra power.
Magnitude: 2x stronger on unarmored targets, three quarters as strong against armored ones.
Elliot - Dynasmon.
Aerialist's Cape: Dynasmon's cape is also a pair of large, albeit somewhat tattered, wings. His small size relative to his wings makes him very speedy, and he has combines it with surprising agility and maneuverability.
Elemental Affinity: Dynasmon harbors strong elemental resistance due to his ties with elemental warriors of legends past. He has a minor resistance to elemental attacks of any type. For attacks that mix elemental and physical components, such as flaming tackles, only the elemental part is reduced.
Magnitude: 25% resistance against all elements.
Dragon’s Dogma: Dynasmon is the pinnacle of draconic order, and fights his best when he is assured of the nobility of his cause. If fighting for an ideal higher than himself, his physical and mental resolves are boosted heavily. However, wavering in his faith causes him to lose these benefits.
Magnitude: 50% boost to defense and mental stability if fighting for high ideals.
Absorption of The Ten: Dynasmon absorbs the elemental properties of the last attack to strike him, applying them to future attacks. However, this requires lowering his guard and taking full damage.
Duration: Five Posts.
Cooldown: Three Posts. (Nerfed from one post)
Elliot - Knightmon (am I ever going to unlock that stupid thing?)
Crusader’s Shield: Knightmon flings the massive shield on his arm, dealing heavy damage at the cost of weakening his defenses. He must recover it before this move can be used again.
Magnitude: 25% reduction to defense.
Knight’s Challenge: Knightmon declares a duel between himself and his opponent. If accepted, Knightmon and his foe gain resistance to outsiders’ attacks, but vulnerability to each other’s’
Magnitude: 50% reduction to damage from outside interference. 2x damage taken by both combatants.
Duration: Three Posts.
Cooldown: Two Posts. (Nerfed from one post)
Elliot - Sandiramon
Chip Away Sandiramon is merciless in his pursuit of enemy defenses, each attack of his leaving them somewhat weaker than the last. Sandiramon’s hits leave stacking debuffs on enemy defenses, negligible at one hit but intensifying powerfully by the fifth. Avoiding Sandiramon for two posts resets the debuffs.
Magnitude: 10% reduction to defense per stack. Maximizes at 50% reduction to defenses.
Duration: Two Posts (if not reapplied in two posts, is lost)
Bao Kui: Sandiramon spews a lance of light from his mouth. While Sandiramon is very proficient in the lance, it can also be gifted to allies.
Duration: Four Posts.
Cooldown: Two Posts. (Nerfed from one post)
Battering Ram: Sandiramon lowers his head so that its hood-like shell can absorb hits, then dashes forward to headbutt the foe.
Magnitude: 25% defense boost.
Cooldown: One Post. (Nerfed from none)
Elliot and Kuu - Tachidramon.
Blessing of Tailwinds: The wild winds surrounding Tachidramon are always pushing at his back, spurring him and his allies on towards glory. Any allies within 30 feet of Tachidramon are given a modest yet noticeable speed boost, which persists for one post after they leave the effect's radius.
Magnitude: 30% speed boost.
Effect Size: 30-foot radius.
Duration: One Post after leaving radius.
Spring Breeze: Tachidramon spins his tail, creating warm, soothing winds that wash over his allies. Any nearby allies are healed of minor wounds and relieved of fatigue, inspiring them to get back into the fight.
Magnitude: One standard Ultimate attack.
Cooldown: Two Posts.
Fu-Rin-Ka-Zan: The winds surround Tachidramon closely, then combust to turn him into a silhouette wreathed in flames. Tachidramon moves with a forcefulness nigh-impossible to stop, his attacks quickening and his advance unaffected by slowing or freezing moves.
Magnitude: 75% speed and attack speed boost.
Duration: Four Posts.
Cooldown: Two Posts.
Elliot and Kuu - Tenchidramon.
Hell's Ascent: Tenchidramon may be an unstable mass of blades and muscle, but it can still fly. It takes a bit to accelerate, but it is terrifying when it gets going.
Hell's Seal: Tenchidramon's unstable power is mostly kept in check through the binding seals on its body. When Tenchidramon is significantly injured the seals fade away, hugely increasing strength and speed but forcing him into a berserker rage. If by some miracle Tenchidramon goes for an entire post without being injured, the seals return so Tenchidramon can regain control.
Magnitude: 1.5x speed and attack power boost.
Duration: Ends after one post of no damage taken.
Elliot and Kuu - Terasumon.
Spring Breeze: Terasumon dances through the sky as gracefully as she would on land. Without a doubt, she is the most agile of any of Elliot's forms.
Tranquility for All: The health and security of the sun is of chief importance to the rest of the realm, its absence enough to send others into despair. So long as Terasumon is able to keep a tranquil, unburdened mental state, her and all of her allies receive moderately powerful damage reduction. Anything that throws Terasumon off her game (stress/taking serious injury/allies becoming injured/abilities that affect her psyche) will immediately remove the ability. The aura cannot reform until either a minimum of three posts later or when Terasumon recomposes herself, whichever occurs last.
Magnitude: 30% damage reduction.
Cooldown: Three posts after composure is lost.
Elliot - MagnaAngemon Priest
Seraph's Wing: MagnaAngemon Priest can fly through the air with relative ease. While a slow flier, he has unparalleled air control.
My Faith is My Shield: Most MagnaAngemon bear the crusader’s armor, but this one instead wears the robes of a harmless prelate. Without proper armaments, his peace of mind is his shield. When not engaged in combat, MagnaAngemon takes heavily reduced damage from a single attack. This bonus does not apply to combat initiated by MagnaAngemon, and only kicks into effect during the first strike of a thread.
Magnitude: 75% damage reduction.
Burden of Loss: MagnaAngemon drains the pain from his allies, bearing it in their place. Overuse of this ability can cause MagnaAngemon to pass out from overexertion, or even open wounds on his own person.
Magnitude: Heals equal to 1.5 standard Champion attacks, hurts Elliot for 1 standard Champion attack.
Cooldown: One Post.
Melody From the Past: MagnaAngemon chants a holy song, strengthening the physical defense and mental resolve of any who can hear him.
Magnitude: 50% boost to defense and mental stability
Duration: Three Posts.
Cooldown: One Post.
Sanctuary: MagnaAngemon blesses the ground beneath his feet, forming a hallowed circle. Anyone standing in close proximity to him is blessed, absolving them of status effects from Champion Digimon and weaker. Ultimate status effects are halved in duration instead, and anything above is unaffected.
Effect Size: 15-foot radius.
Duration: Two Posts.
Cooldown: Two Posts.
Elliot - Diatrymon.
Steel Wing: Diatrymon can't really fly, but it can stay off the ground for surprising amounts of time. It is an expert glider, allowing it to travel battlefields at high speed.
Metal Flash: The armor plates on Diatrymon's body glow a bright white, badly hampering the eyesight of anyone looking directly at him. The effect goes from severe at its start to minorly irritating by the last post.
Magnitude: 75% of vision blocked, decreases by 25% with each post.
Duration: Three Posts. (Down from four)
Cooldown: Two Posts. (Up from one)
Ancient Breath: Diatrymon blasts a puff of withering air, rotting inanimate objects and causing living beings great fatigue.
Duration: Four Posts.
Cooldown: Two Posts. (Up from one)
Elliot - SlashAngemon.
Bladed Wing: SlashAngemon's wings may be knives, but it is no less aerodynamic. While a comparatively slow flier, it moves with near-perfect aerial control and grace.
Blood Bond: SlashAngemon stabs an enemy, draining their health through his blade to strengthen himself at their expense. Unfortunately, during the drain SlashAngemon is left very vulnerable for a pummeling.
Magnitude: Heals for 50% of damage done.
Cooldown: Two Posts.
Armor of the Blade: SlashAngemon knights an ally, encasing them in chrome at the touch of his sword. Defense increases greatly, and small, blade-like spikes on the armor allow for up close attacks.
Magnitude: 2x defense boost.
Duration: Four Posts. (Down from five)
Cooldown: Two Posts. (Up from one)
Burden of Pain: SlashAngemon takes the pain from his allies and turns it into power. Every time he heals an ally he gets stronger, but at the same time his own injuries get more debilitating. It can only be safely used thrice before SlashAngemon can't take the strain.
Magnitude: Heals equal to 1.5 standard Mega attacks, but damages Elliot for 1 standard Mega attack. Also gives a passive 33% boost to attack per usage, capping at 100%.
Cooldown: Two Posts.
Wall of Steel: SlashAngemon raises a tempest of swirling blades from the ground, forming a 30 foot wide by 15 foot tall wall of steel. Physically passing through the wall is very painful, and the density of knives stops most projectiles from slipping through.
Effect Size: 30 foot wide x 15 foot high wall.
Duration: Four Posts.
Cooldown: Two Posts
Elliot - Imperialdramon Paladin Mode.
Regal Wing: Imperialdramon's wings are more than enough to get it off of the ground, despite its tremendous girth. While not the fastest nor most graceful flier, it manages to hang in the air with unshakable stability. Grounding this dragon is not easy.
Aura of Protection: Holy energy constantly radiates from Imperialdramon, wrapping around those he cares most deeply about to shield them. Anybody within arms' reach of Imperialdramon is given strong protection from damage. The aura's strength is based around hope; when Elliot is filled with determination his aura can reach to just under sword range, while when his will is broken it shrivels up to nothing.
Magnitude: 50% damage reduction.
Effect Size: Target must be in arm's reach of Imperialdramon, typically.
Holy Withdrawl: Imperialdramon grows more cautious as the battle goes on, sacrificing its power in combat to try and stay alive and provide for its allies. As Imperialdramon grows more injured its defense raises significantly, at the cost of its attack power going down by a comparative value. It also gains increased resistance to knockback and force, refusing to bend a knee to the corrupt and cruel.
Magnitude: 33% boost to defense at half health. 66% boost to defense at a quarter of his health. 2x boost to defense if fighting on his last legs. For attack, the reductions are 25%, 50%, and 75% at the same breakpoints.
Know No Pain: Imperialdramon plunges his sword into the ground, a golden bubble of energy twenty-five feet in radius spreading around it. It provides minor healing and damage reduction to anyone inside, but leaves Imperialdramon unarmed until finished.
Magnitude: Heals half of a standard Super Mega attack per turn, gives 30% damage reduction.
Duration: Three Posts.
Cooldown: Two Posts.
Rally the Charge!: Imperialdramon points its sword with authority at a nearby opponent, marking him for retribution. Attacks made against this opponent alone are greatly intensified in damage.
Magnitude: 3x damage against the chosen target only.
Duration: Four Posts.
Cooldown: Three Posts (Increased from one).