Flash of Cold Steel - Ryouta's Edit Thread
Jul 23, 2017 19:03:34 GMT
Post by ryouta on Jul 23, 2017 19:03:34 GMT
GENERAL DATA
Name: Valt
Class: Partnered Digimon (Partnered to Noguchi Ryouta)
Alignment: Chaotic Good/Neutral Good
Species: V-mon
Default Form: V-mon
Difference from other Vmon: More muscular while having several scars
PERSONALITY
Valt slightly different from Ryu, considering he's reformated. In his own words, he's both Ryu and not. In one side, he's still the dragon who is partnered to Noguchi Ryouta, still is caring partner and still calls Ryouta with "aniki". However, for better or worse, the dragon has lost a lot of his innocence, and along with it, his super positive outlook in everything. The slayer has turned into the destroyer, and he meant business.
Valt is plagued by spasm of pain from his recent reformatting that leads him to that leads him to have cloudy judgement. Being a Super Ultimate inside a body of a Child level Digimon, he's unable to tap to his full potential without berserking, or at times due to sudden burst of data, he would suddenly evolve to other form. The constant problem leads him to be frustrated and at times the frustration manifests as aggression. Coupled with Valt's already very low tolerance of what he find 'foolish', this made him very often actively antagonize other person who he found to be foolish.
Battle wise, Valt forgoes defense in favor for building up strength from his own enemy's attack and turn it to his own strength to achieve victory. He's even more power orientated than Ryu, but in turn lacks his old form's ability to become stronger from debuffs and negative status effects.
EVOLUTION LINE
BabyI/Chicomon/Slime/None/None
Attack:
Acid Bubble: Just acid bubble, carry on
Baby II/Chibimon/Lesser/None/None
Attack:
Acid Bubble II: Stronger acid bubble
Body Slam: Simple body slam
Child/Vmon/Dragon/Vaccine/DR
Passives:
Dragon senses
Combat Passives:
Ultima Break (RAM UPGRADE GIGA):
Toggleable, allows Valt to ignore opponent's barrier, reflect or negating move that is targeting his attack. Three turns cooldown between uses
Chasing Strike:
Trigger-type. If the enemy attempt (but canceled with Ultima Break) or manage to cancel or defend with skill against Valt's attack, allow him to repeat the attack, but with 1/2 power next turn. Two turns cooldown between each use. (did not count in the total skill amount he used) (Dodge doesn't count in this)
Skills:
V-Magnum:
Valt clenches his fist and strike it at the opponent. Chargeable for two turns, each with 50% more power added in. One turn cooldown.
Dragon Warcry:
Increase attack and speed by 60% but lower defense by 25% during the cooldown. Two turns duration, two turns cooldown.
V-Aura:
Valt aims energy from his palm to the opponent. One turn cooldown.
XV-mon/Adult/Dragon/Vaccine/DR
Passive:
Flight
Draconic Senses
Combat Passives:
Ultima Break (RAM UPGRADE GIGA):
Toggleable, allow Valt to ignore opponent's barrier, reflect or negating moves that is targeting his attack. Three turns cooldown between uses.
Chasing Strike:
Trigger-type. If the enemy attempt (but canceled with Ultima Break) or manage to cancel or defend with skill against Valt's attack, allow him to repeat the attack, but with 1/2 power next turn. Two turns cooldown between each use. (did not count in the total skill amount he used). Chasing Strike only carries the damage portion without buff or debuff attached if the original skill have it. (Dodging doesn't trigger this attack)
Volt Counter:
If Valt is hit by attack, discharge 30% of the total damage received in that turn as an extra lightning attack on his next attack (expires if not attacking in a turn where Volt Counter is active unless coupled by Stalwart).
Attacks:
XV-Laser:
The standard XVmon special, attack the opponent with a laser from the chest. Chargeable for two turns, each for 50% more power. One turn cooldown
Magnum Strike:
Attack that gets stronger if there is defensive buff on the target. Ignore barrier and defense buff on the target, deal 150% powered attack. However, if there are no barrier or defensive buff (passive doesn't count), the damage is merely 50%.One turn cooldown.
Dragon's Warcry II:
If affected by debuff, immediately reduce the duration by a turn. Increase attack and speed by 60% but lower defense by 25% during the cooldown. Two turns duration, two turns cooldown.
Stalwart
Valt become immobile for three turns but doube Volt Counter's power. At the same time, add 50% to damage taken while ignoring status effects and debuff that came from enemy's skills. This move also allow him to stockpile the total Volt Counter damage if he's not attacking. This move still allow him to use other skills, but moving from his spot is out of question. Two turns cooldown.
Magnamon/Perfect/Dragon Man/Vaccine/DR-VB
Valt's Magnamon form instead looks like Magnamon armored XVmon with beefier body and reddening wings, almost like a dragon in mid of transformation. His body is covered by skin tight black suit underneath the armor.
Passive:
Flight
Draconic Senses
Combat Passive:
Ultima Break (RAM UPGRADE GIGA):
Toggleable, allow Valt to ignore opponent's barrier, reflect or negating moves that is targeting his attack. Three turns cooldown between uses.
Chasing Strike:
Trigger-type. If the enemy attempt (but canceled with Ultima Break) or manage to cancel or defend with skill against Valt's attack, allow him to repeat the attack, but with 1/2 power next turn. Two turns cooldown between each use. (did not count in the total skill amount he used). Chasing Strike only carries the damage portion without buff or debuff attached if the original skill have it.
Volt Counter:
If Valt is hit by attack, discharge 30% of the total damage received in that turn as an extra lightning attack on Valt's next attack (expires if not attacking in a turn where Volt Counter is charged unless in Stalwart)
Last Stand:
The closer Valt is to unconscious/the closer he is to death, Valt's strength is increased:
Moderately damaged: 25% STR
Heavily damaged: 35% STR
Critically Damaged: 40% STR
Last Stand: 200% STR devolve next turn
Skills:
Stalwart
Valt become immobile for three turns but double Volt Counter's power. At the same time, add 50% to damage taken while ignoring status effects and debuff that came from enemy's skills. This move also allow him to stockpile the total Volt Counter damage if he's not attacking. This move still allow him to use other skills, but moving from his spot is out of question. Two turns cooldown.
Blitzkrieg:
Guided missiles that attacks all opponents on 50 meter radius, able to chase enemy once more after dodged once. Two turns cooldown.
:
Reversal:
If enemy got an immunity against a type of element, changes that immunity into 200% weakness against that particular element for two turns. This skill deals 200% damage if hit and the said condition is achieved. If not, this skill deals 50% damage. Damage doesn't add with the effect of immunity-to-weakness conversion. Two turn cooldown.
Shining Force:
Moderately heals self and allies on 25m radius. If there is stockpile of Volt Counter, uses that too to add more healing force. The stockpiled power instead divided evenly with all target within the area. Two turns cooldown.
Imperialdramon/Ultimate/Ancient Dragon/DR-VB
Passive:
Flight
Air Walk
Draconic Senses
Weakness:
To compensate for his immense field buff and debuff, also area effect, Valt in this form is massive and unable to agilely dodge. Moving at high speed causes him to have a tunnel vision effect where he can't really dodge properly, open to attack.
Combat Passive:
Ultima Break (RAM UPGRADE GIGA):
Toggleable, allow Valt to ignore opponent's barrier, reflect or negating moves that is targeting his attack. Three turns cooldown between uses.
Imperial Authority:
All debuff and buff originating from him, even when the target leaving the area of effect, will always be carried by its target until its duration is gone. If this passive is disabled, then all his buff and debuff become single target.
Chasing Strike (RAM Upgrade):
Trigger-type. If the enemy attempt (but canceled with Ultima Break) or manage to cancel or defend with skill against Valt's attack, allow him to repeat the attack, but with 1/2 power next turn. Two turns cooldown between each use. (did not count in the total skill amount he used). Chasing Strike only carries the damage portion without buff or debuff attached if the original skill have it. (Normally dodging doesn't count)
Last Stand (RAM Upgrade):
The closer Valt is to unconscious/the closer he is to death, Valt's strength is increased:
Moderately damaged: 25% STR
Heavily damaged: 35% STR
Critically Damaged: 40% STR
Last Stand: 200% STR devolve next turn
Skills:
Fear:
Surrounding enemies on 25 meter radius from the target area gains 'Fear' Status,which made them unable to charge their attack (if they're charging, their attack will spontaneously launched) . Lower down their power and speed by 35%. 3 turns duration, 2 turns cooldown.
Positron Laser:
If shield is protecting target, this attack becomes 100% more damaging. Unblockable by shield, but still can be nulled by reflect. This attack can be charged for several turn to trigger different form of attacking. One turn cooldown.
No Charge: Simple laser attack, moderate damage
1 Turns Charge: Piercing laser attack, enemies on straight line, moderate damage
2 Turns Charge: Exploding laser attack, 50% splash damage at anything in 5 meter radius from impact point, major damage
3 Turns Charge: Massive AoE, 25 meter radius. Massive damage.
Diastrophism:
Breaks all field effect (negating, but not ending its duration, killing its effect so to say), automatically shuts his Imperial Authority passive for three turns. On initial turn that it's active, deals massive damage to the entire field's scope. 2 turns cooldown.
Neutrality:
Set an area with range of 35m radius. Upon activation, attacks that enters that scope, or attack that came out from that scope will be treated as 100% in strength, regardless of buff/token/condition. It also negates all their buffing and debuffing property. Two turns cooldown. Field effect.
Imperial Thunder:
Stunning (movement stun type) attack on all target on 15m radius area. Ignore all form of field effect. Stunning part does not work for enemy of higher level. 4 turns cooldown.
Penalty:
In the turn Imperialdramon is inflicted with debuff by an opponent, this attack can be triggered immediately, even if he have already used skill/attacked before. Immediately strike the target opponent with claw and purge 2 of their beneficial status effect (in case of auto trigger, the target is the one who launched the attack). Two turns cooldown.
Sanction:
If Imperialdramon is skill-locked or move stunned, this attack will be automatically triggered, but the cooldown become three turns. Blast the opponent with pillar of flame with range of 15 meter radius that also disallow them to heal for two turns. Two turns cooldown.
Forma Change:
Immediately switches form to Imperialdramon Fighter Mode after blasting all opponent away with strong shockwave that pushes everyone back.Three turns cooldown. Shared move with Imperialdramon Fighter Mode.