Awaken My Ancients (Elliot Side Ready for Approval!)
Aug 21, 2017 19:45:44 GMT
Post by Elliot and Isaac Sunderland on Aug 21, 2017 19:45:44 GMT
Step 1 of the overhaul: a few timely nerfs. Changes or clarifications to already-approved moves will be highlighted in bold and annotated.
Veemon:
Fighting Style - Veemon is a scrappy and dedicated fighter, who makes up for a lot of his deficiencies in battle with pure pluck and determination. On paper, Veemon isn't a very efficient form at all. It's small and easily grappled, even by larger Rookies like KoKabuterimon and Renamon. It has absolutely no ranged attacks to work with. It doesn't run the fastest. However, its high levels of stamina make up for its middling defenses, letting it keep conscious even during the worst barrages of attacks. In addition, while it isn't the fastest moving, its attack speed and reflexes are top-notch. Paired with its solid knuckles and hard head, Veemon is capable of dishing out surprising amounts of damage if given the opportunity, all while barely keeping a step ahead of its opponents own attacks.
In battle, Veemon tends to rely extensively on its Machinegun Fists, using them to take advantage of any opportunities opened up by earlier jabs and feints. Once the nonstop barrage of punches leaves its opponent woozy, Veemon leaps up for the Victory Blow, hoping to use his momentum from one fallen opponent to start immediately taking on the next. When forced to fight on the defensive Veemon often stops attacking altogether, acknowledging that the best offense is often a good defense. This goes doubly so when he's already started taking hits, and is in dire need of a lucky Victory Blow to help get him back into the fight.
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. This move always overrides the effect of Comeback Kid, as its power boost is larger. If Veemon is on his last legs (+75% power from Comeback Kid), rather than provide a redundant power boost it will heal Veemon the equivalent of one Rookie-level attack. (Made Victory Blow somewhat more useful to feel like the start of a proper comeback, rather than a redundant extra layer).
Magnitude: 75% boost to speed and power, if on last legs heals one Rookie level attack.
Duration: Two Posts.
Cooldown: Two Posts. (Was one formerly post, but in exchange for the second wind effect wanted to make it require more tactical timing).
Strikedramon:
Fighting Style - Strikedramon floats like a butterfly, and stings like a bee that's on fire. His strategy ultimate boils down to a simple one; hit it very hard and very fast. That isn't to say that Strikedramon is an ultimate powerhouse. Several Champions are bigger than stronger, especially the ones that are less humanoid and more bestial. What sets Strikedramon apart from your average lighting bruiser, however, is his mastery of technique. His fast and strong strikes become all the more powerful when first properly leveraged by timely dodges, probing blows, or even a grapple. Moreso than any other of Elliot and Isaac's forms, he is a martial artist first and a warrior second. Much like Veemon he possesses deep reserves of stamina, but unlike the previous form has the speed necessary to take advantage of them proactively. Strikedramon's main problem is a mix of over-enthusiasm and reliance on technique. What he can do with effort and focus, a naturally larger and stronger Digimon can do with ease, often forcing Strikedramon to work twice as hard as his opponent needs to.
In combat, Strikedramon always aims to make the first . . . well, strike. On opponents that look nice and punchable he lunges in with his favored technique the Rolling Start, while hardier or more unpleasant opponents he first tries to soften up with his Tailblazer. Rarely is Strikedramon content with simply attacking, instead probing the opponent's defenses with quick strikes and testing their strength with grapples. Only after wearing down his foe does Strikedramon feel comfortable coming in for the actual kill. In a bad situation he tends to disengage with another Rolling Start rather than testing his (less than stellar) defenses against his foe's mettle. If escape is impossible, or the finishing blow draws close, he activates Burning Inner Strength to enter one last blaze of glory.
Giant Swing: Strikedramon grabs an opponent by a pair of free limbs and swings them around and around. After being flung away, opponents are left very dizzied afterwards. (No changes, just bandaging up the English language after I butchered it for a bit.)
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. If Elliot is on his last legs the boost further doubles, fueled by Elliot's boundless determination.
Magnitude: 50% boost to attack speed and power. On last legs, 2x boost instead. (Was 75% to two stats, which I deemed a little too strong with no side effects. Split the difference two ways to make Burning Inner Strength more of a comeback move.)
Duration: Three Posts.
Cooldown: Two Posts.
Gargoylemon:
Fighting Style - Most of Elliot's Digivolutions are stable by choice. Gargoylemon is the big, glaring exception, more of a wild beast bound in chains than an actual disciplined fighter. It is far more offensively gifted than Veemon and Strikedramon, capable of accomplishing with brute force what the other two couldn't even dream of with technique. Its defense isn't too shabby either, its stony scales capable of taking a good deal of punishment despite its gaunt frame making it look easily injured. Of the major three attributes of a warrior, speed is what Gargoylemon is hurting for the most. The chains binding it leave it sluggish and listless, often gliding gracefully rather than performing intensive fighting techniques. This completely reverses when the binding chains are removed. Rather than listless flying it charges with renewed purpose, speed and power drastically intensifying as it embraces the predator that it truly was. This leaves Gargoylemon quite reckless, however, meaning that even with his surprisingly sturdy defenses he takes quite a bit of damage.
When still sealed away, Gargoylemon tends to fight surprisingly conservatively despite his strength. He doesn't strike until the precise moment arrives, instead softening his opponent up with Luminous Blasts and Boulder Barrages. Only when his opponent exposes themselves does Gargoylemon unleash its Sapphire Nail and Stone Crusher moves. It prefers to block attacks rather than avoid them, using its arm guards to minimize damage taken. This all goes out the window when Gargoylemon goes berserk. When sent into a rage he makes his own opportunities rather than waiting for them, relentlessly assailing his opponent's guard to break them one way or another. His focus is rather single minded, aimed wholeheartedly at decimating a single foe or even ally.
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: Two Posts. (Was one post. Between the large defense boost, surprising utility for, and powerful attack, figured this move could do to have its spamminess reduced. Stone-spamming Kirbies are the worst.)
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: Three Posts. (Was four posts. Even though the wall is small and immobile, I feel like a four post shield simply lasts for too long. Three gives one turn of immediate use and two turns of potential counterplay, then two posts of winddown after. A small difference, but more fair and dynamic.)
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.
Cooldown: One Post. (Was none. Any move with a rider of significance on it should have a cooldown, and Sapphire Nail's bonus definitely counts as a significant rider. Without some mitigating factor it becomes the only move worth using on unarmored targets; not a good status quo.)
Stone Crusher: Gargoylemon raises four slabs of stone from the ground, one in each direction around an opponent. He then closes his fist, causing the stones to converge on his foe. If not dodged early, can be a headache to avoid.
Cooldown: Two Posts. (Was one post. Being a tricky to dodge and highly powerful move is a nasty combo, even if its tell is fairly obvious. This should both properly communicate the move's strength and make it more fair.[/b]
Dynasmon:
Fighting Style - Dynasmon represents a synthesis of Strikedramon's iron discipline and tactical knowledge with Gargoylemon's raw might and sturdy defenses. Dynasmon is easily the most defensive-minded of Elliot's forms, sacrificing a lot of the speed and agility that his earlier forms possess in exchange. With how sturdy Dynasmon's armor is, though, the spirit is fairly confident that it doesn't even need speed. It makes the most of its limited agility, using small yet intelligently planned motions to parry and dodge incoming attacks. In this regard Dynasmon is similar to many knightly Digimon, albeit with a few critical differences. First is his ranged capabilities, which Dyansmon has a surprising amount of. As a wyvern and a knight, he tends to savor opportunities to weaken opponents from a range. Second is his elemental affinities. Not only does he resist all forms of elemental damage, but he is also capable of absorbing elements and taking on their character to fuel his attacks.
Dynasmon tends to prefer letting his opponents come to him, goading them into fighting with his Wyvern Breath and slashes of his Phantom Blade. As a primarily midranged fighter, he is most in his element when capable of leveraging these moves in both melee and ranged scenarios. Once an opponent commits he stands his ground, seeking to reflect their projectiles and turn their own strikes against them. Once he has opened up his opponent's guard, or when they get too close for comfort, Dynasmon uses his Wrath of the Wyrm to punch open a hole in their defense and buy some separation. As a natural protector Dynasmon feels most comfortable in multi-Digimon fights, whether a fairly balanced engagement or on the poor side of an ambush. In these circumstances Dynasmon uses his elemental manipulation to turn one opponent's elemental attributes on another, aiming to batter them down with their elemental weaknesses.
Wyvern Breath: Dynasmon launches a blast of elemental flame from his mouth, intensifying in power the longer he uses the flame for.
Cooldown: None (Was one post. Wyvern Breath is not an exceptionally strong move, and I really have no idea why I gave it a cooldown in the first place. It doesn't even have a real "duration," so much as a requirement that Elliot stands still and focuses on the attack to make it stronger. With Wrath of the Wyrm promoted to a power move, Wyvern Breath being knocked down will give Dynasmon another more easily-spammed option.)
Wrath of the Wyrm: Dynasmon furiously smashes his foe with the gem on his palm, overloading them with the energy empowering him. Short ranged, but very strong.
Cooldown: Two Posts. (Was none. Considering Wrath of the Wyrm is Dynasmon's strongest sans-strings-attached move, I have no idea why I didn't give it a proper cooldown. This should help the move feel as threatening as I originally envisioned it.)
MagnaAngemon:
Fighting Style - While in the past MagnaAngemon may have been a reluctant warrior, his union with Elliot has allowed both of them to step away from the fighting that has plagued their lives. In his priest mode, MagnaAngemon sacrifices nearly all of his offensive ability in the name of pacifism. A fraction like Knightmon is capable of outmuscling him, and even Veemon's feats of strength occasionally rival MagnaAngemon's. However, MagnaAngemon's magical based strength hasn't skipped a beat. Even if his physical strikes are near harmless, any attacks involving holy magic pack a surprising amount of punch for a pacifist. Beyond that, there really isn't much to say about MagnaAngemon's attributes. Being unburdened by armor makes him surprisingly quick and nimble, but his large, feathered wings are more for flight at a measured pace. He has large reserves of stamina, but due to a lack of armor very poor defenses. In general, he should not be on the front lines of combat.
Typically, MagnaAngemon spends his time in a fight empowering others. He is capable of suppressing ailments, bolstering defenses, and even healing at the cost of his own health. If ever pushed into fighting for himself, he uses the Watcher's Protection to try and repel all enemies in close quarters in the hopes of intimidating them away. If that somehow fails to work, he summons his Reluctant Cudgel to at least make an attempt at fighting off his foes.
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: Two Posts. (Was one post. However, 25% damage reduction and a (mostly fluff-based) boost to mental fortitude spread over quite a wide AoE is a little bit too much for one measly post. Definitely needs a slight tone-down to give enemies more of a shot at doing full damage, even if exponentially less useful the less allies Elliot has.)
Sanctuary: MagnaAngemon blesses the ground beneath his feet, forming a hallowed circle. Anyone standing in close proximity to him is blessed, supressing status effects and debuffs from Champion Digimon and weaker. Ultimate status effects are halved in magnitude instead, and anything above is unaffected. If a Digimon leaves the Sanctuary its status effects immediately reassert themselves; poisons and burns flare up to deal damage, stuns lock the target back up, and weakening effects resume sapping the target's strength. (Hoo boy, this move was a problem. Erasing all debuffs if someone steps in a magical circle? What the frickle-frackle was I thinking? I was probably thinking what I have written now, tbh, but wording it in a hilariously broken way. While still a powerful effect for its cooldown, it is now very limited. A smart and cohesive team will be able to take strong advantage of it, but an equally smart and cohesive enemy team will see Elliot's grouped-up forces and rain terror upon them, possibly even knocking them out of the Sanctuary in the process. High risk, high yet oh-so-temporary reward.)
Effect Size: 15-foot radius.
Duration: Two Posts.
Cooldown: Two Posts.
Diatrymon - Is being fully replaced! Move over, Diatrymon, because here comes . . .
Appearance:
B-Hybrid Spirit: AeroVeedramon
Attribute: Vaccine
Family/ies: Wind Guardians
Type: Holy Dragon
Fighting Style: Compared to the lean, graceful profiles of most of Elliot's Digimon, AeroVeedramon's stout, solid shape sticks out like a sore thumb. For this reason, it may come as a surprise that he is actually one of Elliot's fastest Digimon forms. In the air, AeroVeedramon's momentum helps him fly at blinding speeds, harrying his opponent from all sides with heavy attacks. On the ground, AeroVeedramon shifts the paradigm, going from one of Elliot's fastest forms to one of his undeniably slowest. His stout, powerful legs are made for endurance, not for sprinting, and he will struggle to pursue even Digimon of the same level when on the ground. In exchange his stout body type gives him a high durability and stability, which helps him weather incoming assaults on the ground far better than he would in the air. His offensive power is high, but made up for by an overall low attack speed. However, he has the practiced eye of a hunter and the experience of an old warrior, factors that help his strikes ring true nonetheless.
As this description likely implies, careful management of ground and aerial fighting is what defines AeroVeedramon's fighting style. In the air AeroVeedramon almost always needs to stay moving, a blessing and a curse alike. He aims to put pressure on his opponent with fly-by passes of his Bombing Run or Dragon Ascent, slowly battering their defenses down while flying one step ahead of trouble. Once they're opened up, he aims to either drop them from on high with the Snatch Talon or impale them grievously with the Hissatsu Elbow. On the ground, AeroVeedramon tends to blast opponents from afar with the Veedra Arrow or keep them restrained with the Snatch Talon. He undoubtedly prefers fighting in the air to fighting on the ground, and will use his Dragon Ascent to speed into the air or Victory Flash to blind foes trying to slow his momentum down. The ground game is primarily a defensive option of last resort.
Passive:
Warden's Wings (Noncombat): You wouldn't expect it from his stout body type, but AeroVeedramon is actually a damn good flier. It takes him a bit of momentum to get going, so quickly switching from the ground to the air gives him trouble, but once given clearance to start flying he becomes a terror of the skies.
Victory Rush: AeroVeedramon is not so lean and only questionably mean, but there's no doubt that he's a self sufficient fighting machine. When AeroVeedramon defeats a foe (fleeing, surrender, KO, or deletion) of his level or higher, the satisfaction of a job well done gives him a adrenaline rush to mend his wounds and keep him fighting just a bit longer.
Magnitude: Heals a quarter of AeroVeedramon's health if the foe is Ultimate, half of AeroVeedramon's health if foe is Mega, all of AeroVeedramon's health if the foe is Super Mega.
Attacks:
Dragon Ascent: AeroVeedramon rises into the sky, bucking his head upwards to smash whoever has the misfortune of being directly in front of him. A slow and short-ranged move, but the burst of momentum it offers can help get him airborne if uninterrupted.
Veedra Arrow: AeroVeedramon launches razor sharp crescents of wind from his wings, firing them widely and haphazardly. They are thin enough to slip through most armor plating, but very weak. AeroVeedramon must stay still when using this move if airborne, for obvious reasons, but on the ground he can still move freely.
Snatch Talon: AeroVeedramon uses his proportionally huge hands to grab tightly onto his opponent, his large muscles and razor-sharp claws making for a very difficult to break grapple. On the ground, he uses his great stability to restrain the foe, while in the air his primary goal is to leave them dropping like a stone. Mega Digimon can have one limb at most restrained, and Super Mega Digimon cannot be stopped.
Duration: One Post.
Cooldown: One Post.
Bombing Run: AeroVeedramon barrel rolls away from the opponent, firing a blast of dragonfire at his opponent as he does so. On the air this is a graceful barrel roll with plenty of room to maneuver, whether as a feint or as an emergency dodge. On the ground, it's more like a flopping tumble.
Cooldown: One Post.
Hissatsu Elbow: AeroVeedramon jabs the opponent with the blade at the tip of his elbow. If the attack directly lands, he follows up with a vicious twist to drastically intensify its damage. While a decent attack on the ground, the momentum of a fresh dive-bomb makes this attack deadly when performed from the air.
Cooldown: Two Posts.
Victory Flash: The blue markings on AeroVeedramon'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.
Cooldown: Two Posts.
Red Layer (Mission Reward): An approximation of the D-Reaper's shield, usable once per thread and lasting for three posts. On use, the user appears pure red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents.
Digivolves To: SlashAngemon
SlashAngemon:
Fighting Style - SlashAngemon, in many ways, is one of Elliot's most hyper-offensive Digimon forms. SlashAngemon's number one priority is on rapid attacking, and his number two priority is ensuring that each of his attacks are as damaging as possible. That isn't to say that the rest of his stats are too shabby. His lightweight yet sturdy armor, mixed of blue Digizoid alloys, ensures he at least has respectable speed and defense. However, most of this speed is focused less on movement and more on making as many attacks as possible. Every part of SlashAngemon's body is a weapon, literally from head to toe, and he makes liberal use of this fact to put a hurting on opponents. The main downside of this is that SlashAngemon's armor is directly tied to its combat ability. Normally dented armor is primarily a defensive concern, but for SlashAngemon each broken blade is gap made in its offensive wall of pain. For this reason SlashAngemon is most devastating at the beginning of a fight, falling back on support abilities as a battle drags on.
Unlike most Digimon, SlashAngemon actually doesn't rely on named techniques for its offense. Most of its fighting relies on relentless combos of strikes from its hands, elbows, head, knees, wings, and feet, using every jagged edge on its body to rain hell on its opponents. Once an opponent has been sufficiently roughed up SlashAngemon tries to decimate them with the Sword of the Seven Heavens, using all seven blades to mercilessly skewer them. SlashAngemon is a rather focused fighter, often devoting all of its energy to the pursuit of a single foe, but it is capable of using its many natural attacks to contend with multiples foes at once when push comes to shove. In order to support such a reckless fighting style, it is capable of bolstering its defenses with Armor of the Blade and healing itself with a solid blow from Blood Bond.
Sword of the Seven Heavens: SlashAngemon creates seven swords of light above his head, raining them down on the enemies in front of him. They can focus-fire on one enemy, or split to target up to seven.
Cooldown: Two Posts (Was zero posts. How the heck could I take a riff on a signature move and give it a 0 post cooldown? That's cruelty! Besides, the two post cooldown helps communicate its strength better, and makes its AoE option a lot less inexcusable. While this leaves Elliot low on offensive moves, his large arsenal of base attacks and great support capabilities, as well as the more offensive Dynasmon slide option, make up for that in spades.)
Explosive Rune: SlashAngemon traces a rune of holy light onto the ground, visible only by a faint glow. If an enemy steps on it, it explodes into overwhelming light.
Duration: Three Posts. (Was five posts. Intent was to have a long-lasting trap that could fade out of an enemy's notice, then be sprung at the last minute. Realistically, nobody will be paying attention to that thing past post 3.)
Cooldown: One Post.
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: Three Posts. (Having to contend with heavily reduced damage, even if on a single target, isn't very fun for too many posts. Three-to-two ratio gives the move much more downtime than four-to-two, while still giving the buff enough active time to be interesting.)
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: Three Posts. (Was four posts, which as I mentioned with Gargoylemon is simply too long for a wall. While not as impassible as solid stone, the Wall of Steel still has too much utility to be kept around for that long, even if more as a hybrid offense-defense-trap move than as an actual shield.)
Cooldown: Two Posts.
Imperialdramon Paladin Mode:
Fighting Style - Imperialdramon Paladin Mode is without a doubt Elliot's most sturdy form. Unlike Dynamon, a primarily offensive Digimon supplemented by a high defense, the primary job of Imperialdramon Paladin Mode is to absorb as much incoming damage as possible. That isn't to say that Imperialdramon is a slouch in the offense department, of course. A Digimon as huge as an Imperialdramon has to have a lot of physical power behind it, especially one wielding a sword almost longer than it stands tall. However, its offensive capabilities are somewhat hampered by its defense focused combat stance and lack of agility, meaning that its strikes are slow and ponderous compared to a more offensive Digimon like SlashAngemon. While Imperialdramon's defense and offense are about equally imposing at a fight's beginning, defense spikes dramatically and attack power starts to wane once Imperialdramon begins taking damage. Finally, Imperialdramon's massive size and equally massive sword give it unparalleled range as a melee fighter, albeit at the cost of making it a huge target for incoming attacks. For obvious reasons, it is best suited to blocking, not dodging.
In combat, Imperialdramon tends to focus on the most heinous and cruel opponent first, marking them for vengeance with his Rally the Charge attack. Quite often he tends to pair this with his Judgment, seeking to test his opponent's mettle and force them to acknowledge the crimes weighing on their heart. Such an opening one-two punch tends to be quite devastating, although it is far from Imperialdramon's only technique. When not immediately closing on for the kill Imperialdramon tends to fight at a middle ranged distance, using the length of his sword to keep melee opponent's far away while more safely approaching ranged opponents. This also helps him keep allies close without getting in the way of them in melee. He tends to use his size and durability to his allies' advantage rather than his own, shielding them while his Know No Pain heals them or using his Hero's Sacrifice to take all incoming damage on his own shoulders. For most this would be suicide, but Imperialdramon's durability savors the challenge.
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. This does not effect Elliot, instead impacting his allies alone. (Elliot has Holy Withdrawal, which makes either passive redundant if they stacked. Besides, a passive designed around counterplay by fiddling with ranges doesn't work when it's literally glued to a target, so it would be unfair for Elliot to use it.)
Magnitude: 30% damage reduction. (I don't care if you have to be grinding on Elliot at the club to be using this move, half damage lost on a passive of all things is absurd. I most likely mistook "damage reduction" as a synonym for "defense boost" due to fatigue when working on this. 30% damage reduction is still a pretty stark number, but considering close proximity even when Elliot is fired up is required I think it's justified.)
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 15%, 30%, and 50% at the same breakpoints. (Was 25%, 50%, and 75%. Honestly at 75% Elliot shouldn't even bother fighting as it would make any potential last stand hilariously anemic, so I adjusted the values to keep them fair without being pathetic.)
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 15% damage reduction. (Was 30%. Let's do some Steiner Math. Half of an attack healed is half of an attack. 60% of an attack resisted is slightly over half of an attack. In its former state, this move basically resulted in a net gain on incoming damage for anyone in a 50 foot wide bubble. That's too much, man. In its new state, standard attacks are enough to keep pace with both the healing and the damage reduction, while stronger ones can punch right through and leave Elliot's allies smarting.
Duration: Three Posts.
Cooldown: Two Posts.
Sigil of the Sword: Imperialdramon traces a glowing holy symbol in the air with his sword. It binds to enemies that make contact with it, searing them with holy light for the remainder of its duration. For this reason, it is most effective if touched early on.
Duration: Four Posts. (Was five posts. This has more of a claim to long length than SlashAngemon's version does, due to being a stealth damage over time effect, but come on. Nobody's going to care about this for five whole posts. I split the difference to be fair.)
Cooldown: One Post.
Rally the Charge!: Imperialdramon points its sword with authority at a nearby opponent, marking him for retribution. If the target does not avoid this judgment-filled point, they are marked for battle. Attacks made against this opponent alone are greatly intensified in damage.
Magnitude: 2x damage against the chosen target only. (Was 3x damage. Hi, that isn't totally unfair and unfun to have to deal with for four goddamn posts. Assuming Elliot has two friends for a game of 3v3 basketball, and they all go after you for all 4 posts they're dealing 12 attacks at an absurd modifier. Rude.[/b]
Duration: Three Posts. (Was four posts. Even with the nerf, having the entire thread dogpile you for four whole posts is just unfair. Three posts at least means it isn't a guaranteed KO in the making, especially at the reduced buff rate.)
Cooldown: Two Posts. (Was three posts. In light of these nerfs, letting the move be used more seems appropriate.)
Knightmon
Fighting Style - Standing in stark contrast to the fast and strong Strikedramon and the support-focused MagnaAngemon, Knightmon is all about providing the ultimate defense. He is the largest and heftiest of Elliot's Human spirits (or, rather, spirit fractions), making him the hardest to push around and one of the easiest to hide behind. Needless to say, being a large-bodied Digimon with hefty armor (not even a lightweight Chrome Digizoid alloy, but just honest-to-goodness regular armor) means that he is the slowest of Elliot's forms by a country mile. He also lacks the agility that makes many of Elliot's weaker forms surprisingly dangerous. His unflinching resolve and heavy stamina make up for this somewhat, meaning that Knightmon can often power through incoming attacks to finish off foes with his own, but that still risks taking damage without a chance to use his giant shield and block. Overall, Knightmon isn't really a Digimon of many surprises. In fact, he's basically exactly what you'd expect from taking a look at him.
Knightmon prefers to fight on the defensive, trundling towards his opponent while blocking their opening salvos with his massive shield. His sword is just a touch too big to comfortably use in both hands, after all, so he must sacrifice offensive prowess to ensure a stable defense. Once an opportunity presents itself he instead presses the attack, flinging his Crusader's Shield for a powerful opening strike before getting into the thick of things. If allies are around, Knightmon is relentlessly protective of them. He can, and will, interrupt fights with King's Castle or Knightfall if an ally is in over their heads. He will even challenge his enemies to duels to ensure that they focus on him, not those he protects.
Sandiramon
Fighting Style - Having no limbs doesn't stop this snake from the no-strings-attached fastest form that Elliot has under his belt. Sandiramon's slithering is capable of leaving several other Ultimates in the dust, and his burrowing lets him slice through the ground like a land shark. Considering that Sandiramon is also rather fragile around every part of its body but its armored, shell-like hood, it very badly needs to be that fast. A single solid hit is often more than enough to leave Sandiramon heavily questioning its role in the fight, making him one of the few instances of a proper glass cannon in Elliot's catalogue of spirits. Nevertheless, the cannon aspect of this glass cannon cannot be ignored either. Many of Sandiramon's moves boil down to all-or-nothing attacks, such as piercing bites and vicious impalements with his Bao Kui lance. While they do very little on a glancing blow, they are devastating on a direct hit. Worse still, each of Sandiramon's named moves chips away at the opponent's defenses, allowing each glancing blow to build towards a critical finish.
Sandiramon almost never enters combat without summoning his Bao Kui lance, whether to give to an ally or don himself. It is bold when using the lance, striking at an opponent's weak points with the precision only a spear can give. Being very long and using a long weapon gives him a crucial melee reach advantage that helps circumvent his weak defenses. Without the lance he fights far more cautiously, hiding in the ground and emerging to take potshots at his enemies with the Rain of Pain. Against a weakened foe, he generally tries to lull them into a false sense of security with Mouth of the Mamba, then dish out plenty of damage while their pain receptors are dulled. This presents a perfect opportunity for his Fatal Lance.
Fatal Lance: Sandiramon coils around an opponent, then tries to launch the Bao Kui through their body at point-blank range. A devastating technique, but very hard to set up.
Cooldown: Two Posts (Was none. I understand what I was going here, trading off accuracy for power. However, I'm gonna add a cooldown onto that in the name of EVEN MORE POWER. With how frail Sandiramon is, he needs every edge he can get.)
Finally, The Ancients themselves.
Appearance: Rather than looking like a fully emergent Digimon, AncientVictorymon looks like a spirit that has half manifested at best. The most notable thing about AncientVictorymon is its statuesque appearance. Every part of its body besides the cape draped across it, whether designed to look like flesh or like cloth, is actually made of impossibly smooth stone. This extends to its body language as well. AncientVictorymon is in a perpetual state of eerie stillness, never seeming to blink or even breathe. No motion that the spirit makes is without purpose.
In addition, the foundation of the stone has been worn down over the millennia. Several cracks have formed in its stone body, rays of white light spilling out from where these cracks are. The cracks are the only indication of AncientVictorymon's current emotional state. The light is soft and barely visible most of the time, but intensifies to a brilliant glow when AncientVictorymon is exerting itself. Furthermore, several pieces of AncientVictorymon are flat-out missing, replaced with an aura of light shaped vaguely how the Ancient used to look. In particular, these locations are the left side of its face, its right shoulder, its left forearm, its waist, its right thigh, and its left foot.
AncientVictorymon itself seems to be draconic in appearance, but quite the atypical dragon by Digimon standards. Its proportions are rather slender, and while still more weighted towards the limbs than your average human looks almost scrawny next to other dragon Digimon. A tail faintly pokes out from behind its cape, and the telltale claws on its fingers indicate that it isn't quite human. Most noticeable of all is the half-mask that it wears, somewhat resembling a flatter faced ExVeemon in shape. This mask takes up the right side of AncientVictorymon's head. The left side is instead a silhouette of light, resembling how Elliot might look in a few years.
AncientVictorymon's attire resembles that of a musketeer of the guard, a lightweight yet ornate cloth uniform that helps ensure its mobility. From the wide-brimmed, plumed hat tilted over its head to the shining black boot ending with a dragon's talon for a spur, AncientVictorymon manages to look stylish even with the many cracks and missing pieces in its body. Its pants are a pristine white color, spotless even after the span of millennia, and it wears a navy blue tabard over a light blue jacket. A belt, the last part of AncientVictorymon's hips before the gap of its waist begins, is lined with spare daggers and potions to utilize in case of an emergency. Gold trim adorns its shoulders and the edge of its tabard, which bears the AncientVictorymon's insignia; a V crest formed out of dragon wings, with the Crest of Order lying behind it. This insignia is repeated on AncientVictorymon's cape, which almost looks like an adornment made to the statue rather than part of its original design. It might be tattered and worn, but it still flutters in the breeze to inspire AncientVictorymon's allies to seize the day.
The armaments in AncientVictorymon's hands, compared to that of most mega level Digimon, are the subtle weapons of a duelist. In its solid left hand AncientVictorymon wears a small buckler, designed not to turn entire attacks aside but instead assist AncientVictorymon in its dodges and parries. In its immaterial right hand it holds a saber, long and thin yet polished to a shine. These weapons communicate AncientVictorymon's fighting style: always stay moving, and seize every gap in an opponent's defense and focus that it can.
Ancient Hybrid Spirit: AncientVictorymon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Ancient Paragon
Fighting Style: AncientVictorymon has a fencer's build; long limbs and plenty of grace. Unfortunately, while these are amazing for winning most human competitions, they look a lot worse next to Super Megas that double AncientVictorymon's size more often than not. Nevertheless, AncientVictorymon faces these superior-sized foes without losing a shred of bravery. His greatest attribute is his speed, so fast that very slight afterimages often seem to trail him as he moves. In a way, his disjointed body services this very well. His reactions tend to look less like natural movements and more like moving pictures snapping into place, making predicting his attacks and dodges slightly more difficult than usual. This summarizes how AncientVictorymon fights as a whole; precisely. Whereas many Super Megas are capable of raining doom from above with ease, AncientVictorymon has very few attacks that don't target a single opponent. This precision helps him concentrate his attack power into very strong yet simple strikes, making AncientVictorymon a deadly combo of speed and strength. AncientVictorymon's main flaws are a dearth of ranged options and average at best defenses, which means that outside of one-on-one engagements he tends to be worn down from afar.
AncientVictorymon may seem graceful and orderly, but he actually fights surprisingly relentlessly. Each attack is designed to transition seamlessly into the next, letting AncientVictorymon assault his foes with beautiful-looking combination moves if given the opportunity. These combinations often end in a hefty power move, such as his Triad Strike or a direct stab from his Luminous Arc. If not given the opportunity, he will instead back off and test the waters from another angle, often hindering the opponent's defenses from afar with his Hidden Blade and Hat Trick. The only times when his neverending barrages stop are when he needs to prepare one of this two secret techniques. The first, the Miraculous Edge, he favors when stuck in a large group-vs.-group engagement. The power of his allies, all channeled into one overwhelming blow, is often enough to turn the tide of any fight. The second, the Ancient Soul, he uses when personally overwhelmed. This takes AncientVictorymon's already powerful speed and intensifies it, shoring up his middling defenses in the process. However, as AncientVictorymon's offensive options disappear as a consequence of this perfect guard, he tends to use it only in scenarios that no amount of offensive might can overturn.
Passives:
Perfect Restraint: AncientVictorymon has complete and utter control over the level of energy it can output. While typically as strong as a Super Mega, it can limit its strength all the way down to that of a Champion if need be. Digivice scans will be unable to pinpoint its level, revealing only a level of "Null" after their analysis. If targeted by an effect that would otherwise force it to de-Digivolve, AncientVictorymon can instead lower its power to that level in order to hold onto its current form. However, this comes with two important restrictions. AncientVictorymon refuses to adopt a level of power stronger than that of its strongest opponent, and AncientVictorymon cannot use Ancient Soul if currently limiting its power. Rumor has it that this is how AncientVictorymon tested its adherents, fighting them on equal terms without needing to de-Digivolve and risk its perfected form.
Silver: AncientVictorymon for any length of time, can summon a shining white steed to ride into battle. Brilliant wings of light fold out from its body when it takes to the air, and beyond piercing blue eyes it looks more like a brilliant white silhouette. Rumor has it that AncientVictorymon willed it into existence during a period of great loneliness, and it is every bit as quick-footed and stubborn as its corresponding Ancient is. It flies in graceful, looping movements, somehow stable footed enough for AncientVictorymon to duel while standing atop it. Being able to let his steed focus on dodging and movement allows AncientVictorymon to focus entirely on swordplay and rescuing allies. However, being separated from Silver prevents him from flying and forcing him to rely on his natural agility, making this less reliable than proper flight. If ever destroyed, AncientVictorymon can forego attacking for a post in order to re-summon his steed.
Twin-Linked: AncientVictorymon and AncientDesperadomon are as two halves of one whole. While both are accustomed to fighting by the sides of many allies, they are most comfortable when fighting with one another. The duo's moves gain extra effectiveness when used in corresponding pairs. However, if one of AncientVictorymon's moves is copied by another attack, this passive is considered copied as well. This can allow allies to keep a combo going, but can allow enemies to easily turn aside AncientDesperadomon's attacks. As a tradeoff for this passive's power, Twin-Linked moves gain an extra post of cooldown.
Attacks:
Luminous Arc: AncientVictorymon arcs his sword in a powerful back-swing, a trail of light tracing along the blade as he does so. The radiantly-glowing tip of the sword is its strongest point.
Twin-Linked - Right Back At You: AncientVictorymon's Luminous Arc is capable of reflecting and redirecting the bullets from AncientDesperadomon's Chaos Spread. After being repelled their outward spread is reversed, causing them to angle towards a single point and coalesce for hefty damage.
Hidden Blade: AncientVictorymon reaches into his cloak, producing a dagger and flinging it at his foe in a single smooth motion. While a weak attack, it is lightning-quick and surprisingly subtle in its setup, making it a useful distraction or interruption to throw a foe off of their game.
Twin-Linked - Special Delivery: AncientVictorymon's Hidden Blade snags into the rope tying AncientDesperadomon's Dyna-Might together, allowing the explosive to be pulled along at far greater speeds than usual. In essence, this combination turns the slow, unwieldy Dyna-Might into a much quicker, more direct attack.
Hat Trick: AncientVictorymon lets the buckler on his wrist fly, flinging it at the head of an opponent to try and really ring their bell. If up to three targets are standing close to one another, the buckler can bounce to hit them all. A successful hit leaves the opponent dazed, slowing their movement and leaving them seeing double. The main downside to this move is that it briefly leaves AncientVictorymon without a buckler, forcing him to be much more careful when dodging and blocking attacks. If he doesn't recover it by the time the move's duration is finished it will reform on his wrist, but until recovery or rebooting his defenses will be somewhat lowered.
Twin-Linked - Wallop!: AncientDesperadomon's lasso snags around AncientVictorymon's buckler in mid flight. While the dazing utility of the buckler and grappling utility of the lasso are sacrificed, the result is a surprisingly imposing flail tied directly to AncientDesperadomon's wrist. Swings of this makeshift weapon hit hard, dramatically boosting AncientDesperadomon's usually average melee ability, but each swing has nasty windup and windback that leave AncientDesperadomon vulnerable when using it.
Magnitude: 50% speed reduction for target, 20% defense reduction for Elliot.
Duration: Three Posts.
Cooldown: Two Posts.
Luminous Charge: AncientVictorymon holds his saber aloft, light forming into the shape of ten armed horsemen behind him. At the swordsman's signal they charge forward, lances lowered as they relentlessly plow into the enemy. The stampede can either fan out, dealing light damage to several targets, or focus inwards to mercilessly smash into a single foe.
Twin-Linked - Hammer and Anvil: AncientDesperadomon's posse fan out to surround the opponent, keeping them cornered while AncientVictorymon's armed horsemen storm in for a charge. With the opponent trapped on all sides, if an opponent lets the Hammer and Anvil set up around them escape can be very difficult.
Cooldown: One Post.
Triad Strike: A three-strike combo in which AncientVictorymon uses his agility to his advantage. AncientVictorymon first brings his sword upwards in a rising uppercut, then leaps to the sky to kick his opponent harshly into the ground. Once they hit the floor, he holds his saber outwards and falls, aiming to use the force of gravity to plunge his sword into them. If any element of the move is dodged or blocked, the combo ends there.
Twin-Linked - Accel Dance: If Triad Strike and High Noon are used on the same target, there isn't much additional effect. However, AncientVictorymon and AncientDesperadomon are capable of acting in near-complete sync, ensuring that they can work in unison to put the hurt on a single target.
Cooldown: One Post.
Miracluous Edge: AncientVictorymon draws energy from his deepest reserves, empowering it into his blade. For one post he charges, then lashing out with a radiant slash three times as strong as normal. However, the greatest strength comes not from himself, but from the bonds that he has made with his allies. Each ally who makes the conscious decision to share their energy with AncientVictorymon adds the power of one of their attacks to his swing. These are attacks of a standard Digimon of their level, so humans and noncombatants provide almost no power. This means that allies who cannot see or hear Elliot, or are stunned and can't respond, do not count to this list. With each ally's contribution Elliot's sword glows brighter and extends longer, changing from a musketeer's saber to a buster sword bigger than AncientVictorymon himself.
Twin-Linked - Embrace Tranquility: The Miraculous Edge can absorb the power of AncientDesperadomon's Fatal Revenger, all of Elliot and Isaac's hopes, despairs, and experiences pooling into one final strike. The flame-like projectile coils around the Miraculous Edge, intensifying the move's power to heights beyond what either move could achieve separately. On top of consolidating both move's power into a single strike, the Tranquil Blade is capable of smashing through any barrier while still dealing half the damage.
Charge Time: One Post.
Cooldown: Three Posts.
Ancient Soul: The wisdom of an Ancient in its is said to surpass that of any other Digimon. However, such wisdom simply cannot be channeled in full through a mere spirit. Despite this, AncientVictorymon can give his mind to the knowledge that has come before him, channeling the knowledge of a thousand years. His armor turns a brilliant white-gold, and the white energy that makes up his body turns an electric blue.
Normally, embracing the soul of an ancient provides a modest to speed and defense with no ill effects, as AncientVictorymon's lightning-quick reactions turn even direct hits to glancing blows. However, at any time during the move's duration, AncientVictorymon can give up more of himself to further fortify his mind. The first intensification allows AncientVictorymon to instead double these attributes, but causes him to lose his sense of self. The second intensification allows AncientVictorymon to triple these attributes instead, but his mind is so drawn inwards that he can no longer use named techniques or even speak. The move cannot de-intensify, instead only be fully cancelled. For this reason, AncientVictorymon uses it in very quick bursts to avoid fully losing himself to his spirit. Even then, dipping into Grade 3 of this move causes such an intense sense of loss that AncientVictorymon rarely, if ever, taps into it, and using it for its entire duration basically ensures that AncientVictorymon will be in a dreamlike trance by the time the battle reaches its end.
Twin-Linked: Apotheosis: If Ancient Soul and Limit Breaker are activated simultaneously, the spiritual energies of AncientVictorymon and AncientDesperadomon are pulled together, their incomplete forms borrowing from one another to merge into an unparalleled warrior. If AncientVictorymon and AncientDesperadomon are the ones utilizing these moves, the merge is seamless; they receive the benefits of both moves being used, but also both of the drawbacks. If any other user of this move elects to force a merge, their data begins to coalesce but quickly rejects itself. For one post, both Digimon are stunned thanks to the backlash of this sudden rejection.
Magnitude: 1.5x speed and defense (Grade 1), 2x speed and defense (Grade 2), 3x speed and defense (Grade 3)
Duration: Four Posts. (Can be cancelled earlier)
Cooldown: Four Posts.
Digivolves To: None
ELLIOT IS ALL GOOD. PLEASE FOCUS ON ISAAC'S SECTION.
Impmon:
Fighting Style - Impmon is a rather tricky Digimon. It isn't the strongest Digimon, either offensively or defensively, and if forced to rely on fisticuffs tends to be a rather easy foe to defeat. It makes up for this deficiency with a surprisingly high amount of speed, both on the ground and in the air. Its big eyes and large ears aren't just for show, either. Impmon is very good at recognizing signs of incoming fire, which helps it dodge attacks that otherwise would have been clean hits. Impmon is all about staying one step ahead of the opponent, dodging, flipping, and occasionally warping around incoming attacks in order to prevent itself from taking major damage. In addition, it possesses a rather high amount of magical power for a Rookie, making its offensive techniques surprisingly powerful.
Impmon's primary technique is the Imp-losion, a move whose trickiness matches Impmon's. Rather natural tendencies towards trickery. Unlike a traditional fireball, it collapses in on itself and implodes. This allows it to pack a surprising punch if aimed well, but can lead to a very wimpy hit if triggered before properly detonating. Impmon tends to fly around and use this move liberally, poking at the enemy's guard, destabilizing their footing by targeting the terrain, and even using it to distract them with the flash of the explosion. If ever caught off guard, Impmon will promptly use Explosive Warp to escape and restart the assault.
Yasyamon:
Fighting Style - Yasyamon, much like Impmon, isn't really one for direct fighting. However, this is less due to a lack of aptitude and more due to personal choice. Yasyamon's agility staggeringly high by the standards of most Champions, his strange, puppet-like body moving with a limberness generally reserved for water. He tends to dodge even the trickiest attacks by contorting in strange ways, equal parts handy in a fight and useful for making foes too uncomfortable to properly fight back. His attack speed is similarly high, making up for the inherent weakness of using wooden blades rather than proper weapons. However, much like Impmon, Yasyamon doesn't exactly have the highest of defenses. He is rather unarmed, wearing little more than pants and a mask, which means direct hits have very little armor to contend with. Only his arm guards, located on his wrists and also wooden, can help bail him out of messy situations where taking damage is inevitable. For this reason Yasyamon tends to use his speed to keep enemies at an arm's reach, harrying them with strikes before retreating.
The main ability facilitating Yasyamon's ambushes is his Misty Step, which allows Yasyamon's speed to drastically increase when out of enemy sight. Provided he can escape to cover or capitalize on a distraction from an ally, Yasyamon can quickly work his way back around to assault an enemy from behind. Sometimes these are direct attacks, crippling an opponent with the Imp-air or Cross Slash. At other times, Yasyamon tries to meddle with his opponent's mind instead, using his Puppet Master technique to make them drop their guard or fill their head with distractions. When caught in direct combat he tends to prefer the mid-range, using the tips of his blades to sting his enemies instead of digging into combat. Here he often relies on his Swaying Strike, nimbly wrapping around incoming attacks while striking back harshly.
Imp-air: Yasyamon viciously slams his two blades into an exposed limb, attempting to damage it and diminish its usefulness. The targeted limb cannot be used for attacks or any strenuous activity.
Duration: Three Posts. (Was one post, a hilariously short time)
Cooldown: Two Posts. (Was one post. 3 to 1 would be an annoying ratio, so making this 2 posts balances it out.)
Devidramon:
Fighting Style - Whatever Devidramon it does in combat, it clearly has a good time doing it. This is helped by the fact that Devidramon is a complete and utter speed demon. While on land it tends to be moderately paced at best, Devidramon's top airspeeds are downright frightening. It doesn't always accelerate to top speed. After all, that would make its air control absolutely horrible. However, even moderately paced movement for Devidramon tends to exceed the airspeeds of many other Ultimates. While Devidramon doesn't have a ton of offensive tricks up its sleeves, the moves it does utilize tend to pack some major punch. In many ways this is due to the impact of momentum, though. If not given adequate airspace and time to work up a killer dive or pounce, Devidramon is instead forced to fall back on its weaker arsenal of projectile moves. In addition, Devidramon's primary defense is dodging. A lack of heavy scales means that a solid hit can leave Devidramon reeling badly, and its high-speed, low-mobility flight means dodging too many attacks at once can be impossible.
Naturally, Devidramon prefers fighting from the safety of the air. This gives it the most opportunity to dance around opponents and swoop down for massive, powerful hits. Against lightly armored opponents it prefers to use the Imp-ale, while heavier opponents will find their armored plating seared by the Ruby Nail instead. However, a lesser known element of Devidramon's fighting style is its love of ambush techniques. Devidramon can temporarily blend into its surroundings like a chameleon, allowing it to rush an opponent from surprise and pick at their guard. When hidden like this Devidramon prefers using its Black Frost or Malice Glare to open up holes in its opponent's defenses. Finally, when cornered, Devidramon tends to disengage beneath the cover of his unpredictably-swirling Chaotic Flame.
Ruby Nail: Devidramon’s claws heat an ominous red as he pounces toward his opponent. They sear through metals, making the attack more even more painful against more heavily armored foes.
Magnitude: 2x stronger on armored targets, three quarters as strong against unarmored ones.
Cooldown: One Post. (Was two posts. Match Sapphire Nail)
Chaotic Flame: Devidramon breathes green flames into the ground, massive trails of fire snaking away in a disorderly fashion. Often used to cut off a foe’s escape routes.
Cooldown: Two Posts. (Was no posts. I wanted to make this a much more impactful move, so I gave it a hefty stat boost and a cooldown to match.)
Samudramon:
Fighting Style - Samudramon, all things considered, is actually one of Isaac's most well-balanced forms. Its offensive power is high, yet more measured than Devidramon's berserker rage. Its reflexes are quick, yet it tends to prefer walking to running all around the battlefield. Its armor plates are a huge step up in defense from the nudity exhibited by all of Isaac's other forms, yet their lightweight and somewhat decorative nature makes them less protective than the fully-encased suits that certain other Digimon wear. This makes Samudramon a very flexible Digimon, capable of adapting between pressing the offensive and fighting from the back foot at the drop of a hat. Helping this is Samudramon's rather stoic demeanor, helping it keep focus even through inopportune circumstances. The main weakness of Samudramon is that while a jack of all trades, it is a master of none. To win fights Samudramon needs to rely on its skill, putting its rather neutral attributes to use pushing against an enemy's weaknesses and limiting their strengths.
Naturally, Samudramon tends to be a more opportunistic and reactive fighter than most. In neutral situations it tends to use its Phosphorous Bow to try and force opponents onto their back foot, while using the Trick Guillotine to lure them into dropping their guard. If forced to fight on the defensive, it will instead try to repel enemies back with its Heavy Storm or limit their actions with its Binding Blade. Finally, when an opponent's guard has been shattered and they start to show weakness, Samudramon relentlessly hunts them down with its Ronin Rage. Samudramon's strongest technique, however, is the Terra Blade. Whether capitalizing on an opponent fleeing or benefiting from an ally giving him cover, Samudramon charging this attack up is a sign that it is trying to end a battle in a particularly brutal fashion.
Heavy Storm: Samudramon raises his sword into the air, calling down blasts of lightning before him. They unpredictably strike the area surrounding Samudramon, whether friends or foes are nearby.
Cooldown: Two Posts. (Was 0 posts. I wanted to make this stronger, much like Chaotic Flame.)
Ronin Rage: Samudramon gives in to his bloodlust, entering a chaotic berserker rage. The more wounded a target, the more viciously he pursues them.
Magnitude: 50% boost to power if a foe is at half health. 75% boost to power if a foe is at a quarter of their health. 2x boost to power if a foe is on their last legs. (Was 50%, 2x, 2.5x, which scaled way too hard for too little drawback. This doesn't need to scale big at high damages since, 2x or 2.5x, an empowered hit to a near-KO'd target will likely spell a messy end)
Duration: Three Posts. (Was five posts, which even for a Mega is an absurd amount of time to be dodging near-OHKO level attacks for.
Cooldown: Two Posts. (Reduced cooldown to match reduced duration.)
NeoDevimon:
Power of NEO: The red control nodes on NeoDevimon's chest spark furiously, tightening his muscles. His speed, strength, and reaction time greatly increase, but NeoDevimon is hurt badly.
Magnitude: 2x boost to strength and attack speed. (Was 2.5x. This better matches what is fair to deal with, even with a hefty drawback)
Duration: Three Posts.
Cooldown: Two Posts
Pteramon . . . is also being replaced! Say hello to the new hotness:
Appearance:
B-Hybrid Spirit: MetalGreymon (Original)
Attribute: Virus
Family/ies: Metal Empire
Type: Cyborg
Passive:
Grey Engine (Noncombat): Do those tiny, tattered wings look like they can carry MetalGreymon on their own? A powerful engine built into MetalGreymon helps him hover through the air, slowly yet inevitably, while his wings help fine-tune his movements for more perfect control. If this engine gives out, however, MetalGreymon is left groundbound.
Techno Breaker: MetalGreymon is practically designed for the hunting and destruction of machines. Armored Digimon find their guard less effective against MetalGreymon as it tears through their plating, and fully mechanical Digimon take more damage from its attacks.
Magnitude: 30% boost to damage against armored Digimon. 50% boost to damage against machines.
Attacks:
Meltdown: MetalGreymon's armored plating glows as he overclocks his own cybernetic parts, sending a pulse of damaging heat to all within close range. This attack also lightly damages MetalGreymon, each use of the attack hurting more than the last.
Triple Crown: MetalGreymon uses his jet to rush forward, aiming to skewer his opponent on his three-pronged helm. A powerful attack, yet dodging it leaves MetalGreymon's vulnerable back completely exposed.
Vibro-Arm: MetalGreymon smashes his large arm into his opponent, its clawed tips vibrating like miniature razors. A slow, hefty strike that isn't difficult to dodge, but slices its way through any guard that the opponent can throw up.
Cooldown: One Post.
Nanite Flamer: MetalGreymon opens his mouth wide, firing a cloud of smog laced with glowing "embers." These are not actually embers but instead nanomachines that swarm the opponent, leaving thousands of microscopic cuts and buns that add up to deal damage over time.
Duration: Three Posts.
Cooldown: One Post.
Infinite Warhead: MetalGreymon hunkers down, focusing all of his energy into launching a pair of large missiles from his chest. While the long time to fire gives opponents ample time to move, the explosion that these shots kick up is immense in both size and damage alike.
Charge Time: One Post.
Cooldown: Two Posts.
IMP: That stands for Imp Magnetic Pulse, by the way. MetalGreymon spits an electrified bomb onto the battlefield, which emits a field that shuts down electronics both manmade and digital. Within a 30 foot radius, mechanical-based attacks, phones, and Digivice functions are all shut down.
Effect Size: 30-foot radius.
Duration: Two Posts.
Cooldown: Three Posts.
Red Layer (Mission Reward): An approximation of the D-Reaper's shield, usable once per thread and lasting for three posts. On use, the user appears pure red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents.
Digivolves To: Beelzemon (2010)
Beelzemon (2010):
Remorse of NEO: Beelzemon rips off its chest armor, revealing the brightly glowing power cores of NeoDevimon. They burn hotly enough to kill Beelzemon’s pain receptors, giving him pain resistance and a large damage boost. They also leave him badly damaged after wearing off.
Magnitude: 2x boost to power, ignores 90% of incoming pain. (2.5 is simply too much, especially with the complete ignoring of any incoming pain.)
Duration: Three Posts. (Was five. Five is too much. Three is fine.)
Cooldown: Two Posts. (Was three. 3 to 2, same verse as the first.)
Imperialdramon Dragon:
Instability: Attacks to Imperialdramon slowly chip away at his outside form, revealing the unstable Digicore beneath. As Imperialdramon gets more injured he begins to both take and deal more damage, turning him into a glass cannon when he is on his last legs. He also gains a sizable speed boost as his movements become twitchy and hard to predict.
Magnitude: 33% boost to power and speed at half health. 66% boost to power and speed at a quarter of his health. 2x boost to power and speed if fighting on his last legs. For defense, the reductions are 15%, 30%, and 50% at the same breakpoints. (Same edits as the ones made to Holy Withdrawl. 50% defense penalty at quarter health is just an absurd penalty).
Hadron Collision: Imperialdramon rockets towards his opponent at tremendous speed, powerful attracting forces surrounding him as he charges. The good news is that this makes landing contact with enemies far easier. The bad news is that projectiles practically follow the dragon like magnets. A very high-risk, high-reward tactic.
Cooldown: Two Posts (Was none. Another move I really want to be stronger than it currently is, so I add a cooldown to justify it.)
Heat Death: Imperialdramon inhales hungrily, absorbing all of the energy from a 30-foot radius in front of him. Projectiles with their energy drained are frozen in place and Digimon have their movement drastically slowed down, making it far harder to avoid Imperialdramon's own attacks.
Magnitude: 50% speed reduction. (Was 75%, which is a bit much for an AoE debuff like this.)
Effect Range: 30-foot radius.
Duration: Three Posts. (Was 4, which was a tiny bit too much.)
Cooldown: Two Posts.
Big Crunch: Imperialdramon creates a sphere of dark matter between his front claws, which he launches onto the battlefield. Any enemies hit by the sphere find themselves slowed down, making it hard to escape as the sphere begins collapsing in on itself. Being stuck in this move is excruciatingly painful.
Magnitude: 75% speed reduction (only while inside the sphere). (Important clarification to not be redundant with Heat Death.)
Duration: One Post. (Was 0 posts, which is weird for an attack on a time limit like this.)
Cooldown: Three Posts.
AncientDesperadomon:
Appearance: Rather than looking like a fully emergent Digimon, AncientDesperadoon looks like a spirit that has half manifested at best. The most notable thing about AncientDesperadomon is its statuesque appearance. Every part of its body besides the longcoat draped across it, whether designed to look like flesh or like cloth, is actually made of impossibly smooth stone. This extends to its body language as well. AncientDesperadomon is in a perpetual state of eerie stillness, never seeming to blink or even breathe. Nonetheless, it seems like it is always just about to move, as if a shootout could start at any second.
In addition, the foundation of the stone has been worn down over the millennia. Several cracks have formed in its stone body, wisps of black smoke spilling out from where these cracks are. The cracks are the only indication of AncientDesperadomon's current emotional state. The haze is little more than a light mist most of the time, but intensifies to a small cloud of darkness when AncientDesperadomon is exerting itself. Furthermore, several pieces of AncientDesperadomon are flat-out missing, replaced with plumes of smoke shaped vaguely how the Ancient used to look. In particular, these locations are the right side of its face, its left shoulder, its right forearm, its chest, its left thigh, and its right foot.
AncientDesperadomon itself seems mostly humanoid, albeit with a few clues as to its more demonic origins. Its proportions are surprisingly bulky compared to most demonic Digimon, who tend to look rather elegant and androgynous. Nevertheless, compared to the majority of Megas it is still surprisingly slender. Its eyes exhibit a faint red glow, a strange sigil seems to have been etched on the back of its hand, and at times it seems to move without even needing its feet to touch the ground. Most noticeable of all is the half-mask that it wears, somewhat resembling a smaller horned Devimon in shape. This mask takes up the right side of AncientDesperadomon's head. The left side is instead a silhouette of twisted shadows, resembling how Isaac might look in a few years.
AncientDesperadomon's attire resembles that of a wild west outlaw, hefty yet breathable leather designed to stave off bullets and the elements in equal measure. From a cowboy hat lined with the fangs of past conquests to the dark brown boot with a menacingly gleaming spur, AncientDesperadomon manages to look like a threat despite literally being in pieces. Its high-worn pants are a dusty tan color, and the black smoke making up the hole in its chest region makes AncientDesperadomon almost look perpetually shirtless. Its belt prominently features a pair of holsters for pistols, as well as pouches for hip flasks and sticks of dynamite. The hand of its immaterial left forearm is capped by a dark brown glove, a red sigil traced on the back of it. The sigil resembles the crest of Chaos, a looping circular design somewhat resembling a smiley face overlapping it. This insignia is repeated on AncientDesperadomon's longcoat, which almost looks like an adornment made to the statue rather than part of its original design. It might be tattered and worn, but it still flares out like a demon's wings to remind AncientDesperadomon's enemies that justice is arriving.
The armaments that AncientDesperadomon wields are somewhat atypical, but it swears by them. The entirety of AncientDesperadomon's right forearm seems to have been replaced by a sawed-off shotgun, surprisingly small by the standards of most Mega Digimon but capable of packing a surprisingly big punch. A lasso of black smoke seems to coil out from its immaterial left wrist, pulsating impatiently whenever AncientDesperadomon is looking for a foe to wrangle down. These weapons hint towards AncientDesperadomon's fighting style; never give an inch, and when push comes to shove always make sure you're giving better than you're getting.
Ancient Hybrid Spirit: AncientDesperadomon
Attribute: Virus
Family/ies: Dark Area
Type: Ancient Outlaw
Passives:
Ordered Chaos: AncientDesperadomon has complete and utter control over the level of energy it can output. While typically as strong as a Super Mega, it can limit its strength all the way down to that of a Champion if need be. Digivice scans will be unable to pinpoint its level, revealing only a level of "Null" after their analysis. If targeted by an effect that would otherwise force it to de-Digivolve, AncientDesperadomon can instead lower its power to that level in order to hold onto its current form. However, this comes with two important restrictions. AncientDesperadomon refuses to adopt a level of power stronger than that of its strongest opponent, and AncientDesperadomon cannot use Limit Breaker if currently limiting its power. Rumor has it that this is how AncientDesperadomon tested its adherents, fighting them on equal terms without needing to de-Digivolve and risk its perfected form.
Nightmare: AncientDesperadomon, for any length of time, can summon a clockwork steed to ride into battle. It leaves hoofprints of molten slag where it steps, a fire burns in its eyes, and it snorts out clouds of cinders whenever it "breathes." Rumor has it that AncientDesperadomon built this steed itself, and while its construction looks clunky it is empowered by the soul of an ancient's power. It flies as if running through the air, terrifyingly fast despite its somewhat erratic looking movements. Being able to let his steed focus on dodging and movement allows AncientDesperadomon to focus entirely on its gunslinging skills. However, being separated from Nightmare prevents him from flying and forcing him to rely on his natural agility, making this less reliable than proper flight. If ever destroyed, AncientDesperadomon can forego attacking for a post in order to re-summon his steed.
Twin-Linked: AncientDesperadomon and AncientVictorymon are as two halves of one whole. While both are accustomed to fighting by the sides of many allies, they are most comfortable when fighting with one another. The duo's moves gain extra effectiveness when used in corresponding pairs. However, if one of AncientDesperadomon's moves is copied by another attack, this passive is considered copied as well. This can allow allies to keep a combo going, but can allow enemies to easily exploit AncientVictorymon's attacks. As a tradeoff for this passive's power, Twin-Linked moves gain an extra post of cooldown.
Attacks:
Chaos Spread: AncientDesperadomon fires a wide spread of bullets from his hand cannon, the bullets shifting up, down, left, and right in an unpredictable fashion. This move is strongest at the tightest point of the bullet spread.
Twin-Linked - Right Back At You: AncientVictorymon's Luminous Arc is capable of reflecting and redirecting the bullets from AncientDesperadomon's Chaos Spread. After being repelled their outward spread is reversed, causing them to angle towards a single point and coalesce for hefty damage.
Dyna-Might: AncientDesperadomon lobs a packet of dynamite at the opponent, containing surprising amounts of explosive force despite its unassuming-looking form. Due to being a slow-lobbed attack that takes a few seconds to detonate, it is best used with some distraction or setup from an ally.
Twin-Linked - Special Delivery: AncientVictorymon's Hidden Blade snags into the rope tying AncientDesperadomon's Dyna-Might together, allowing the explosive to be pulled along at far greater speeds than usual. In essence, this combination turns the slow, unwieldy Dyna-Might into a much quicker, more direct attack.
Wrangler's Reach: AncientDesperadomon flicks out the lasso tied to its wrist, aiming to tether itself to a nearby ally or enemy. The length of the lasso can extend and shrink to AncientDesperado's choosing, so long as it is between 5 and 50 feet, and the width is always big enough to snare his mark. Once caught in the Wrangler's Reach, the target is bound to AncientDesperadomon: they can no longer move more than 50 feet away from AncientDesperadomon, although they can struggle against his grip and freely fight back within the lasso's confines. Against smaller, weaker opponents, AncientDesperadomon tries to use his lasso to swing and smash them around. Against larger ones, AncientDesperadomon almost uses it like climbing gear.
Twin-Linked - Wallop!: AncientDesperadomon's lasso snags around AncientVictorymon's buckler in mid flight. While the dazing utility of the buckler and grappling utility of the lasso are sacrificed, the result is a surprisingly imposing flail tied directly to AncientDesperadomon's wrist. Swings of this makeshift weapon hit hard, dramatically boosting AncientDesperadomon's usually average melee ability, but each swing has nasty windup and windback that leave AncientDesperadomon vulnerable when using it.
Duration: Three Posts.
Cooldown: Two Posts.
Ghost Riders in the Sky: AncientDesperadomon whistles, smoky outlaws on horses appearing from somewhere in his line of sight. They then ride out in a circle, firing their pistols wildly into both the sky and their opponents. For a single post they linger, continuing their mad marauding, then vanish without a trace.
Twin-Linked - Hammer and Anvil: AncientDesperadomon's posse fan out to surround the opponent, keeping them cornered while AncientVictorymon's armed horsemen storm in for a charge. With the opponent trapped on all sides, if an opponent lets the Hammer and Anvil set up around them escape can be very difficult.
Cooldown: One Post
High Noon: A combination move in which AncientDesperadomon mercilessly pursues a single foe. AncientDesperadomon first smashes his opponent with his hand cannon, sending them spiraling into the air. As they launch he slides beneath them, firing blasts with his hand cannon to knock them further and further into the sky. Once they start to fall, he leaps to the side to send them flying with a powerful shot. If any element of the move is dodged or blocked, the combo ends there.
Twin-Linked - Accel Dance: If Triad Strike and High Noon are used on the same target, there isn't much additional effect. However, AncientVictorymon and AncientDesperadomon are capable of acting in near-complete sync, ensuring that they can work in unison to put the hurt on a single target.
Cooldown: One Post.
Fatal Revenger: AncientDesperadomon draws energy from his darkest hatred, empowering it into his cannon. For one post he charges, then fires with an energy blast three times as strong as normal. However, the greatest strength comes not from himself, but from the fear, rage, and hatred he spurs in his enemies. Each enemy AncientDesperadomon or his enemies faces (friendly rivals do not count, this is no move for sparring!) adds the power of one of their attacks to his swing. An enemy can choose to block AncientDesperadomon out of their mind and avoid empowering him, but must sacrifice their attack to do so. With each enemy's contribution the energy ball at the tip of Isaac's gun grows, going from a small, dark purple ball to a massive orb of red flame.
Twin-Linked - Embrace Tranquility: The Miraculous Edge can absorb the power of AncientDesperadomon's Fatal Revenger, all of Elliot and Isaac's hopes, despairs, and experiences pooling into one final strike. The flame-like projectile coils around the Miraculous Edge, intensifying the move's power to heights beyond what either move could achieve separately. On top of consolidating both move's power into a single strike, the Tranquil Blade is capable of smashing through any barrier while still dealing half the damage.
Charge Time: One Post.
Cooldown: Three Posts.
Limit Breaker: The might of an Ancient in its is said to surpass that of any other Digimon. However, such might simply cannot be channeled in full through a mere spirit. Despite this, AncientDesperadomon can break past his limits and and channel a portion of this power, at the cost of its own health. His armor turns black and smokey, and the black energy that makes his body turns into red, flame-like wisps.
Normally, breaking his limits provides a modest boost to attack and speed with no ill effect, as AncientDesperadomon's forcefulness intensifies his every attack and motion. However, either during the move's activation or at any time during the move's duration, AncientDesperadomon can force himself to release more power. The first level of intensification allows AncientDesperadomon to instead double these attributes, but causes him noticeable pain and discomfort. The second level of intensification allows AncientDesperadomon to triple these attributes instead, but causes intense pain to the point of battle damage. The move cannot de-intensify, instead only be fully cancelled. For this reason, AncientVictorymon uses it in very quick bursts to minimize harm. Even then, dipping into Grade 3 of this move causes enough self-damage that AncientDesperadomon rarely, if ever, taps into it.
Twin-Linked: Apotheosis: If Ancient Soul and Limit Breaker are activated simultaneously, the spiritual energies of AncientVictorymon and AncientDesperadomon are pulled together, their incomplete forms borrowing from one another to merge into an unparalleled warrior. If AncientVictorymon and AncientDesperadomon are the ones utilizing these moves, the merge is seamless; they receive the benefits of both moves being used, but also both of the drawbacks. In this state, each move is automatically considered its Twin-Linked variant, extra point of cooldown and all. If any other user of this move elects to force a merge, their data begins to coalesce but quickly rejects itself. For one post, both Digimon are stunned thanks to the backlash of this sudden rejection.
Magnitude: 1.5x speed and attack power (Grade 1), 2x speed and attack power (Grade 2), 3x speed and attack power (Grade 3)
Duration: Four Posts. (Can be cancelled earlier)
Cooldown: Four Posts.
Digivolves To: None
WARNING. TOP SECRET INFORMATION CONTAINED BELOW.
FILES CORRUPTED. NO INFORMATION FOUND.
✋︎✍︎ ✌︎❍︎ ♋︎ ❍︎□︎■︎◆︎❍︎♏︎■︎⧫︎ ⧫︎□︎ ♋︎●︎●︎ ⍓︎□︎◆︎❒︎ ⬧︎♓︎■︎⬧︎
Seriously, this contains spoilers for Isaac's personal plot. If you're cool with that, feel free to look, but I'm keeping this in my back pocket just in case.
Imperialdramon D:
Appearance:
Z-Hybrid Spirit Mode Change: Imperialdramon D
Attribute: None
Family/ies: D-Reaper
Type: Power Synthesis
Passives:
🏱︎♏︎❒︎♐︎♏︎♍︎⧫︎♓︎□︎■︎ □︎♐︎ ☞︎□︎❒︎❍︎: Imperialdramon D is made of the same strange, malleable data that most D-Reaper programs are made out of. This unique physiology makes its responses to harm very different from that of a standard Digimon. Imperialdramon D is nearly impervious to physical trauma, whether from melee attacks or elemental techniques such as earth, wind, and water. They can cause Imperialdramon D to recoil, and even separate parts of its body, but it feels no pain from such onslaughts and can regenerate body parts form even the most severe bodily traumas. In trade, Imperialdramon D becomes far more vulnerable to energy based damage, such as fire, ice, electric, light, and darkness based attacks. These destabilize Imperialdramon D's data matrix, dealing twice the usual damage and temporarily preventing the regeneration of targeted areas. Finally, a large, cord-like structure protrudes from Imperialdramon D's lower body, anchoring it to the ground below. Unlike the rest of Imperialdramon D, melee attacks aimed here can successfully deal damage, hitting twice as hard as usual.
👍︎□︎❒︎❒︎◆︎◻︎⧫︎♏︎♎︎ 👌︎●︎□︎□︎♎︎: Mere contact with the D-Reaper program can have catastrophic effects on the data of Digital life forms. Imperialdramon D, birthed entirely through such corruption, is no exception. Directly touching Imperialdramon D in any way, shape, or form causes pain proportional to the duration and magnitude of the touch. A powerful punch or a lengthy grapple will cause more intense pain that lingers for a longer period of time, while simply brushing past Imperialdramon D will be a sharp yet brief feeling that causes no long-lasting damage. This is doubly true for trying to directly integrate Imperialdramon D's data into one's self. Draining Imperialdramon D for healing purposes harms instead of healing, for rather obvious reasons.
👎︎♋︎■︎♍︎♏︎ ⬥︎♓︎⧫︎♒︎ ⧫︎♒︎♏︎ 👎︎♏︎❖︎♓︎●︎: Imperialdramon D, normally, is no stronger than Isaac's standard Imperialdramon form. In fact, the internal struggles raging in its head actually make it somewhat weaker. However, by relinquishing control (whether by force, by choice, or simply by being unable to remain conscious), Imperialdramon D can become drastically stronger than usual. In this state Imperialdramon D allowed to do basically whatever it wants. Isaac is expelled from the fusion, stored in a Control Sphere while the spirit and Reaper assembly is allowed to run rampant. For obvious reasons, the risk is definitely not worth the power. The potential exists, but only as a pure nuclear option.
Attacks:
🏱︎◆︎■︎♓︎⬧︎♒︎❍︎♏︎■︎⧫︎ 💧︎♒︎□︎⬥︎♏︎❒︎: Imperialdramon D extends a hand towards an enemy, a large orb of red goo appearing in his palm. The ball then splits into dozens of small fireballs, each the size of an Imp-losion. They rain down on the enemy at great speeds and in great numbers, causing great pain in aggregation despite being individually weak.
Cooldown: One Post.
✋︎■︎♐︎♓︎●︎⧫︎❒︎♋︎⧫︎♓︎□︎■︎: Imperialdramon D fires wires from his fingers, aiming to embed them into an opponent's head like puppet strings. For as long as the wires stay attached, Imperialdramon D's corrupted data causes sensory overload, a sick feeling, and potentially even invasive thoughts in particularly week willed targets. Destroying the wires ends the attack early, but otherwise they automatically wither away after three posts.
Duration: Three Posts.
Cooldown: Two Posts.
💧︎◻︎♏︎♋︎❒︎ □︎♐︎ 👎︎♏︎⬧︎⧫︎♓︎■︎⍓︎: Imperialdramon D's tail reformats itself, a heavy blade curving out from each side of the tail. It then stretches out towards an opponent, aiming to skewer them with a high amount of concentrated power. The attack can twist and turn while heading towards an opponent, making it harder to predict and avoid its path, but the attack is strongest when thrust forward in a simple, direct fashion.
Cooldown: Two Posts.
✋︎♍︎♒︎□︎❒︎ 👌︎●︎♋︎♎︎♏︎: Imperialdramon D draws a pair of blades from within its wrists, blood-red copies of Samudramon's jagged weapons. Being concentrated clusters of corrupted data, strikes with these weapons are stronger than basic unnamed attacks and capable of passing through shields and obstructions as if they weren't even there. However, though they may be stronger than basic attacks, they are still weaker than named Super Mega techniques.
Duration: Three Posts.
Cooldown: Two Posts.
👎︎♋︎⧫︎♋︎ 👎︎♏︎❖︎□︎◆︎❒︎: Imperialdramon D's mouth wrenches itself open, the corrupted Digimon hungrily drawing in all data from the nearby area. Opponent's within arm's reach of Imperialdramon D take damage for every second that they spend near him, about half of the damage that they suffer being used to heal him. Even if no targets are available, Imperialdramon D's drain absorbs the data around him. His attack leaves the air flat, the plants around him withered, and the rocks nearby worn down. If no targets are present, the attack is only capable of healing surface wounds.
Cooldown: Two Posts.
❄︎⬥︎♓︎⬧︎⧫︎♏︎♎︎ ☼︎♏︎♐︎●︎♏︎♍︎⧫︎♓︎□︎■︎⬧︎: This move inherits the cooldown of whatever move it borrowed, plus one post.
Cooldown: One Post + Cooldown of Borrowed Move.
❄︎♒︎♏︎ ☜︎■︎♎︎:
Digivolves To: None
Veemon:
Fighting Style - Veemon is a scrappy and dedicated fighter, who makes up for a lot of his deficiencies in battle with pure pluck and determination. On paper, Veemon isn't a very efficient form at all. It's small and easily grappled, even by larger Rookies like KoKabuterimon and Renamon. It has absolutely no ranged attacks to work with. It doesn't run the fastest. However, its high levels of stamina make up for its middling defenses, letting it keep conscious even during the worst barrages of attacks. In addition, while it isn't the fastest moving, its attack speed and reflexes are top-notch. Paired with its solid knuckles and hard head, Veemon is capable of dishing out surprising amounts of damage if given the opportunity, all while barely keeping a step ahead of its opponents own attacks.
In battle, Veemon tends to rely extensively on its Machinegun Fists, using them to take advantage of any opportunities opened up by earlier jabs and feints. Once the nonstop barrage of punches leaves its opponent woozy, Veemon leaps up for the Victory Blow, hoping to use his momentum from one fallen opponent to start immediately taking on the next. When forced to fight on the defensive Veemon often stops attacking altogether, acknowledging that the best offense is often a good defense. This goes doubly so when he's already started taking hits, and is in dire need of a lucky Victory Blow to help get him back into the fight.
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. This move always overrides the effect of Comeback Kid, as its power boost is larger. If Veemon is on his last legs (+75% power from Comeback Kid), rather than provide a redundant power boost it will heal Veemon the equivalent of one Rookie-level attack. (Made Victory Blow somewhat more useful to feel like the start of a proper comeback, rather than a redundant extra layer).
Magnitude: 75% boost to speed and power, if on last legs heals one Rookie level attack.
Duration: Two Posts.
Cooldown: Two Posts. (Was one formerly post, but in exchange for the second wind effect wanted to make it require more tactical timing).
Strikedramon:
Fighting Style - Strikedramon floats like a butterfly, and stings like a bee that's on fire. His strategy ultimate boils down to a simple one; hit it very hard and very fast. That isn't to say that Strikedramon is an ultimate powerhouse. Several Champions are bigger than stronger, especially the ones that are less humanoid and more bestial. What sets Strikedramon apart from your average lighting bruiser, however, is his mastery of technique. His fast and strong strikes become all the more powerful when first properly leveraged by timely dodges, probing blows, or even a grapple. Moreso than any other of Elliot and Isaac's forms, he is a martial artist first and a warrior second. Much like Veemon he possesses deep reserves of stamina, but unlike the previous form has the speed necessary to take advantage of them proactively. Strikedramon's main problem is a mix of over-enthusiasm and reliance on technique. What he can do with effort and focus, a naturally larger and stronger Digimon can do with ease, often forcing Strikedramon to work twice as hard as his opponent needs to.
In combat, Strikedramon always aims to make the first . . . well, strike. On opponents that look nice and punchable he lunges in with his favored technique the Rolling Start, while hardier or more unpleasant opponents he first tries to soften up with his Tailblazer. Rarely is Strikedramon content with simply attacking, instead probing the opponent's defenses with quick strikes and testing their strength with grapples. Only after wearing down his foe does Strikedramon feel comfortable coming in for the actual kill. In a bad situation he tends to disengage with another Rolling Start rather than testing his (less than stellar) defenses against his foe's mettle. If escape is impossible, or the finishing blow draws close, he activates Burning Inner Strength to enter one last blaze of glory.
Giant Swing: Strikedramon grabs an opponent by a pair of free limbs and swings them around and around. After being flung away, opponents are left very dizzied afterwards. (No changes, just bandaging up the English language after I butchered it for a bit.)
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. If Elliot is on his last legs the boost further doubles, fueled by Elliot's boundless determination.
Magnitude: 50% boost to attack speed and power. On last legs, 2x boost instead. (Was 75% to two stats, which I deemed a little too strong with no side effects. Split the difference two ways to make Burning Inner Strength more of a comeback move.)
Duration: Three Posts.
Cooldown: Two Posts.
Gargoylemon:
Fighting Style - Most of Elliot's Digivolutions are stable by choice. Gargoylemon is the big, glaring exception, more of a wild beast bound in chains than an actual disciplined fighter. It is far more offensively gifted than Veemon and Strikedramon, capable of accomplishing with brute force what the other two couldn't even dream of with technique. Its defense isn't too shabby either, its stony scales capable of taking a good deal of punishment despite its gaunt frame making it look easily injured. Of the major three attributes of a warrior, speed is what Gargoylemon is hurting for the most. The chains binding it leave it sluggish and listless, often gliding gracefully rather than performing intensive fighting techniques. This completely reverses when the binding chains are removed. Rather than listless flying it charges with renewed purpose, speed and power drastically intensifying as it embraces the predator that it truly was. This leaves Gargoylemon quite reckless, however, meaning that even with his surprisingly sturdy defenses he takes quite a bit of damage.
When still sealed away, Gargoylemon tends to fight surprisingly conservatively despite his strength. He doesn't strike until the precise moment arrives, instead softening his opponent up with Luminous Blasts and Boulder Barrages. Only when his opponent exposes themselves does Gargoylemon unleash its Sapphire Nail and Stone Crusher moves. It prefers to block attacks rather than avoid them, using its arm guards to minimize damage taken. This all goes out the window when Gargoylemon goes berserk. When sent into a rage he makes his own opportunities rather than waiting for them, relentlessly assailing his opponent's guard to break them one way or another. His focus is rather single minded, aimed wholeheartedly at decimating a single foe or even ally.
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: Two Posts. (Was one post. Between the large defense boost, surprising utility for, and powerful attack, figured this move could do to have its spamminess reduced. Stone-spamming Kirbies are the worst.)
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: Three Posts. (Was four posts. Even though the wall is small and immobile, I feel like a four post shield simply lasts for too long. Three gives one turn of immediate use and two turns of potential counterplay, then two posts of winddown after. A small difference, but more fair and dynamic.)
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.
Cooldown: One Post. (Was none. Any move with a rider of significance on it should have a cooldown, and Sapphire Nail's bonus definitely counts as a significant rider. Without some mitigating factor it becomes the only move worth using on unarmored targets; not a good status quo.)
Stone Crusher: Gargoylemon raises four slabs of stone from the ground, one in each direction around an opponent. He then closes his fist, causing the stones to converge on his foe. If not dodged early, can be a headache to avoid.
Cooldown: Two Posts. (Was one post. Being a tricky to dodge and highly powerful move is a nasty combo, even if its tell is fairly obvious. This should both properly communicate the move's strength and make it more fair.[/b]
Dynasmon:
Fighting Style - Dynasmon represents a synthesis of Strikedramon's iron discipline and tactical knowledge with Gargoylemon's raw might and sturdy defenses. Dynasmon is easily the most defensive-minded of Elliot's forms, sacrificing a lot of the speed and agility that his earlier forms possess in exchange. With how sturdy Dynasmon's armor is, though, the spirit is fairly confident that it doesn't even need speed. It makes the most of its limited agility, using small yet intelligently planned motions to parry and dodge incoming attacks. In this regard Dynasmon is similar to many knightly Digimon, albeit with a few critical differences. First is his ranged capabilities, which Dyansmon has a surprising amount of. As a wyvern and a knight, he tends to savor opportunities to weaken opponents from a range. Second is his elemental affinities. Not only does he resist all forms of elemental damage, but he is also capable of absorbing elements and taking on their character to fuel his attacks.
Dynasmon tends to prefer letting his opponents come to him, goading them into fighting with his Wyvern Breath and slashes of his Phantom Blade. As a primarily midranged fighter, he is most in his element when capable of leveraging these moves in both melee and ranged scenarios. Once an opponent commits he stands his ground, seeking to reflect their projectiles and turn their own strikes against them. Once he has opened up his opponent's guard, or when they get too close for comfort, Dynasmon uses his Wrath of the Wyrm to punch open a hole in their defense and buy some separation. As a natural protector Dynasmon feels most comfortable in multi-Digimon fights, whether a fairly balanced engagement or on the poor side of an ambush. In these circumstances Dynasmon uses his elemental manipulation to turn one opponent's elemental attributes on another, aiming to batter them down with their elemental weaknesses.
Wyvern Breath: Dynasmon launches a blast of elemental flame from his mouth, intensifying in power the longer he uses the flame for.
Cooldown: None (Was one post. Wyvern Breath is not an exceptionally strong move, and I really have no idea why I gave it a cooldown in the first place. It doesn't even have a real "duration," so much as a requirement that Elliot stands still and focuses on the attack to make it stronger. With Wrath of the Wyrm promoted to a power move, Wyvern Breath being knocked down will give Dynasmon another more easily-spammed option.)
Wrath of the Wyrm: Dynasmon furiously smashes his foe with the gem on his palm, overloading them with the energy empowering him. Short ranged, but very strong.
Cooldown: Two Posts. (Was none. Considering Wrath of the Wyrm is Dynasmon's strongest sans-strings-attached move, I have no idea why I didn't give it a proper cooldown. This should help the move feel as threatening as I originally envisioned it.)
MagnaAngemon:
Fighting Style - While in the past MagnaAngemon may have been a reluctant warrior, his union with Elliot has allowed both of them to step away from the fighting that has plagued their lives. In his priest mode, MagnaAngemon sacrifices nearly all of his offensive ability in the name of pacifism. A fraction like Knightmon is capable of outmuscling him, and even Veemon's feats of strength occasionally rival MagnaAngemon's. However, MagnaAngemon's magical based strength hasn't skipped a beat. Even if his physical strikes are near harmless, any attacks involving holy magic pack a surprising amount of punch for a pacifist. Beyond that, there really isn't much to say about MagnaAngemon's attributes. Being unburdened by armor makes him surprisingly quick and nimble, but his large, feathered wings are more for flight at a measured pace. He has large reserves of stamina, but due to a lack of armor very poor defenses. In general, he should not be on the front lines of combat.
Typically, MagnaAngemon spends his time in a fight empowering others. He is capable of suppressing ailments, bolstering defenses, and even healing at the cost of his own health. If ever pushed into fighting for himself, he uses the Watcher's Protection to try and repel all enemies in close quarters in the hopes of intimidating them away. If that somehow fails to work, he summons his Reluctant Cudgel to at least make an attempt at fighting off his foes.
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: Two Posts. (Was one post. However, 25% damage reduction and a (mostly fluff-based) boost to mental fortitude spread over quite a wide AoE is a little bit too much for one measly post. Definitely needs a slight tone-down to give enemies more of a shot at doing full damage, even if exponentially less useful the less allies Elliot has.)
Sanctuary: MagnaAngemon blesses the ground beneath his feet, forming a hallowed circle. Anyone standing in close proximity to him is blessed, supressing status effects and debuffs from Champion Digimon and weaker. Ultimate status effects are halved in magnitude instead, and anything above is unaffected. If a Digimon leaves the Sanctuary its status effects immediately reassert themselves; poisons and burns flare up to deal damage, stuns lock the target back up, and weakening effects resume sapping the target's strength. (Hoo boy, this move was a problem. Erasing all debuffs if someone steps in a magical circle? What the frickle-frackle was I thinking? I was probably thinking what I have written now, tbh, but wording it in a hilariously broken way. While still a powerful effect for its cooldown, it is now very limited. A smart and cohesive team will be able to take strong advantage of it, but an equally smart and cohesive enemy team will see Elliot's grouped-up forces and rain terror upon them, possibly even knocking them out of the Sanctuary in the process. High risk, high yet oh-so-temporary reward.)
Effect Size: 15-foot radius.
Duration: Two Posts.
Cooldown: Two Posts.
Diatrymon - Is being fully replaced! Move over, Diatrymon, because here comes . . .
Appearance:
B-Hybrid Spirit: AeroVeedramon
Attribute: Vaccine
Family/ies: Wind Guardians
Type: Holy Dragon
Fighting Style: Compared to the lean, graceful profiles of most of Elliot's Digimon, AeroVeedramon's stout, solid shape sticks out like a sore thumb. For this reason, it may come as a surprise that he is actually one of Elliot's fastest Digimon forms. In the air, AeroVeedramon's momentum helps him fly at blinding speeds, harrying his opponent from all sides with heavy attacks. On the ground, AeroVeedramon shifts the paradigm, going from one of Elliot's fastest forms to one of his undeniably slowest. His stout, powerful legs are made for endurance, not for sprinting, and he will struggle to pursue even Digimon of the same level when on the ground. In exchange his stout body type gives him a high durability and stability, which helps him weather incoming assaults on the ground far better than he would in the air. His offensive power is high, but made up for by an overall low attack speed. However, he has the practiced eye of a hunter and the experience of an old warrior, factors that help his strikes ring true nonetheless.
As this description likely implies, careful management of ground and aerial fighting is what defines AeroVeedramon's fighting style. In the air AeroVeedramon almost always needs to stay moving, a blessing and a curse alike. He aims to put pressure on his opponent with fly-by passes of his Bombing Run or Dragon Ascent, slowly battering their defenses down while flying one step ahead of trouble. Once they're opened up, he aims to either drop them from on high with the Snatch Talon or impale them grievously with the Hissatsu Elbow. On the ground, AeroVeedramon tends to blast opponents from afar with the Veedra Arrow or keep them restrained with the Snatch Talon. He undoubtedly prefers fighting in the air to fighting on the ground, and will use his Dragon Ascent to speed into the air or Victory Flash to blind foes trying to slow his momentum down. The ground game is primarily a defensive option of last resort.
Passive:
Warden's Wings (Noncombat): You wouldn't expect it from his stout body type, but AeroVeedramon is actually a damn good flier. It takes him a bit of momentum to get going, so quickly switching from the ground to the air gives him trouble, but once given clearance to start flying he becomes a terror of the skies.
Victory Rush: AeroVeedramon is not so lean and only questionably mean, but there's no doubt that he's a self sufficient fighting machine. When AeroVeedramon defeats a foe (fleeing, surrender, KO, or deletion) of his level or higher, the satisfaction of a job well done gives him a adrenaline rush to mend his wounds and keep him fighting just a bit longer.
Magnitude: Heals a quarter of AeroVeedramon's health if the foe is Ultimate, half of AeroVeedramon's health if foe is Mega, all of AeroVeedramon's health if the foe is Super Mega.
Attacks:
Dragon Ascent: AeroVeedramon rises into the sky, bucking his head upwards to smash whoever has the misfortune of being directly in front of him. A slow and short-ranged move, but the burst of momentum it offers can help get him airborne if uninterrupted.
Veedra Arrow: AeroVeedramon launches razor sharp crescents of wind from his wings, firing them widely and haphazardly. They are thin enough to slip through most armor plating, but very weak. AeroVeedramon must stay still when using this move if airborne, for obvious reasons, but on the ground he can still move freely.
Snatch Talon: AeroVeedramon uses his proportionally huge hands to grab tightly onto his opponent, his large muscles and razor-sharp claws making for a very difficult to break grapple. On the ground, he uses his great stability to restrain the foe, while in the air his primary goal is to leave them dropping like a stone. Mega Digimon can have one limb at most restrained, and Super Mega Digimon cannot be stopped.
Duration: One Post.
Cooldown: One Post.
Bombing Run: AeroVeedramon barrel rolls away from the opponent, firing a blast of dragonfire at his opponent as he does so. On the air this is a graceful barrel roll with plenty of room to maneuver, whether as a feint or as an emergency dodge. On the ground, it's more like a flopping tumble.
Cooldown: One Post.
Hissatsu Elbow: AeroVeedramon jabs the opponent with the blade at the tip of his elbow. If the attack directly lands, he follows up with a vicious twist to drastically intensify its damage. While a decent attack on the ground, the momentum of a fresh dive-bomb makes this attack deadly when performed from the air.
Cooldown: Two Posts.
Victory Flash: The blue markings on AeroVeedramon'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.
Cooldown: Two Posts.
Red Layer (Mission Reward): An approximation of the D-Reaper's shield, usable once per thread and lasting for three posts. On use, the user appears pure red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents.
Digivolves To: SlashAngemon
SlashAngemon:
Fighting Style - SlashAngemon, in many ways, is one of Elliot's most hyper-offensive Digimon forms. SlashAngemon's number one priority is on rapid attacking, and his number two priority is ensuring that each of his attacks are as damaging as possible. That isn't to say that the rest of his stats are too shabby. His lightweight yet sturdy armor, mixed of blue Digizoid alloys, ensures he at least has respectable speed and defense. However, most of this speed is focused less on movement and more on making as many attacks as possible. Every part of SlashAngemon's body is a weapon, literally from head to toe, and he makes liberal use of this fact to put a hurting on opponents. The main downside of this is that SlashAngemon's armor is directly tied to its combat ability. Normally dented armor is primarily a defensive concern, but for SlashAngemon each broken blade is gap made in its offensive wall of pain. For this reason SlashAngemon is most devastating at the beginning of a fight, falling back on support abilities as a battle drags on.
Unlike most Digimon, SlashAngemon actually doesn't rely on named techniques for its offense. Most of its fighting relies on relentless combos of strikes from its hands, elbows, head, knees, wings, and feet, using every jagged edge on its body to rain hell on its opponents. Once an opponent has been sufficiently roughed up SlashAngemon tries to decimate them with the Sword of the Seven Heavens, using all seven blades to mercilessly skewer them. SlashAngemon is a rather focused fighter, often devoting all of its energy to the pursuit of a single foe, but it is capable of using its many natural attacks to contend with multiples foes at once when push comes to shove. In order to support such a reckless fighting style, it is capable of bolstering its defenses with Armor of the Blade and healing itself with a solid blow from Blood Bond.
Sword of the Seven Heavens: SlashAngemon creates seven swords of light above his head, raining them down on the enemies in front of him. They can focus-fire on one enemy, or split to target up to seven.
Cooldown: Two Posts (Was zero posts. How the heck could I take a riff on a signature move and give it a 0 post cooldown? That's cruelty! Besides, the two post cooldown helps communicate its strength better, and makes its AoE option a lot less inexcusable. While this leaves Elliot low on offensive moves, his large arsenal of base attacks and great support capabilities, as well as the more offensive Dynasmon slide option, make up for that in spades.)
Explosive Rune: SlashAngemon traces a rune of holy light onto the ground, visible only by a faint glow. If an enemy steps on it, it explodes into overwhelming light.
Duration: Three Posts. (Was five posts. Intent was to have a long-lasting trap that could fade out of an enemy's notice, then be sprung at the last minute. Realistically, nobody will be paying attention to that thing past post 3.)
Cooldown: One Post.
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: Three Posts. (Having to contend with heavily reduced damage, even if on a single target, isn't very fun for too many posts. Three-to-two ratio gives the move much more downtime than four-to-two, while still giving the buff enough active time to be interesting.)
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: Three Posts. (Was four posts, which as I mentioned with Gargoylemon is simply too long for a wall. While not as impassible as solid stone, the Wall of Steel still has too much utility to be kept around for that long, even if more as a hybrid offense-defense-trap move than as an actual shield.)
Cooldown: Two Posts.
Imperialdramon Paladin Mode:
Fighting Style - Imperialdramon Paladin Mode is without a doubt Elliot's most sturdy form. Unlike Dynamon, a primarily offensive Digimon supplemented by a high defense, the primary job of Imperialdramon Paladin Mode is to absorb as much incoming damage as possible. That isn't to say that Imperialdramon is a slouch in the offense department, of course. A Digimon as huge as an Imperialdramon has to have a lot of physical power behind it, especially one wielding a sword almost longer than it stands tall. However, its offensive capabilities are somewhat hampered by its defense focused combat stance and lack of agility, meaning that its strikes are slow and ponderous compared to a more offensive Digimon like SlashAngemon. While Imperialdramon's defense and offense are about equally imposing at a fight's beginning, defense spikes dramatically and attack power starts to wane once Imperialdramon begins taking damage. Finally, Imperialdramon's massive size and equally massive sword give it unparalleled range as a melee fighter, albeit at the cost of making it a huge target for incoming attacks. For obvious reasons, it is best suited to blocking, not dodging.
In combat, Imperialdramon tends to focus on the most heinous and cruel opponent first, marking them for vengeance with his Rally the Charge attack. Quite often he tends to pair this with his Judgment, seeking to test his opponent's mettle and force them to acknowledge the crimes weighing on their heart. Such an opening one-two punch tends to be quite devastating, although it is far from Imperialdramon's only technique. When not immediately closing on for the kill Imperialdramon tends to fight at a middle ranged distance, using the length of his sword to keep melee opponent's far away while more safely approaching ranged opponents. This also helps him keep allies close without getting in the way of them in melee. He tends to use his size and durability to his allies' advantage rather than his own, shielding them while his Know No Pain heals them or using his Hero's Sacrifice to take all incoming damage on his own shoulders. For most this would be suicide, but Imperialdramon's durability savors the challenge.
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. This does not effect Elliot, instead impacting his allies alone. (Elliot has Holy Withdrawal, which makes either passive redundant if they stacked. Besides, a passive designed around counterplay by fiddling with ranges doesn't work when it's literally glued to a target, so it would be unfair for Elliot to use it.)
Magnitude: 30% damage reduction. (I don't care if you have to be grinding on Elliot at the club to be using this move, half damage lost on a passive of all things is absurd. I most likely mistook "damage reduction" as a synonym for "defense boost" due to fatigue when working on this. 30% damage reduction is still a pretty stark number, but considering close proximity even when Elliot is fired up is required I think it's justified.)
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 15%, 30%, and 50% at the same breakpoints. (Was 25%, 50%, and 75%. Honestly at 75% Elliot shouldn't even bother fighting as it would make any potential last stand hilariously anemic, so I adjusted the values to keep them fair without being pathetic.)
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 15% damage reduction. (Was 30%. Let's do some Steiner Math. Half of an attack healed is half of an attack. 60% of an attack resisted is slightly over half of an attack. In its former state, this move basically resulted in a net gain on incoming damage for anyone in a 50 foot wide bubble. That's too much, man. In its new state, standard attacks are enough to keep pace with both the healing and the damage reduction, while stronger ones can punch right through and leave Elliot's allies smarting.
Duration: Three Posts.
Cooldown: Two Posts.
Sigil of the Sword: Imperialdramon traces a glowing holy symbol in the air with his sword. It binds to enemies that make contact with it, searing them with holy light for the remainder of its duration. For this reason, it is most effective if touched early on.
Duration: Four Posts. (Was five posts. This has more of a claim to long length than SlashAngemon's version does, due to being a stealth damage over time effect, but come on. Nobody's going to care about this for five whole posts. I split the difference to be fair.)
Cooldown: One Post.
Rally the Charge!: Imperialdramon points its sword with authority at a nearby opponent, marking him for retribution. If the target does not avoid this judgment-filled point, they are marked for battle. Attacks made against this opponent alone are greatly intensified in damage.
Magnitude: 2x damage against the chosen target only. (Was 3x damage. Hi, that isn't totally unfair and unfun to have to deal with for four goddamn posts. Assuming Elliot has two friends for a game of 3v3 basketball, and they all go after you for all 4 posts they're dealing 12 attacks at an absurd modifier. Rude.[/b]
Duration: Three Posts. (Was four posts. Even with the nerf, having the entire thread dogpile you for four whole posts is just unfair. Three posts at least means it isn't a guaranteed KO in the making, especially at the reduced buff rate.)
Cooldown: Two Posts. (Was three posts. In light of these nerfs, letting the move be used more seems appropriate.)
Knightmon
Fighting Style - Standing in stark contrast to the fast and strong Strikedramon and the support-focused MagnaAngemon, Knightmon is all about providing the ultimate defense. He is the largest and heftiest of Elliot's Human spirits (or, rather, spirit fractions), making him the hardest to push around and one of the easiest to hide behind. Needless to say, being a large-bodied Digimon with hefty armor (not even a lightweight Chrome Digizoid alloy, but just honest-to-goodness regular armor) means that he is the slowest of Elliot's forms by a country mile. He also lacks the agility that makes many of Elliot's weaker forms surprisingly dangerous. His unflinching resolve and heavy stamina make up for this somewhat, meaning that Knightmon can often power through incoming attacks to finish off foes with his own, but that still risks taking damage without a chance to use his giant shield and block. Overall, Knightmon isn't really a Digimon of many surprises. In fact, he's basically exactly what you'd expect from taking a look at him.
Knightmon prefers to fight on the defensive, trundling towards his opponent while blocking their opening salvos with his massive shield. His sword is just a touch too big to comfortably use in both hands, after all, so he must sacrifice offensive prowess to ensure a stable defense. Once an opportunity presents itself he instead presses the attack, flinging his Crusader's Shield for a powerful opening strike before getting into the thick of things. If allies are around, Knightmon is relentlessly protective of them. He can, and will, interrupt fights with King's Castle or Knightfall if an ally is in over their heads. He will even challenge his enemies to duels to ensure that they focus on him, not those he protects.
Sandiramon
Fighting Style - Having no limbs doesn't stop this snake from the no-strings-attached fastest form that Elliot has under his belt. Sandiramon's slithering is capable of leaving several other Ultimates in the dust, and his burrowing lets him slice through the ground like a land shark. Considering that Sandiramon is also rather fragile around every part of its body but its armored, shell-like hood, it very badly needs to be that fast. A single solid hit is often more than enough to leave Sandiramon heavily questioning its role in the fight, making him one of the few instances of a proper glass cannon in Elliot's catalogue of spirits. Nevertheless, the cannon aspect of this glass cannon cannot be ignored either. Many of Sandiramon's moves boil down to all-or-nothing attacks, such as piercing bites and vicious impalements with his Bao Kui lance. While they do very little on a glancing blow, they are devastating on a direct hit. Worse still, each of Sandiramon's named moves chips away at the opponent's defenses, allowing each glancing blow to build towards a critical finish.
Sandiramon almost never enters combat without summoning his Bao Kui lance, whether to give to an ally or don himself. It is bold when using the lance, striking at an opponent's weak points with the precision only a spear can give. Being very long and using a long weapon gives him a crucial melee reach advantage that helps circumvent his weak defenses. Without the lance he fights far more cautiously, hiding in the ground and emerging to take potshots at his enemies with the Rain of Pain. Against a weakened foe, he generally tries to lull them into a false sense of security with Mouth of the Mamba, then dish out plenty of damage while their pain receptors are dulled. This presents a perfect opportunity for his Fatal Lance.
Fatal Lance: Sandiramon coils around an opponent, then tries to launch the Bao Kui through their body at point-blank range. A devastating technique, but very hard to set up.
Cooldown: Two Posts (Was none. I understand what I was going here, trading off accuracy for power. However, I'm gonna add a cooldown onto that in the name of EVEN MORE POWER. With how frail Sandiramon is, he needs every edge he can get.)
Finally, The Ancients themselves.
Appearance: Rather than looking like a fully emergent Digimon, AncientVictorymon looks like a spirit that has half manifested at best. The most notable thing about AncientVictorymon is its statuesque appearance. Every part of its body besides the cape draped across it, whether designed to look like flesh or like cloth, is actually made of impossibly smooth stone. This extends to its body language as well. AncientVictorymon is in a perpetual state of eerie stillness, never seeming to blink or even breathe. No motion that the spirit makes is without purpose.
In addition, the foundation of the stone has been worn down over the millennia. Several cracks have formed in its stone body, rays of white light spilling out from where these cracks are. The cracks are the only indication of AncientVictorymon's current emotional state. The light is soft and barely visible most of the time, but intensifies to a brilliant glow when AncientVictorymon is exerting itself. Furthermore, several pieces of AncientVictorymon are flat-out missing, replaced with an aura of light shaped vaguely how the Ancient used to look. In particular, these locations are the left side of its face, its right shoulder, its left forearm, its waist, its right thigh, and its left foot.
AncientVictorymon itself seems to be draconic in appearance, but quite the atypical dragon by Digimon standards. Its proportions are rather slender, and while still more weighted towards the limbs than your average human looks almost scrawny next to other dragon Digimon. A tail faintly pokes out from behind its cape, and the telltale claws on its fingers indicate that it isn't quite human. Most noticeable of all is the half-mask that it wears, somewhat resembling a flatter faced ExVeemon in shape. This mask takes up the right side of AncientVictorymon's head. The left side is instead a silhouette of light, resembling how Elliot might look in a few years.
AncientVictorymon's attire resembles that of a musketeer of the guard, a lightweight yet ornate cloth uniform that helps ensure its mobility. From the wide-brimmed, plumed hat tilted over its head to the shining black boot ending with a dragon's talon for a spur, AncientVictorymon manages to look stylish even with the many cracks and missing pieces in its body. Its pants are a pristine white color, spotless even after the span of millennia, and it wears a navy blue tabard over a light blue jacket. A belt, the last part of AncientVictorymon's hips before the gap of its waist begins, is lined with spare daggers and potions to utilize in case of an emergency. Gold trim adorns its shoulders and the edge of its tabard, which bears the AncientVictorymon's insignia; a V crest formed out of dragon wings, with the Crest of Order lying behind it. This insignia is repeated on AncientVictorymon's cape, which almost looks like an adornment made to the statue rather than part of its original design. It might be tattered and worn, but it still flutters in the breeze to inspire AncientVictorymon's allies to seize the day.
The armaments in AncientVictorymon's hands, compared to that of most mega level Digimon, are the subtle weapons of a duelist. In its solid left hand AncientVictorymon wears a small buckler, designed not to turn entire attacks aside but instead assist AncientVictorymon in its dodges and parries. In its immaterial right hand it holds a saber, long and thin yet polished to a shine. These weapons communicate AncientVictorymon's fighting style: always stay moving, and seize every gap in an opponent's defense and focus that it can.
Ancient Hybrid Spirit: AncientVictorymon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Ancient Paragon
Fighting Style: AncientVictorymon has a fencer's build; long limbs and plenty of grace. Unfortunately, while these are amazing for winning most human competitions, they look a lot worse next to Super Megas that double AncientVictorymon's size more often than not. Nevertheless, AncientVictorymon faces these superior-sized foes without losing a shred of bravery. His greatest attribute is his speed, so fast that very slight afterimages often seem to trail him as he moves. In a way, his disjointed body services this very well. His reactions tend to look less like natural movements and more like moving pictures snapping into place, making predicting his attacks and dodges slightly more difficult than usual. This summarizes how AncientVictorymon fights as a whole; precisely. Whereas many Super Megas are capable of raining doom from above with ease, AncientVictorymon has very few attacks that don't target a single opponent. This precision helps him concentrate his attack power into very strong yet simple strikes, making AncientVictorymon a deadly combo of speed and strength. AncientVictorymon's main flaws are a dearth of ranged options and average at best defenses, which means that outside of one-on-one engagements he tends to be worn down from afar.
AncientVictorymon may seem graceful and orderly, but he actually fights surprisingly relentlessly. Each attack is designed to transition seamlessly into the next, letting AncientVictorymon assault his foes with beautiful-looking combination moves if given the opportunity. These combinations often end in a hefty power move, such as his Triad Strike or a direct stab from his Luminous Arc. If not given the opportunity, he will instead back off and test the waters from another angle, often hindering the opponent's defenses from afar with his Hidden Blade and Hat Trick. The only times when his neverending barrages stop are when he needs to prepare one of this two secret techniques. The first, the Miraculous Edge, he favors when stuck in a large group-vs.-group engagement. The power of his allies, all channeled into one overwhelming blow, is often enough to turn the tide of any fight. The second, the Ancient Soul, he uses when personally overwhelmed. This takes AncientVictorymon's already powerful speed and intensifies it, shoring up his middling defenses in the process. However, as AncientVictorymon's offensive options disappear as a consequence of this perfect guard, he tends to use it only in scenarios that no amount of offensive might can overturn.
Passives:
Perfect Restraint: AncientVictorymon has complete and utter control over the level of energy it can output. While typically as strong as a Super Mega, it can limit its strength all the way down to that of a Champion if need be. Digivice scans will be unable to pinpoint its level, revealing only a level of "Null" after their analysis. If targeted by an effect that would otherwise force it to de-Digivolve, AncientVictorymon can instead lower its power to that level in order to hold onto its current form. However, this comes with two important restrictions. AncientVictorymon refuses to adopt a level of power stronger than that of its strongest opponent, and AncientVictorymon cannot use Ancient Soul if currently limiting its power. Rumor has it that this is how AncientVictorymon tested its adherents, fighting them on equal terms without needing to de-Digivolve and risk its perfected form.
Silver: AncientVictorymon for any length of time, can summon a shining white steed to ride into battle. Brilliant wings of light fold out from its body when it takes to the air, and beyond piercing blue eyes it looks more like a brilliant white silhouette. Rumor has it that AncientVictorymon willed it into existence during a period of great loneliness, and it is every bit as quick-footed and stubborn as its corresponding Ancient is. It flies in graceful, looping movements, somehow stable footed enough for AncientVictorymon to duel while standing atop it. Being able to let his steed focus on dodging and movement allows AncientVictorymon to focus entirely on swordplay and rescuing allies. However, being separated from Silver prevents him from flying and forcing him to rely on his natural agility, making this less reliable than proper flight. If ever destroyed, AncientVictorymon can forego attacking for a post in order to re-summon his steed.
Twin-Linked: AncientVictorymon and AncientDesperadomon are as two halves of one whole. While both are accustomed to fighting by the sides of many allies, they are most comfortable when fighting with one another. The duo's moves gain extra effectiveness when used in corresponding pairs. However, if one of AncientVictorymon's moves is copied by another attack, this passive is considered copied as well. This can allow allies to keep a combo going, but can allow enemies to easily turn aside AncientDesperadomon's attacks. As a tradeoff for this passive's power, Twin-Linked moves gain an extra post of cooldown.
Attacks:
Luminous Arc: AncientVictorymon arcs his sword in a powerful back-swing, a trail of light tracing along the blade as he does so. The radiantly-glowing tip of the sword is its strongest point.
Twin-Linked - Right Back At You: AncientVictorymon's Luminous Arc is capable of reflecting and redirecting the bullets from AncientDesperadomon's Chaos Spread. After being repelled their outward spread is reversed, causing them to angle towards a single point and coalesce for hefty damage.
Hidden Blade: AncientVictorymon reaches into his cloak, producing a dagger and flinging it at his foe in a single smooth motion. While a weak attack, it is lightning-quick and surprisingly subtle in its setup, making it a useful distraction or interruption to throw a foe off of their game.
Twin-Linked - Special Delivery: AncientVictorymon's Hidden Blade snags into the rope tying AncientDesperadomon's Dyna-Might together, allowing the explosive to be pulled along at far greater speeds than usual. In essence, this combination turns the slow, unwieldy Dyna-Might into a much quicker, more direct attack.
Hat Trick: AncientVictorymon lets the buckler on his wrist fly, flinging it at the head of an opponent to try and really ring their bell. If up to three targets are standing close to one another, the buckler can bounce to hit them all. A successful hit leaves the opponent dazed, slowing their movement and leaving them seeing double. The main downside to this move is that it briefly leaves AncientVictorymon without a buckler, forcing him to be much more careful when dodging and blocking attacks. If he doesn't recover it by the time the move's duration is finished it will reform on his wrist, but until recovery or rebooting his defenses will be somewhat lowered.
Twin-Linked - Wallop!: AncientDesperadomon's lasso snags around AncientVictorymon's buckler in mid flight. While the dazing utility of the buckler and grappling utility of the lasso are sacrificed, the result is a surprisingly imposing flail tied directly to AncientDesperadomon's wrist. Swings of this makeshift weapon hit hard, dramatically boosting AncientDesperadomon's usually average melee ability, but each swing has nasty windup and windback that leave AncientDesperadomon vulnerable when using it.
Magnitude: 50% speed reduction for target, 20% defense reduction for Elliot.
Duration: Three Posts.
Cooldown: Two Posts.
Luminous Charge: AncientVictorymon holds his saber aloft, light forming into the shape of ten armed horsemen behind him. At the swordsman's signal they charge forward, lances lowered as they relentlessly plow into the enemy. The stampede can either fan out, dealing light damage to several targets, or focus inwards to mercilessly smash into a single foe.
Twin-Linked - Hammer and Anvil: AncientDesperadomon's posse fan out to surround the opponent, keeping them cornered while AncientVictorymon's armed horsemen storm in for a charge. With the opponent trapped on all sides, if an opponent lets the Hammer and Anvil set up around them escape can be very difficult.
Cooldown: One Post.
Triad Strike: A three-strike combo in which AncientVictorymon uses his agility to his advantage. AncientVictorymon first brings his sword upwards in a rising uppercut, then leaps to the sky to kick his opponent harshly into the ground. Once they hit the floor, he holds his saber outwards and falls, aiming to use the force of gravity to plunge his sword into them. If any element of the move is dodged or blocked, the combo ends there.
Twin-Linked - Accel Dance: If Triad Strike and High Noon are used on the same target, there isn't much additional effect. However, AncientVictorymon and AncientDesperadomon are capable of acting in near-complete sync, ensuring that they can work in unison to put the hurt on a single target.
Cooldown: One Post.
Miracluous Edge: AncientVictorymon draws energy from his deepest reserves, empowering it into his blade. For one post he charges, then lashing out with a radiant slash three times as strong as normal. However, the greatest strength comes not from himself, but from the bonds that he has made with his allies. Each ally who makes the conscious decision to share their energy with AncientVictorymon adds the power of one of their attacks to his swing. These are attacks of a standard Digimon of their level, so humans and noncombatants provide almost no power. This means that allies who cannot see or hear Elliot, or are stunned and can't respond, do not count to this list. With each ally's contribution Elliot's sword glows brighter and extends longer, changing from a musketeer's saber to a buster sword bigger than AncientVictorymon himself.
Twin-Linked - Embrace Tranquility: The Miraculous Edge can absorb the power of AncientDesperadomon's Fatal Revenger, all of Elliot and Isaac's hopes, despairs, and experiences pooling into one final strike. The flame-like projectile coils around the Miraculous Edge, intensifying the move's power to heights beyond what either move could achieve separately. On top of consolidating both move's power into a single strike, the Tranquil Blade is capable of smashing through any barrier while still dealing half the damage.
Charge Time: One Post.
Cooldown: Three Posts.
Ancient Soul: The wisdom of an Ancient in its is said to surpass that of any other Digimon. However, such wisdom simply cannot be channeled in full through a mere spirit. Despite this, AncientVictorymon can give his mind to the knowledge that has come before him, channeling the knowledge of a thousand years. His armor turns a brilliant white-gold, and the white energy that makes up his body turns an electric blue.
Normally, embracing the soul of an ancient provides a modest to speed and defense with no ill effects, as AncientVictorymon's lightning-quick reactions turn even direct hits to glancing blows. However, at any time during the move's duration, AncientVictorymon can give up more of himself to further fortify his mind. The first intensification allows AncientVictorymon to instead double these attributes, but causes him to lose his sense of self. The second intensification allows AncientVictorymon to triple these attributes instead, but his mind is so drawn inwards that he can no longer use named techniques or even speak. The move cannot de-intensify, instead only be fully cancelled. For this reason, AncientVictorymon uses it in very quick bursts to avoid fully losing himself to his spirit. Even then, dipping into Grade 3 of this move causes such an intense sense of loss that AncientVictorymon rarely, if ever, taps into it, and using it for its entire duration basically ensures that AncientVictorymon will be in a dreamlike trance by the time the battle reaches its end.
Twin-Linked: Apotheosis: If Ancient Soul and Limit Breaker are activated simultaneously, the spiritual energies of AncientVictorymon and AncientDesperadomon are pulled together, their incomplete forms borrowing from one another to merge into an unparalleled warrior. If AncientVictorymon and AncientDesperadomon are the ones utilizing these moves, the merge is seamless; they receive the benefits of both moves being used, but also both of the drawbacks. If any other user of this move elects to force a merge, their data begins to coalesce but quickly rejects itself. For one post, both Digimon are stunned thanks to the backlash of this sudden rejection.
Magnitude: 1.5x speed and defense (Grade 1), 2x speed and defense (Grade 2), 3x speed and defense (Grade 3)
Duration: Four Posts. (Can be cancelled earlier)
Cooldown: Four Posts.
Digivolves To: None
ELLIOT IS ALL GOOD. PLEASE FOCUS ON ISAAC'S SECTION.
Impmon:
Fighting Style - Impmon is a rather tricky Digimon. It isn't the strongest Digimon, either offensively or defensively, and if forced to rely on fisticuffs tends to be a rather easy foe to defeat. It makes up for this deficiency with a surprisingly high amount of speed, both on the ground and in the air. Its big eyes and large ears aren't just for show, either. Impmon is very good at recognizing signs of incoming fire, which helps it dodge attacks that otherwise would have been clean hits. Impmon is all about staying one step ahead of the opponent, dodging, flipping, and occasionally warping around incoming attacks in order to prevent itself from taking major damage. In addition, it possesses a rather high amount of magical power for a Rookie, making its offensive techniques surprisingly powerful.
Impmon's primary technique is the Imp-losion, a move whose trickiness matches Impmon's. Rather natural tendencies towards trickery. Unlike a traditional fireball, it collapses in on itself and implodes. This allows it to pack a surprising punch if aimed well, but can lead to a very wimpy hit if triggered before properly detonating. Impmon tends to fly around and use this move liberally, poking at the enemy's guard, destabilizing their footing by targeting the terrain, and even using it to distract them with the flash of the explosion. If ever caught off guard, Impmon will promptly use Explosive Warp to escape and restart the assault.
Yasyamon:
Fighting Style - Yasyamon, much like Impmon, isn't really one for direct fighting. However, this is less due to a lack of aptitude and more due to personal choice. Yasyamon's agility staggeringly high by the standards of most Champions, his strange, puppet-like body moving with a limberness generally reserved for water. He tends to dodge even the trickiest attacks by contorting in strange ways, equal parts handy in a fight and useful for making foes too uncomfortable to properly fight back. His attack speed is similarly high, making up for the inherent weakness of using wooden blades rather than proper weapons. However, much like Impmon, Yasyamon doesn't exactly have the highest of defenses. He is rather unarmed, wearing little more than pants and a mask, which means direct hits have very little armor to contend with. Only his arm guards, located on his wrists and also wooden, can help bail him out of messy situations where taking damage is inevitable. For this reason Yasyamon tends to use his speed to keep enemies at an arm's reach, harrying them with strikes before retreating.
The main ability facilitating Yasyamon's ambushes is his Misty Step, which allows Yasyamon's speed to drastically increase when out of enemy sight. Provided he can escape to cover or capitalize on a distraction from an ally, Yasyamon can quickly work his way back around to assault an enemy from behind. Sometimes these are direct attacks, crippling an opponent with the Imp-air or Cross Slash. At other times, Yasyamon tries to meddle with his opponent's mind instead, using his Puppet Master technique to make them drop their guard or fill their head with distractions. When caught in direct combat he tends to prefer the mid-range, using the tips of his blades to sting his enemies instead of digging into combat. Here he often relies on his Swaying Strike, nimbly wrapping around incoming attacks while striking back harshly.
Imp-air: Yasyamon viciously slams his two blades into an exposed limb, attempting to damage it and diminish its usefulness. The targeted limb cannot be used for attacks or any strenuous activity.
Duration: Three Posts. (Was one post, a hilariously short time)
Cooldown: Two Posts. (Was one post. 3 to 1 would be an annoying ratio, so making this 2 posts balances it out.)
Devidramon:
Fighting Style - Whatever Devidramon it does in combat, it clearly has a good time doing it. This is helped by the fact that Devidramon is a complete and utter speed demon. While on land it tends to be moderately paced at best, Devidramon's top airspeeds are downright frightening. It doesn't always accelerate to top speed. After all, that would make its air control absolutely horrible. However, even moderately paced movement for Devidramon tends to exceed the airspeeds of many other Ultimates. While Devidramon doesn't have a ton of offensive tricks up its sleeves, the moves it does utilize tend to pack some major punch. In many ways this is due to the impact of momentum, though. If not given adequate airspace and time to work up a killer dive or pounce, Devidramon is instead forced to fall back on its weaker arsenal of projectile moves. In addition, Devidramon's primary defense is dodging. A lack of heavy scales means that a solid hit can leave Devidramon reeling badly, and its high-speed, low-mobility flight means dodging too many attacks at once can be impossible.
Naturally, Devidramon prefers fighting from the safety of the air. This gives it the most opportunity to dance around opponents and swoop down for massive, powerful hits. Against lightly armored opponents it prefers to use the Imp-ale, while heavier opponents will find their armored plating seared by the Ruby Nail instead. However, a lesser known element of Devidramon's fighting style is its love of ambush techniques. Devidramon can temporarily blend into its surroundings like a chameleon, allowing it to rush an opponent from surprise and pick at their guard. When hidden like this Devidramon prefers using its Black Frost or Malice Glare to open up holes in its opponent's defenses. Finally, when cornered, Devidramon tends to disengage beneath the cover of his unpredictably-swirling Chaotic Flame.
Ruby Nail: Devidramon’s claws heat an ominous red as he pounces toward his opponent. They sear through metals, making the attack more even more painful against more heavily armored foes.
Magnitude: 2x stronger on armored targets, three quarters as strong against unarmored ones.
Cooldown: One Post. (Was two posts. Match Sapphire Nail)
Chaotic Flame: Devidramon breathes green flames into the ground, massive trails of fire snaking away in a disorderly fashion. Often used to cut off a foe’s escape routes.
Cooldown: Two Posts. (Was no posts. I wanted to make this a much more impactful move, so I gave it a hefty stat boost and a cooldown to match.)
Samudramon:
Fighting Style - Samudramon, all things considered, is actually one of Isaac's most well-balanced forms. Its offensive power is high, yet more measured than Devidramon's berserker rage. Its reflexes are quick, yet it tends to prefer walking to running all around the battlefield. Its armor plates are a huge step up in defense from the nudity exhibited by all of Isaac's other forms, yet their lightweight and somewhat decorative nature makes them less protective than the fully-encased suits that certain other Digimon wear. This makes Samudramon a very flexible Digimon, capable of adapting between pressing the offensive and fighting from the back foot at the drop of a hat. Helping this is Samudramon's rather stoic demeanor, helping it keep focus even through inopportune circumstances. The main weakness of Samudramon is that while a jack of all trades, it is a master of none. To win fights Samudramon needs to rely on its skill, putting its rather neutral attributes to use pushing against an enemy's weaknesses and limiting their strengths.
Naturally, Samudramon tends to be a more opportunistic and reactive fighter than most. In neutral situations it tends to use its Phosphorous Bow to try and force opponents onto their back foot, while using the Trick Guillotine to lure them into dropping their guard. If forced to fight on the defensive, it will instead try to repel enemies back with its Heavy Storm or limit their actions with its Binding Blade. Finally, when an opponent's guard has been shattered and they start to show weakness, Samudramon relentlessly hunts them down with its Ronin Rage. Samudramon's strongest technique, however, is the Terra Blade. Whether capitalizing on an opponent fleeing or benefiting from an ally giving him cover, Samudramon charging this attack up is a sign that it is trying to end a battle in a particularly brutal fashion.
Heavy Storm: Samudramon raises his sword into the air, calling down blasts of lightning before him. They unpredictably strike the area surrounding Samudramon, whether friends or foes are nearby.
Cooldown: Two Posts. (Was 0 posts. I wanted to make this stronger, much like Chaotic Flame.)
Ronin Rage: Samudramon gives in to his bloodlust, entering a chaotic berserker rage. The more wounded a target, the more viciously he pursues them.
Magnitude: 50% boost to power if a foe is at half health. 75% boost to power if a foe is at a quarter of their health. 2x boost to power if a foe is on their last legs. (Was 50%, 2x, 2.5x, which scaled way too hard for too little drawback. This doesn't need to scale big at high damages since, 2x or 2.5x, an empowered hit to a near-KO'd target will likely spell a messy end)
Duration: Three Posts. (Was five posts, which even for a Mega is an absurd amount of time to be dodging near-OHKO level attacks for.
Cooldown: Two Posts. (Reduced cooldown to match reduced duration.)
NeoDevimon:
Power of NEO: The red control nodes on NeoDevimon's chest spark furiously, tightening his muscles. His speed, strength, and reaction time greatly increase, but NeoDevimon is hurt badly.
Magnitude: 2x boost to strength and attack speed. (Was 2.5x. This better matches what is fair to deal with, even with a hefty drawback)
Duration: Three Posts.
Cooldown: Two Posts
Pteramon . . . is also being replaced! Say hello to the new hotness:
Appearance:
B-Hybrid Spirit: MetalGreymon (Original)
Attribute: Virus
Family/ies: Metal Empire
Type: Cyborg
Passive:
Grey Engine (Noncombat): Do those tiny, tattered wings look like they can carry MetalGreymon on their own? A powerful engine built into MetalGreymon helps him hover through the air, slowly yet inevitably, while his wings help fine-tune his movements for more perfect control. If this engine gives out, however, MetalGreymon is left groundbound.
Techno Breaker: MetalGreymon is practically designed for the hunting and destruction of machines. Armored Digimon find their guard less effective against MetalGreymon as it tears through their plating, and fully mechanical Digimon take more damage from its attacks.
Magnitude: 30% boost to damage against armored Digimon. 50% boost to damage against machines.
Attacks:
Meltdown: MetalGreymon's armored plating glows as he overclocks his own cybernetic parts, sending a pulse of damaging heat to all within close range. This attack also lightly damages MetalGreymon, each use of the attack hurting more than the last.
Triple Crown: MetalGreymon uses his jet to rush forward, aiming to skewer his opponent on his three-pronged helm. A powerful attack, yet dodging it leaves MetalGreymon's vulnerable back completely exposed.
Vibro-Arm: MetalGreymon smashes his large arm into his opponent, its clawed tips vibrating like miniature razors. A slow, hefty strike that isn't difficult to dodge, but slices its way through any guard that the opponent can throw up.
Cooldown: One Post.
Nanite Flamer: MetalGreymon opens his mouth wide, firing a cloud of smog laced with glowing "embers." These are not actually embers but instead nanomachines that swarm the opponent, leaving thousands of microscopic cuts and buns that add up to deal damage over time.
Duration: Three Posts.
Cooldown: One Post.
Infinite Warhead: MetalGreymon hunkers down, focusing all of his energy into launching a pair of large missiles from his chest. While the long time to fire gives opponents ample time to move, the explosion that these shots kick up is immense in both size and damage alike.
Charge Time: One Post.
Cooldown: Two Posts.
IMP: That stands for Imp Magnetic Pulse, by the way. MetalGreymon spits an electrified bomb onto the battlefield, which emits a field that shuts down electronics both manmade and digital. Within a 30 foot radius, mechanical-based attacks, phones, and Digivice functions are all shut down.
Effect Size: 30-foot radius.
Duration: Two Posts.
Cooldown: Three Posts.
Red Layer (Mission Reward): An approximation of the D-Reaper's shield, usable once per thread and lasting for three posts. On use, the user appears pure red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents.
Digivolves To: Beelzemon (2010)
Beelzemon (2010):
Remorse of NEO: Beelzemon rips off its chest armor, revealing the brightly glowing power cores of NeoDevimon. They burn hotly enough to kill Beelzemon’s pain receptors, giving him pain resistance and a large damage boost. They also leave him badly damaged after wearing off.
Magnitude: 2x boost to power, ignores 90% of incoming pain. (2.5 is simply too much, especially with the complete ignoring of any incoming pain.)
Duration: Three Posts. (Was five. Five is too much. Three is fine.)
Cooldown: Two Posts. (Was three. 3 to 2, same verse as the first.)
Imperialdramon Dragon:
Instability: Attacks to Imperialdramon slowly chip away at his outside form, revealing the unstable Digicore beneath. As Imperialdramon gets more injured he begins to both take and deal more damage, turning him into a glass cannon when he is on his last legs. He also gains a sizable speed boost as his movements become twitchy and hard to predict.
Magnitude: 33% boost to power and speed at half health. 66% boost to power and speed at a quarter of his health. 2x boost to power and speed if fighting on his last legs. For defense, the reductions are 15%, 30%, and 50% at the same breakpoints. (Same edits as the ones made to Holy Withdrawl. 50% defense penalty at quarter health is just an absurd penalty).
Hadron Collision: Imperialdramon rockets towards his opponent at tremendous speed, powerful attracting forces surrounding him as he charges. The good news is that this makes landing contact with enemies far easier. The bad news is that projectiles practically follow the dragon like magnets. A very high-risk, high-reward tactic.
Cooldown: Two Posts (Was none. Another move I really want to be stronger than it currently is, so I add a cooldown to justify it.)
Heat Death: Imperialdramon inhales hungrily, absorbing all of the energy from a 30-foot radius in front of him. Projectiles with their energy drained are frozen in place and Digimon have their movement drastically slowed down, making it far harder to avoid Imperialdramon's own attacks.
Magnitude: 50% speed reduction. (Was 75%, which is a bit much for an AoE debuff like this.)
Effect Range: 30-foot radius.
Duration: Three Posts. (Was 4, which was a tiny bit too much.)
Cooldown: Two Posts.
Big Crunch: Imperialdramon creates a sphere of dark matter between his front claws, which he launches onto the battlefield. Any enemies hit by the sphere find themselves slowed down, making it hard to escape as the sphere begins collapsing in on itself. Being stuck in this move is excruciatingly painful.
Magnitude: 75% speed reduction (only while inside the sphere). (Important clarification to not be redundant with Heat Death.)
Duration: One Post. (Was 0 posts, which is weird for an attack on a time limit like this.)
Cooldown: Three Posts.
AncientDesperadomon:
Appearance: Rather than looking like a fully emergent Digimon, AncientDesperadoon looks like a spirit that has half manifested at best. The most notable thing about AncientDesperadomon is its statuesque appearance. Every part of its body besides the longcoat draped across it, whether designed to look like flesh or like cloth, is actually made of impossibly smooth stone. This extends to its body language as well. AncientDesperadomon is in a perpetual state of eerie stillness, never seeming to blink or even breathe. Nonetheless, it seems like it is always just about to move, as if a shootout could start at any second.
In addition, the foundation of the stone has been worn down over the millennia. Several cracks have formed in its stone body, wisps of black smoke spilling out from where these cracks are. The cracks are the only indication of AncientDesperadomon's current emotional state. The haze is little more than a light mist most of the time, but intensifies to a small cloud of darkness when AncientDesperadomon is exerting itself. Furthermore, several pieces of AncientDesperadomon are flat-out missing, replaced with plumes of smoke shaped vaguely how the Ancient used to look. In particular, these locations are the right side of its face, its left shoulder, its right forearm, its chest, its left thigh, and its right foot.
AncientDesperadomon itself seems mostly humanoid, albeit with a few clues as to its more demonic origins. Its proportions are surprisingly bulky compared to most demonic Digimon, who tend to look rather elegant and androgynous. Nevertheless, compared to the majority of Megas it is still surprisingly slender. Its eyes exhibit a faint red glow, a strange sigil seems to have been etched on the back of its hand, and at times it seems to move without even needing its feet to touch the ground. Most noticeable of all is the half-mask that it wears, somewhat resembling a smaller horned Devimon in shape. This mask takes up the right side of AncientDesperadomon's head. The left side is instead a silhouette of twisted shadows, resembling how Isaac might look in a few years.
AncientDesperadomon's attire resembles that of a wild west outlaw, hefty yet breathable leather designed to stave off bullets and the elements in equal measure. From a cowboy hat lined with the fangs of past conquests to the dark brown boot with a menacingly gleaming spur, AncientDesperadomon manages to look like a threat despite literally being in pieces. Its high-worn pants are a dusty tan color, and the black smoke making up the hole in its chest region makes AncientDesperadomon almost look perpetually shirtless. Its belt prominently features a pair of holsters for pistols, as well as pouches for hip flasks and sticks of dynamite. The hand of its immaterial left forearm is capped by a dark brown glove, a red sigil traced on the back of it. The sigil resembles the crest of Chaos, a looping circular design somewhat resembling a smiley face overlapping it. This insignia is repeated on AncientDesperadomon's longcoat, which almost looks like an adornment made to the statue rather than part of its original design. It might be tattered and worn, but it still flares out like a demon's wings to remind AncientDesperadomon's enemies that justice is arriving.
The armaments that AncientDesperadomon wields are somewhat atypical, but it swears by them. The entirety of AncientDesperadomon's right forearm seems to have been replaced by a sawed-off shotgun, surprisingly small by the standards of most Mega Digimon but capable of packing a surprisingly big punch. A lasso of black smoke seems to coil out from its immaterial left wrist, pulsating impatiently whenever AncientDesperadomon is looking for a foe to wrangle down. These weapons hint towards AncientDesperadomon's fighting style; never give an inch, and when push comes to shove always make sure you're giving better than you're getting.
Ancient Hybrid Spirit: AncientDesperadomon
Attribute: Virus
Family/ies: Dark Area
Type: Ancient Outlaw
Passives:
Ordered Chaos: AncientDesperadomon has complete and utter control over the level of energy it can output. While typically as strong as a Super Mega, it can limit its strength all the way down to that of a Champion if need be. Digivice scans will be unable to pinpoint its level, revealing only a level of "Null" after their analysis. If targeted by an effect that would otherwise force it to de-Digivolve, AncientDesperadomon can instead lower its power to that level in order to hold onto its current form. However, this comes with two important restrictions. AncientDesperadomon refuses to adopt a level of power stronger than that of its strongest opponent, and AncientDesperadomon cannot use Limit Breaker if currently limiting its power. Rumor has it that this is how AncientDesperadomon tested its adherents, fighting them on equal terms without needing to de-Digivolve and risk its perfected form.
Nightmare: AncientDesperadomon, for any length of time, can summon a clockwork steed to ride into battle. It leaves hoofprints of molten slag where it steps, a fire burns in its eyes, and it snorts out clouds of cinders whenever it "breathes." Rumor has it that AncientDesperadomon built this steed itself, and while its construction looks clunky it is empowered by the soul of an ancient's power. It flies as if running through the air, terrifyingly fast despite its somewhat erratic looking movements. Being able to let his steed focus on dodging and movement allows AncientDesperadomon to focus entirely on its gunslinging skills. However, being separated from Nightmare prevents him from flying and forcing him to rely on his natural agility, making this less reliable than proper flight. If ever destroyed, AncientDesperadomon can forego attacking for a post in order to re-summon his steed.
Twin-Linked: AncientDesperadomon and AncientVictorymon are as two halves of one whole. While both are accustomed to fighting by the sides of many allies, they are most comfortable when fighting with one another. The duo's moves gain extra effectiveness when used in corresponding pairs. However, if one of AncientDesperadomon's moves is copied by another attack, this passive is considered copied as well. This can allow allies to keep a combo going, but can allow enemies to easily exploit AncientVictorymon's attacks. As a tradeoff for this passive's power, Twin-Linked moves gain an extra post of cooldown.
Attacks:
Chaos Spread: AncientDesperadomon fires a wide spread of bullets from his hand cannon, the bullets shifting up, down, left, and right in an unpredictable fashion. This move is strongest at the tightest point of the bullet spread.
Twin-Linked - Right Back At You: AncientVictorymon's Luminous Arc is capable of reflecting and redirecting the bullets from AncientDesperadomon's Chaos Spread. After being repelled their outward spread is reversed, causing them to angle towards a single point and coalesce for hefty damage.
Dyna-Might: AncientDesperadomon lobs a packet of dynamite at the opponent, containing surprising amounts of explosive force despite its unassuming-looking form. Due to being a slow-lobbed attack that takes a few seconds to detonate, it is best used with some distraction or setup from an ally.
Twin-Linked - Special Delivery: AncientVictorymon's Hidden Blade snags into the rope tying AncientDesperadomon's Dyna-Might together, allowing the explosive to be pulled along at far greater speeds than usual. In essence, this combination turns the slow, unwieldy Dyna-Might into a much quicker, more direct attack.
Wrangler's Reach: AncientDesperadomon flicks out the lasso tied to its wrist, aiming to tether itself to a nearby ally or enemy. The length of the lasso can extend and shrink to AncientDesperado's choosing, so long as it is between 5 and 50 feet, and the width is always big enough to snare his mark. Once caught in the Wrangler's Reach, the target is bound to AncientDesperadomon: they can no longer move more than 50 feet away from AncientDesperadomon, although they can struggle against his grip and freely fight back within the lasso's confines. Against smaller, weaker opponents, AncientDesperadomon tries to use his lasso to swing and smash them around. Against larger ones, AncientDesperadomon almost uses it like climbing gear.
Twin-Linked - Wallop!: AncientDesperadomon's lasso snags around AncientVictorymon's buckler in mid flight. While the dazing utility of the buckler and grappling utility of the lasso are sacrificed, the result is a surprisingly imposing flail tied directly to AncientDesperadomon's wrist. Swings of this makeshift weapon hit hard, dramatically boosting AncientDesperadomon's usually average melee ability, but each swing has nasty windup and windback that leave AncientDesperadomon vulnerable when using it.
Duration: Three Posts.
Cooldown: Two Posts.
Ghost Riders in the Sky: AncientDesperadomon whistles, smoky outlaws on horses appearing from somewhere in his line of sight. They then ride out in a circle, firing their pistols wildly into both the sky and their opponents. For a single post they linger, continuing their mad marauding, then vanish without a trace.
Twin-Linked - Hammer and Anvil: AncientDesperadomon's posse fan out to surround the opponent, keeping them cornered while AncientVictorymon's armed horsemen storm in for a charge. With the opponent trapped on all sides, if an opponent lets the Hammer and Anvil set up around them escape can be very difficult.
Cooldown: One Post
High Noon: A combination move in which AncientDesperadomon mercilessly pursues a single foe. AncientDesperadomon first smashes his opponent with his hand cannon, sending them spiraling into the air. As they launch he slides beneath them, firing blasts with his hand cannon to knock them further and further into the sky. Once they start to fall, he leaps to the side to send them flying with a powerful shot. If any element of the move is dodged or blocked, the combo ends there.
Twin-Linked - Accel Dance: If Triad Strike and High Noon are used on the same target, there isn't much additional effect. However, AncientVictorymon and AncientDesperadomon are capable of acting in near-complete sync, ensuring that they can work in unison to put the hurt on a single target.
Cooldown: One Post.
Fatal Revenger: AncientDesperadomon draws energy from his darkest hatred, empowering it into his cannon. For one post he charges, then fires with an energy blast three times as strong as normal. However, the greatest strength comes not from himself, but from the fear, rage, and hatred he spurs in his enemies. Each enemy AncientDesperadomon or his enemies faces (friendly rivals do not count, this is no move for sparring!) adds the power of one of their attacks to his swing. An enemy can choose to block AncientDesperadomon out of their mind and avoid empowering him, but must sacrifice their attack to do so. With each enemy's contribution the energy ball at the tip of Isaac's gun grows, going from a small, dark purple ball to a massive orb of red flame.
Twin-Linked - Embrace Tranquility: The Miraculous Edge can absorb the power of AncientDesperadomon's Fatal Revenger, all of Elliot and Isaac's hopes, despairs, and experiences pooling into one final strike. The flame-like projectile coils around the Miraculous Edge, intensifying the move's power to heights beyond what either move could achieve separately. On top of consolidating both move's power into a single strike, the Tranquil Blade is capable of smashing through any barrier while still dealing half the damage.
Charge Time: One Post.
Cooldown: Three Posts.
Limit Breaker: The might of an Ancient in its is said to surpass that of any other Digimon. However, such might simply cannot be channeled in full through a mere spirit. Despite this, AncientDesperadomon can break past his limits and and channel a portion of this power, at the cost of its own health. His armor turns black and smokey, and the black energy that makes his body turns into red, flame-like wisps.
Normally, breaking his limits provides a modest boost to attack and speed with no ill effect, as AncientDesperadomon's forcefulness intensifies his every attack and motion. However, either during the move's activation or at any time during the move's duration, AncientDesperadomon can force himself to release more power. The first level of intensification allows AncientDesperadomon to instead double these attributes, but causes him noticeable pain and discomfort. The second level of intensification allows AncientDesperadomon to triple these attributes instead, but causes intense pain to the point of battle damage. The move cannot de-intensify, instead only be fully cancelled. For this reason, AncientVictorymon uses it in very quick bursts to minimize harm. Even then, dipping into Grade 3 of this move causes enough self-damage that AncientDesperadomon rarely, if ever, taps into it.
Twin-Linked: Apotheosis: If Ancient Soul and Limit Breaker are activated simultaneously, the spiritual energies of AncientVictorymon and AncientDesperadomon are pulled together, their incomplete forms borrowing from one another to merge into an unparalleled warrior. If AncientVictorymon and AncientDesperadomon are the ones utilizing these moves, the merge is seamless; they receive the benefits of both moves being used, but also both of the drawbacks. In this state, each move is automatically considered its Twin-Linked variant, extra point of cooldown and all. If any other user of this move elects to force a merge, their data begins to coalesce but quickly rejects itself. For one post, both Digimon are stunned thanks to the backlash of this sudden rejection.
Magnitude: 1.5x speed and attack power (Grade 1), 2x speed and attack power (Grade 2), 3x speed and attack power (Grade 3)
Duration: Four Posts. (Can be cancelled earlier)
Cooldown: Four Posts.
Digivolves To: None
WARNING. TOP SECRET INFORMATION CONTAINED BELOW.
FILES CORRUPTED. NO INFORMATION FOUND.
✋︎✍︎ ✌︎❍︎ ♋︎ ❍︎□︎■︎◆︎❍︎♏︎■︎⧫︎ ⧫︎□︎ ♋︎●︎●︎ ⍓︎□︎◆︎❒︎ ⬧︎♓︎■︎⬧︎
Seriously, this contains spoilers for Isaac's personal plot. If you're cool with that, feel free to look, but I'm keeping this in my back pocket just in case.
Imperialdramon D:
Appearance:
Z-Hybrid Spirit Mode Change: Imperialdramon D
Attribute: None
Family/ies: D-Reaper
Type: Power Synthesis
Passives:
🏱︎♏︎❒︎♐︎♏︎♍︎⧫︎♓︎□︎■︎ □︎♐︎ ☞︎□︎❒︎❍︎: Imperialdramon D is made of the same strange, malleable data that most D-Reaper programs are made out of. This unique physiology makes its responses to harm very different from that of a standard Digimon. Imperialdramon D is nearly impervious to physical trauma, whether from melee attacks or elemental techniques such as earth, wind, and water. They can cause Imperialdramon D to recoil, and even separate parts of its body, but it feels no pain from such onslaughts and can regenerate body parts form even the most severe bodily traumas. In trade, Imperialdramon D becomes far more vulnerable to energy based damage, such as fire, ice, electric, light, and darkness based attacks. These destabilize Imperialdramon D's data matrix, dealing twice the usual damage and temporarily preventing the regeneration of targeted areas. Finally, a large, cord-like structure protrudes from Imperialdramon D's lower body, anchoring it to the ground below. Unlike the rest of Imperialdramon D, melee attacks aimed here can successfully deal damage, hitting twice as hard as usual.
👍︎□︎❒︎❒︎◆︎◻︎⧫︎♏︎♎︎ 👌︎●︎□︎□︎♎︎: Mere contact with the D-Reaper program can have catastrophic effects on the data of Digital life forms. Imperialdramon D, birthed entirely through such corruption, is no exception. Directly touching Imperialdramon D in any way, shape, or form causes pain proportional to the duration and magnitude of the touch. A powerful punch or a lengthy grapple will cause more intense pain that lingers for a longer period of time, while simply brushing past Imperialdramon D will be a sharp yet brief feeling that causes no long-lasting damage. This is doubly true for trying to directly integrate Imperialdramon D's data into one's self. Draining Imperialdramon D for healing purposes harms instead of healing, for rather obvious reasons.
👎︎♋︎■︎♍︎♏︎ ⬥︎♓︎⧫︎♒︎ ⧫︎♒︎♏︎ 👎︎♏︎❖︎♓︎●︎: Imperialdramon D, normally, is no stronger than Isaac's standard Imperialdramon form. In fact, the internal struggles raging in its head actually make it somewhat weaker. However, by relinquishing control (whether by force, by choice, or simply by being unable to remain conscious), Imperialdramon D can become drastically stronger than usual. In this state Imperialdramon D allowed to do basically whatever it wants. Isaac is expelled from the fusion, stored in a Control Sphere while the spirit and Reaper assembly is allowed to run rampant. For obvious reasons, the risk is definitely not worth the power. The potential exists, but only as a pure nuclear option.
Attacks:
🏱︎◆︎■︎♓︎⬧︎♒︎❍︎♏︎■︎⧫︎ 💧︎♒︎□︎⬥︎♏︎❒︎: Imperialdramon D extends a hand towards an enemy, a large orb of red goo appearing in his palm. The ball then splits into dozens of small fireballs, each the size of an Imp-losion. They rain down on the enemy at great speeds and in great numbers, causing great pain in aggregation despite being individually weak.
Cooldown: One Post.
✋︎■︎♐︎♓︎●︎⧫︎❒︎♋︎⧫︎♓︎□︎■︎: Imperialdramon D fires wires from his fingers, aiming to embed them into an opponent's head like puppet strings. For as long as the wires stay attached, Imperialdramon D's corrupted data causes sensory overload, a sick feeling, and potentially even invasive thoughts in particularly week willed targets. Destroying the wires ends the attack early, but otherwise they automatically wither away after three posts.
Duration: Three Posts.
Cooldown: Two Posts.
💧︎◻︎♏︎♋︎❒︎ □︎♐︎ 👎︎♏︎⬧︎⧫︎♓︎■︎⍓︎: Imperialdramon D's tail reformats itself, a heavy blade curving out from each side of the tail. It then stretches out towards an opponent, aiming to skewer them with a high amount of concentrated power. The attack can twist and turn while heading towards an opponent, making it harder to predict and avoid its path, but the attack is strongest when thrust forward in a simple, direct fashion.
Cooldown: Two Posts.
✋︎♍︎♒︎□︎❒︎ 👌︎●︎♋︎♎︎♏︎: Imperialdramon D draws a pair of blades from within its wrists, blood-red copies of Samudramon's jagged weapons. Being concentrated clusters of corrupted data, strikes with these weapons are stronger than basic unnamed attacks and capable of passing through shields and obstructions as if they weren't even there. However, though they may be stronger than basic attacks, they are still weaker than named Super Mega techniques.
Duration: Three Posts.
Cooldown: Two Posts.
👎︎♋︎⧫︎♋︎ 👎︎♏︎❖︎□︎◆︎❒︎: Imperialdramon D's mouth wrenches itself open, the corrupted Digimon hungrily drawing in all data from the nearby area. Opponent's within arm's reach of Imperialdramon D take damage for every second that they spend near him, about half of the damage that they suffer being used to heal him. Even if no targets are available, Imperialdramon D's drain absorbs the data around him. His attack leaves the air flat, the plants around him withered, and the rocks nearby worn down. If no targets are present, the attack is only capable of healing surface wounds.
Cooldown: Two Posts.
❄︎⬥︎♓︎⬧︎⧫︎♏︎♎︎ ☼︎♏︎♐︎●︎♏︎♍︎⧫︎♓︎□︎■︎⬧︎: This move inherits the cooldown of whatever move it borrowed, plus one post.
Cooldown: One Post + Cooldown of Borrowed Move.
❄︎♒︎♏︎ ☜︎■︎♎︎:
Digivolves To: None