Carlos' Edits
Sept 19, 2018 4:26:41 GMT
Post by Carlos Rey on Sept 19, 2018 4:26:41 GMT
Oi, so, made my first DNA with a lot of help of course and putting up to review. This here would be the other half of the fusion (if you could add it to that profile too once its approved that'd be sweet.)
DNA Mega
Name: Kio
Species: Mephistomon
Height: 18 ft
Appearance:
Attribute: UNKNOWN
Family/ies: UNKNOWN
Type: UNKNOWN
Fighting Style: Being a fusion of K and Dio, this fighter is somewhat varied. Brutish, unrefined, but elegant and thoughtful. It's strange mish mash of style seems strange at first but yield a deadly absolute. It's devastatingly powerful in close ranged while also managing to keep medium and even distant enemies on their toes with their varied abilities. All shall fear their combined might.
Abilities: [10 Abilities Max]
Regeneration: This digimon regenerates a medium amount of health per posting round during combat. Outside of combat it's capable of regenerating at a much quicker pace but eats up energy much faster. Severed limbs are re-attachable or able to grow back in a short time. This regeneration can be stalled out by DOT effects or healing moves that are used on it.
Thick Hide: This digimon is fairly tougher than it's average cousin; suffering less damage from all sources but being far more ponderous in it's movements as a result.
Red Buster: This digimon fires a long ranged Red Energy beam from their eyes. This attack is fairly powerful, able to pierce through armor of it's same level and below. The beam is innately explosive and once it has pierced something will explode five feet behind it dealing medium damage in a twenty five foot radius. Three post cool down.
Wretched Energy: This digimon throws out a trio of waves, thirty feet wide and thirty feet tall that run along surfaces damaging them as they go. These Waves wrap around objects or people and upon doing so detonate with an explosive force dealing high damage to those caught within. Getting caught within multiple waves multiplies the damage. These waves travel up to a hundred feet away. Three post cool down.
Storm Claw: Charging their claws with varied energies this digimon dashes forward slashing in front of them leaving a small bit of energy behind with each slash. Each slash does medium damage and is capable of cutting through most metals with ease. If an enemy is struck by this attack, this energy bursts into data and flies toward an ally, increasing their damage by 50% for one turn. Three post cool down.
Mephisto's Key: Placing their two hands together this digimon draws energy from within and places them at their palms. Extending either hand outwards seven small orbs are summoned from the energy of the creature. These seven orbs when not in use rotate behind the host digimon. One orb can be drawn forward at a time and each orb must be fashioned into a weapon to be used. These weapons can shoot out a small energy projection from along it's length, usually in an arc following a slash or even a stabbing motion. While the distance of the arc is limited to just under 150 feet this still allows for limited use of projectiles. If the orbs are transformed into ranged weapons it double the distance of said arc.
The weapons are strong enough to cut through just about any metal; but if it meets something strong than it the blade shatters and that orb is lost. If all orbs are lost the ability must be cast again. Each orb can switch into a weapon that the wielder desires but in order to switch between them this digimon must take an attack action to do so. Deals medium damage and is a channeled effect.
Faustian Warp: This digimon blinks out of existence with a loud snap of energy. Outside of combat this digimon can teleport long distances [up to a mile] and within combat up to 1000 feet. Upon arrival this move releases an energy discharge slowing those within fifty feet of it for a medium amount for one post. Three post cool down.
Devil's Three: This move allows this digimon to grace allies around it [within 50 feet] with a portion of it's regenerative prowess. Healing them over the course of two posts. It's split directly between the members and removes this digimon's regenerative powers for the duration. Three post cool down. Limit of three allies.
Energy Barrier: This move summons up a wall of energy in front of the digimon fifty feet high and fifty feet wide, up to fifty feet away from it. Lasts up to one post and it can block one mega tier attack before shattering. Three post cool down.
Blackheart: This digimon lets out an enraging bellow, two allies within earshot [up to two hundred feet away] enjoy a sharp increase to their damage and speed but also lowers their defense for 3 posts. This ability also affects the host digimon but lowers it's defense further than it's allies. Cool down of three posts.
Digivolves From: Shutmon + NeoDevimon
DNA Mega
Name: Kio
Species: Mephistomon
Height: 18 ft
Appearance:
Attribute: UNKNOWN
Family/ies: UNKNOWN
Type: UNKNOWN
Fighting Style: Being a fusion of K and Dio, this fighter is somewhat varied. Brutish, unrefined, but elegant and thoughtful. It's strange mish mash of style seems strange at first but yield a deadly absolute. It's devastatingly powerful in close ranged while also managing to keep medium and even distant enemies on their toes with their varied abilities. All shall fear their combined might.
Abilities: [10 Abilities Max]
Regeneration: This digimon regenerates a medium amount of health per posting round during combat. Outside of combat it's capable of regenerating at a much quicker pace but eats up energy much faster. Severed limbs are re-attachable or able to grow back in a short time. This regeneration can be stalled out by DOT effects or healing moves that are used on it.
Thick Hide: This digimon is fairly tougher than it's average cousin; suffering less damage from all sources but being far more ponderous in it's movements as a result.
Red Buster: This digimon fires a long ranged Red Energy beam from their eyes. This attack is fairly powerful, able to pierce through armor of it's same level and below. The beam is innately explosive and once it has pierced something will explode five feet behind it dealing medium damage in a twenty five foot radius. Three post cool down.
Wretched Energy: This digimon throws out a trio of waves, thirty feet wide and thirty feet tall that run along surfaces damaging them as they go. These Waves wrap around objects or people and upon doing so detonate with an explosive force dealing high damage to those caught within. Getting caught within multiple waves multiplies the damage. These waves travel up to a hundred feet away. Three post cool down.
Storm Claw: Charging their claws with varied energies this digimon dashes forward slashing in front of them leaving a small bit of energy behind with each slash. Each slash does medium damage and is capable of cutting through most metals with ease. If an enemy is struck by this attack, this energy bursts into data and flies toward an ally, increasing their damage by 50% for one turn. Three post cool down.
Mephisto's Key: Placing their two hands together this digimon draws energy from within and places them at their palms. Extending either hand outwards seven small orbs are summoned from the energy of the creature. These seven orbs when not in use rotate behind the host digimon. One orb can be drawn forward at a time and each orb must be fashioned into a weapon to be used. These weapons can shoot out a small energy projection from along it's length, usually in an arc following a slash or even a stabbing motion. While the distance of the arc is limited to just under 150 feet this still allows for limited use of projectiles. If the orbs are transformed into ranged weapons it double the distance of said arc.
The weapons are strong enough to cut through just about any metal; but if it meets something strong than it the blade shatters and that orb is lost. If all orbs are lost the ability must be cast again. Each orb can switch into a weapon that the wielder desires but in order to switch between them this digimon must take an attack action to do so. Deals medium damage and is a channeled effect.
Faustian Warp: This digimon blinks out of existence with a loud snap of energy. Outside of combat this digimon can teleport long distances [up to a mile] and within combat up to 1000 feet. Upon arrival this move releases an energy discharge slowing those within fifty feet of it for a medium amount for one post. Three post cool down.
Devil's Three: This move allows this digimon to grace allies around it [within 50 feet] with a portion of it's regenerative prowess. Healing them over the course of two posts. It's split directly between the members and removes this digimon's regenerative powers for the duration. Three post cool down. Limit of three allies.
Energy Barrier: This move summons up a wall of energy in front of the digimon fifty feet high and fifty feet wide, up to fifty feet away from it. Lasts up to one post and it can block one mega tier attack before shattering. Three post cool down.
Blackheart: This digimon lets out an enraging bellow, two allies within earshot [up to two hundred feet away] enjoy a sharp increase to their damage and speed but also lowers their defense for 3 posts. This ability also affects the host digimon but lowers it's defense further than it's allies. Cool down of three posts.
Digivolves From: Shutmon + NeoDevimon