Walking With A Ghost (Isaac Edits)
Apr 20, 2018 4:01:46 GMT
Post by Elliot and Isaac Sunderland on Apr 20, 2018 4:01:46 GMT
Z-HYBRID SPIRIT - ISAAC
Appearance:
Z-Hybrid Spirit: DexDorugoramon
Attribute: Virus
Family/ies: Dark Area
Type: Ghost
Fighting Style: DexDorugoramon might look like an apex predator, relentlessly tearing his foes to shreds, but he is actually a far more rational beast than that. At least at the start of a fight, DexDorugoramon's main asset is wearing foes down through through tactical application of overwhelming force. With his huge body by even Super Mega standards, and proportionally huge claws, DexDorugoramon is capable of badly messing his opponents up if given the proper opportunity. In addition, DexDorugoramon's unstable DigiCore makes his attacks surprisingly powerful and ferocious by the standards of most Megas. However, the instability of his core also causes his attacks to have unexpected side-effects. Many moves put too much strain on DexDorugoramon's own failing DigiCore, hampering his own attributes after usage. Others cause benefits for DexDorugoramon's foes, empowering them with loose fragments of DexDorugoramon's data. DexDorugoramon's heightened defenses help make up for this drawback, but they are not always enough to weather the consequences of his own actions. To make matters worse, DexDorugoramon's data visibly chips away as the battle rages on, his defense falling and speed rising proportionately. This change from glacier to glass cannon sometimes allows Isaac to pull off brilliant turnarounds, befitting his high-risk fighting style, but at other times just digs him further into a dangerous situation.
DexDorugoramon's primary means of fighting is to try to overwhelm his foe with hyper-offense from the beginning. His Aura of Entropy wears away foes up close, allowing him to punch at soft spots in their defenses with heavy blows such as his Heavy Metal Dash and Inferno Overdrive. Even his primary ranged technique, the Fire Dance, allows him to deliver heavy flaming punches in melee. For this reason, he tends to stick to foes as closely as possible, giving them no room to breathe and capitalize on any gaps in his own defenses. Whenever possible, he mitigates the downsides of his stronger moves by activating his Negative Zone. This can also be used to help him and his allies recover from an opponent's debuffs, or turn an opponent's own empowering moves against them. Due to the infrequency of the move's use, however, he more often than not has to fall back on distractions. Moves such as Berserk Gene and Wraith Walk allow him to slip out of tricky situations that his risk-taking gets himself into. When in dire straits he breaks out his Digicore Predator ability, putting his own life on the line to make sure he can heal and escape. This lends itself to quick, vicious battles, and even more drawn-out engagements tend to feature heavy spikes in damage.
Passives:
On Crimson Wing (Noncombat): DexDorugoramon may be massive, but his large wings are capable of putting out great amounts of force with a single flap. While sustained flight is difficult, he often uses these for agile, dance-like movements at odds with his usual slow pace.
Aura of Entropy: DexDorugoramon is constantly surrounded by a tempest of energy, which lashes at anybody within CQC range. It is very unfocused, dealing minor yet consistent damage to all targets in the area. The aura tends to spike during times of high emotion, doubling in range and power when Isaac is experiencing strong rage and grief but vanishing if afraid or emotionally null.
Chaotic Echoes: Pure chaos runs through DexDorugoramon's veins, allowing him to react swiftly and unpredictably when on the hunt. DexDorugoramon can add a 2-post cooldown to any of his moves in order to use them an additional time in succession. This only applies to the same move; under no circumstances can he use two differing moves in a single attack.
Cooldown: 2 posts
Instability: Attacks to DexDorugoramon slowly chip away at his outside form, revealing the unstable Digicore beneath. As DexDorugoramon gets more injured he begins to both take 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 speed at half health. 66% boost to and speed at a quarter of his health. 2x boost to and speed if fighting on his last legs. For defense, the reductions are 15%, 30%, and 50% at the same breakpoints
Attacks:
Fire Dance: DexDorugoramon calls forth large balls of purple flame in the palms of his hands. He whirls forward in a series of clawing and twirling motions, each causing a fireball to launch at a haphazard angle. A rare move with both melee and ranged utility, albeit excelling at neither.
Inferno Overdrive: DexDorugoramon's upper arms alight in smoky purple flame. He then wheels back for a heavy haymaker, planting an opponent into the ground with literal explosive might. While this move is on cooldown, DexDorugoramon's power is reduced.
Magnitude: 0.75x attack power (while on cooldown)
Cooldown: Two Posts.
Heavy Metal Dash: DexDorugoramon leeches data from the nearby environment, having it encase him in an artificial Digizoid alloy. As he does so he gathers power in his wings, preparing to launch himself with near-explosive force. While this move charges, DexDorugoramon takes a hefty speed penalty for a moderate defensive boost.
Magnitude: 0.5x speed, +25% defense (While charging)
Charge Time: One Post.
Wraith Walk: Purple gas leaks from the mass of wires that makes up DexDorugoramon's body, splitting into three illusionary duplicates of DexDorugoramon. They rapidly absorb data in the nearby area, forming into temporary combat-ready bodies A single direct hit is enough to disperse them, and they erode into increasingly weak forms over the course of the move's duration, but they are surprisingly potent as distractions and fighters alike.
Magnitude: -33% to all stats per post (each wraith).
Duration: Three Posts.
Cooldown: Two Posts.
Berserk Syndrome: DexDorugoramon whips his tail like a censure, spraying a heavy cloud of purple smoke onto the battlefield. Any Digimon who inhale it feel a killer instinct settling into them, making them faster but urging them to violently attack whatever Digimon gets in their way. This impulse can be weathered by particularly disciplined or mindless Digimon, allowing them to take advantage of the resulting adrenaline rush guilt-free, but the feeble-minded and susceptible will find their resolve seriously tested.
Magnitude: +33% speed.
Duration: Two Posts.
Cooldown: Two Posts.
Digicore Predator: DexDorugoramon's claws seem to split open, revealing a bright green wireframe beneath them. He painfully skewers them into an opponent, sapping data directly from their DigiCore. This move strongly heals DexDorugoramon, healing equal to the damage that he deals, but also leaves his own DigiCore exposed and ripe for punishment.
Magnitude: 0.5x defense (while on cooldown)
Cooldown: Two Posts.
Negative Zone: DexDorugoramon roars, a bubble of inverted coloration spreading over the battlefield. It is centered around DexDorugoramon, and extends out to a 100 foot radius. Anyone within this sphere has their DigiCore turn unstable, turning all boosts to a Digimon's attributes into penalties and all penalties into boosts. The effects of the Negative Zone persist during the post in which a target leaves it, but otherwise fade away until they re-enter its radius. Each time this move is used, its duration shortens, until eventually it can barely be maintained for a second.
Duration: Three Posts. (-1 each usage)
Cooldown: Three Posts, 3x per Thread.
Digivolves To: DexDorugoramon D (Mode Change)
Appearance: DexDorugoramon can already be said to be the corrupted, tainted version of Dorugoramon, but DexDorugoramon D makes DexDorugamon look majestic by comparison. The first thing of note about DexDorugoramon D is that it has shifted from DexDorugoramon's vibrant colors to the more putrefied colors of the D-Reaper. Its purple armor has become faded and washed out, now more closely resembling the grey-blue flesh tones that the D-Reaper's many agents possess. In addition to being fleshlike in appearance, DexDorugoramon D's armor is now fleshlike to the touch as well. Were it not for still possessing the hardness of armor, it would almost seem to have become completely organic. This fleshy carapace covers more of DexDorugoramon D's body than the original armor did, bands it spiraling down the exposed parts of DexDorugoramon D's arms, legs, and chest in a fashion similar to that of a D-Reaper Optimizer.
DexDorugoramon D's main body, formerly a mass of black belts tied into a wraithlike form, has now become a mass of pale red wires. These are similar to those that make up the D-Reaper's constructs, but in combination with DexDorugoramon D's humanoid shape and armor color almost make it resemble a flayed man. This core of wires is the main vulnerable point of DexDorugoramon D's body, and for this reason it often takes stances that minimize their visibility. Only small slits of it tend to be visible at any given moment, making it all the more disconcerting when they do show themselves.
The next most noticeable change about DexDorugoramon D is its wings. While DexDorugoramon has rather brilliant plumage, the featherless, geometric wings that DexDorugoramon D has seem almost like parodies of its former wingspan. They wrap tightly around the small, skeletal framing that outlines DexDorugoramon's normal wings, taking a formerly massive silhouette and making it look barren by comparison. Of all Reaper agents, DexDorugoramon D's are closest in appearance to that of the Infiltration type, a potential nod to the fact that Isaac is just as much a part of this form as his spirits.
The rest of DexDorugoramon's appearance does not change substantially. However, it takes on a more withered, distorted look overall. Its body is somewhat less bulky than DexDorugoramon's normal athletic frame, and its arms are long enough to almost dangle towards the ground. The metallic parts of its body, namely its wing blades, tail globe, and claws, have turned from a menacing silver sheen to an almost rusted over color. Furthermore, DexDorugoramon D's claws have twisted to resemble miniature scythes, cementing it even more as a creation of the Reaper.
The final change of note on DexDorugoramon is that its head has changed near-entirely. Rather than a feral looking draconic face, DexDorugoramon D's head is a perfectly smooth surface wearing a brilliant golden mask. The mask obscures any and all facial features, having only a large, lavender orb in its center. However, damage to the mask may reveal that it is obscuring disconcertingly human looking eyes. In addition, if ever goaded into opening its mouth, DexDorugoramon D's teeth appear far more like the flat teeth of a prey animal than the serrated fangs of a dragon. The fact that these changes only come out when DexDorugoramon D is especially berserk, a moment when DexDorugoramon D should look less human rather than moreso, makes them all the more uncomfortable to look at.
Z-Hybrid Spirit Mode Change: DexDorugoramon D
Attribute: Unknown
Family/ies: Dark Area
Type: Power Synthesis
Fighting Style: If DexDorugoramon trades agility for defense and power, DexDorugoramon D makes an even harder trade. It is a form designed almost entirely for defense, which stands in surprising contrast to its flayed, stringy looking body. Its offensive power, while formidable, is less than that of its hyper-offensive base form. Its movement is even slower, DexDorugoramon D being incapable of the elegant, dance-like movements that DexDorugoramon normally possesses. However, it makes up for it with an unnaturally high defense, combining the unique resistances of the D-Reaper with the resilience of a cybernetically-reinforced zombie. Even if one were to target the wires that make up the majority of its body, the sheer density of wires would make putting DexDorugoramon D for the count a long, drawn-out affair. Its mindset is colder and more calculated than that of DexDorugoramon. Whereas the former is a tenacious and brutal predator who seeks to end fights quickly, DexDorugoramon D is a schemer who seeks to ensnare foes in large webs of its rather unorthodox attacks. It is calculating to a fault, and is willing to take a grievous injury at the start of a fight in order to benefit later on. It also tends to be an active learner, keeping close track of an opponent's attacks, habits, and fears to properly exploit them in mid battle. However, its offense seems notably restrained. Perhaps removing a certain human element would make it more efficient . . .
DexDorugoramon D is an oddity by Digimon standards, having no true standard attacks. Instead of having a simple fireball or claw swipe to fall back upon, DexDorugoramon D instead needs to use every part of its toolkit strategically to wear down an opponent. Fortunately, mere contact with D-Reaper data eats away at an opponent's vitality, meaning that the lingering aftereffects of DexDorugoramon D's moves tend to be deadlier than expected. D-Reaper agents perpetually flank him, providing light fire support as it calls up masses of wires, plumes of infected data, and even miniature D-Reaper fields. This allows DexDorugoramon D to exert control over the battlefield, making up for its comparatively tepid offense by forcing opponents to fight where and when it wants. Then, once an opponent is sufficiently boxed in, DexDorugoramon D can detonate all of these elements of corrupted data at once for massive damage. DexDorugoramon D's ability to tether opponents is instrumental for pulling this off, giving DexDorugoramon time to ensnare an opponent and pull them close before the big impact. If none of these are successful, DexDorugoramon D does its best to break the will of its enemies, using a modified version of Dexmon's Process moves to dismantle and rebuild its targets byte by byte. While the attack is harmless, it is severely plainful.
Passives:
👎︎♏︎♋︎⧫︎♒︎🕯︎⬧︎ ✌︎♎︎❖︎♋︎■︎♍︎♏︎ (Noncombat): DexDorugoramon D's wings are tattered, stumplike parodies of wings, but its flying may actually be a bit better than that of its original form. While DexDorugoramon D can't pull off the quick, dancelike dodges its prior form can, its movements are nearly implacable as it glides forward without even putting much effort into it.
🏱︎♏︎❒︎♐︎♏︎♍︎⧫︎♓︎□︎■︎ □︎♐︎ ☞︎□︎❒︎❍︎: DexDorugoramon 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. DexDorugoramon D's putrefied, fleshy armor is nearly impervious to physical trauma, whether from melee attacks or elemental techniques such as earth, wind, and water. They can cause DexDorugoramon 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, DexDorugoramon D becomes far more vulnerable to energy based damage, such as fire, ice, electric, light, and darkness based attacks. These destabilize DexDorugoramon D's data matrix, dealing twice the usual damage and temporarily preventing the regeneration of targeted areas.
In contrast to its armor, the red wiring that makes up DexDorugoramon D's main body is perfectly susceptible to melee damage. Blunt force trauma and impalement do less damage to him comparatively, while anything that slashes or tears through the nexus of wires deal twice the usual damage. Concentrated application of them can even reduce DexDorugoramon D to nothing.
👍︎□︎❒︎❒︎◆︎◻︎⧫︎♏︎♎︎ 👌︎●︎□︎□︎♎︎: Mere contact with the D-Reaper program can have catastrophic effects on the data of Digital life forms. DexDorugoramon D, birthed entirely through such corruption, is no exception. Directly touching DexDorugoramon D and its data constructs 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 DexDorugoramon D will be a sharp yet brief feeling that causes no long-lasting damage. This is doubly true for anyone trying to directly integrate DexDorugoramon D's data into their own core. Draining DexDorugoramon D for healing purposes harms instead of healing, for rather obvious reasons.
☟︎♓︎❖︎♏︎♐︎●︎♏︎♏︎⧫︎ ✞︎♋︎■︎♑︎◆︎♋︎❒︎♎︎: DexDorugoramon D is perpetually flanked by four Agents of its own creation. These protrude from the mass of wires that makes up DexDorugoramon D's core, and for this reason cannot extend too far from his position. By default, these are Searchers, who DexDorugoramon D uses as an extra set of sensory organs. However, upon combat beginning they retract, reemerging as one of three combat based forms. These can be Bubbles, who fire weak yet rapid streams of energy pellets at nearby opponents, Creep Hands, who swarm to grapple targets of DexDorugoramon's choice, or Gatekeeper fragments, who serve as emergency shielding in a pinch.
The Agents will always appear in the order of Bubbles -> Creep Hands -> Gatekeepers, so DexDorugoramon D cannot simply conjure the Agent he wants at will. In addition, they are far weaker and more fragile than real Agents, more convenient annoyances than actual game-changing threads. If destroyed the Agents take two posts to be rebuilt.
"Cooldown": Two Posts.
👎︎♋︎■︎♍︎♏︎ ⬥︎♓︎⧫︎♒︎ ⧫︎♒︎♏︎ 👎︎♏︎❖︎♓︎●︎: DexDorugoramon D, normally, is no stronger than Isaac's standard DexDorugoramon form. In fact, the internal struggles raging in its head actually make it somewhat weaker, leaving it relying on plague and digital hazards to deal real damage. However, by relinquishing control (whether by force, by choice, or simply by being unable to remain conscious), DexDorugoramon D can become drastically stronger than usual. In this state DexDorugoramon 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.
As both a failsafe for allies and a tantalizing target for enemies, DexDorugoramon D's wire assembly extends from his armor in order to connect to Isaac's control sphere. While the mess of wires is thick even by D-Reaper standards, severing it will spell an immediate end for DexDorugoramon D.
Attacks:
👎︎♏︎❖︎♋︎⬧︎⧫︎♋︎⧫︎♓︎□︎■︎ 👍︎❒︎♋︎⬧︎♒︎: DexDorugoramon D smashes the ground (or any poor sap in its way) with a clawed fist. Where impact is made, red wires snake out, fanning from the point of impact in every direction. The attack ends early if DexDorugoramon D pulls its hand back, but until then wires snake out in 8 directions for 200 feet in length.
Duration: Three Posts.
Cooldown: One Post.
👎︎♏︎♍︎♋︎⍓︎ 👍︎♋︎■︎■︎□︎■︎: DexDorugoramon D swishes its tail, sending a ball of noxious red gas in the direction of his opponents. Anyone directly hit by the ball is infected, red burns spreading on their body and starting to chew away at their data. The infection is not the strongest, and passes mercifully quickly. However, if an infected Digimon is within arm's reach of another, the virus will transfer to them. This can go on for up to five posts, so great care must be taken with infected Digimon. DexDorugoramon D may carry the disease himself, but is immune to its effects.
Duration: One Post (individual virus), 5 posts (absolute maximum)
Cooldown: Two Posts.
☝︎❒︎♋︎⬧︎◻︎ □︎♐︎ ⧫︎♒︎♏︎ 👎︎♋︎❍︎■︎♏︎♎︎: DexDorugoramon D's hand unfurls, turning into a mass of grasping red tentacles with small blades tethered to them. DexDorugoramon D then whips this towards an opponent, aiming to anchor onto them and drag them over to its position. A strong move, but on a miss leaves some critical wiring exposed in a dangerous way.
Cooldown: One Post.
✋︎⬧︎□︎●︎♋︎⧫︎♓︎□︎■︎ ⌘︎□︎■︎♏︎: DexDorugoramon D points, a sphere of D-Reaper data about 200 feet in radius bubbling forth from where he indicates. The sphere takes about one post to form, giving anyone in the area time to evacuate, but after formation remains for a full three posts. Any data that isn't registered as D-Reaper data is hurt badly if they enter, the sphere eating away at them until they leave. The sphere serves as a one way mirror of sorts; anyone inside the sphere can see the outside clearly, but those looking in from the outside only see an opaque red surface. This makes the sphere a great hiding spot for those resistant to it.
Charge Time: One Post
Duration: Three Posts
Cooldown: Two Posts
✞︎♓︎❒︎◆︎●︎♏︎■︎⧫︎ 👌︎◆︎❒︎⬧︎⧫︎: DexDorugoramon D's wiring glows from a dull red to a neon pink, heralding a sudden yet deadly intensification of D-Reaper data. All of DexDorugoramon D's D-Reaper Agents, D-Reaper wires, data infections, and D-Reaper energy fields take on a similar glow before exploding, dealing great damage to anyone currently in contact with one. As a consequence, this also cuts the duration on all of those effects short.
Cooldown: Two Posts.
🏱︎❒︎□︎♍︎♏︎⬧︎⬧︎ 👎︎: DexDorugoramon D's mouth splits apart, launching a crackling red blast towards an opponent. If the attack lands successfully, the opponent's data begins to disassemble and reassemble itself bit by bit. The attack causes absolutely no damage; an opponent's data is repaired in the exact same form it was originally left, and due to the process being automatic Isaac can't just unmake someone without remaking them. However, in its place are intense pain and disorientation, all while lingering whispers of the D-Reaper dance around in the target's head.
Duration: One Post.
Cooldown: Three Posts.
Digivolves To: DexDorugoramon (Mode Change)
TWIN DNA - ELLIOT AND ISAAC
Appearance: Appearance
Z-Hybrid Spirit: VictoryImpmon Hypernova Mode
Attribute: Data
Family/ies: Nature Spirits
Type: Transcendent Dark Dragon
Fighting Style: Stats
Moves
Passives:
Force of Will (Noncombat): VictoryImpmon Hypernova Mode's physical strength and size may pale compared to others of its level, but its great magical might helps it keep pace with ease. VictoryImpmon can use telekinesis to lift objects on par with other Super Megas, and it can similarly levitate itself to move at terrifyingly fast speeds. If VictoryImpmon's concentration is broken, these abilities may temporarily falter, so it is generally a good idea for it to avoid biting off more than it can chew at once.
Ordered Chaos: VictoryImpmon Hypernova Mode constantly changes its elemental matrix, over the course of a ten-post cycle. Its current elemental form is visible through its gloves, bandanna, and aura changing color. Attacks made by Hypernova inherit its current elemental affinity, and it gains a very large resistance to this current element. The cycle goes Fire (Red) -> Water (Blue) -> Lightning (Yellow) -> Earth (Brown) -> Wind (Pink) -> Wood (Green) -> Ice (Teal) -> Steel (Silver) -> Light (White) -> Darkness (Purple) -> Fire again.
Magnitude: 75% elemental resistance.
Twinned Souls: Through all of their adventures, all of their struggles, and all of their time together in the Digital World, Elliot and Isaac have finally reached a point of true unison. Their desire to protect and aid each other manifests through the draconic aura hovering around VictoryImpmon. It serves as a second set of eyes and ears for VictoryImpmon, making sneaking up on it nigh-impossible. It can also manifest independently, traveling the length of VictoryImpmon's shadow. When doing this is takes on the form of a monochromatic copy of VictoryImpmon, capable of using basic attacks or even striking independently of VictoryImpmon. If both VictoryImpmon and its aura use the same attack, its cooldown doubles. The aura cannot use Here-There-Everywhere, Seriously Pumped Up Mode, or Genki Punch x 50,000,000,000!!!
When VictoryImpmon Hypernova Mode reaches about quarter of its life, the aura fizzles out and is no longer able to be called forth. Even healing back above this threshold cannot restore the aura.
Cooldown: Three posts (if manifested independently).
Attacks:
Spheremageddon: VictoryImpmon summons ten spheres of magic which float around its finger. At the flick of its finger it can launch these spheres in whichever formation it pleases, each causing a miniature explosion on impact. This can include simple motions such as bending or zig-zagging, although not to a sophisticated enough extent to chase opponents. A fairly standard and versatile attack.
Cooldown: One Post
Here-There-Everywhere: VictoryImpmon spends a post focusing chaotic energies within its body. After a full post of charging, it then teleports about five or six times in rapid succession. Another move can be used directly after this attack, making it very useful for disorienting an opponent before a big, powerful strike. However, due to the time it takes to charge the move, its reliability as a dodge is very poor.
Charge Time: One Post
Cooldown: Two Posts
Present For Ya: VictoryImpmon creates a small globe of magic in his hand, tossing it towards a nearby ally. While this only heals about one move's worth of damage, it also provides a small boost based on the element that VictoryImpmon is utilizing at the time.
Fire, and Darkness boost the target's attack by 25%
Ice, Earth, and Steel boost the target's defense by 25%
Water, Lightning, and Wind boost the target's speed by 25%
Wood and Light cause the move to heal twice, once on impact and on the target's next post.
Duration: One Post
Cooldown: Two Posts
Mystery Box: VictoryImpmon conjures a swirling nexus of unstable magic energy. Depending on VictoryImpmon's current element, a different projectile comes launching out of the box. The move does the same damage no matter what, but has a different secondary effect associated with it based on VictoryImpmon's current element.
Fire, Wood, and Steel cause a simple damage-over-time effect (Burn, Poison, and Bleed, respectively)
Earth, Lightning and Ice lower the target's speed by 25%
Light and Darkness cause badly blurred vision.
Water and Wind, in place of a duration effect, simply have great pushing force.
Duration: One Post
Cooldown: Two Posts
Great Wall of Me: VictoryImpmon summons a large shield, made from the fused spirit fractions of Knightmon, SkullKnightmon, Sandiramon, and Orochimon. It soaks up a single attack before exploding into shards, which zoom towards the attack's user in a vengeful stream. The damage that this attack deals is equal to half of the damage that the target's attack would have done.
Duration: One Post
Cooldown: Three Posts
Seriously Pumped Up Mode: VictoryImpmon focuses all of its energy into its body, sealing off any and all magical boons. Its attack and defense skyrocket for the duration of this move, but at a great cost: VictoryImpmon cannot use any named techniques. Its aura receives none of these benefits, even if summoned during Seriously Pumped Up Mode's duration.
Magnitude: 3x attack and defense.
Duration: Three Posts
Cooldown: Two Posts
Ten-Color Takedown: VictoryImpmon's aura spreads out from around it, forming a pair of butterfly-like wings similar to Dorugoramon's in shape. The wings shimmer brightly for a bit, then explode into shimmering rainbow rings that pulsate around VictoryImpmon. Unlike VictoryImpmon's other attacks, this attack is considered all ten elements at once.
Cooldown: Two Posts
World's Strongest Slash: VictoryImpmon summons Imperialdramon Paladin Mode's Omega Blade, swinging it with all of its might despite the blade being several times its size. A very slow and unwieldy attack, but it can crush through any guard while still dealing the full force of its blow: dodging is a must!
Cooldown: Two Posts
Genki Punch Times 50,000,000,000!!!: VictoryImpmon calls his aura around his fist, condensing the combined might of 18 spirits into a single, ultra-dense force. The attack hits with all of VictoryImpmon Hypernova Mode's fighting spirit, giving it the force to level nearly any foe in its way. As a cost, it reduces VictoryImpmon back to its normal Rookie form on a successful hit, sealing away any form higher for the rest of the thread.
Cooldown: Three Posts
Digivolves To: None