"This time for sure.... I won't fail."
GENERAL DATA
Name: Valt
Class: Partnered Digimon (Partnered to Noguchi Ryouta)
Alignment: Chaotic Good/Neutral Good
Species: V-mon
Default Form: V-mon
Difference from other Vmon: More muscular while having several scars
PERSONALITY
Valt slightly different from Ryu, considering he's reformated. In his own words, he's both Ryu and not. In one side, he's still the dragon who is partnered to Noguchi Ryouta, still is caring partner and still calls Ryouta with "aniki". However, for better or worse, the dragon has lost a lot of his innocence, and along with it, his super positive outlook in everything. The slayer has turned into the destroyer, and he meant business.
Valt is plagued by spasm of pain from his recent reformatting that leads him to that leads him to have cloudy judgement. Being a Super Ultimate inside a body of a Child level Digimon, he's unable to tap to his full potential without berserking, or at times due to sudden burst of data, he would suddenly evolve to other form. The constant problem leads him to be frustrated and at times the frustration manifests as aggression. Coupled with Valt's already very low tolerance of what he find 'foolish', this made him very often actively antagonize other person who he found to be foolish.
Battle wise, Valt forgoes defense in favor for building up strength from his own enemy's attack and turn it to his own strength to achieve victory. He's even more power orientated than Ryu, but in turn lacks his old form's ability to become stronger from debuffs and negative status effects.
EVOLUTION LINE
BabyI/Chicomon/Slime/None/None
Attack:
Acid Bubble: Just acid bubble, carry on
Baby II/Chibimon/Lesser/None/None
Attack:
Acid Bubble II: Stronger acid bubble
Body Slam: Simple body slam
Child/Vmon/Dragon/Vaccine/DR
Passives:
Dragon senses
Combat Passives:
Ultima Break (RAM UPGRADE GIGA):
Toggleable, imbue a move with "Shield Breaker" property which includes breaking barrier, reflect and cancelling moves for that one move. three turns cooldown between activation
Chasing Strike:
Trigger-type. If the enemy attempt (but canceled with Ultima Break) or manage to cancel or defend with skill against Valt's attack, allow him to repeat the attack, but with 1/2 power next turn. Two turns cooldown between each use. (did not count in the total skill amount he used) (Dodge doesn't count in this)
Skills:
V-Magnum:
Valt clenches his fist and strike it at the opponent. Chargeable for two turns, each with 50% more power added in. One turn cooldown.
Dragon Warcry:
Increase attack and speed by 60% but lower defense by 25% during the cooldown. Two turns duration, two turns cooldown.
V-Aura:
Valt aims energy from his palm to the opponent. One turn cooldown.
Counterblow (RAM UPGRADE):
When an immobilizing attack from opponent hits Valt this attack can be triggered automatically as a response and does not count to the number of attack used that turn. Valt punches at empty air and releases stream of lightning from his fist that guided at the opponent (but doesn't chase if misses). If this attack is autotriggered the damage will be considered heavy, but if it's used manually, the damage is moderate.
Three turns cooldown
V-Crash (RAM UPGRADE):
Valt's strongest skill, available to use once a thread. Valt picks up one small object, preferably metal and began building energy for one turn. At this point, Valt will be unable to move. Upon execution, Valt flicks the object after condensing it with his energy.
Once a thread, one turn charge, massive damage
XV-mon/Adult/Dragon/Vaccine/DR
Passive:
Flight
Draconic Senses
Combat Passive:
Ultima Break (RAM UPGRADE GIGA):
Toggleable, imbue a move with "Shield Breaker" property which includes breaking barrier, reflect and cancelling moves for that one move. three turns cooldown between activation
Chasing Strike:
Trigger-type. If the enemy attempt (but canceled with Ultima Break) or manage to cancel or defend with skill against Valt's attack, allow him to repeat the attack, but with 1/2 power next turn. Two turns cooldown between each use. (did not count in the total skill amount he used). Chasing Strike only carries the damage portion without buff or debuff attached if the original skill have it. (Dodging doesn't trigger this attack)
Volt Counter:
If Valt is hit by attack, discharge 30% of the total damage received in that turn as an extra lightning attack on his next attack (expires if not attacking in a turn where Volt Counter is active unless coupled by Stalwart).
Attacks:
XV-Laser:
The standard XVmon special, attack the opponent with a laser from the chest. Chargeable for two turns, each for 50% more power. One turn cooldown
Magnum Strike:
Attack that gets stronger if there is defensive buff on the target. Ignore barrier and defense buff on the target, deal 150% powered attack. However, if there are no barrier or defensive buff (passive doesn't count), the damage is merely 50%.One turn cooldown.
Dragon's Warcry II:
If affected by debuff, immediately reduce the duration by a turn. Increase attack and speed by 60% but lower defense by 25% during the cooldown. Two turns duration, two turns cooldown.
Stalwart
Valt become immobile for three turns but doube Volt Counter's power. At the same time, add 50% to damage taken while ignoring status effects and debuff that came from enemy's skills. This move also allow him to stockpile the total Volt Counter damage if he's not attacking. This move still allow him to use other skills, but moving from his spot is out of question. Two turns cooldown.
Counterblow (RAM UPGRADE):
When an immobilizing attack from opponent hits Valt this attack can be triggered automatically as a response and does not count to the number of attack used that turn. Valt punches at empty air and releases stream of lightning from his fist that guided at the opponent (but doesn't chase if misses). If this attack is autotriggered the damage will be considered heavy, but if it's used manually, the damage is moderate.
Three turns cooldown
Cyclonic Tempest (RAM UPGRADE):
AoE. This attack treat any form of speed upgrade as strength upgrade too. Valt flew around area of 20 meter radius in circle, getting faster and faster to point where he summons a damaging typhoon that closes in and engulfs the target.
Three turns cooldown
Magnamon/Perfect/Dragon Man/Vaccine/DR-VB
Valt's Magnamon form instead looks like Magnamon armored XVmon with beefier body and reddening wings, almost like a dragon in mid of transformation. His body is covered by skin tight black suit underneath the armor.
Passive:
Flight
Draconic Senses
Combat Passive:
Ultima Break (RAM UPGRADE GIGA):
Toggleable, imbue a move with "Shield Breaker" property which includes breaking barrier, reflect and cancelling moves for that one move. three turns cooldown between activation
Chasing Strike:
Trigger-type. If the enemy attempt (but canceled with Ultima Break) or manage to cancel or defend with skill against Valt's attack, allow him to repeat the attack, but with 1/2 power next turn. Two turns cooldown between each use. (did not count in the total skill amount he used). Chasing Strike only carries the damage portion without buff or debuff attached if the original skill have it.
Volt Counter:
If Valt is hit by attack, discharge 30% of the total damage received in that turn as an extra lightning attack on Valt's next attack (expires if not attacking in a turn where Volt Counter is charged unless in Stalwart)
Last Stand:
The closer Valt is to unconscious/the closer he is to death, Valt's strength is increased:
Moderately damaged: 25% STR
Heavily damaged: 35% STR
Critically Damaged: 40% STR
Last Stand: 200% STR devolve next turn
Skills:
Stalwart
Valt become immobile for three turns but double Volt Counter's power. At the same time, add 50% to damage taken while ignoring status effects and debuff that came from enemy's skills. This move also allow him to stockpile the total Volt Counter damage if he's not attacking. This move still allow him to use other skills, but moving from his spot is out of question. Two turns cooldown.
Blitzkrieg:
Guided missiles that attacks all opponents on 50 meter radius, able to chase enemy once more after dodged once. Two turns cooldown.
Reversal:
Valt strikes the opponent with series of combo. If enemy got resistance against at least a type of element, changes that immunity into 200% weakness against that particular element for two turns. This skill changes element into said weakness upon hit (thus become 200% more damaging), if not, this skill deals 50% damage. Two turns cooldown. Only one element can be changed into weakness in this way.
Magna Breaker:
If the opponent debuffs Valt in any way, either by afflicting him with status effect or other negative status, he could use this skill without it being treated as using an attack that turn. Valt strikes the opponent with energy coated fist, damaging them and adds one turn extra cooldown on one of enemy's skill (That have cooldown). He can either choose randomly, or apply it to the skill he saw last.
Three turns cooldown.
Photon Gale (RAM Upgrade):
Offensive attack that can be triggered automatically as response for stunning / skill sealing effect from opponent. Valt let out stream of laser that if auto-triggered immediately guided at the opponent to affect them with the same sealing, regardless of their immunity. If it's triggered manually, this attack instead works like a normal laser, without any of the said property above.
Two turns cooldown
Luminous Stream (RAM Upgrade):
Valt's chargable skill. This can be max charged for up to three turns, with 75% increment per turn. Upon execution, Valt release stream of guided (but cannot chase again) golden lasers that focused on one opponent.
Three turns cooldown
Imperialdramon/Ultimate/Ancient Dragon/DR-VB
Passive:
Flight
Air Walk
Draconic Senses
Weakness:
To compensate for his immense field buff and debuff, also area effect, Valt in this form is massive and unable to agilely dodge. Moving at high speed causes him to have a tunnel vision effect where he can't really dodge properly, open to attack.
Combat Passive:
Ultima Break (RAM UPGRADE GIGA):
Toggleable, imbue a move with "Shield Breaker" property which includes breaking barrier, reflect and cancelling moves for that one move. three turns cooldown between activation
Imperial Authority:
All debuff and buff originating from him, even when the target leaving the area of effect, will always be carried by its target until its duration is gone. If this passive is disabled, then all his buff and debuff become single target.
Chasing Strike (RAM Upgrade):
Trigger-type. If the enemy attempt (but canceled with Ultima Break) or manage to cancel or defend with skill against Valt's attack, allow him to repeat the attack, but with 1/2 power next turn. Two turns cooldown between each use. (did not count in the total skill amount he used). Chasing Strike only carries the damage portion without buff or debuff attached if the original skill have it. (Normally dodging doesn't count)
Last Stand (RAM Upgrade):
The closer Valt is to unconscious/the closer he is to death, Valt's strength is increased:
Moderately damaged: 25% STR
Heavily damaged: 35% STR
Critically Damaged: 40% STR
Last Stand: 200% STR devolve next turn
Skills:
Fear:
Surrounding enemies on 25 meter radius from the target area gains 'Fear' Status,which made them unable to charge their attack (if they're charging, their attack will spontaneously launched) . Lower down their power and speed by 35%. 3 turns duration, 2 turns cooldown.
Positron Laser:
If shield is protecting target, this attack becomes 100% more damaging. Unblockable by shield, but still can be nulled by reflect. This attack can be charged for several turn to trigger different form of attacking.Two turns cooldown.
No Charge: Simple laser attack, moderate damage
1 Turns Charge: Piercing laser attack, enemies on straight line, moderate damage
2 Turns Charge: Exploding laser attack, 50% splash damage at anything in 5 meter radius from impact point, major damage
3 Turns Charge: Massive AoE, 25 meter radius. Massive damage.
Diastrophism:
Breaks all field effect (negating, but not ending its duration, killing its effect so to say), automatically shuts his Imperial Authority passive for three turns. On initial turn that it's active, deals massive damage to the entire field's scope. 2 turns cooldown.
Neutrality:
Set an area with range of 35m radius. Upon activation, attacks that enters that scope, or attack that came out from that scope will be treated as 100% in strength, regardless of buff/token/condition. It also negates all their buffing and debuffing property. Two turns cooldown. Field effect.
Imperial Thunder:
Stunning (movement stun type) attack on all target on 15m radius area. Ignore all form of field effect. Stunning part does not work for enemy of higher level. 4 turns cooldown.
Penalty:
In the turn Imperialdramon is inflicted with debuff by an opponent, this attack can be triggered immediately, even if he have already used skill/attacked before. Immediately strike the target opponent with claw and purge 2 of their beneficial status effect (in case of auto trigger, the target is the one who launched the attack). Two turns cooldown.
Sanction:
If Imperialdramon is skill-locked or move stunned, this attack will be automatically triggered, but the cooldown become three turns. Blast the opponent with pillar of flame with range of 15 meter radius that also disallow them to heal for two turns. Two turns cooldown.
Forma Change:
Immediately switches form to Imperialdramon Fighter Mode after blasting all opponent away with strong shockwave that pushes everyone back.Three turns cooldown. Shared move with Imperialdramon Fighter Mode.
Imperialdramon FM / Ultimate (Mode Change) / Ancient Dragon Man / Vaccine / DR-VB
Passive:
Air Walk
Flight
Draconic Senses
Combat Passive:
Ultima Break (RAM UPGRADE GIGA):
Toggleable, imbue a move with "Shield Breaker" property which includes breaking barrier, reflect and cancelling moves for that one move. three turns cooldown between activation
Battle Hype:
Hasten Valt's recovery time of currently on cooldown active (not passives) moves by 1 turn everytime he scored 3 hits or its multiplication against an opponent.
Chasing Strike (RAM Upgrade):
Trigger-type. If the enemy attempt (but canceled with Ultima Break) or manage to cancel or defend with skill against Valt's attack, allow him to repeat the attack, but with 1/2 power next turn. Two turns cooldown between each use. (did not count in the total skill amount he used). Chasing Strike only carries the damage portion without buff or debuff attached if the original skill have it. (Normally dodging doesn't count).
Last Stand (RAM Upgrade):
The closer Valt is to unconscious/the closer he is to death, Valt's strength is increased:
Moderately damaged: 25% STR
Heavily damaged: 35% STR
Critically Damaged: 40% STR
Last Stand: 200% STR devolve next turn
Actives:
Positron Laser:
If shield is protecting target, this attack becomes 100% more damaging. Unblockable by shield, but still can be nulled by reflect. This attack can be charged for several turn to trigger different form of attacking. Two turn cooldown.
No Charge: Simple laser attack, moderate damage
1 Turns Charge: Piercing laser attack, enemies on straight line, moderate damage
2 Turns Charge: Exploding laser attack, 50% splash damage at anything in 5 meter radius from impact point, major damage
3 Turns Charge: Massive AoE, 25 meter radius. Massive damage.
Megaton Suplex:
Valt grabs an opponent and drives them to the ground or one other target. This move deals double the damage against paralyzed opponent. Reduce their defense for 50% for 3 turns. 4 turns cooldown.
Imperial Thunder:
Melee-range AoE (25 meters at max), blast nearby opponent with paralyzing lightning dome, causing them them unable to move for one turn. 4 turns cooldown.
One Inch Devastation:
Valt inches closer on an opponent, then drives his fist to their solar plexus, executing a one-inch punch. This move deals double the damage if the opponent is buffed and Valt have no buffs. Prevents the opponent from buffed or healed for two turns. 4 turns cooldown.
Retaliation:
If the enemy attempt to disrupt Valt's performance, either by dispel or debuff, this skill is auto triggered. Valt supercharged his claw and attacks the opponent with it. Should this skill auto triggered, it strips the enemy from one beneficial status effect upon hit. if there are none, this attack deals double the damage. Otherwise this skill is vanilla. Two turns cooldown. This skill if auto triggered strike at the offender and does not consume named move action that turn.
Dragon Warcry EX:
60% increase to strength and speed for three turns of its activation, but decrease defense by 25% during three turns of its cooldown.
Megadeath:
Once per thread move, can be only triggered at 50% health or less. Valt charges an attack, self stun, and aims at max three opponent (the power of this move is divided equally between targets). Once the charge is finished, Valt opens the dragon mouth on his chest and shoot a laser aimed at the sky. The laser will then split and rains at the targets.
Forma Change:
Immediately switches form to Imperialdramon Dragon Mode after blasting all opponent away with strong shockwave that pushes everyone back.Three turns cooldown. Shared move with Imperialdramon Dragon Mode.
ALTFORM ADDITION
Vdramon / Adult / Mythical Dragon / Vaccine / NSp - WG - VB
Passive:
Draconic Senses (enhanced audiovisual and olfactory senses)
Combat Passive:
Ultima Break (RAM UPGRADE GIGA):
Toggleable, imbue a move with "Shield Breaker" property which includes breaking barrier, reflect and cancelling moves for that one move. three turns cooldown between activation
Adaptability I (RAM UPGRADE):
This Digimon grows more and more attuned to battle each turn passed. 5% increase to strength and speed per turn, capped at 25%. If this Digimon does not attack for two consecutive turns, snared or silenced, the stack drops by 1.
Second Wind I (RAM UPGRADE):
When this Digimon's health drops below 25% after an attack by opposing digimon, this Digimon's healing factor activated automatically and restore health moderately, allowing it to fight for longer. Once per battle, and only one second wind can be triggered per battle.
Active:
V-Arrow:
Chargable, and self stun while charging. Increase damage by 75% per charge, capping at three turns (225%). Valt's usual arrow shaped V-Blast. It's meant to be simple, but effective move. 2 turns cooldown.
Dragon Warcry II:
Increase speed and strength by 60% for 2 turns, but decrease defense by 25% on cooldown. 2 turns cooldown.
Counter Force:
If stunned, this move can be used as retaliation and does not consume the named move action that turn. Valt takes damage from the enemy, but adds its power to this move, where he would blast a supercharged V-Arrow at the opponent. If this move is autotriggered, before absorbing the attack's power, Valt does not take damage. Three turns cooldown.
Heroic Stand I:
Valt takes one skill worth of damage for an ally. If it's AoE, turn it into single target move instead, but the damage taken is doubled. Afterward, boost the protected ally's strength by 100% for one attack. if he instead protected Ryouta, Valt gains 100% boost to strength for his next attack. Three turns cooldown.
Dispel Swipe:
Valt ran and swipes low with his claw at an opponent's body part, purging them from one beneficial status effect. Three turns cooldown.
Shatter Shield:
Valt raises a frontal shield, or uses it on someone else's shield to reinforce it.This move would defend against one move only of same level, and does not work for anyone of higher level. However, if the opponent uses piercing/shield ignoring move, the true nature of this shield reveals itself. It would break into pieces and flies toward the attacking opponent. Three turns cooldown.
Aero Vdramon / Perfect / Holy Dragon / Vaccine / NSp - VB - WG
Passive:
Draconic Sense
Flight
Combat Passives
Ultima Break (RAM UPGRADE GIGA):
Toggleable, imbue a move with "Shield Breaker" property which includes breaking barrier, reflect and cancelling moves for that one move. three turns cooldown between activation
Adaptability II (RAM UPGRADE):
This Digimon grows more and more attuned to battle each turn passed. 5% increase to strength and speed per turn, capped at 25%. If this Digimon does not attack for two consecutive turns, snared or silenced, the stack drops by 1.
Second Wind II (RAM UPGRADE):
When this Digimon's health drops below 25% after an attack by opposing digimon, this Digimon's healing factor activated automatically and restore its health (moderately) and stamina (healing all active cooldown of this form by 1 turn), allowing it to fight for longer. Once per battle, and only one second wind can be triggered per battle.
Refrain:
Allow Valt to repeat his attack once per three turns. However, it only deal half of its original power and does not carry its original effect.
Actives:
V-Arrow:
Chargable, and self stun while charging. Increase damage by 75% per charge, capping at three turns (225%). Valt's usual arrow shaped V-Blast. It's meant to be simple, but effective move. 2 turns cooldown.
Dragon Warcry III:
Increase speed and strength by 60% for 3 turns, but decrease defense by 25% on cooldown. 3 turns cooldown.
Counter Force:
If stunned, this move can be used as retaliation and does not consume the named move action that turn. Valt takes damage from the enemy, but adds its power to this move, where he would blast a supercharged V-Arrow at the opponent. If this move is autotriggered, Valt does not take damage before absorbing the attack. Three turns cooldown.
Heroic Stand II:
Valt takes one skill worth of damage for an ally. If it's AoE, turn it into single target move instead, but the damage taken is doubled. Afterward, boost the protected ally's strength by 100% for one attack. if he instead protected Ryouta, Valt gains 100% boost to strength for his next attack. Three turns cooldown.
Dragon Impulse:
Targets at maximum three targets (less target means more damage dealt upon hit), and shoot dragon shaped laser at them. If this attack is dodged, it can chase again and deal 50% more damage. Three turns cooldown.
Megaton Break:
Valt flew at the target then punches them with an uppercut. If the opponent is protected by shield or barrier, this move ignore them and deals twice the damage. Two turns cooldown.
Ulforce Vdramon X / Ultimate / Holy Knight / Vaccine / VB-WG
Passive:
Draconic Sense
Flight
Air Walk
Combat Passives
Ultima Break (RAM UPGRADE GIGA):
Toggleable, imbue a move with "Shield Breaker" property which includes breaking barrier, reflect and cancelling moves for that one move. three turns cooldown between activation
Adaptability III (RAM UPGRADE):
This Digimon grows more and more attuned to battle each turn passed. 5% increase to strength and speed per turn, capped at 25%. If this Digimon does not attack for two consecutive turns, snared or silenced, the stack drops by 1.
ULFORCE (RAM UPGRADE):
When this Digimon's health drops below 25% after an attack by opposing digimon, this Digimon's healing factor activated automatically and restore its health (moderately) and stamina (healing all active cooldown of this form by 2 turns), allowing it to fight for longer. Once per battle, and only one second wind can be triggered per battle.
Heroic Constitution EX:
Toggleable. Upon hit by a direct targeting debuff (stats down, DoT, silence, snares, etc that directly applied upon hit rather than field effect) , this Digimon can choose to ignore it. 3 turns cooldown per activation.
Active:
Shining V Force:
Valt can charge this technique to add 75% power per turn it's charged, capping at 225% extra. However, self stun when charging. Upon executing, launches an attack in form of laser from V-shape on his chest. Three turns cooldown.
Ulforce Activated:
Valt activates Ulforce, healing himself moderately for three turns while granting immunity to negative status effect for the duration. Three turns cooldown
Dragon Warcry EX:
60% increase on both attack and speed for 3 turns, but apply penalty of 25% defense down for the cooldown. 3 turns cooldown.
Heroic Stand III:
Valt takes one skill worth of damage for an ally. If it's AoE, turn it into single target move instead, but the damage taken is doubled. Afterward, boost the protected ally's strength by 100% for one attack. if he instead protected Ryouta, Valt gains 100% boost to strength for his next attack. Three turns cooldown.
Victory Slash:
This attack gains extra strength based on how many buff and boost active on the opponent, capping at 200% for 4 kinds of boost. Each parameter boost is treated as 1 boost. Valt slashes at the opponent with Ulforce Saber. Two turns cooldown.
Counterforce:
If Valt is stunned, this move is autotriggered and does not count toward the named move usage that turn. Valt takes damage, and convert said damage into addition to this attack, where he struck an enemy with a palm strike. From the point of impact, he unleashes a laser blast. If this move is autotriggered, Valt does not take damage. Three turns cooldown.
Voltic Explosion
Valt aims at three enemies at max (the lesser the target, the more the damage). He then summons lighting bolt to strike at the opponent. if the opponent dodge this move, this move can chase them for the second time, but this time by exploding from underneath their feet, and is 50% stronger. Three turns cooldown.
Force Restart:
Once per thread move. Valt concentrates his power on his saber. Before its activation, Valt must charge for one turn. Once he ready, he launched himself at the opponent, blade ready. The moment he got close enough, extend the blade, overloading it, thus making it longer and bigger than usual. This move seals two of the opponent's passive for three turns, or forces two actives to enter cooldown for three turns if they have no passive or their passive unable to be sealed. Massive damage.