Holly's Scary place
Oct 29, 2018 5:39:03 GMT
Post by Deleted on Oct 29, 2018 5:39:03 GMT
Profile in question
Edits:
Ultimate
Species: Meicrackmon Vicious mode
Appearance:
Credit for the edit to eizer!
Attribute: Vaccine
Family/ies: Nature Spirits
Type: God Beast
Fighting Style: At this point holly has resigned herself to her nature. That she is a fighter bred and born. That she can help those she cares for and that she can make a difference. So she puts her mind to every fight, she puts her body to every fight. She is graceful, she is powerful. She is unlearned but it doesn't matter. Spend too long fighting holly and she will find that space in your armor. Find that achilles heel. While she certainly thinks she takes after her father... She fights more like her mother than any one else.
Abilities: [7 Abilities Max]
Regeneration III: Every post rotation this digimon heals a light amount of damage. If afflicted by a status effect this regeneration stalls out until that effect is over with. Any healing ability that is used on her stalls out this regeneration effect as well.
Beast Dance|Inherited Move[RAM UPGRADE]: This digimon moves at unreasonable speeds; faster than it's cousins by a large margin this digimon is also largely frailer than it's cousins.
Quasi|Standard Combat Variant: Holly can create three clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things. Even make basic attacks. These quasi are capable of speech but only will say one line of whatever holly wanted them to at the time. They cannot use any of her moves and vanish when struck. They only last for two posts and at the end these 'Quasi' Vanish. Three post cool down. The standard variant cannot be used during other Quasi Variants active periods or cool down periods.
Quasi|Advanced Combat Variant: Holly can create three clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things. They are capable of using any ability that she is except for other Quasi and once per thread abilities. Save for the fact that they are at 1/3 the strength that Holly's attacks would be. They only last for two posts and if they use an attack they vanish on the post that they would of used it on. At the end of those two posts these Quasi vanish. Three post cool down. The Advanced Variant cannot be used during other Quasi Variants active periods or cool down periods.
Flicker III: Holly is capable of a short ranged teleport that bypasses most physical boundaries without issue. Outside of combat there is no cooldown while in combat there is a three post cool down. This is a more powerful version of flicker that gives her a forty foot range.
Shadow-Stitches III: On use a somewhat dark aura radiates around one of holly's paws. Striking a target with a dark patch of data to stick to their skin, spreading out into several dark needles to stab through the surface. Deals high corrosive damage. Duration of 3 posts, cool down of 3 posts.
Unshackled II: This ability allows Holly to bypass her limits further for a short time. Allowing her to be faster and stronger, not only in a physical but in a mental sense as well. Duration of 2 posts, cool down of 3 posts. During the cool down segment of this holly is sluggish and weak as her body tries to catch up with her. She can only use this twice per form.
Lightning Cross II: Holly is capable of throwing lightning within two hundred feet of herself. They're surprisingly precise and punch through armor of enemies with ease. Deals high damage. Three post cool down.
Quasi|Scout Variation[RAM UPGRADE]: Holly can create up to four clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things. They are capable of advanced thought, speech and information gathering. Outside of combat they last until dismissed while in combat they only last for two. When struck these scouts vanish. They have no combative talents past scouting and are unable to make attacks on their own. Scout variants, when vanished share information that they learned with the host making them a valuable extension of ones self. Three post cool down. Scout Variants cannot be used during other Quasi Variants active periods or cool down periods.
Digivolves From: Meicrackmon
Edits:
Ultimate
Species: Meicrackmon Vicious mode
Appearance:
Credit for the edit to eizer!
Attribute: Vaccine
Family/ies: Nature Spirits
Type: God Beast
Fighting Style: At this point holly has resigned herself to her nature. That she is a fighter bred and born. That she can help those she cares for and that she can make a difference. So she puts her mind to every fight, she puts her body to every fight. She is graceful, she is powerful. She is unlearned but it doesn't matter. Spend too long fighting holly and she will find that space in your armor. Find that achilles heel. While she certainly thinks she takes after her father... She fights more like her mother than any one else.
Abilities: [7 Abilities Max]
Regeneration III: Every post rotation this digimon heals a light amount of damage. If afflicted by a status effect this regeneration stalls out until that effect is over with. Any healing ability that is used on her stalls out this regeneration effect as well.
Beast Dance|Inherited Move[RAM UPGRADE]: This digimon moves at unreasonable speeds; faster than it's cousins by a large margin this digimon is also largely frailer than it's cousins.
Quasi|Standard Combat Variant: Holly can create three clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things. Even make basic attacks. These quasi are capable of speech but only will say one line of whatever holly wanted them to at the time. They cannot use any of her moves and vanish when struck. They only last for two posts and at the end these 'Quasi' Vanish. Three post cool down. The standard variant cannot be used during other Quasi Variants active periods or cool down periods.
Quasi|Advanced Combat Variant: Holly can create three clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things. They are capable of using any ability that she is except for other Quasi and once per thread abilities. Save for the fact that they are at 1/3 the strength that Holly's attacks would be. They only last for two posts and if they use an attack they vanish on the post that they would of used it on. At the end of those two posts these Quasi vanish. Three post cool down. The Advanced Variant cannot be used during other Quasi Variants active periods or cool down periods.
Flicker III: Holly is capable of a short ranged teleport that bypasses most physical boundaries without issue. Outside of combat there is no cooldown while in combat there is a three post cool down. This is a more powerful version of flicker that gives her a forty foot range.
Shadow-Stitches III: On use a somewhat dark aura radiates around one of holly's paws. Striking a target with a dark patch of data to stick to their skin, spreading out into several dark needles to stab through the surface. Deals high corrosive damage. Duration of 3 posts, cool down of 3 posts.
Unshackled II: This ability allows Holly to bypass her limits further for a short time. Allowing her to be faster and stronger, not only in a physical but in a mental sense as well. Duration of 2 posts, cool down of 3 posts. During the cool down segment of this holly is sluggish and weak as her body tries to catch up with her. She can only use this twice per form.
Lightning Cross II: Holly is capable of throwing lightning within two hundred feet of herself. They're surprisingly precise and punch through armor of enemies with ease. Deals high damage. Three post cool down.
Quasi|Scout Variation[RAM UPGRADE]: Holly can create up to four clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things. They are capable of advanced thought, speech and information gathering. Outside of combat they last until dismissed while in combat they only last for two. When struck these scouts vanish. They have no combative talents past scouting and are unable to make attacks on their own. Scout variants, when vanished share information that they learned with the host making them a valuable extension of ones self. Three post cool down. Scout Variants cannot be used during other Quasi Variants active periods or cool down periods.
Digivolves From: Meicrackmon