EVOLUTION LINE (MAIN - BELPHEMON LINE)
Gryzmon / Adult / Beast / Virus / NSp-NSo
Passive
Beast Senses: same like before, but heightened slightly.
Combat Passive:
Growing Immunity (RAM Upgrade GIGA):
Any debuff targeting Gryz will have its effect diminished every turn by 25% from its initial value. If the same effect is applied once again, it's 50% less effective immediately upon the first turn. The third time it's applied, Gryz is immune against it completely, and the skill immediately entered cooldown. This immunity is carried thorough the thread.
Revenge Is Mine (RAM Upgrade):
If this Digimon took negative status effect or debuff, this Digimon's next attack after hit by said skill is increased by 100% of its base damage. Usable once per debuffed.
Corruption Unleashed:
If Gryz's attack has been used at least once, it gains secondary effect. Effects indicated with [CM] tag refers to this.
Active
Revenge Maul:
Gryz ran toward an ally, then blocks damage intended for them, taking full damage, or prepares himself for impact (if he fight solo). As response, return the attack with power of said attack behind it in addition of his own. Can be projectile or close range. Three turns cooldown.
[CM] Also breaks barrier and reflect when countering.
Gaia's Mercy II:
Wraps ally with nature's power. Moderate heal and healing negative status effect to one target. Three turns cooldown.
Rock Hexa:
Gryz sends earth projectiles at the enemy. If it's dodged, an explosion of stalagmite instead will hits the opponent and deal double damage. Three turns cooldown.
[CM] Add 50% Dark Damage
Terra Minion:
Gryz summons a minion out of earth, which will follow him or a designed target. In span of three turns, they will provide damage reduction (50%) or additional earth attack from separate source (50% of the original damage), but not both. The assigned target must decide. Four turns cooldown.
Earthquake:
AoE. Gryz calls upon power of earth to deal caster centric AoE (50 meters in radius). While its damage is not as much as you seen in Pokemon game, other targeting technique used by anyone who got caught in this attack have high chance to miss next turn. Three turns cooldown.
[CM] May impale airborne enemy with stalagmite, which also causes them to get caught in this attack. Also causes the damage to be slightly enhanced.
Hexen Claw (RAM Upgrade):
Simple attack, a mid range one where Gryz sweeps his claw, and crescent projectile made out of darkness followed after. No cooldown.
[CM] power is now equal to one cooldown named attack, but speed stays consistent
Waru Monzaemon / Perfect / Puppet / Virus / NSo - DA
Noncombat Passive:
Kigurumi:
This Digimon allows its partner to enter its body, wrapping it in materials that
Combat Passive:
Growing Immunity (RAM Upgrade GIGA):
Any debuff targeting Gryz will have its effect diminished every turn by 25% from its initial value. If the same effect is applied once again, it's 50% less effective immediately upon the first turn. The third time it's applied, Gryz is immune against it completely, and the skill immediately entered cooldown. This immunity is carried thorough the thread.
Revenge Is Mine (RAM Upgrade):
If this Digimon took negative status effect or debuff, this Digimon's next attack after hit by said skill is increased by 100% of its base damage. Usable once per debuffed.
Chaos Material:
Waru Monzaemon's data is strange, like its own cotton filling that yet to be determined what it is actually. Any negative status effect that lands on him is one turn less effective. If it comes to paralysis or silence, it instead reduces his speed (paralysis) or strength (silence) by 50% for one turn.
Active:
Evil Glare:
Gryz shoots out laser from his eyes. This technique shocks the opponent, and makes them less likely to be able to dodge on time after being hit. Two turns cooldown.
Voodoo Curse:
Gryz increases his defense by 50%. For the entire turn, he'll take all attacks aimed at his allies and concentrate it on himself. The enemy takes 50% of their attack's power as recoil. Three turns cooldown.
Back to You, With Vengeance
Gryz takes damage, either in place of his ally, or take one for himself, and return it at the opponent with his own powered punch and the force behind taken attack added to it. This skill also breaks barrier and reflect after its second use onward. Three turns cooldown
Terra Call:
Gryz casts multi-turn attack. Over three turns, he may target one opponent and changes the target next turn. Afterward, an X appeared on the ground, either pulling the target to the ground (for airborne enemy) or impales them with spikes (earthbound enemy). This technique can be dodged, but its damage potency is higher than DoT for sure. Three turns cooldown.
Disaster Struck Twice:
Gryz summons earth spear and launches it at the enemy. If misses, this attack can homes back on same opponent, but this time as stalagmite. It deals double damage if it does. Three turns cooldown.
Heartbreak Attack:
Simple attack of sending heart shaped projectile at an opponent at no cooldown cost. However, if used after an ally is attacked, the damage becomes equivalent of one turn cooldown move.
Earthen Sentry:
Calls forth a guardian from earth, a floating sentry-like object. This guardian generally blocks attack by reducing its damage by 50%, or heals the target the turn its target isn't harmed by an attack. Three turns cooldown, three turns duration.
Belphemon Rage Mode / Ultimate / Demon Lord / Virus / NSo-DA
Combat Passive:
Growing Immunity (RAM Upgrade GIGA):
Any debuff targeting Gryz will have its effect diminished every turn by 25% from its initial value. If the same effect is applied once again, it's 50% less effective immediately upon the first turn. The third time it's applied, Gryz is immune against it completely, and the skill immediately entered cooldown. This immunity is carried thorough the thread.
Revenge Is Mine (RAM Upgrade):
If this Digimon took negative status effect or debuff, this Digimon's next attack after hit by said skill is increased by 100% of its base damage. Usable once per debuffed.
Demon Lord's Defiance:
In his defiance, a normal status effect won't linger as long in Belphemon's data. Any negative status effect that lands on him is one turn less effective. If it comes to paralysis or silence, it instead reduces his speed (paralysis) or strength (silence) by 50% for one turn.
Active:
Chains of Ruin:
Gryz forms projectile, or lashes with his chains. This technique breaks barrier or reflect and deals double damage if they're faced against a barrier. Three turns cooldown.
Rage Slam:
Gryz just slams upon his target with his fist coated with darkness. May deal more damage as if it's one turn higher in cooldown after two uses. No cooldown.
Darkfall Meteor:
Gryz summons orb of darkness that will rain projectiles to one target over span of three turns. He may change the target once per turn. The meteor deals heavy damage if hit, but can be dodged, albeit probably a bit hard considering it explodes upon impact. Three turns cooldown.
Catastrophe:
Gryz hurls a massive energy made of darkness. If it misses the target, it'll seeps into the ground, where it'll once again chases the target, and deals double the damage. Three turns cooldown.
Call Earth Core:
Calls forth a minion in shape of earth core that follows the target). It have three functions that the target may use once per turn, but only one of them. Heal (moderate), assist attack (50% of the original attack in power, separate attack), and defend (50% damage reduction). Four turns cooldown
Malice Cage:
Gryz grabs one opponent and encage them in a sphere of darkness. He then makes the cage explodes, greatly damaging the target. This attack also deals splash damage to enemies in 20 meter radius from the initial hit, although not as damaging. 4 turns cooldown.
Crown of Sloth:
Once per thread move. If Gryz health drops to 25%, this skill is autotriggered and and does not consume his named action for the turn. Otherwise, this skill only can be manually used while Gryz's health is under 50%.
Gryz materialized Crown of Sloth above at maximum four target enemies and shoot down laser from it. He can also decide to shoot multiple lasers at same target in return for less number of target covered considering there are only four shots. If hit, debuff the enemy with [Rigor] status effect (20% penalty to speed and strength, unremovable). Its power increases by 10% per turn, capping at 50% at fourth turn. At the same time, all their technique used in that turn as long as Rigor is active have their cooldown count extended by two. Four turns duration.
Yawn:
Forcibly changes form to Belphemon Sleep Mode. In the process: deals AoE (nondamaging) at 20 meter radius, which extends cooldown of all enemies active cooldown by 1 turn. Until this skill cooldown ends, Gryz cannot return back to Belphemon Rage Mode, unless bypassed by certain passive. Four turns cooldown
Wrathful Earth (RAM UPGRADE):
Chargable for three turns, must be charged at least for a turn, 75% increment in damage per extra turn charged. Self stun while charging. Corrupts the surrounding area, turning them desolate the more Gryz charged. The moment his charge done, Gryz instead releases the form as a blast of energy that supercharged the surrounding area, creating massive overgrowth of plants that would damage all targets. AoE, maximum size is 100 meter radius, but can be reduced to concentrate the damage further. Three turns cooldown.
Belphemon Sleep Mode / Ultimate (Mode Change) / Demon Lord / Virus / NSo-DA
Combat Passives:
Growing Immunity (RAM Upgrade GIGA):
Any debuff targeting Gryz will have its effect diminished every turn by 25% from its initial value. If the same effect is applied once again, it's 50% less effective immediately upon the first turn. The third time it's applied, Gryz is immune against it completely, and the skill immediately entered cooldown. This immunity is carried thorough the thread.
Demon Lord's Defiance:
In his defiance, a normal status effect won't linger as long in Belphemon's data. Any negative status effect that lands on him is one turn less effective. If it comes to paralysis or silence, it instead reduces his speed (paralysis) or strength (silence) by 50% for one turn.
Rude Awakening:
If this Digimon's HP drops below 50%, this passive autotriggers and immediately evolves it to Belphemon Rage Mode. For five turns, Belphemon Rage Mode's power is increased by 50%, and it's immune to all form of debuff for that duration. He cannot access this form until five turns has passed. Once per battle only.
Dreamcatcher (RAM Upgrade):
Immunity to all mental based passive effect and mental (which affects mind and sensory) based active technique to all allies within 25 meter radius of Gryz
Actives:
Quick Rest:
Refreshes all target's active cooldowns by one, three target maximum. Three turns cooldown.
Revitalize Aid:
Gryz creates a ball of earth power which slowly regenerate health of allies within it (50 meter radius) moderately over three turns. Three target max. This light ball can be interacted with, but interrupting its healing process might be unwise. Three turns cooldown.
All Consuming Vacuum (RAM Upgrade):
Gryz takes damage for all allies for one turn, redirecting all techniques to him. In the process, his defense is doubled, but the enemy will take 50% of the attack's original strength as a counter. Four turns cooldown.
Terrafury:
Gryz drops from the sky, causing a massive AoE (100 meter radius) from the impact point. Despite its size, its damage isn't as noteworthy. However, it causes anyone who caught in its radius to get major headache, reducing their chance of dodging attack on time for the turn.
If Revitalize Aid was interrupted, either by destroyed or reduced in duration, Terrafury becomes a gravity field, its damage is enhanced significantly. Three turns cooldown.
Atrophy:
Gryz spreads his chains, attempting to poke some opponent with it. Although it deals almost no damage, it could cause them to get pretty huge penalty on speed and strength (50%). Three target max, three turns cooldown, three turns duration.
Yawn:
Gryz yawns at the opponent, it's a projectile with no cooldown.
Strengthening Rest:
Gryz chooses three allies max. He can increase their strength and speed by 50% for three turns. If they're healed directly the turn before with Revitalize Aid, increase the buff value to 70%.
Sleepy Presence:
Gryz yawns and sends three projectiles at three opponents from his mouth. This projectile if hit made their cooldown recovery sluggish. Only one technique cooldown may recover per turn, while the rest must halt. Three turns duration, three turns cooldown. Nondamaging
Belphemon (Unison) / Super Ultimate / Armatization / Virus / NSo-DA
The form of Belphemon that taken by Tetsu while combining with Gryz as Belphemon. Like most Armatization, it's Tetsu with Belphemon's elements. Horns sprout from the sides of his head, curved, with the end glowing with otherworldly green glow. His musculature enhanced to the peak, causing a disjointed image. His eyes shifted from green to yellow, and his sclera turned black. Six wings sprouts out from his back, free from chains. Tetsu's face also gains scar on similar to those of a Belphemon, and his ears becomes pointed. His teeth becomes sharp and jagged, and his canines elongated. In place of weapon, Tetsu wears gauntlets that looked more like Belphemon X's, with addition of chains wrapped around the forearm. His legs becomes those of digitigrade, forming image of a half man half beast. As addition, crown of sloth floats behind his back like a halo. Despite everything, its size has been reduced to those of Tetsu's height. Whether this feels threatening, ominous, or just outright hilarious, no one knows.
Combat Passive:
Growing Immunity (RAM Upgrade GIGA):
Any debuff targeting Gryz will have its effect diminished every turn by 25% from its initial value. If the same effect is applied once again, it's 50% less effective immediately upon the first turn. The third time it's applied, Gryz is immune against it completely, and the skill immediately entered cooldown. This immunity is carried thorough the thread.
Revenge Is Mine (RAM Upgrade):
If this Digimon took negative status effect or debuff, this Digimon's next attack after hit by said skill is increased by 100% of its base damage. Usable once per debuffed.
Demon Lord's Defiance:
In his defiance, a normal status effect won't linger as long in Belphemon's data. Any negative status effect that lands on him is one turn less effective. If it comes to paralysis or silence, it instead reduces his speed (paralysis) or strength (silence) by 50% for one turn.
Actives:
Blaster Punch:While this Super Ultimate's size is those of a kid, it still a super ultimate in any way. Tetsu is very eager to remind you that, especially if he breaks your barrier or reflect, because he could deal double damage like that. Three turns cooldown.