Wolfhooks and Dust - Steyr Edit Thread
May 28, 2021 8:18:52 GMT
Post by steyr on May 28, 2021 8:18:52 GMT
editing in some moves:
For Havoc Gaomon and Hazard Gaogamon
Prideful Determination:
Allow this digimon to make its attack ability's output as if it's one cooldown higher upon use. Two turns cooldown per use
Adding form:
Rage Gaogamon / Perfect / Beastman / Virus / NSo - NSp
Noncombat passive:
Enhanced Senses, minus taste and touch
Flight
Combat Passive
Hazard Constitution (RAM UPGRADE GIGA):
This Digimon is immune against pain, albeit not to damage. It's more likely to be ambushed and not noticing it. In addition, Its performance will only drop by 50% of intended debuff power whenever it's debuffed (example: 50% debuff only works as 25% debuff).
Prideful Determination:
Allow this digimon to make its attack ability's output as if it's one cooldown higher upon use. Two turns cooldown per use
Combat Frenzy:
In battle, the longer the battle rages on the more Rage Gaogamon will unleash his rage. Per turn, increase strength by 10%, capping at 50%.
Actives:
Blood Fury:
Only can be used when Combat Frenzy is at max stack. Steyr lunges at his opponent and bite them before tearing some data out. If successful:Increase strength and speed by 50%. On top of it, Some of Steyr's attack gained Blood Arts effect for three turns. If miss: Cooldown for two turns. If hits: Cooldown for three turns after the effect ends.
Fenrir Crash:
Steyr focuses his energy on his sword. This technique needs charging prior in where Steyr have to stay in place for a turn, doing nothing but charging. It will create a massive blade of energy that destroys all form of defenses. Due to its heavy load and its sheer strength, Steyr unable to use this repeatedly. Five turns cooldown.
Blood Arts - Skip the charge phase completely.
Tyrant Nail:
A fast swipe, a version of Were Garurumon's Kaiser Nail, but appropriated to this form. No cooldown.
Blood Arts - Execute twice.
Howling Descent:
Steyr either flies up then descend with his fist striking the ground, or howls if he executes it midair. Within 35 meter radius area, create a massive AoE of malice attribute. It damages the targets heavily, and as addition, Steyr can sacrifice part of his HP to boost the damage output. Four turns cooldown.
Blood Arts - also applies paralysis to target of same level or lower if Steyr sacrifices his HP.
Therion Stingers:
Steyr unleashes several red energy spears at maximum three opponents (the damage is divided equally between targets). These spears are generally with increased accuracy, but its damage is lowered. Three turns cooldown.
Blood Arts: If reflected or dodged: chase the enemy again next turn. if Steyr is damaged because it was reflected, triple the damage when it chases the opponent again.
Viral Cross Jab (RAM Upgrade):
Dubbed as "knocking you out to the next day". If an enemy is using a buff or debuff a turn before or this turn, Steyr may execute a strong punch that cuts the duration by a turn. Otherwise, this technique is just a strong punch that may knock few teeth off. Three turns cooldown.
Blood Arts: Cut the duration by two, but the power is reduced.
Disaster Vortex:
Once per thread: Steyr unleashes a massive dome of whirling vortex (50 meter radius) that keeps damaging opponents inside for 3 turns. Those who are inside are unable to get out for that three turns. If anyone uses Water, Fire, Thunder or Ice type move inside the dome, add extra 50% damage of that type during the rest of the duration.
Carnage Gaogamon / Ultimate / Beast Warrior / Virus / NSp-NSo
Hazard Constitution (RAM UPGRADE GIGA):
This Digimon is immune against pain, albeit not to damage. It's more likely to be ambushed and not noticing it. In addition, Its performance will only drop by 50% of intended debuff power whenever it's debuffed (example: 50% debuff only works as 25% debuff).
Prideful Determination:
Allow this digimon to make its attack ability's output as if it's one cooldown higher upon use. Two turns cooldown per use
Hazard Buildup:
Steyr's armament attack consumes his Hazard Point. Starts the battle with 5 Hazard Points, gain one hazard point per turn, and another if attacked (and hit). Only may gain at max 2 per turn. If his Hazard Point is not enough, Steyr's executed attack's damage drops by 50%. As addition, each Hazard Stack Increases his attack by 10% (Caps at 50%). It it goes OVER 5, Steyr takes damage based on the overload ( 1 = minor damage, 2 = moderate damage, 3 and above = major damage). The actual cap is 10 stacks.
Hazard Overload:
Once per thread, able to be activated once past turns have passed: Disables all attack with tag [Armament]. Increase Steyr's Hazard Buildup limit to 100%, half of that translates as speed. Active for at max 5 turns before Steyr is unable to battle anymore in the thread.
For Havoc Gaomon and Hazard Gaogamon
Prideful Determination:
Allow this digimon to make its attack ability's output as if it's one cooldown higher upon use. Two turns cooldown per use
Adding form:
Rage Gaogamon / Perfect / Beastman / Virus / NSo - NSp
Noncombat passive:
Enhanced Senses, minus taste and touch
Flight
Combat Passive
Hazard Constitution (RAM UPGRADE GIGA):
This Digimon is immune against pain, albeit not to damage. It's more likely to be ambushed and not noticing it. In addition, Its performance will only drop by 50% of intended debuff power whenever it's debuffed (example: 50% debuff only works as 25% debuff).
Prideful Determination:
Allow this digimon to make its attack ability's output as if it's one cooldown higher upon use. Two turns cooldown per use
Combat Frenzy:
In battle, the longer the battle rages on the more Rage Gaogamon will unleash his rage. Per turn, increase strength by 10%, capping at 50%.
Actives:
Blood Fury:
Only can be used when Combat Frenzy is at max stack. Steyr lunges at his opponent and bite them before tearing some data out. If successful:Increase strength and speed by 50%. On top of it, Some of Steyr's attack gained Blood Arts effect for three turns. If miss: Cooldown for two turns. If hits: Cooldown for three turns after the effect ends.
Fenrir Crash:
Steyr focuses his energy on his sword. This technique needs charging prior in where Steyr have to stay in place for a turn, doing nothing but charging. It will create a massive blade of energy that destroys all form of defenses. Due to its heavy load and its sheer strength, Steyr unable to use this repeatedly. Five turns cooldown.
Blood Arts - Skip the charge phase completely.
Tyrant Nail:
A fast swipe, a version of Were Garurumon's Kaiser Nail, but appropriated to this form. No cooldown.
Blood Arts - Execute twice.
Howling Descent:
Steyr either flies up then descend with his fist striking the ground, or howls if he executes it midair. Within 35 meter radius area, create a massive AoE of malice attribute. It damages the targets heavily, and as addition, Steyr can sacrifice part of his HP to boost the damage output. Four turns cooldown.
Blood Arts - also applies paralysis to target of same level or lower if Steyr sacrifices his HP.
Therion Stingers:
Steyr unleashes several red energy spears at maximum three opponents (the damage is divided equally between targets). These spears are generally with increased accuracy, but its damage is lowered. Three turns cooldown.
Blood Arts: If reflected or dodged: chase the enemy again next turn. if Steyr is damaged because it was reflected, triple the damage when it chases the opponent again.
Viral Cross Jab (RAM Upgrade):
Dubbed as "knocking you out to the next day". If an enemy is using a buff or debuff a turn before or this turn, Steyr may execute a strong punch that cuts the duration by a turn. Otherwise, this technique is just a strong punch that may knock few teeth off. Three turns cooldown.
Blood Arts: Cut the duration by two, but the power is reduced.
Disaster Vortex:
Once per thread: Steyr unleashes a massive dome of whirling vortex (50 meter radius) that keeps damaging opponents inside for 3 turns. Those who are inside are unable to get out for that three turns. If anyone uses Water, Fire, Thunder or Ice type move inside the dome, add extra 50% damage of that type during the rest of the duration.
Carnage Gaogamon / Ultimate / Beast Warrior / Virus / NSp-NSo
Hazard Constitution (RAM UPGRADE GIGA):
This Digimon is immune against pain, albeit not to damage. It's more likely to be ambushed and not noticing it. In addition, Its performance will only drop by 50% of intended debuff power whenever it's debuffed (example: 50% debuff only works as 25% debuff).
Prideful Determination:
Allow this digimon to make its attack ability's output as if it's one cooldown higher upon use. Two turns cooldown per use
Hazard Buildup:
Steyr's armament attack consumes his Hazard Point. Starts the battle with 5 Hazard Points, gain one hazard point per turn, and another if attacked (and hit). Only may gain at max 2 per turn. If his Hazard Point is not enough, Steyr's executed attack's damage drops by 50%. As addition, each Hazard Stack Increases his attack by 10% (Caps at 50%). It it goes OVER 5, Steyr takes damage based on the overload ( 1 = minor damage, 2 = moderate damage, 3 and above = major damage). The actual cap is 10 stacks.
Hazard Overload:
Once per thread, able to be activated once past turns have passed: Disables all attack with tag [Armament]. Increase Steyr's Hazard Buildup limit to 100%, half of that translates as speed. Active for at max 5 turns before Steyr is unable to battle anymore in the thread.