Manami’s Edits
Jun 15, 2021 4:53:02 GMT
Post by Manami on Jun 15, 2021 4:53:02 GMT
Adding enough forms to wish the termination of my existence (3 megas + mode changes). Please let me edit these in upon approval.
Ultimate: Mastemon.
Attribute: Free.
Family: Virus Busters.
Type: Angel.
Non-Combat Abilities:
—Air Walk: Mana can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface.
—Flex [Body]: If any digimon near Mana that’s her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously.
—SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise.
—Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise.
Abilities:
—Chaos Theory [Passive Ability|RAM Upgrade]: If any of Mana’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to.
—Grimoire of Twilight [Passive Ability]: Mana’s abilities are magnified by a leather-bound tome she ‘borrowed’ from her sister. As a volume that describes innumerable secrets and techniques, her abilities are enhanced a great deal thanks to it, even though the additional energy expenditure weighs her down. This increases the damage dealt by Mana by 50%, but reduces her evasive abilities by 20% as a result.
—Overcome [Passive Ability]: Mana’s attacks and abilities ignore the effects of defensive passive abilities that might affect them.
—Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power.
Cooldown: Four posts.
—Chaos Degrade: Ability Light and Dark intertwine in between Mana’s palms, forming a vortex of profane and sacred energy around her. This ability completely absorbs every opposing attack sent in its general direction and allows Mana to commandeer said abilities to the full extent of their effects. Chaos Degrade cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it.
Cooldown: Once per thread.
—Dark Despair [Linger]: A concentrated wave of profane energy is accumulated in Mana’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular debilitates the target’s constitution, increasing the damage dealt by the next attack to hit the target by 50%.
Cooldown: One post.
—Dark Despair [Punish]: A concentrated wave of profane energy is accumulated in Mana’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular focuses solely on dealing as much damage as possible. Ignores active methods of damage prevention and mitigation.
Cooldown: Three posts.
—Holy Desire [Remedy]: A concentrated wave of sacred energy is accumulated in Mana’s palms, then either used to enhance her physical attacks or released as a holy bolt towards an opponent. This variant can both siphon harmful energies from an ally as it sails past them, or positive energies from an enemy if it impacts them. Either cleanses a debuff from an ally, or a buff from an enemy.
Cooldown: Three posts.
—Holy Desire [Soothe]: A concentrated wave of sacred energy is accumulated in Mana’s palms, then either used to enhance her physical attacks or released as a holy bolt towards an opponent. This variation in particular drains the opponent’s will to fight, making them unable to attack.
Duration: One post. Cooldown: Three posts.
—Oblivion’s Embrace: By infusing a being with an unstable combination of holy and unholy, Mana tries to forcibly shut down their digicores. This ability deals a very high amount of damage, that increases per post the current fight has gone through; in a prolonged conflict, it can be extremely dangerous or outright lethal. It ignores any kind of protection, mitigation or avoidance used against it, whether passive or active. Furthermore, if the target of this ability survives, they have their data makeup temporarily corrupted; they can’t benefit from any kind of healing or defensive abilities for the next three posts. The duration of this effect can’t be shortened and it needs to be cleansed by two separate effects in order to be completely removed. Lastly, if the target of this ability doesn’t survive or if they perish when afflicted by the debuff described above, they can’t be brought back by resurrection-based abilities for the remainder of the thread.
Cooldown: Once per thread. Four posts if it fails to deal damage to its intended target.
—Sacred Protection: Mana erects a barrier of holy energy around her and any nearby allies. This ability blocks every ability aimed at her general direction.
Cooldown: Three posts.
—Resurgence [RAM Upgrade]: Through monumental effort, Mana can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Mana is defeated, it is automatically cast on herself.
Cooldown: Once per thread.
Digivolves To: Lovely Angemon [Mode Change], Beel Starrmon, Ophanimon FMX.
Ultimate Mode Change: Lovely Angemon.
Attribute: Free.
Family: Virus Busters.
Type: Angel.
Non-Combat Abilities:
—Air Walk: Mana can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface.
—Flex [Body]: If any digimon near Mana that’s her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously.
—SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise.
—Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise.
Abilities:
—Holy Purpose [Passive Ability|Ram Upgrade]: If any of Mana’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to.
—Righteous Onslaught [Passive Ability]: For a change, this time Mana’s strength boost isn't a product of blatant thievery, but of pure kickass SMASH power! Increases the damage dealt by her by 50%, but reduces her evasive abilities by 20% as a result.
—Overcome [Passive Ability]: Mana’s attacks and abilities ignore the effects of defensive passive abilities that might affect them.
—Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power.
Cooldown: Four posts.
—Luminas SMASH!: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. This ability either cleanses a debuff from an ally, or a buff from an enemy.
—One for All: In an attempt to be the most kick-ass digimon that ever existed, Mana decides to go all out. Starting the next post after this ability is used, she gains a 100% bonus to both her attack power and speed.
Duration: Three posts. Cooldown: Three posts.
—PLUS ULTRA - 1000% DIGIWORLD SMASH!!: The culmination of Mana’s martial ability! The ultimate combination of strikes focusing on justice, friendship, and a seemingly random collection of Digital World cities! All for the sake of utterly obliterating an enemy, of course. This ability combines the effect of all her SMASH! abilities, all while applying all their effects preemptively in the following order: Luminas ➜ Rustport ➜ Terminus ➜ Rosewood ➜ Whiterwater.
Cooldown: Once per thread.
—Resurgence: Through monumental effort, Mana can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Mana is defeated, it is automatically cast on herself.
Cooldown: Once per thread.
—Terminus SMASH!: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. Ignores active methods of damage prevention and mitigation.
Cooldown: Three posts.
—Rustport SMASH!: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. Increases the damage dealt by the next attack to hit the opponent by 50%.
Cooldown: One post.
—Rosewood SMASH!: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. Deals 50% more damage to enemies afflicted by debuffs.
Cooldown: Two posts.
—Whitewater SMASH! [RAM Upgrade]: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. Restores 50% of the damage dealt as health to herself or a nearby ally.
Cooldown: Three posts.
Digivolves To: Mastemon [Mode Change], Beel Starrmon, Ophanimon FMX.
Ultimate: Mastemon.
Attribute: Free.
Family: Nightmare Soldiers.
Type: Angel.
Non-Combat Abilities:
—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface.
—Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously.
—Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat.
Abilities:
—Chaos Theory [Passive Ability|RAM Upgrade]: If any of Nami’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to.
—Free Wings [Passive Ability]: Nami’s abilities ignore any immunity or resistance to status effects.
—Overcome [Passive Ability]: Nami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them.
—Sin of Judgment [Passive Ability]: As long as Nami has an active debuff on a target, instead of being outright cleansed or tampered with, any detrimental effects on the affected enemy lose around a third of their potency per attempt directed at them, gradually losing their effect, or outright being removed at the third attempt.
—Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Nami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power.
Cooldown: Four posts.
—Chaos Degrade: Light and Dark intertwine in between Nami’s palms, forming a vortex of profane and sacred energy around her. This ability completely absorbs every opposing attack sent in its general direction and allows Nami to commandeer said abilities to the full extent of their effects. Chaos Degrade cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it.
Cooldown: Once per thread.
—Dark Despair [Corrupt]: A concentrated wave of profane energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular temporarily glitches the affected opponent’s makeup, dealing damage over time and preventing the target from using any ability that has a base cooldown period of three posts or higher.
Duration: Three posts. Cooldown: Three posts.
—Dark Despair [Linger]: A concentrated wave of profane energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular debilitates the target’s constitution, increasing the damage dealt by the next attack to hit the target by 50%.
Cooldown: One post.
—Holy Desire [Soothe]: A concentrated wave of sacred energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a holy bolt towards an opponent. This variation in particular drains the target’s will to fight, making them unable to attack.
Duration: One post. Cooldown: Three posts.
—Holy Desire [Weaken]: A concentrated wave of sacred energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a holy bolt towards an opponent. This variation in particular weakens the opponent, reducing the damage they deal by 50%. During this period, all their attacks lose piercing properties and can’t gain piercing properties.
Duration: Three posts. Cooldown: Three posts.
—Sacred Protection: Nami erects a barrier of holy energy around her and any nearby allies. This ability blocks every ability aimed at her general direction.
Cooldown: Three posts.
—Resurgence [RAM Upgrade]: Through monumental effort, Nami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself.
Cooldown: Once per thread.
Digivolves To: Warudamon [Mode Change], Lilithmon X, Venusmon.
Ultimate Mode Change: Warudamon.
Attribute: Free.
Family: Nightmare Soldiers.
Type: Demon Man.
Non-Combat Abilities:
—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface.
—Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously.
—Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat.
Abilities:
—Tactician’s Acumen [Passive Ability|RAM Upgrade]: Part of any flawless strategy implies compensating for any possible adverse events. Periodically, Nami can remove a harmful effect afflicting a nearby ally or herself.
Cooldown: Two posts.
—Tactician’s Artistry [Passive Ability]: While Kaerazu no Jin or Katarazu no Jin are active, Nami can use Satan Mund independently of its cooldown period.
—Tactician’s Command [Passive Ability]: Despite how surprising it might sound, Nami is actually pretty good at ordering people around. Or at self-motivation, if it comes to it! When she does, she can boost the effectiveness of the next ability an ally or herself would perform by 100%.
Duration: One post. Cooldown: Two posts.
—Tactician’s Guile [Passive Ability]: Nami’s abilities ignore any immunity or resistance to status effects.
—Tactician’s Ingenuity [Passive Ability]: If any effects inflicted or bestowed by Nami were to be cleansed, they instead lose about a third of their potency per attempt at doing so, gradually losing their effect, or outright being removed at the third attempt.
—Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Nami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power.
Cooldown: Four posts.
—Dämon Arm: On a target location, Nami is able to summon an amassment of hands that latch onto an opponent and strike at them, all while exerting an enormous amount of pressure and weighing them down with visions of dread. This crippling effect enervates the target, increasing the damage dealt by the next attack to hit them by 50%.
Cooldown: One post.
—Great Wall: Nami erects a barrier around her and any nearby allies. This ability blocks every ability aimed at her general direction.
Cooldown: Three posts.
—Kaerazu no Jin: By grasping the battlefield, Nami can orchestrate it into a scene worthy of an epic confrontation. The maze-like result extends in a five-hundred meter radius area, with her as its permanent center. The new landscape greatly favors Nami and her allies, permitting up to five of them to regain health equal to half the damage they deal. Similarly, up to five enemies fall victim to the vexing battlefield, inflicting upon themselves half the damage they deal.
Duration: Four posts. Cooldown: Once per thread.
—Katarazu no Jin: By reaching into the battlefield, Nami can manipulate it into any shape or form she desires; weather conditions, time, or even space are hers to play with as she sees fit. This extends in a five-hundred meter radius area, with her as its permanent center. This new stage is designed with both allies and enemies in mind. It increases the effectiveness of the abilities of up to five allies by 100%, and increases the damage received by up to five enemies by 100% as long as they remain within this ability’s area of effect.
Duration: Four posts. Cooldown: Once per thread.
—Resurgence: Through monumental effort, Nami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself.
Cooldown: Once per thread.
—Satan Mund [RAM Upgrade]: After covering herself with her cape, Nami transforms herself into a nightmarish creature that mercilessly attacks an opponent. Anyone struck by this ability is temporarily crippled; for its duration, subjects become insensitive to any kind of beneficial, ally-based abilities (shields, healing, temporary boosts, among others), rendering them without effect for this ability’s duration. Given the savage nature of this attack, it gets through active defensive measures with next to no effort. Further instances of this effect only refresh its duration.
Duration: Three posts. Cooldown: Three posts.
Digivolves To: Mastemon [Mode Change], Lilithmon X, Venusmon.
Ultimate: Hadesmon.
Attribute: Free.
Family: Nightmare Soldiers.
Type: God Man.
Non-Combat Abilities:
—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet.
—Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously.
—SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise.
—Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise.
—Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat.
Abilities:
—Avernus’ Hound [Passive Ability|RAM Upgrade]: Once on the track of an enemy, there’s not a lot of room for it to escape Manami. While in a fight, she’s able to gain quite the sizable speed boost for a short duration. Useful to set up attacks from unexpected angles or get out of harm's way more effectively.
Cooldown: Two posts.
—Bleak Heart [Passive Ability]: As the imparter of both the beginning and the end, Hadesmon has developed the innate ability to cut things short. Periodically, Manami can remove a harmful effect afflicting a nearby ally or herself.
Cooldown: Two posts.
—Cut the Thread [Passive Ability]: If four of Manami's abilities are all on their cooldown periods, she gains unrestricted access to a weaker form of Unravel Fate that deals 25% less damage.
—Overcome [Passive Ability]: Manami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them.
—Pursuit [Passive Ability]: Once in the chase, Manami engages it with borderline single-mindedness. She gets +50% attack and -20% evasion.
—Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Manami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power.
Cooldown: Four posts.
—Extinction: After thrusting or waving the tip of her tail around, a seemingly endless barrage of spikes reminiscing it is thrusted around, destroying a good deal of anything that might be on Manami’s way. This ability ignores active defenses used against it.
Cooldown: Five posts.
—Resurgence: Through monumental effort, Manami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself.
Cooldown: Once per thread.
—Siphoning Claws: Manami brandishes her claws in order to cause as much havoc as she can around her, dealing damage in a wide area centered around her. Heals her for half the damage dealt by this attack.
Cooldown: Four posts.
—Tartarus’ Grasp: Sometimes, some opponents are too stubborn and Manami just needs to pack that extra punch. Beginning the post after this ability is used, Manami gets a 100% increase in both her attack and speed.
Duration: Three posts. Cooldown: Three posts.
—Torment: After thrusting or waving the tip of her tail around, a pillar of purple energy begins to expand outward, destroying a good deal of anything that might be on Manami’s way. This attack deals a fair bit of damage in a wide area centered around Manami and cleanses a beneficial effect from anyone damaged by it.
Cooldown: Three posts.
—Unravel Fate [RAM Upgrade]: This attack can take many forms; whether a swing of Hadesmon’s tail, a radiant wave of energy coming from her mouth, a savage thrashing using her limbs or something else, the purpose is always the same. To cut the time of target’s and what they represent short. This attack deals a fair bit of damage that ignores active defenses used against it. If successful, Unravel Fate also damages any summons/summoners that entity has and their twin, if any.
Cooldown: Four posts.
Digivolves To: Dynasmon X [Mode Change], Omegamon Merciful Mode, Omegamon Alter B.
Ultimate Mode Change: Dynasmon X.
Attribute: Free.
Family: Virus Busters.
Type: Holy Knight.
Non-Combat Abilities:
—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet.
—Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously.
—SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise.
—Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise.
—Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat.
Abilities:
—Army Breaker [Passive Ability|RAM Upgrade]: It can be called a brand of recklessness, but the toughest the odds, the more thrilled Dynasmon becomes at the prospect of a fight. As long as Manami is outnumbered by enemies of her same level or higher, she can use two abilities per posting round. For normal threads, enemies are counted on an account basis (basically, against how many different accounts she’s fighting against, regardless of how many actual characters they have). On threads with a DM, it’s at the DM's discretion how intense this passive becomes, should a situation that triggers it happen.
—Bravery [Passive Ability]: Dynasmon X thrives when the odds are stacked against her. Manami’s offensive ability is increased by 20%, and further increased by 20% for each enemy of the same level or higher that outnumbers her. This effect caps at 100%.
—Indomitable Will [Passive Ability]: Dynasmon X’s unwillingness to surrender is present in every part of her being, and enables her to persevere where others would fall. Periodically, Manami can remove a harmful effect afflicting a nearby ally or herself. The cooldown of this effect is reduced by one post for each enemy of her same level or higher that outnumbers her.
Cooldown: Three posts.
—Heart of the Wyvern [Passive Ability]: If four of Manami's abilities are all on their cooldown periods, she gains unrestricted access to a weaker form of Breath of the Wyvern that deals 25% less damage.
—Overcome [Passive Ability]: Manami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them.
—Baleful Vortex: The ten elements are condensed in Dynasmon X’s hands, then fused into an extremely unstable maelstrom of energy around her. This ability completely absorbs every opposing attack sent in its general direction and allows Manami to commandeer said abilities to the full extent of their effects. Baleful Vortex cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it.
Cooldown: Once per thread.
—Breath of the Wyvern: Icy energy is accumulated in between Dynasmon X’s palms, then either released as a wave that covers a large area around her, or used to enhance her already powerful melee attacks with both damage and range. This attack deals a fair bit of damage that ignores active defenses used against it.
Cooldown: Four posts.
—Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power.
Cooldown: Four posts.
—Cataclysm: Overwhelming coldness envelops Dynasmon X’s frame, then it’s released as a massive gale of draconic essence that ravages everything on a massive radius around her. This ability equals to two instances of Breath of the Wyvern, plus two more for each enemy of her same level or higher that outnumbers Manami.
Cooldown: Once per thread.
—Hero’s Downfall: At Dynasmon X’s command, storm clouds begin to form above the battlefield, crackling with accumulated power as they ready themselves to unleash a deadly thunderstorm in the following post. For this move’s duration, a wyvern-shaped lightning bolt will strike at any target designated by Manami within the tempest’s radius, dealing damage equal to a three post cooldown attack. Manami will regain health equal to half the damage dealt by these attacks.
Duration: Two posts, plus one for each enemy that outnumbers Manami. Cooldown: Once per thread.
—Overlord Aspect: Dynasmon X’s final form™ is released, granting her a temporary, yet sizable power boost. On the post after this ability is executed, her offensive and defensive power are increased by 50%, and further increased by 50% for each enemy of the same level or higher that outnumbers her.
Duration: Four posts. Cooldown: Once per thread.
—Resurgence [RAM Upgrade]: Through monumental effort, Manami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself.
Cooldown: Once per thread.
Digivolves To: Hadesmon [Mode Change], Omegamon Merciful Mode, Omegamon Alter B.
Ultimate: Mastemon.
Attribute: Free.
Family: Virus Busters.
Type: Angel.
Non-Combat Abilities:
—Air Walk: Mana can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface.
—Flex [Body]: If any digimon near Mana that’s her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously.
—SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise.
—Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise.
Abilities:
—Chaos Theory [Passive Ability|RAM Upgrade]: If any of Mana’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to.
—Grimoire of Twilight [Passive Ability]: Mana’s abilities are magnified by a leather-bound tome she ‘borrowed’ from her sister. As a volume that describes innumerable secrets and techniques, her abilities are enhanced a great deal thanks to it, even though the additional energy expenditure weighs her down. This increases the damage dealt by Mana by 50%, but reduces her evasive abilities by 20% as a result.
—Overcome [Passive Ability]: Mana’s attacks and abilities ignore the effects of defensive passive abilities that might affect them.
—Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power.
Cooldown: Four posts.
—Chaos Degrade: Ability Light and Dark intertwine in between Mana’s palms, forming a vortex of profane and sacred energy around her. This ability completely absorbs every opposing attack sent in its general direction and allows Mana to commandeer said abilities to the full extent of their effects. Chaos Degrade cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it.
Cooldown: Once per thread.
—Dark Despair [Linger]: A concentrated wave of profane energy is accumulated in Mana’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular debilitates the target’s constitution, increasing the damage dealt by the next attack to hit the target by 50%.
Cooldown: One post.
—Dark Despair [Punish]: A concentrated wave of profane energy is accumulated in Mana’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular focuses solely on dealing as much damage as possible. Ignores active methods of damage prevention and mitigation.
Cooldown: Three posts.
—Holy Desire [Remedy]: A concentrated wave of sacred energy is accumulated in Mana’s palms, then either used to enhance her physical attacks or released as a holy bolt towards an opponent. This variant can both siphon harmful energies from an ally as it sails past them, or positive energies from an enemy if it impacts them. Either cleanses a debuff from an ally, or a buff from an enemy.
Cooldown: Three posts.
—Holy Desire [Soothe]: A concentrated wave of sacred energy is accumulated in Mana’s palms, then either used to enhance her physical attacks or released as a holy bolt towards an opponent. This variation in particular drains the opponent’s will to fight, making them unable to attack.
Duration: One post. Cooldown: Three posts.
—Oblivion’s Embrace: By infusing a being with an unstable combination of holy and unholy, Mana tries to forcibly shut down their digicores. This ability deals a very high amount of damage, that increases per post the current fight has gone through; in a prolonged conflict, it can be extremely dangerous or outright lethal. It ignores any kind of protection, mitigation or avoidance used against it, whether passive or active. Furthermore, if the target of this ability survives, they have their data makeup temporarily corrupted; they can’t benefit from any kind of healing or defensive abilities for the next three posts. The duration of this effect can’t be shortened and it needs to be cleansed by two separate effects in order to be completely removed. Lastly, if the target of this ability doesn’t survive or if they perish when afflicted by the debuff described above, they can’t be brought back by resurrection-based abilities for the remainder of the thread.
Cooldown: Once per thread. Four posts if it fails to deal damage to its intended target.
—Sacred Protection: Mana erects a barrier of holy energy around her and any nearby allies. This ability blocks every ability aimed at her general direction.
Cooldown: Three posts.
—Resurgence [RAM Upgrade]: Through monumental effort, Mana can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Mana is defeated, it is automatically cast on herself.
Cooldown: Once per thread.
Digivolves To: Lovely Angemon [Mode Change], Beel Starrmon, Ophanimon FMX.
Ultimate Mode Change: Lovely Angemon.
Attribute: Free.
Family: Virus Busters.
Type: Angel.
Non-Combat Abilities:
—Air Walk: Mana can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface.
—Flex [Body]: If any digimon near Mana that’s her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously.
—SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise.
—Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise.
Abilities:
—Holy Purpose [Passive Ability|Ram Upgrade]: If any of Mana’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to.
—Righteous Onslaught [Passive Ability]: For a change, this time Mana’s strength boost isn't a product of blatant thievery, but of pure kickass SMASH power! Increases the damage dealt by her by 50%, but reduces her evasive abilities by 20% as a result.
—Overcome [Passive Ability]: Mana’s attacks and abilities ignore the effects of defensive passive abilities that might affect them.
—Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power.
Cooldown: Four posts.
—Luminas SMASH!: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. This ability either cleanses a debuff from an ally, or a buff from an enemy.
—One for All: In an attempt to be the most kick-ass digimon that ever existed, Mana decides to go all out. Starting the next post after this ability is used, she gains a 100% bonus to both her attack power and speed.
Duration: Three posts. Cooldown: Three posts.
—PLUS ULTRA - 1000% DIGIWORLD SMASH!!: The culmination of Mana’s martial ability! The ultimate combination of strikes focusing on justice, friendship, and a seemingly random collection of Digital World cities! All for the sake of utterly obliterating an enemy, of course. This ability combines the effect of all her SMASH! abilities, all while applying all their effects preemptively in the following order: Luminas ➜ Rustport ➜ Terminus ➜ Rosewood ➜ Whiterwater.
Cooldown: Once per thread.
—Resurgence: Through monumental effort, Mana can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Mana is defeated, it is automatically cast on herself.
Cooldown: Once per thread.
—Terminus SMASH!: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. Ignores active methods of damage prevention and mitigation.
Cooldown: Three posts.
—Rustport SMASH!: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. Increases the damage dealt by the next attack to hit the opponent by 50%.
Cooldown: One post.
—Rosewood SMASH!: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. Deals 50% more damage to enemies afflicted by debuffs.
Cooldown: Two posts.
—Whitewater SMASH! [RAM Upgrade]: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. Restores 50% of the damage dealt as health to herself or a nearby ally.
Cooldown: Three posts.
Digivolves To: Mastemon [Mode Change], Beel Starrmon, Ophanimon FMX.
Ultimate: Mastemon.
Attribute: Free.
Family: Nightmare Soldiers.
Type: Angel.
Non-Combat Abilities:
—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface.
—Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously.
—Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat.
Abilities:
—Chaos Theory [Passive Ability|RAM Upgrade]: If any of Nami’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to.
—Free Wings [Passive Ability]: Nami’s abilities ignore any immunity or resistance to status effects.
—Overcome [Passive Ability]: Nami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them.
—Sin of Judgment [Passive Ability]: As long as Nami has an active debuff on a target, instead of being outright cleansed or tampered with, any detrimental effects on the affected enemy lose around a third of their potency per attempt directed at them, gradually losing their effect, or outright being removed at the third attempt.
—Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Nami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power.
Cooldown: Four posts.
—Chaos Degrade: Light and Dark intertwine in between Nami’s palms, forming a vortex of profane and sacred energy around her. This ability completely absorbs every opposing attack sent in its general direction and allows Nami to commandeer said abilities to the full extent of their effects. Chaos Degrade cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it.
Cooldown: Once per thread.
—Dark Despair [Corrupt]: A concentrated wave of profane energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular temporarily glitches the affected opponent’s makeup, dealing damage over time and preventing the target from using any ability that has a base cooldown period of three posts or higher.
Duration: Three posts. Cooldown: Three posts.
—Dark Despair [Linger]: A concentrated wave of profane energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular debilitates the target’s constitution, increasing the damage dealt by the next attack to hit the target by 50%.
Cooldown: One post.
—Holy Desire [Soothe]: A concentrated wave of sacred energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a holy bolt towards an opponent. This variation in particular drains the target’s will to fight, making them unable to attack.
Duration: One post. Cooldown: Three posts.
—Holy Desire [Weaken]: A concentrated wave of sacred energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a holy bolt towards an opponent. This variation in particular weakens the opponent, reducing the damage they deal by 50%. During this period, all their attacks lose piercing properties and can’t gain piercing properties.
Duration: Three posts. Cooldown: Three posts.
—Sacred Protection: Nami erects a barrier of holy energy around her and any nearby allies. This ability blocks every ability aimed at her general direction.
Cooldown: Three posts.
—Resurgence [RAM Upgrade]: Through monumental effort, Nami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself.
Cooldown: Once per thread.
Digivolves To: Warudamon [Mode Change], Lilithmon X, Venusmon.
Ultimate Mode Change: Warudamon.
Attribute: Free.
Family: Nightmare Soldiers.
Type: Demon Man.
Non-Combat Abilities:
—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface.
—Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously.
—Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat.
Abilities:
—Tactician’s Acumen [Passive Ability|RAM Upgrade]: Part of any flawless strategy implies compensating for any possible adverse events. Periodically, Nami can remove a harmful effect afflicting a nearby ally or herself.
Cooldown: Two posts.
—Tactician’s Artistry [Passive Ability]: While Kaerazu no Jin or Katarazu no Jin are active, Nami can use Satan Mund independently of its cooldown period.
—Tactician’s Command [Passive Ability]: Despite how surprising it might sound, Nami is actually pretty good at ordering people around. Or at self-motivation, if it comes to it! When she does, she can boost the effectiveness of the next ability an ally or herself would perform by 100%.
Duration: One post. Cooldown: Two posts.
—Tactician’s Guile [Passive Ability]: Nami’s abilities ignore any immunity or resistance to status effects.
—Tactician’s Ingenuity [Passive Ability]: If any effects inflicted or bestowed by Nami were to be cleansed, they instead lose about a third of their potency per attempt at doing so, gradually losing their effect, or outright being removed at the third attempt.
—Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Nami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power.
Cooldown: Four posts.
—Dämon Arm: On a target location, Nami is able to summon an amassment of hands that latch onto an opponent and strike at them, all while exerting an enormous amount of pressure and weighing them down with visions of dread. This crippling effect enervates the target, increasing the damage dealt by the next attack to hit them by 50%.
Cooldown: One post.
—Great Wall: Nami erects a barrier around her and any nearby allies. This ability blocks every ability aimed at her general direction.
Cooldown: Three posts.
—Kaerazu no Jin: By grasping the battlefield, Nami can orchestrate it into a scene worthy of an epic confrontation. The maze-like result extends in a five-hundred meter radius area, with her as its permanent center. The new landscape greatly favors Nami and her allies, permitting up to five of them to regain health equal to half the damage they deal. Similarly, up to five enemies fall victim to the vexing battlefield, inflicting upon themselves half the damage they deal.
Duration: Four posts. Cooldown: Once per thread.
—Katarazu no Jin: By reaching into the battlefield, Nami can manipulate it into any shape or form she desires; weather conditions, time, or even space are hers to play with as she sees fit. This extends in a five-hundred meter radius area, with her as its permanent center. This new stage is designed with both allies and enemies in mind. It increases the effectiveness of the abilities of up to five allies by 100%, and increases the damage received by up to five enemies by 100% as long as they remain within this ability’s area of effect.
Duration: Four posts. Cooldown: Once per thread.
—Resurgence: Through monumental effort, Nami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself.
Cooldown: Once per thread.
—Satan Mund [RAM Upgrade]: After covering herself with her cape, Nami transforms herself into a nightmarish creature that mercilessly attacks an opponent. Anyone struck by this ability is temporarily crippled; for its duration, subjects become insensitive to any kind of beneficial, ally-based abilities (shields, healing, temporary boosts, among others), rendering them without effect for this ability’s duration. Given the savage nature of this attack, it gets through active defensive measures with next to no effort. Further instances of this effect only refresh its duration.
Duration: Three posts. Cooldown: Three posts.
Digivolves To: Mastemon [Mode Change], Lilithmon X, Venusmon.
Ultimate: Hadesmon.
Attribute: Free.
Family: Nightmare Soldiers.
Type: God Man.
Non-Combat Abilities:
—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet.
—Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously.
—SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise.
—Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise.
—Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat.
Abilities:
—Avernus’ Hound [Passive Ability|RAM Upgrade]: Once on the track of an enemy, there’s not a lot of room for it to escape Manami. While in a fight, she’s able to gain quite the sizable speed boost for a short duration. Useful to set up attacks from unexpected angles or get out of harm's way more effectively.
Cooldown: Two posts.
—Bleak Heart [Passive Ability]: As the imparter of both the beginning and the end, Hadesmon has developed the innate ability to cut things short. Periodically, Manami can remove a harmful effect afflicting a nearby ally or herself.
Cooldown: Two posts.
—Cut the Thread [Passive Ability]: If four of Manami's abilities are all on their cooldown periods, she gains unrestricted access to a weaker form of Unravel Fate that deals 25% less damage.
—Overcome [Passive Ability]: Manami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them.
—Pursuit [Passive Ability]: Once in the chase, Manami engages it with borderline single-mindedness. She gets +50% attack and -20% evasion.
—Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Manami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power.
Cooldown: Four posts.
—Extinction: After thrusting or waving the tip of her tail around, a seemingly endless barrage of spikes reminiscing it is thrusted around, destroying a good deal of anything that might be on Manami’s way. This ability ignores active defenses used against it.
Cooldown: Five posts.
—Resurgence: Through monumental effort, Manami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself.
Cooldown: Once per thread.
—Siphoning Claws: Manami brandishes her claws in order to cause as much havoc as she can around her, dealing damage in a wide area centered around her. Heals her for half the damage dealt by this attack.
Cooldown: Four posts.
—Tartarus’ Grasp: Sometimes, some opponents are too stubborn and Manami just needs to pack that extra punch. Beginning the post after this ability is used, Manami gets a 100% increase in both her attack and speed.
Duration: Three posts. Cooldown: Three posts.
—Torment: After thrusting or waving the tip of her tail around, a pillar of purple energy begins to expand outward, destroying a good deal of anything that might be on Manami’s way. This attack deals a fair bit of damage in a wide area centered around Manami and cleanses a beneficial effect from anyone damaged by it.
Cooldown: Three posts.
—Unravel Fate [RAM Upgrade]: This attack can take many forms; whether a swing of Hadesmon’s tail, a radiant wave of energy coming from her mouth, a savage thrashing using her limbs or something else, the purpose is always the same. To cut the time of target’s and what they represent short. This attack deals a fair bit of damage that ignores active defenses used against it. If successful, Unravel Fate also damages any summons/summoners that entity has and their twin, if any.
Cooldown: Four posts.
Digivolves To: Dynasmon X [Mode Change], Omegamon Merciful Mode, Omegamon Alter B.
Ultimate Mode Change: Dynasmon X.
Attribute: Free.
Family: Virus Busters.
Type: Holy Knight.
Non-Combat Abilities:
—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet.
—Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously.
—SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise.
—Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise.
—Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat.
Abilities:
—Army Breaker [Passive Ability|RAM Upgrade]: It can be called a brand of recklessness, but the toughest the odds, the more thrilled Dynasmon becomes at the prospect of a fight. As long as Manami is outnumbered by enemies of her same level or higher, she can use two abilities per posting round. For normal threads, enemies are counted on an account basis (basically, against how many different accounts she’s fighting against, regardless of how many actual characters they have). On threads with a DM, it’s at the DM's discretion how intense this passive becomes, should a situation that triggers it happen.
—Bravery [Passive Ability]: Dynasmon X thrives when the odds are stacked against her. Manami’s offensive ability is increased by 20%, and further increased by 20% for each enemy of the same level or higher that outnumbers her. This effect caps at 100%.
—Indomitable Will [Passive Ability]: Dynasmon X’s unwillingness to surrender is present in every part of her being, and enables her to persevere where others would fall. Periodically, Manami can remove a harmful effect afflicting a nearby ally or herself. The cooldown of this effect is reduced by one post for each enemy of her same level or higher that outnumbers her.
Cooldown: Three posts.
—Heart of the Wyvern [Passive Ability]: If four of Manami's abilities are all on their cooldown periods, she gains unrestricted access to a weaker form of Breath of the Wyvern that deals 25% less damage.
—Overcome [Passive Ability]: Manami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them.
—Baleful Vortex: The ten elements are condensed in Dynasmon X’s hands, then fused into an extremely unstable maelstrom of energy around her. This ability completely absorbs every opposing attack sent in its general direction and allows Manami to commandeer said abilities to the full extent of their effects. Baleful Vortex cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it.
Cooldown: Once per thread.
—Breath of the Wyvern: Icy energy is accumulated in between Dynasmon X’s palms, then either released as a wave that covers a large area around her, or used to enhance her already powerful melee attacks with both damage and range. This attack deals a fair bit of damage that ignores active defenses used against it.
Cooldown: Four posts.
—Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power.
Cooldown: Four posts.
—Cataclysm: Overwhelming coldness envelops Dynasmon X’s frame, then it’s released as a massive gale of draconic essence that ravages everything on a massive radius around her. This ability equals to two instances of Breath of the Wyvern, plus two more for each enemy of her same level or higher that outnumbers Manami.
Cooldown: Once per thread.
—Hero’s Downfall: At Dynasmon X’s command, storm clouds begin to form above the battlefield, crackling with accumulated power as they ready themselves to unleash a deadly thunderstorm in the following post. For this move’s duration, a wyvern-shaped lightning bolt will strike at any target designated by Manami within the tempest’s radius, dealing damage equal to a three post cooldown attack. Manami will regain health equal to half the damage dealt by these attacks.
Duration: Two posts, plus one for each enemy that outnumbers Manami. Cooldown: Once per thread.
—Overlord Aspect: Dynasmon X’s final form™ is released, granting her a temporary, yet sizable power boost. On the post after this ability is executed, her offensive and defensive power are increased by 50%, and further increased by 50% for each enemy of the same level or higher that outnumbers her.
Duration: Four posts. Cooldown: Once per thread.
—Resurgence [RAM Upgrade]: Through monumental effort, Manami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself.
Cooldown: Once per thread.
Digivolves To: Hadesmon [Mode Change], Omegamon Merciful Mode, Omegamon Alter B.