Zack and Marigold Mega edit
Jun 12, 2022 14:01:24 GMT
Post by supesman on Jun 12, 2022 14:01:24 GMT
Mega
Species: Grandis Kuwagamon
Appearance:
Attribute: Virus
Family/ies: Nature Spirits, Jungle Troopers, Metal Empire
Type: Insect
Fighting Style: This is the culmination of all of Marigold's heroic preparation and training, every ounce of her father's martial instruction and all the time she's put in as his protégé and partner. She moves like a trained martial artists, snapping her weight from one foot to the other and smashing outward with kicks and punches that seem to have only left her side seconds before. Her blade and energy attacks are punishing and well aimed, used against opponents already knocked off guard to blast them away with a final, finishing blow. She still holds a small amount more anger in her fighting than her father, hitting harder, faster and with less mercy than the joking vigilante who raised her.
Abilities: [9 Abilities Max]
1. Blade Change!: Metal Change is the evolution of Marigold's Mushi Change ability in her previous form. The activation of the ability, although it is a passive in nature, is done with Marigold calling out "Blade Change!" and then crossing both of her arms over her chest. The armor of her body mutates into slightly new form of the two alternative forms she possesses as well as flashing into a new gleaming armored color. The forms and their associated stat alterations and drawbacks are listed below. (Once Per Thread, Passive)
a. Claw Form: Claw Form is Marigold's most all around balanced form that also serves as the base form that she transforms into during each new cycle. Its gauntlets are equipped with a pair of three clawed gauntlets and four wings sprout out of the back, as well as sporting a black, shimmering color scheme dotted with gun metal grey stripes and waves.
b. Sword Form: The gauntlets on Marigold's arms merge their trio of claws to become a hulking blade on each hand as her carapace turns from a deep black into a gleaming, knightly silver with glittering golden stripes. Her wings fold down against her shoulders and back in order to add an extra layer of armor as the density and strength of her armors increases, along with her weight that leaves this form stomping about the battlefield with more defense and attack power but less speed and losing the ability to fly. (Increases defense by 50%, reduces speed by 20% and removes the ability to fly)
c. Axe Form: The claws on Marigold's gauntlets merge and expand to large double headed axe blades on the back of her hands, massive cleaving weapons that increase her damage output by a massive margin. Her wings shrink and her armor noticeably thins in order to add as much material to the blades of her axes as possible, restricting her ability to fly to only a longer than normal leap that she uses to line up strong overhead chops and blows from above. (Increases attack by 50%, reduces defense by 20% and removes ability to fly)
d. Spear Form: The claws on Marigold's gauntlets merge together to form long, pointed spears sticking out from the back of her hands, the spine of the spears moving in gleaming metal all the way up her arms in order to reinforce the attacking points. Her weapons are noticeably thinner and made of less material than her other forms, some of that material having been moved into a larger, more impressive set of wings and heavier support on her joints and limbs that allow her a more acrobatic and quickly fluttering way of motion (Increases Speed by 50%, reduces attack power by 20%)
2. Gran Killer!: Marigold lashes out with the blades on the backs of her arms, slashing and clawing at the opponent in what is her most basic and reliable attacking option. The attack doesn't change much between the different forms save for the motion made with her hands or the angle from which she attacks (0 Post Cooldown)
3. Grandis Scissor!: Marigold slashes both of her weapons forward, creating a large X in the air that then launches at her opponent. This is her most basic ranged option and while it's stronger than her Gran Killer attack by a noticeable margin, it's not by much and mostly just serves as her most go-to ranged attack (1 Post Cooldown)
4. Grandis Chop!: Marigold brings both of her arms down in a chopping motion that sends a booming shockwave forward in a heavy pillar in front of her, moving it along with a forward snap of her wings. Powerful enough to shatter buildings and boulders with a single shot it serves as a heavier ranged option with a larger payoff but a higher energy requirement (2 Post Cooldown)
5. Grandis Punch!: Marigold reels back and delivers are hard punch to her opponent with the weapon on the back of her hand. The cut or wound delivered by the weapon sizzles, hisses and burns for a few short seconds before exploding in a secondary impact. This options is particularly good at breaking through an opponent's defenses and barricades. (2 Post Cooldown, Shield Breaking)
6. Grandis Shoot!: Collects a large amount of energy from all the way up her arms and spine and fires it through the metallic weapons on the back of her gantlets, creating a fiery ball that harshly impact the target, leaving a burned ring at the site of impact that burns and sizzles for a couple of seconds before bursting into a second explosion just as strong as the first. Without the hard physical blow this attack isn't as useful for breaking through shields, although its power is similar to Grandis Punch (2 Post Cooldown)
7. Grandis Chop!: Marigold brings both of her hands together, linking her hands and raising both of her arms to deliver a downward hammer blow that can either be delivered in melee range directly to the target or be brought down against the ground to send a rattling shockwave through the floor that will explode upward when underneath the target. This attack is a powerful spacing tool that is used to help Marigold keep the battle on her terms and to knock an enemy off their feet (3 Post Cooldown, Knockup)
8. Grandis Break!: Marigold energizes her entire body and shoots forward to drive her heavy shoulders into the opponent at center mass, hauling them backward until the pair collide with something or someone in the way, causing an explosion upon impact with any solid object that halts the momentum of the charge. The high momentum and energy poured into the charge can only go for so long though, fizzling out somewhere between fifty and a hundred feet if no contact is made. (3 Post Cooldown, Grapples until Marigold and the opponent hit something in the way)
9. Grandis Kick!: Marigold leaps into the air and extends one or both feet depending on her form, slamming both of them into the opponent which creates a powerful explosive discharge and leaves one or two marks on the flesh of the opponent that sizzle and burn for a few seconds longer than the marts from Grandis Punch or Shoot before exploding in a MASSIVE conflagration. This is Marigold's final finishing move, meant to put opponents in a physical state where they can no longer fight. The start up lag means that this attack can only be used against already weakened or staggered opponents and is easy enough to dodge or counter if the opponent is still able and energetic enough to avoid it (4 Post Cooldown, Long Startup Lag)
b. Sword Form: The gauntlets on Marigold's arms merge their trio of claws to become a hulking blade on each hand as her carapace turns from a deep black into a gleaming, knightly silver with glittering golden stripes. Her wings fold down against her shoulders and back in order to add an extra layer of armor as the density and strength of her armors increases, along with her weight that leaves this form stomping about the battlefield with more defense and attack power but less speed and losing the ability to fly. (Increases defense by 50%, reduces speed by 20% and removes the ability to fly)
c. Axe Form: The claws on Marigold's gauntlets merge and expand to large double headed axe blades on the back of her hands, massive cleaving weapons that increase her damage output by a massive margin. Her wings shrink and her armor noticeably thins in order to add as much material to the blades of her axes as possible, restricting her ability to fly to only a longer than normal leap that she uses to line up strong overhead chops and blows from above. (Increases attack by 50%, reduces defense by 20% and removes ability to fly)
d. Spear Form: The claws on Marigold's gauntlets merge together to form long, pointed spears sticking out from the back of her hands, the spine of the spears moving in gleaming metal all the way up her arms in order to reinforce the attacking points. Her weapons are noticeably thinner and made of less material than her other forms, some of that material having been moved into a larger, more impressive set of wings and heavier support on her joints and limbs that allow her a more acrobatic and quickly fluttering way of motion (Increases Speed by 50%, reduces attack power by 20%)
2. Gran Killer!: Marigold lashes out with the blades on the backs of her arms, slashing and clawing at the opponent in what is her most basic and reliable attacking option. The attack doesn't change much between the different forms save for the motion made with her hands or the angle from which she attacks (0 Post Cooldown)
3. Grandis Scissor!: Marigold slashes both of her weapons forward, creating a large X in the air that then launches at her opponent. This is her most basic ranged option and while it's stronger than her Gran Killer attack by a noticeable margin, it's not by much and mostly just serves as her most go-to ranged attack (1 Post Cooldown)
4. Grandis Chop!: Marigold brings both of her arms down in a chopping motion that sends a booming shockwave forward in a heavy pillar in front of her, moving it along with a forward snap of her wings. Powerful enough to shatter buildings and boulders with a single shot it serves as a heavier ranged option with a larger payoff but a higher energy requirement (2 Post Cooldown)
5. Grandis Punch!: Marigold reels back and delivers are hard punch to her opponent with the weapon on the back of her hand. The cut or wound delivered by the weapon sizzles, hisses and burns for a few short seconds before exploding in a secondary impact. This options is particularly good at breaking through an opponent's defenses and barricades. (2 Post Cooldown, Shield Breaking)
6. Grandis Shoot!: Collects a large amount of energy from all the way up her arms and spine and fires it through the metallic weapons on the back of her gantlets, creating a fiery ball that harshly impact the target, leaving a burned ring at the site of impact that burns and sizzles for a couple of seconds before bursting into a second explosion just as strong as the first. Without the hard physical blow this attack isn't as useful for breaking through shields, although its power is similar to Grandis Punch (2 Post Cooldown)
7. Grandis Chop!: Marigold brings both of her hands together, linking her hands and raising both of her arms to deliver a downward hammer blow that can either be delivered in melee range directly to the target or be brought down against the ground to send a rattling shockwave through the floor that will explode upward when underneath the target. This attack is a powerful spacing tool that is used to help Marigold keep the battle on her terms and to knock an enemy off their feet (3 Post Cooldown, Knockup)
8. Grandis Break!: Marigold energizes her entire body and shoots forward to drive her heavy shoulders into the opponent at center mass, hauling them backward until the pair collide with something or someone in the way, causing an explosion upon impact with any solid object that halts the momentum of the charge. The high momentum and energy poured into the charge can only go for so long though, fizzling out somewhere between fifty and a hundred feet if no contact is made. (3 Post Cooldown, Grapples until Marigold and the opponent hit something in the way)
9. Grandis Kick!: Marigold leaps into the air and extends one or both feet depending on her form, slamming both of them into the opponent which creates a powerful explosive discharge and leaves one or two marks on the flesh of the opponent that sizzle and burn for a few seconds longer than the marts from Grandis Punch or Shoot before exploding in a MASSIVE conflagration. This is Marigold's final finishing move, meant to put opponents in a physical state where they can no longer fight. The start up lag means that this attack can only be used against already weakened or staggered opponents and is easy enough to dodge or counter if the opponent is still able and energetic enough to avoid it (4 Post Cooldown, Long Startup Lag)
Digivolves From: JewleBeemon
Digivolves To: TigerVespamon