1 from 0, Daichi's Edit Thread
Oct 16, 2022 11:53:57 GMT
Post by Daichi on Oct 16, 2022 11:53:57 GMT
First requesting changes to this description wise to all form:
Origin Blast Kai:
This technique must be charged for a turn prior to its usage. Geo harnesses the power of the land, focusing it on his mouth and shooting it as a laser based projectile. If he's in a modified field (by a card slash or abilities that is), this technique takes the field's element. Two turns cooldown.
Do change the "MAIN EVO" to "ADULT STAGES"
Terra Vishamon / Adult / Dragon Man / Data / DR
Noncombat Passive:
Earth Knowledge
Volcanic Knowledge
Combat Passive:
Will of the Earth (RAM Upgrade GIGA):
Geo can hasten a charge of any chargeing technique by a turn. Three turns cooldown per activation.
Unyielding:
Terra Vishamon have immunity against status effect that disrupt his charging or stops the execution of his moves. However, his attack power and speed may still be decreased.
Technique:
Origin Blast Kai:
This technique must be charged for a turn prior to its usage. Geo harnesses the power of the land, focusing it on his mouth and shooting it as a laser based projectile. If he's in a modified field (by a card slash or abilities that is), this technique takes the field's element. Two turns cooldown.
Vulcan Blaster:
Geo shoot laser from the cannon on his back. It's a bit inaccurate compared to his other repertoire because its tendency to arc, but it's more damaging. No cooldown named technique.
Tambora Disaster:
Geo stabs his tail to the ground then goes all four, extending his cannons muzzle to its maximum length. He then charges up to three turns in where he stayed immobile while charging, Once done charging, he will then shoot the energy as a blaster of highly condensed volcanic power. It's an active defense breaking technique with 75% increase in damage per turn if charged past the first turn. Four turns cooldown, must charge to execute.
Fang of Earth:
When an enemy dodges Geo's named attacks consecutively this turn and next turn (or dodging named attack twice this turn), Geo can immmediately uses this technique without consuming any action. Geo crates a cage of amberish lapis, damaging enemy and and holding them in place for one turn. If the enemy is immune to immobile, this technique instead deals twice the damage. Four turns cooldown.
Geoshift - Calamitious Land:
Geo creates a disastrous lava field (25 meter radius) that harms all Digimon beside earth or fire attuned ones with constant, heavy fire damage (Terra Vishamon and Daichi is immune to this). All fire damages are increased by 50%, and all charges that involves fire or earth are hastened by a turn. This effect applies even to the enemies. Three turns duration, OPT. This technique takes effect the next turn after its activation.
Gouging Stalagmite (RAM Upgrade):
Geo stood in front of an ally to take an attack (or more) meant for them. The taken damages are then returned to a single target by launching his tail at the chosen enemy. If Geo takes two or more negative status effect that affects him (and isn't blocked by his passive), the counterattack portion to this technique gain piercing property. Three turns cooldown.
Terra Roar (RAM Upgrade)
Increase Geo's attack and defense by 75% during three turns duration of the technique, which will take effect next turn, but once the duration is over, Geo must stay immobile for two turns. Two turns cooldown
Cael Vishamon / Adult / Machine Dragon / Data / DR, WG
Noncombat Passive:
Flight
Earth Knowledge
Atmospheric Knowledge
Ride Mode
Combat Passive:
Will of the Earth (RAM Upgrade GIGA):
Geo can hasten a charge of any chargeing technique by a turn. Three turns cooldown per activation.
Clear Skies:
Cael Vishamon is immune toward field based hazard, such as mist, illusion, sandstorm, blizzard, etc.
Technique:
Origin Blast Kai:
This technique must be charged for a turn prior to its usage. Geo harnesses the power of the land, focusing it on his mouth and shooting it as a laser based projectile. If he's in a modified field (by a card slash or abilities that is), this technique takes the field's element. Two turns cooldown.
Hypersonic Javelin:
Cael Vishamon focuses his contrail on the rear tip of his "wings" and activate his turbine tail, blasting into the enemy as a green javelin. Charges for one turn prior to execution. This attack pierces all sort of defense, and deals heavy damage. However, Cael Vishamon will also take partial damage too. Three turns cooldown.
Aerobeam:
Cael Vishamon shoot green beam of wind energy from his wings. No cooldown attack.
Voltblaster:
If Cael Vishamon is hit by a piercing ability right after he got hit the turn before or within the same turn, he can use this attack immediately as counter without consuming action. Cael Vishamon calls upon the might of the skies to create a lightning blast that silences (unable to use named moves) the enemy upon hit for one turn. If the enemy is immune to silence then this attack will instead deal double damage. Four turns cooldown.
Geoshift - Windrider's Skies:
Geo changes the atmospheric condition to be very beneficial for fliers. Increase the damage of wind and lightning attacks on both side by 30%. Fliers will get 30% speed boost, and immunity toward paralysis and speed downs. Five turns cooldown, three turns duration.
Tempestous Roar (RAM Upgrade):
Cael Vishamon commands the wind to create a raging vortex that periodically moves over the area of 25 meter radius, attacking at max 3 enemies (The damage increase if applied to less target) with its buffeting power. Should Geoshift - Windrider's Skies or wind based field card is applied, this techique deals double the damage. Three turns duration, four turns cooldown
Jadeite Vacuum (RAM Upgrade)
Cael Vishamon opens his wings, activates his turbine tail and siphons air from the surrounding area, charging. During the charge duration, he's immobile. Must be charged to execute, three charges max with each charge after the first increases its power by 50%. Cael Vishamon releases a ball of compressed air that explodes upon impact, dealing heavy wind damage in 25 meter radius area. This technique cannot be reflected, but can be shielded against. However, if a lightning / electric attack is used while Cael Vishamon is charging, this attack will gain defense breaking trait. Four turns cooldown.
Origin Blast Kai:
This technique must be charged for a turn prior to its usage. Geo harnesses the power of the land, focusing it on his mouth and shooting it as a laser based projectile. If he's in a modified field (by a card slash or abilities that is), this technique takes the field's element. Two turns cooldown.
Do change the "MAIN EVO" to "ADULT STAGES"
Terra Vishamon / Adult / Dragon Man / Data / DR
Noncombat Passive:
Earth Knowledge
Volcanic Knowledge
Combat Passive:
Will of the Earth (RAM Upgrade GIGA):
Geo can hasten a charge of any chargeing technique by a turn. Three turns cooldown per activation.
Unyielding:
Terra Vishamon have immunity against status effect that disrupt his charging or stops the execution of his moves. However, his attack power and speed may still be decreased.
Technique:
Origin Blast Kai:
This technique must be charged for a turn prior to its usage. Geo harnesses the power of the land, focusing it on his mouth and shooting it as a laser based projectile. If he's in a modified field (by a card slash or abilities that is), this technique takes the field's element. Two turns cooldown.
Vulcan Blaster:
Geo shoot laser from the cannon on his back. It's a bit inaccurate compared to his other repertoire because its tendency to arc, but it's more damaging. No cooldown named technique.
Tambora Disaster:
Geo stabs his tail to the ground then goes all four, extending his cannons muzzle to its maximum length. He then charges up to three turns in where he stayed immobile while charging, Once done charging, he will then shoot the energy as a blaster of highly condensed volcanic power. It's an active defense breaking technique with 75% increase in damage per turn if charged past the first turn. Four turns cooldown, must charge to execute.
Fang of Earth:
When an enemy dodges Geo's named attacks consecutively this turn and next turn (or dodging named attack twice this turn), Geo can immmediately uses this technique without consuming any action. Geo crates a cage of amberish lapis, damaging enemy and and holding them in place for one turn. If the enemy is immune to immobile, this technique instead deals twice the damage. Four turns cooldown.
Geoshift - Calamitious Land:
Geo creates a disastrous lava field (25 meter radius) that harms all Digimon beside earth or fire attuned ones with constant, heavy fire damage (Terra Vishamon and Daichi is immune to this). All fire damages are increased by 50%, and all charges that involves fire or earth are hastened by a turn. This effect applies even to the enemies. Three turns duration, OPT. This technique takes effect the next turn after its activation.
Gouging Stalagmite (RAM Upgrade):
Geo stood in front of an ally to take an attack (or more) meant for them. The taken damages are then returned to a single target by launching his tail at the chosen enemy. If Geo takes two or more negative status effect that affects him (and isn't blocked by his passive), the counterattack portion to this technique gain piercing property. Three turns cooldown.
Terra Roar (RAM Upgrade)
Increase Geo's attack and defense by 75% during three turns duration of the technique, which will take effect next turn, but once the duration is over, Geo must stay immobile for two turns. Two turns cooldown
Cael Vishamon / Adult / Machine Dragon / Data / DR, WG
Noncombat Passive:
Flight
Earth Knowledge
Atmospheric Knowledge
Ride Mode
Combat Passive:
Will of the Earth (RAM Upgrade GIGA):
Geo can hasten a charge of any chargeing technique by a turn. Three turns cooldown per activation.
Clear Skies:
Cael Vishamon is immune toward field based hazard, such as mist, illusion, sandstorm, blizzard, etc.
Technique:
Origin Blast Kai:
This technique must be charged for a turn prior to its usage. Geo harnesses the power of the land, focusing it on his mouth and shooting it as a laser based projectile. If he's in a modified field (by a card slash or abilities that is), this technique takes the field's element. Two turns cooldown.
Hypersonic Javelin:
Cael Vishamon focuses his contrail on the rear tip of his "wings" and activate his turbine tail, blasting into the enemy as a green javelin. Charges for one turn prior to execution. This attack pierces all sort of defense, and deals heavy damage. However, Cael Vishamon will also take partial damage too. Three turns cooldown.
Aerobeam:
Cael Vishamon shoot green beam of wind energy from his wings. No cooldown attack.
Voltblaster:
If Cael Vishamon is hit by a piercing ability right after he got hit the turn before or within the same turn, he can use this attack immediately as counter without consuming action. Cael Vishamon calls upon the might of the skies to create a lightning blast that silences (unable to use named moves) the enemy upon hit for one turn. If the enemy is immune to silence then this attack will instead deal double damage. Four turns cooldown.
Geoshift - Windrider's Skies:
Geo changes the atmospheric condition to be very beneficial for fliers. Increase the damage of wind and lightning attacks on both side by 30%. Fliers will get 30% speed boost, and immunity toward paralysis and speed downs. Five turns cooldown, three turns duration.
Tempestous Roar (RAM Upgrade):
Cael Vishamon commands the wind to create a raging vortex that periodically moves over the area of 25 meter radius, attacking at max 3 enemies (The damage increase if applied to less target) with its buffeting power. Should Geoshift - Windrider's Skies or wind based field card is applied, this techique deals double the damage. Three turns duration, four turns cooldown
Jadeite Vacuum (RAM Upgrade)
Cael Vishamon opens his wings, activates his turbine tail and siphons air from the surrounding area, charging. During the charge duration, he's immobile. Must be charged to execute, three charges max with each charge after the first increases its power by 50%. Cael Vishamon releases a ball of compressed air that explodes upon impact, dealing heavy wind damage in 25 meter radius area. This technique cannot be reflected, but can be shielded against. However, if a lightning / electric attack is used while Cael Vishamon is charging, this attack will gain defense breaking trait. Four turns cooldown.