Post by CLAIRE LYON on Apr 6, 2016 12:44:32 GMT -5
CLAIRE LYON | TAMER |
PERSONALITY To most, Claire is a mystery- an enigmatic woman that wanders the Digital World, often in pursuit of something or on a mission of some sort, at least so it would seem. Soft-spoken and polite, but mischievous and occasionally vaguely unnerving, it can be difficult to tell what her intentions are, and often even she doesn't seem to know. The young woman can be sometimes be rather cryptic in her speech, even creepy at times. Possessing a mischievous sense of humor, she enjoys toying with others as much as possible with misleading or perhaps vaguely threatening words. Mostly she does it for her own amusement to get a kick out of other tamers' reactions, but the results aren't always harmless. Privately, Claire lives for drama. The more melodramatic and awful and cheesy a movie is, the more she would probably enjoy it. Despite the serious and formal persona she presents publicly, Claire has an immature love of the overemotional and sensationalized. However much she would deny it if asked outright, Claire is also quite the romantic and can't help but daydream when she has a spare moment. Whether about adventure or true romance, she finds guilty pleasure in fantasizing about the unrealistic or otherwise fantastical. Though Claire considers herself a protector of the Digital World in general, she has little sense of justice, and more so claims that for the thrill of the fight than real righteousness. It would be more accurate to call her a mercenary or assassin than a police officer, as her moral code doesn't always align with that of other tamers- but that doesn't bother her. She's quite independent and tends to work in solitude whenever possible, stubbornly and arrogantly looking down on other tamers in spite of whatever achievements they may have accomplished. Her self-assured nature can get in the way of her own safety, however. While very capable, Claire was raised to overachieve and never give up, and believes that, while failure is a part of life, confidence can tip the scales to victory. However, her confidence often strays into the area of overconfidence- she regularly takes the gamble of putting herself in danger to accomplish some means, unless the odds make it clearly impossible to triumph over that risk.
APPEARANCE At first glance, Claire is stunningly beautiful, almost like the angels of fables. Tall and graceful, she moves with the confidence of an adult woman, which can often be rather quickly. The woman possesses exceptional athletic ability which stems from gymnast training in her childhood and constant activity in the Digital World. With porcelain skin and fair features, she appears doll-like. Aside from two strands she lets hang down either side of her face, Claire often ties her hair in a bowed ponytail, keeping it from obscuring her vision. Her voice is typically soft and low, rarely raised. Further inspection however, is more telling about her life. Her refined features are the base for a moderate amount of makeup, and hiding underneath her piercing eyes are dark circles that only ever seem to increase. Like so many women, she prefers to cover up her true skin because of these types of flaws. While fully dressed her physical flaws seem limited, underneath she bares a number of marks- everything from injuries such as minor cuts, to the more common large, deep bruises from her Digital World activities. There are also much older and larger scars on her body, faded with time. While normal clothes are worn outside, in the Digital World that she so frequents Claire has rather unusual attire- a long, elaborate coat and hat both made from tough material. Knee-high heeled boots and similarly long gloves, plus a scarf or cravat of choice for the day are from her own personal wardrobe. INVENTORY ○ "DIVINE PUNISHMENT" (HUANGLONG ORE KATANA) - A katana that shines a brilliant gold at the blade, decorated by a pure white sheath and hilt with black and gold accents. The weapon is deceptively lightweight and effortlessly wielded, but could split hairs and cut through some of the toughest armor in the Digital World like butter. A gold, decorative hand guard connects blade to handle and protects the user's hand from slipping in close combat. Accessorizing this blade is a closed metal hook and cord at the end of the hilt, firmly keeping it within Claire's reach at all times. The cord can extend to a little over a human arm's length and allows the user a full range of motion when wielding it. It is lined with thin strips of the same metal the blade is made of, making severing it difficult. Unhooking the blade from the hook simply requires a flick of the switch and small fingers, as the switch for the clasp is quite petite. ○ JOURNAL - Mostly filled with descriptions of every day she spends in the Digital World. ○ CELLPHONE - A basic smartphone. ○ SPICY CANDY - A candy that's spicy - which is as tasty as it sounds. Gives the user a double post bonus for a single thread. Single use. ○ THE MARK - The Mark is a branding on one's body on their skin. This mark cannot be removed or deactivated at any time, nor can it be traded. There are only a few ways to purify this Mark, and traditional means will not work. The Mark selects somebody's soul for the taking, and will not stop until it has been claimed. This Mark gives one a 50% power bonus when using Dark Digivolution - but also haunts the marked with phantoms of all those they have slain in the past. Every thread the user has with this item has a chance of being attacked by phantoms of their past, which will take physical form and hunt the marked until defeated. BIOGRAPHY Though Claire was originally born in Berlin, Germany, her family moved to London very shortly after her birth. She was an only child, born to a pair of high achievers. Her father was a successful entrepreneur, a multilingual pro in the business world. It was because of him that they moved, as he was able to sell his business and was starting a new venture in London. Her mother had a similar background, and had always worked in intense corporate settings in the area of marketing. From the beginning, Claire was always pushed to be the best she could be. She went to the best daycares, private school, and was expected to do well in the various activities she was signed up for- very little of which were her choice. Criticism from both parents always awaited her- despite having perhaps good intentions to breed talent in their daughter, Claire's psyche suffered for it. With the pressures of high school and transitioning into adulthood, Claire was exhausted. Though admired by her peers and liked by teachers- even becoming student council president in her final year- her parents' expectations of her were only raised, with no signs of letting up. Despite her accomplishments, an unhappiness and desire for released festered inside Claire. She got through her secondary school life, and moved on to college, but, if she was honest with herself, the girl wanted nothing more than to rest. At the beginning of Claire's university years, something very odd happened to her- she discovered a strange creature in her room... and it talked. This strange little animal, which she later learned was a Lopmon, would soon become her best friend. She named him Walter. It was Walter that helped her change her home situation. Through their little adventures in the Digital World, the rabbit eventually convinced Claire of her own inner strength and independence; she didn't have to impress others- particularly her parents- to be happy. So she mustered up the courage to leave home, feeling lightheaded with her newfound freedom. She went on to spend even more time in the Digital World, outside of work spending more time there than in her own home. With her newfound independence and freedom to adventure the young woman became more skilled, more brave, more experienced, and more detached from her old life. Recently, an unfortunate encounter with a high-leveled Digimon left Walter obliterated. They'd been beat before, but this time was much worse- he was obliterated into little bits of data, turning back into a Digiegg. When Claire recovered him, she was devastated to find that, though Walter remembered her on a base level, he had no memory of their adventures together- perhaps it was a glitch? There was no explanation given. Though her heart was heavy with disappointment, the two had no choice but to start over- hopefully Walter would someday recover his memories, but if not, she would live with it. He was still her best friend. | NICKNAME n/a AGE 24 GENDER female HEIGHT 5'8 WEIGHT 112lbs BIRTHPLACE Berlin, Germany DIGIVICE D-3 CREST discord PLAYED BY kii |
[i]BLOODBORNE, lady maria[/i] as [i]claire lyon[/i]
deltra of gangnam style
WALTER | BASE FORM |
PERSONALITY Walter is a refined, hardworking Lopmon. Serious and mature, he tends to mind his manners around others and generally has a good heart- many that have met the two prefer dealing with him than with Claire. Most of the time he's a quiet sort of fellow that observes strangers rather than making remarks, though when he decides to speak, his words are genuine and well thought out. The Lopmon is devoted to Claire and is prideful in the same way that she is, but isn't so open about it. He doesn't always agree with her, though- he thinks her pranks are petty and a waste of time, and unlike her would prefer nonviolence whenever possible. However, Walter does love her very much, to the point of being in love with her- or so he thinks. He would not readily admit it, but Walter hasn't the faintest idea what romantic love is supposed to feel like. Either way, he has promised himself that he would protect Claire by any means necessary, even willing to go so far as to go against her wishes to keep her safe, if it came to that. Claire thinks he worries too much, because the rabbit is constantly concerned about the way his human throws herself into danger. As his previous memories are for the most part lost, Walter has no way of knowing why he agreed to that in the first place. |
deltra of gangnam style
CONOMON | FRESH |
PASSIVE ABILITIES ○ SPIKY - Sort of. His horns aren't exactly sharp, but they might be uncomfortable to hold, maybe. ATTACKS ○ BUBBLE BLOW - The typical in-training attack- Walter can blow mostly harmless bubbles at his opponent. | FAMILY n/a ATTRIBUTE data TYPE slime |
KOKOMON | IN-TRAINING |
PASSIVE ABILITIES ○ PLIABLE - It won't hurt him too much to be bent out of shape a little. ATTACKS ○ KOKO CRUSHER - Blows sticky bubbles at the foe that both damages them and slows them down. Works well on other in-training digimon and lower, but has little effect on higher levels. | FAMILY virus busters ATTRIBUTE none TYPE lesser |
LOPMON | ROOKIE |
PASSIVE ABILITIES ○ LOP BALLOON - If in the air for whatever reason, Walter can use his ears to guide and parachute himself to safety, preventing hard landings. ATTACKS ○ TINY TWISTER - Using his ears, Walter spins to create a whirlwind that physically strikes the foe. ○ BLAZING ICE - Conjures two bullets made from ice in his mouth to shoot at the foe. Can only be used every other post. ○ LOP SHIELD - A defensive move. Walter shields himself from incoming attacks with his ears. Works well when used against Rookies, but no higher. Can be used three times per thread. | FAMILY Nature Spirits ATTRIBUTE Data TYPE Animal |
ANGORAMON | CHAMPION |
PASSIVE ABILITIES ○ RABBIT'S FEET - Angoramon is not at all as cumbersome as he appears. In this form Walter is actually quite agile, and capable of moving with gymnastic acrobatics. Up to champion-level moves that would knock him off-balance or otherwise hinder his agility and ability to move have that effect nullified, and as well speed reductions have their effect halved on him. ○ WENDIGO PSYCHOSIS - It seems some wires were crossed upon reformation, and Walter has gained one of the abilities of his alternate form as Angoramon under certain conditions. When faced with a Virus or Dark-Digivolved foe, each turn in battle triggers Wendigo Psychosis further, increasing offensive and defensive powers by 15% for a maximum of 60%. The effects of Wendigo Psychosis do not reset upon switching to Wendigomon, but digivolving or de-digivolving to any other form will remove its effect. ATTACKS ○ GATLING ARM - Fires a stream of non-elemental bullets from the machine guns on his arms. Each use of this move has a 30% chance of causing Champion levels and lower to stagger, interrupting and stopping foes in the middle of moves. One post cooldown. ○ AMMO SWAP - Instantly changes the non-elemental bullets in his guns to either incendiary or freezing rounds, or one in each hand. Incendiary bullets deal massive fire damage to foes and cause major burn damage for two posts. Freezing rounds cause deep cold status, chilling foes to their core and slowing energy recovery to foes without ice resistance: all of the foe's moves currently on cooldown when struck have their next post not counted toward any of their move recoveries. Either can be used for two posts each, with a separate two post cooldown for each ammo type after use. ○ BUNNY PUMMEL - At close range, strikes the foe with either or both of his metal arms. On Champion levels and lower, causes the foe's vision to temporarily distort or double, greatly reducing accuracy and balance for one post with a minor reduction for a second post. One post cooldown. ○ ANGORA SHIELD - Angoramon's defense capabilities are vastly improved from Lopmon's. By blocking with either his ears or guns, Walter can absorb melee and projectile moves that would otherwise do massive damage, as well as ignore status or additional effects caused by those moves at champion level or below. For Armored Ultimate to Ultimate, this shield's effectiveness will be halved. Anything above that, Angora Shield will have very limited effectiveness with no protection against additional effects. One post cooldown. ○ LUNAR RINK - A remainder from previous forms. The temperature in the air drops suddenly, and frost quickly begins to form on the environment, even in the heat of summer. The ground becomes covered in a thin layer of ice, severely limiting the movements of landbound foes due to slipping. Due to the effects of the cold on the environment, airborne and burrowing Digimon are also affected, but to a lesser extent. This move can also be used to freeze bodies of water, though the bigger they are, the thinner the ice will be. Lasts for two posts, with effects cut in half for an additional post. Three post cooldown. ○ DEATH'S HAND -- A simple yet versatile darkness energy attack, Death's Hand can be fired in a ball or a beam, and from one hand or both. No more than two balls or beams can be fired simultaneously, and firing two simultaneously will cause them each to be respectively half the power. Death's Hand will do an extra 25% damage against Vaccine-attribute Digimon. ASSIMILATED FROM DEVIMON. | FAMILY Nature Spirits Wind Guardians ATTRIBUTE Vaccine TYPE beast man |
WENDIGOMON | DARK CHAMPION |
PASSIVE ABILITIES ○ WENDIGO PSYCHOSIS - Wendigomon is naturally violent, and always hungry. His hunger is never satiated however, and with each turn in battle his Wendigo Psychosis drives him to destroy further, increasing offensive and defensive powers by 15%. Will reset upon de-digivolving. ATTACKS ○ DESTROYED VOICE - Roars a destructive shockwave powerful enough to break rocks and cause cracks in armor, damaging foes and deafening them for three turns. Has a three post cooldown. ○ CABLE CRUSHER - Walter extends his forearms with a range of up to four times his regular arm length to strike foes. ○ RIFT RIPPER - As a Wendigomon, Walter has the ability to open rifts in space, allowing him to walk a short distance of space between dimensions. To others, this give the appearance of him simply walking forward and disappearing into thin air, and is used to warp short distances. If followed into the rift somehow, the Digimon will be unable to escape it by themselves, unless they have their own dimensional abilities. They will not be stuck there however, and after the rift closes after either one post or Walter exiting, they will be violently expelled from limbo close to where they were before entering. Has a two post cooldown after entering the opening rift, but may exit without using the move again. ○ PREDATOR'S CANNON - Revealing hidden holes on his chest, Walter shoots large, flaming bullets at his foes which hone in on their target, exploding on impact. After use, needs time to cool down for one turn. | FAMILY Nature Spirits Dark Area Nightmare Soldiers ATTRIBUTE Virus TYPE Beast Man |
CRESCEMON | ULTIMATE |
PASSIVE ABILITIES ○ PERFECT MOONLIGHT DANCER - Walter gains a speed boost under the light of the moon. This can manifest in one of two ways: during the day, the crescent symbols on his weapons glow to gradually simulate the effect of the moon, increasing his speed and evasiveness by 20% for every turn that passes, up to 100%. At night, this effect starts at an additional base 50% effect and is increased up to 150% at the rate of 20% per turn. As well, up to Ultimate level moves that would knock him off-balance or otherwise hinder his agility and ability to move have that effect nullified, and speed reductions have their effect halved on him. ○ COLD NIGHT'S LIGHT - With a natural affinity to ice and light, Walter takes 50% less damage from fire and darkness based attacks. As well, allies using light or ice based moves gain a 20% offensive boost in his presence. ATTACKS ○ LUNATIC DANCE - Walter dances away from opponents and creates 3 clones of himself in the process. These clones appear solid but will disappear if attacked with anything more than a basic attack. They are capable of dealing basic physical damage, but only the original may use abilities. During this time, Walter and his clones will strike at the foe. Lasts for two posts with an equal number of posts cooldown time. ○ CRESCENT ARCHERY - By swiping at the air with a superchilled bow, Walter creates three crescents of ice that fly toward the foe. As Walter's own speed increases with Perfect Moonlight Dancer, the speed that these crescents fly increase too, making them increasingly difficult to dodge as the battle goes on. These icey projectiles embed themselves into the foe for two posts, numbing that body part and rendering it immobile for two posts- if any attacks are used in that part of the Digimon, they will be disabled until the effect wears off. Effects do not stack. As well, only one body part can be numbed at once ( the first that strikes ), though this attack may be used to hit multiple locations. One post cooldown. ○ NUOVA LUNA - The sharp end of Walter's bow opens to switch to gun form. Either a single large ball of energy or up to five smaller spheres are shot toward the foe, dealing massive light and dark damage. In the case that multiple projectiles are shot, their damage is equivalent to the size of the bullet and damage is split equally among them. Foe light and dark resistances are nullified for this move, unless the target has resistance to both. May not be used in the same turn as Crescent Archery. Two post cooldown. ○ MOON NIGHT REFRESH - Once Walter's charge from Perfect Moonlight Dancer reaches at least 50%, Walter can sacrifice 40% of it to refresh himself, using the energy that would otherwise be put into his movement into cleansing himself, eliminating all negative status effects and debuffs. One post cooldown if Perfect Moonlight Dancer remains above 50%. ○ LUNA SHIELD - Walter uses his shield to entirely block projectile and melee attacks at Utimate level and below. No cooldown, but efficiency decreases by 10% with each use in a thread to a minimum of 50%. ○ SHADOWY GAZE - Assimilated from Skullknightmon. The user empowers their eyes with a dark energy, causing all those who look into them to suffer a one post stun. If the target is data type, they will also become FEARED, dropping their attacking power by 10% for three posts. Shadowy Gaze has a cooldown of two posts. | FAMILY deep savers ATTRIBUTE data TYPE beast man |
ANTYLAMON | DARK ULTIMATE |
PASSIVE ABILITIES ○ GODSPEED - Antylamon has agility and acrobatic abilities far beyond most Digimon, giving him a solid 30% more evasive chance for melee and projectile moves. Chances to evade decrease by 10% for any additional Digimon targeting him at the same time to a normal amount minimum. In addition, his own accuracy is 15% higher than most other Digimon, and any moves that affect Antylamon's agility have their effect cut by half on him. ○ FEAR RESPONSE - Activated with fear triggered by being severely injured by Walter's second-to-last post in this form, or stricken with fear by a status effect. Effects of Godspeed are halved during this time. Specific effect will be rolled for 1-3 with the following results for the final post in his Ultimate Dark Digivolution state: [ 1 ] FIGHT - Walter becomes highly aggressive in his state of fear. Offensive powers increase by 50%. [ 2 ] FLIGHT - Walter will attempt to put distance between himself and his foes. He may still attack, but will probably be trying to get away from enemies. Speed increases by 50%. [ 3 ] FREEZE - Walter's instinct will cause him to instinctively freeze in place momentarily. He may still attack, but not change position. Defense increases by 50%. ATTACKS ○ MANTRA CHANT - Manipulating his body's qi, Walter hardens his body. This has the dual buff of increasing defense and physical offense by 50%. Lasts three turns with a four post cooldown. ○ MEDITATION CURE - Continuously chanting a spell whilst fighting, Walter heals for four posts by 10% each. After use, must cool down for two posts. ○ BAO FU - Walter shifts his arms into two "Treasure Axes" to strike foes with massive force. Once struck, the enemy Digimon is inflicted with a virus that inflicts debilitating pain from the wound for three turns. On lower leveled Digimon, this may cleave off body parts entirely for the duration of the battle- this will be extremely painful but will not kill the foe ( unless, of course, it is the head that comes off ) . It is also possible to do this on Digimon his own level, but will take three full hits on the same area to do so, or two if Mantra Chant is active. No goring effect on mega level or above. The treasure axes last for two posts and cool down for the same amount after the duration is up. ○ ASIPATRAVANA - Spins himself into an Antylamon-sized tornado, cutting everything and everything around him with his axes and launching them away from himself with the force of his blows, possibly including allies. Can direct himself and move during this attack. Must cool down for one post. ○ FUJIN WIND - Moves his arms to manipulate the wind around him to his advantage. This typically means "throwing" even massive foes with a powerful gust of wind ( this will be less effective on Megas and Super Megas ), but can also be used on himself as a tailwind, allowing him to leap much further when airborne. He also may direct projectiles ( including unnatural and elemental ) away from himself, though doing this takes a lot more energy than normal and will induce a one post cooldown for Armored Ultimate and Ultimate level attacks. Can also be used to direct mega level attacks with a greatly diminished effect, only causing a very slight change in direction with the same cooldown. No effect on Super Mega projectiles. ○ DARKNESS CLAW - Assimilated from Skullgreymon. The user empowers one of his claws or hands with dark energy, and then swipes at the target with incredible force. If the target is data type, then it suffers a stun for two posts, being shocked from the raw terror of the attack. Darkness Claw has a cooldown of one post. | FAMILY Nightmare Soldiers Wind Guardians ATTRIBUTE Virus TYPE Animal |
CHERUBIMON | MEGA |
PASSIVE ABILITIES ○ FAITH IN STABILITY - When standing still ( may use attacks that don't involve a position change, for example, but not dodge ) Walter gains a massive 70% boost to defensive capabilities. If still for more than one post, he grounds himself, gaining immunity to stuns and staggers of all sorts until moving again. As soon as he changes positions, the immunity drops, and will have to be built up again. ○ STATIC - Cherubimon's presence raises the amount of electrical energy in the air, giving an allied 40% power boost to all allied electrical abilities. This also causes allied electrical abilities to slowly increase in accuracy by about 10% per turn for a maximum of 80%. ATTACKS ○ HEAVEN'S JUDGEMENT - Walter calls down a swarm of rapid-fire lighting bolts from the sky that hone in to strike one or more targets. Has a 1 post cooldown. ○ LIGHTNING SPEAR - Summons a spear of lightning that may be used for 3 posts at a time, with a 1 post cooldown. Also may be thrown as a projectile that will explode into a blast of lightning on impact, but will dissolve and still require the full post cooldown if thrown before the three posts are up. ○ CHERUBI PRESS - Smacks down and crushes smaller opponents under massive hands, or forces them to fall if similar or the same in size, up to Mega level. In both cases opponents are not stunned and may attack in place, but are considered "fallen" and will not be mobile ( cannot dodge or change positions, turn around, etc ) for one post. One post cooldown. ○ MIXED BLESSING - Summons a ball of bright light that pulls opponents into it. Once inside this ball, Digimon are briefly pacified and all pain is relieved. When released, however, the target Digimon have 30% less energy than before they entered the sphere. This attack may only attack 1 Mega or Ultimate-level Digimon at a time, but lower than that, multiple targets may be pulled in, for a maximum of 3 champions and 4 rookies. Other Megas may be able to resist the pull with enough energy, but each level lower than that becomes much more difficult to resist. ○ HOLY BLESSING - With a huge flash of light, all parties on the field are temporarily blinded. Foes are partially blinded and receive a 30% decrease in all stats, both for the next two posts. Allies are blinded for just a few seconds ( vision would be regained at the beginning of the next post ), then with their vision comes a 30% health recovery and boost to all stats for the same amount. Stat boosts last for two posts. Four post cooldown. ○ JUDGEMENT DAY - An extremely powerful attack that may only be used once per thread due to its extremity, and will also cause Walter to weaken by 20% after use. Like Heaven's Judgement, calls down a swarm of lighting bolts from the sky to strike one or more targets.- however, these bolts are different. Filled with holy energy, Digimon struck by these bolts are overloaded with light, both dealing major damage and, if the Digimon is not defeated, causing total blindness for two full posts. At the end of these two posts, foes will slowly begin to regain vision. | FAMILY virus busters wind guardians ATTRIBUTE vaccine TYPE angel |
RABBITMON | ARMOR CHAMPION |
PASSIVE ABILITIES ○ MINERAL ARMOR - Walter's torso and top of his head are covered in armor made of minerals. This reduces damage from physical attacks in these areas ( from the same level or lower ) by 30%. Will be less effective against higher leveled Digimon. ATTACKS ○ EAR LANCE - Walter strikes the foe with the tips of his ears, which become sharp as knives. ○ CARROT BOMB - Walter's most powerful move in this form- he conjures two explosive carrots to throw at the foe. Has a two post cooldown. ○ DIAMOND CLAW - Slashes and stabs at the foe with his claws. ○ RABBIT RUN - A speed buff move. Walter's movement speed is boosted by 30% initially, then increases by 10% for every consecutive post. He may attack during this move, but if movement is interrupted by the foe ( knocked off balance, barricaded, blasted back by a strong attack, etc. ) then the effect will drop to zero and will need to be started again. Maximum bonus is 100%. | FAMILY nature spirits ATTRIBUTE vaccine TYPE mammal DIGIMENTAL friendship |
MAGNADRAMON | ARMOR ULTIMATE |
PASSIVE ABILITIES ○ FAIRY PROTECTION - Increases the effect of any allied buffs by 25%. ○ BEAST OF JUSTICE - When fighting Virus-type Digimon, Walter's offensive and defensive abilities gain a flat boost of about 30% that cannot be lowered by Virus-type Digimon. ATTACKS ○ HOLY FLAME - Walter breathes spinning fire from his mouth that surrounds the foe for two posts, severely limiting the area they can move in and damaging them if touched. ○ APOCALYPSE - With a roar, summons bolts of lightning down from the sky to strike foes. Foes closer to the ground have less danger of being struck, while chances rise drastically while targets are airborne. Lasts a maximum of four posts with a two post cooldown. ○ HERMIT FOG - Walter emits a cold mist from his mouth that corrodes metals and damages flesh. Lasts for two posts before dissipating. ○ HEAVEN'S CALL - A powerful roar that fills all allies with hope and strength, allowing them to keep fighting. Restores about 20% of ally health with a 3 post cooldown. ○ PURIFICATION - Walter's fangs glow with holy energy, then he bites down on the foe with crushing force. While this is purely a physical move on most Digimon, on Virus-types a "vaccine" of sorts begins to flow through the foe, causing continuous poison damage to flow through them for three posts. During this time, on Virus-type Digimon the part of the body bitten will be numbed. May only be used every other turn. ○ WILD BUSTER - The Digimon gathers all the physical strength of a gargantuan Tyrannomon, and collides with their enemy at full speed in a high-power body slam. This attack may stun lower level enemies for one post. ASSIMILATED FROM TYRANNOMON. | FAMILY nature spirits dragon's roar virus busters wind guardians ATTRIBUTE vaccine TYPE holy dragon DIGIMENTAL devotion |