Post by DDC on Apr 11, 2014 17:13:52 GMT -3
This is a mayor index of each existent Special Powers (SP for short) obtainable by equipping certain kinds of Weapons and pieces of Armor. You can find the skills by alphabetic order here and the item required to obtain them. If you want to check skills by types, please move to the next posts which are organized to be read more easily.
Archery - This is a special move that works as the summary of the owner's skill with the bow and it's required to perform advanced moves with it. Each time you use it, you add one point to the bar of progress. Once the bar of progress fills completely, you can move to a Weapon Master who can teach you how to the take the skill to the next level. In level E, you can hit one space once and skip 15 points of DE from the opponent. Note that you need Arrows in your inventory to use this skill.
Progress: Level E 0/7
Arrows Left: 0/10
Attack Power: 0
AP Used: 0
Obtained by: All Bows
Crusader Bash - The user uses all of its skill with sharp weapons to dominate the tremendous power of the Legendary Swords of the Shining Force and land a tremendous blow over one of the opponents. The effect of this move varies depending of the Sword the user is carrying. If it's the Sword of Light, there is a chance to deal Stun and Paralysis, if it's the Sword of Darkness there is a chance to deal Death and Bleeding, and if it's the Chaos Breaker, there is a chance to deal ALL status disorders (Calculated separately).
Requirements: Slash - Level A
Attack Power: 50
AP Used: 10
Obtained by: Sword of Light / Sword of Darkness / Chaos Breaker
Dark Force - The user focus all his energy to combine the powers of the Dark Elemental Mantle and Hat in order to draw power directly from Zable-Fahr, the God-Beast of Darkness, so it can unleash an Ancient spell. Dark Force focuses on the opponent's own energy and strength and uses it to fuel a inner bomb that soon implodes taking the opponents with it to the underworld. All of the opponent will lose an amount of HP equal to the amount of AP they have. In top of that, there is a 1/4 chance that each of the opponent Faints in the act (Calculate chances separately).
Attack Power: -
AP Used: 38
Obtained by: Black Shadow Mantle % Dark Matter Hat / Sword of Darkness
Dark Saber - The user uses weapon-based magic to summon a dark gray sword covered with a black aura. Once used, the aura extends to the user and its allies for two whole turns. While the aura lasts, all attacks used by the owners will have chances of inflicting a Bleeding (Note that Bleeding is calculated per hit).
Attack Power: 23
AP Used: 13
Obtained by: Black Shadow Mantle / Dark Matter Hat
Death Spell - The user performs a dangerous powerful dark spell that creates a circle of death over one of the foes, meant to steal its life for eternity. Targets one foe, if the users has at least 9 levels above said foe, the foe will instantly faint. Doesn't work for Mega and above.
Attack Power: -
AP Used: 48
Obtained by: Sword of Darkness
Diamond Saber - The user uses weapon-based magic to summon a brown heavy sword covered in an aura of dust and dirt that flies around it. Once used, the aura extends to the user and its allies for two whole turns. While the aura lasts, the owners will be able to decrease 10 points of defense from their opponents each time they hit them. Hits one space once.
Attack Power: 23
AP Used: 13
Obtained by: Dust Mud Mantle / Earth Rush Hat
EarthQuake - The user focus all his power on a powerful Earth magic spell. With the help of the spirit of the Earth the user shakes the entire field with a power strong enough to send everyone on the field off balance. All beings on the field, including the allies, will receive a massive stun that will get them to skip their turns apart from receiving damage. Hits all spaces, including the allies, once.
Attack Power: 45
AP Used: 30
Obtained by: Dust Mud Mantle / Earth Rush Hat
ElectroDash - The user focus all his power on a powerful Wind magic spell. With the help of the spirit of the Wind the user fills itself with an aura of thousand volts of electricity, then it lunges forward to tackle an opponent down for massive damage. Hits one space once and skips all the defense of the target.
Attack Power: 45
AP Used: 30
Obtained by: Lightening Flash Mantle / Thunderbolt Raise Hat
Eternal Flame - The user focus all his power on a powerful Fire magic spell. With the help of the spirit of Flames it summons a magical fire that stands for the whole battle. It will keep causing damage to a single opponent each turn till him or the user faints. The damage it deals is the user's MAXAP minus 100. Only one Eternal Flame can be active at the same time.
Attack Power: -
AP Used: 30
Obtained by: Fire Blaze Mantle / Pyro Blast Hat
Exedrum Beam - The user focus all his energy to combine the powers of the Holy Elemental Mantle and Hat in order to draw power directly from Light-Gazer, the God-Beast of Light, so it can unleash an Ancient spell. Exedrum Beam unleashes a giant beam of pure energy that sweeps through its way, cleaning the entire field from opponents. Hits all opponents twice while skipping through their DE. It also seals all of their moves.
Attack Power: 60
AP Used: 38
Obtained by: Holy Light Mantle & Saint Spark Hat
Final Chaos Slash - During difficult times by the end of the battle, the user may obtain power from the Chaos itself and control it at will with preparation enough. Once the amount of power required has been reunited, the user will swing the Legendary Chaos Breaker in the air and unleash a magical extended slash that will cut through anything. Hits one space once, skips all DE and Deals ALL Status Disorders at the same time. Can only be used once after losing 50% or more of the MAX HP. Once used the user's AP will be sent straight to 0.
Requirements: Slash - Level S
Attack Power: 75
AP Used: All
Obtained by: Chaos Breaker
Flame Saber - The user uses weapon-based magic to summon a red sword covered in a flamey aura which lasts two whole turns. Any Burning effect dealt while the aura stands will be replaced by a Sear which causes thrice as much damage (30% of the MAXHP). Also, the chances of inflicting a burn are increased to 50% for all attacks that inflict burn. Hits one space once.
Attack Power: 23
AP Used: 13
Obtained by: Fire Blaze Mantle / Pyro Blast Hat / Necklace of the Sun
Frozen Saber - The user uses weapon-based magic to summon a blue sword covered in a cold freezing aura. Once used, the aura extends to the user and its allies for two whole turns. While the aura lasts, the owners will be able to decrease 10 points of attack from their opponents each time they hit them. Hits one space once.
Attack Power: 23
AP Used: 13
Obtained by: Snow Cold Mantle / Spike Freeze Hat
Half-Eclipse - The user focus all his power on a powerful Moon magic spell. With the help of the spirit of the Moon the user draws a full moon in the sky and cuts it by half with his mere hands, washing the effect over one of the opponents. This skill will cut one of the opponents Current HP by half. There doesn't exist any defense against this skill.
Attack Power: -
AP Used: 30
Obtained by: Star Night Mantle / Lunatic Radiance Hat
Healing Kiss - The user obtains the power of Aphrodite from AgapiCardia and proceeds to kiss its allies to heal their injuries. Each kiss given heals 30 HP and one status disorder at random, excluding Severe Bleeding and Fainted. You also have three kiss you can distribute to any of your allies (Note that you can give the same Digimon two or three kisses). You can't, however, heal yourself with this move.
Attack Power: -
AP Used: 28
Obtained by: AgapiCardia, the Necklace
Heart Cut Slash - This is a special skill that requires a bunch of dexterity and skill with sharp weapons. It consists in leaping against the opponents while swinging the weapon in certain patterns so that in the end the user can jump away after dealing massive damage, leaving marks that closely resemble hearts in each opponent. Hits three spaces twice with chances of inflicting Bleeding and Demotivation per hit. Using this move will add 2 points to Slash's Progress Bar.
Requirements: Slash - Level B
Attack Power: 36
AP Used: 12
Obtained by: Etaikopt, the Sword.
Heavy Smash - This is a special skill that requires a bunch of strength and skill with heavy weapons. It consists in jumping over the opponents and smashing them all with the powerful heavy force of compromise with the loved ones. Hits three spaces twice, decreasing 15 points of DE per hit with a chance of dealing Demotivation per hit. Using this move will add 2 points to Smash's Progress Bar.
Requirements: Smash - Level B
Attack Power: 36
AP Used: 12
Obtained by: Heymefsi, the Frail.
Holy Light Blessing - The user relies on the power of the magical blade to cast a powerful holy spell. Once the spell is performed the user buries the sword in the ground as the sky shines with the bright light of midday even in the middle of the night, soothing the hearts of the allies. The user and the allies recover 25% of their MAXHP.
Attack Power: -
AP Used: 34
Obtained by: Sword of Light.
Kill Stinger - The user focus all his energy to combine the powers of the Nature Elemental Mantle and Hat in order to draw power directly from Mispolm, the God-Beast of Trees, so it can unleash an Ancient spell. Kill Stinger unleashes an incalculable amount of deadly poisoning carnivorous plants over the opponents, making sure at least one of them gets eaten. Hits all the opponents once and deals massive Poison with a 100% chance.
Attack Power: 60
AP Used: 38
Obtained by: Lively Green Mantle & Energy Drain Hat
Kiss of Life - The user obtains the power of Aphrodite from AgapiCardia and proceeds to kiss a fallen ally in the lips with the hope to restore its life. A Fainted Digimon that received this kiss will be revived with 1 HP.
Attack Power: -
AP Used: 28
Obtained by: AgapiCardia, the Necklace
Lunatic - The user focus all his energy to combine the powers of the Mon Elemental Mantle and Hat in order to draw power directly from Dolan, the God-Beast of Moon, so it can unleash an Ancient spell. Lunatic is quite the strange dangerous spell with a backfire so terrible that only those who are really crazy use it. By the cost of losing the user's entire AT and DE, the spell will reduce all of the opponent's HP to 1 single point.
Attack Power: -
AP Used: 38
Obtained by: Star Night Mantle & Lunatic Radiance Hat
Leaf Saber - The user uses weapon-based magic to summon a dark green sword covered in a series of vines and flowers that unleash a soft aura. Once used, the aura extends to the user and its allies for two whole turns. While the aura lasts all attacks used by the owners will have the effect of AP Drain equal to 1/3 of the damage they deal to their opponents.
Attack Power: 23
AP Used: 13
Obtained by: Lively Green Mantle / Energy Drain Hat
Luminous Saber - The user uses weapon-based magic to summon a yellow sword covered in a sacred aura. The aura doubles the effect of any healing or supporting skill used by a teammate for two turns. Hits one space once.
Attack Power: 23
AP Used: 13
Obtained by: Holy Light Mantle / Saint Spark Hat / Necklace of the Galaxies
Lunge - This is a special move that works as the summary of the owner's skill with long weapons and it's required to perform advanced moves with it. Each time you use it, you add one point to the bar of progress. Once the bar of progress fills completely, you can move to a Weapon Master who can teach you how to the take the skill to the next level. In level E, you can hit one space once and decrease the opponent's AT by 2 points per hit.
Progress: Level E 0/7
Attack Power: 0
AP Used: 0
Obtained by: All Long Weapons
Moon Saber - The user uses weapon-based magic to summon a purple sword covered in a mysterious glowing aura. Once used, the aura extends to the user and its allies for two whole turns. While the aura lasts all attacks used by the owners will have the effect of HP Drain equal to 1/2 of the damage they deal to their opponents.
Attack Power: 23
AP Used: 13
Obtained by: Star Night Mantle / Lunatic Radiance Hat
Necro Magic - The user focus all his power on a powerful Dark magic spell. With the help of the spirit of the Darkness the user absorbs all the remaining AP from all the fallen corpses around the field. The amount of AP you recover with this skill can easily exceed the MAX AP you normally wield.
Attack Power: -
AP Used: -
Obtained by: Black Shadow Mantle / Dark Matter Hat
Planetarium Smasher - The user focus all his energy to combine the powers of the Earth Elemental Mantle and Hat in order to draw power directly from Land-Umber, the God-Beast of Earth, so it can unleash an Ancient spell. Planetarium Smasher tears a huge piece of the ground before throwing it at the opponents, crushing them fully below the tremendous weight. Hits all opponents once. After damage calculation, each of the opponents get their DE decreased to 0 for the rest of the battle.
Attack Power: 60
AP Used: 38
Obtained by: Dust Mud Mantle & Earth Rush Hat
Prisoner - The user focus all his power on a powerful Holy magic spell. With the help of the spirit of the Light the user unleashes a series of invisible magical chains that attach to each one of the opponents, sealing their powers and decreasing their strength for good. All the opponents will be turned into In-Trainings (with the correct stat decrease) and all of the moves that are not from that stage will be locked for the rest of the battle.
Attack Power: -
AP Used: 30
Obtained by: Holy Light Mantle / Saint Spark Hat
Pumpkin Bomb - The user focus all his power on a powerful Nature magic spell. With the help of the spirit of the Trees the user prepares a special pumpkin with certain secret ingredients in order to make a dangerous bomb and throws it at the opponent. Hits one space, four times.
Attack Power: 45
AP Used: 30
Obtained by: Lively Green Mantle / Energy Drain Hat
Pyro Hell Blast - The user focus all his energy to combine the powers of the Fire Elemental Mantle and Hat in order to draw power directly from Xan-Bye, the God-Beast of Flames, so it can unleash an Ancient spell. Pyro Hell Blast causes a massive explosion over the entire field, burning down everything on its path and leaving no more than dust. Hits all opponents once while skipping through their DE. In top of that, it inflicts Burn with a 100% Chance.
Attack Power: 60
AP Used: 38
Obtained by: Fire Blaze Mantle & Pyro Blast Hat
Reznu Lightening - The user focus all his energy to combine the powers of the Wind Elemental Mantle and Hat in order to draw power directly from Daangar, the God-Beast of Wind, so it can unleash an Ancient spell. Reznu Lightening unleashes a huge chain of thunder, rays and purple lightening all over the field to unleash a massive amount of electricity strong enough to stop any heart from beating. Hits all opponents twice while skipping through their DE.
Attack Power: 60
AP Used: 38
Obtained by: Lightening Flash Mantle & Thunderbolt Raise Hat
Saint Beam Rain - The user raises the magical shining blade of the sword for everyone to see before swinging it in the air seconds after, summoning a storm of Saint Beams that rain over the opponent, hurting them all massively. Hits all the opponents twice.
Attack Power: 46
AP Used: 28
Obtained by: Sword of Light
Seal of the Ancients - The user lays its fingers over the blade of the Chaos Breaker slowly, summoning the power of the spells the Ancient used to seal terrible beings or forgiven spells for all the eternity. Once used, all Mega and SuperMega moves will be locked for the rest of the battle. Also, the user may seal up to two other moves from each of the opponents, again, for the rest of the battle.
Attack Power: -
AP Used: 32
Obtained by: Chaos Breaker / Ancient Necklace of the Universe.
Shattered Dreams - This is a special skill that requires a bunch of auto-control and skill with long weapons. It consists in jumping over the opponents and smashing them all with the powerful heavy force of compromise with the loved ones. Hits three spaces twice, decreasing 15 points of AT per hit with a chance of dealing Demotivation per hit. Also, it has a 1/2 chance of disarming the opponents that carry weapons. (A disarmed opponent loses the boost they gain from the weapons, and blocks them from using the SPs related to said weapon). Using this move will add 2 points to Lunge's Progress Bar.
Requirements: Lunge - Level B
Attack Power: 36
AP Used: 12
Obtained by: Gostei, the Spear.
Shot to the Heart - This is a special skill that requires a bunch of aiming and skill with bows. It consists in aiming directly towards the opponent hearts with one of the Love Arrow and fire with all the intention to pierce through their skin and set up the bases of love into the opponent. Hits one space once, deals a direct Dishearten with 100% chance and skips through All of the opponent DE. Using this move will add 2 points to Archery's Progress Bar. Requires a Love Arrow to be performed.
Requirements: Archery - Level B
Attack Power: 38
AP Used: 12
Obtained by: DiakoptHearthy
Slash - This is a special move that works as the summary of the owner's skill with sharp weapons and it's required to perform advanced moves with it. Each time you use it, you add one point to the bar of progress. Once the bar of progress fills completely, you can move to a Weapon Master who can teach you how to the take the skill to the next level. In level E, you can hit one space once with a normal chance of inflicting Bleeding.
Progress: Level E 0/7
Attack Power: 0
AP Used: 0
Obtained by: All Sharp Weapons
Smash - This is a special move that works as the summary of the owner's skill with heavy weapons and it's required to perform advanced moves with it. Each time you use it, you add one point to the bar of progress. Once the bar of progress fills completely, you can move to a Weapon Master who can teach you how to the take the skill to the next level. In level E, you can hit one space once and decrease the opponent's DE by 2 points per hit.
Progress: Level E 0/7
Attack Power: 0
AP Used: 0
Obtained by: All Heavy Weapons
Spike Freeze - The user focus all his energy to combine the powers of the Water Elemental Mantle and Hat in order to draw power directly from Fiegmund, the God-Beast of Water, so it can unleash an Ancient spell. Spike Freeze raises a series of powerful stalagmites all over the field, turning it quickly into a bloody mess. Hits all opponents once, skipping through their DE. In top of that, it has a 100% chance of inflicting Bleeding.
Attack Power: 60
AP Used: 38
Obtained by: Snow Cold Mantle & Spike Freeze Hat
Thunder Saber - The user uses weapon-based magic to summon a light green sword covered in a thunderous sparking aura. Once used, the aura extends to the user and its allies for two whole turns. While the aura lasts, the owners will be able to skip half of the opponent's defense for each attack they perform. Hits one space once.
Attack Power: 23
AP Used: 13
Obtained by: Lightening Flash Mantle / Thunderbolt Raise Hat
Water Barrier - The user focus all his power on a strong Ancient Water magic. With the help of the spirit of Water it raises barriers made of water that covers the user and its allies. Each barrier works separately and each of them will block all attacks under the mark of 70 of damage. When they receive a damage equal or over 70 they will be destroyed, but even then they will block that last hit.
Attack Power: -
AP Used: 30
Obtained by: Snow Cold Mantle / Spike Freeze Hat
Archery - This is a special move that works as the summary of the owner's skill with the bow and it's required to perform advanced moves with it. Each time you use it, you add one point to the bar of progress. Once the bar of progress fills completely, you can move to a Weapon Master who can teach you how to the take the skill to the next level. In level E, you can hit one space once and skip 15 points of DE from the opponent. Note that you need Arrows in your inventory to use this skill.
Progress: Level E 0/7
Arrows Left: 0/10
Attack Power: 0
AP Used: 0
Obtained by: All Bows
Crusader Bash - The user uses all of its skill with sharp weapons to dominate the tremendous power of the Legendary Swords of the Shining Force and land a tremendous blow over one of the opponents. The effect of this move varies depending of the Sword the user is carrying. If it's the Sword of Light, there is a chance to deal Stun and Paralysis, if it's the Sword of Darkness there is a chance to deal Death and Bleeding, and if it's the Chaos Breaker, there is a chance to deal ALL status disorders (Calculated separately).
Requirements: Slash - Level A
Attack Power: 50
AP Used: 10
Obtained by: Sword of Light / Sword of Darkness / Chaos Breaker
Dark Force - The user focus all his energy to combine the powers of the Dark Elemental Mantle and Hat in order to draw power directly from Zable-Fahr, the God-Beast of Darkness, so it can unleash an Ancient spell. Dark Force focuses on the opponent's own energy and strength and uses it to fuel a inner bomb that soon implodes taking the opponents with it to the underworld. All of the opponent will lose an amount of HP equal to the amount of AP they have. In top of that, there is a 1/4 chance that each of the opponent Faints in the act (Calculate chances separately).
Attack Power: -
AP Used: 38
Obtained by: Black Shadow Mantle % Dark Matter Hat / Sword of Darkness
Dark Saber - The user uses weapon-based magic to summon a dark gray sword covered with a black aura. Once used, the aura extends to the user and its allies for two whole turns. While the aura lasts, all attacks used by the owners will have chances of inflicting a Bleeding (Note that Bleeding is calculated per hit).
Attack Power: 23
AP Used: 13
Obtained by: Black Shadow Mantle / Dark Matter Hat
Death Spell - The user performs a dangerous powerful dark spell that creates a circle of death over one of the foes, meant to steal its life for eternity. Targets one foe, if the users has at least 9 levels above said foe, the foe will instantly faint. Doesn't work for Mega and above.
Attack Power: -
AP Used: 48
Obtained by: Sword of Darkness
Diamond Saber - The user uses weapon-based magic to summon a brown heavy sword covered in an aura of dust and dirt that flies around it. Once used, the aura extends to the user and its allies for two whole turns. While the aura lasts, the owners will be able to decrease 10 points of defense from their opponents each time they hit them. Hits one space once.
Attack Power: 23
AP Used: 13
Obtained by: Dust Mud Mantle / Earth Rush Hat
EarthQuake - The user focus all his power on a powerful Earth magic spell. With the help of the spirit of the Earth the user shakes the entire field with a power strong enough to send everyone on the field off balance. All beings on the field, including the allies, will receive a massive stun that will get them to skip their turns apart from receiving damage. Hits all spaces, including the allies, once.
Attack Power: 45
AP Used: 30
Obtained by: Dust Mud Mantle / Earth Rush Hat
ElectroDash - The user focus all his power on a powerful Wind magic spell. With the help of the spirit of the Wind the user fills itself with an aura of thousand volts of electricity, then it lunges forward to tackle an opponent down for massive damage. Hits one space once and skips all the defense of the target.
Attack Power: 45
AP Used: 30
Obtained by: Lightening Flash Mantle / Thunderbolt Raise Hat
Eternal Flame - The user focus all his power on a powerful Fire magic spell. With the help of the spirit of Flames it summons a magical fire that stands for the whole battle. It will keep causing damage to a single opponent each turn till him or the user faints. The damage it deals is the user's MAXAP minus 100. Only one Eternal Flame can be active at the same time.
Attack Power: -
AP Used: 30
Obtained by: Fire Blaze Mantle / Pyro Blast Hat
Exedrum Beam - The user focus all his energy to combine the powers of the Holy Elemental Mantle and Hat in order to draw power directly from Light-Gazer, the God-Beast of Light, so it can unleash an Ancient spell. Exedrum Beam unleashes a giant beam of pure energy that sweeps through its way, cleaning the entire field from opponents. Hits all opponents twice while skipping through their DE. It also seals all of their moves.
Attack Power: 60
AP Used: 38
Obtained by: Holy Light Mantle & Saint Spark Hat
Final Chaos Slash - During difficult times by the end of the battle, the user may obtain power from the Chaos itself and control it at will with preparation enough. Once the amount of power required has been reunited, the user will swing the Legendary Chaos Breaker in the air and unleash a magical extended slash that will cut through anything. Hits one space once, skips all DE and Deals ALL Status Disorders at the same time. Can only be used once after losing 50% or more of the MAX HP. Once used the user's AP will be sent straight to 0.
Requirements: Slash - Level S
Attack Power: 75
AP Used: All
Obtained by: Chaos Breaker
Flame Saber - The user uses weapon-based magic to summon a red sword covered in a flamey aura which lasts two whole turns. Any Burning effect dealt while the aura stands will be replaced by a Sear which causes thrice as much damage (30% of the MAXHP). Also, the chances of inflicting a burn are increased to 50% for all attacks that inflict burn. Hits one space once.
Attack Power: 23
AP Used: 13
Obtained by: Fire Blaze Mantle / Pyro Blast Hat / Necklace of the Sun
Frozen Saber - The user uses weapon-based magic to summon a blue sword covered in a cold freezing aura. Once used, the aura extends to the user and its allies for two whole turns. While the aura lasts, the owners will be able to decrease 10 points of attack from their opponents each time they hit them. Hits one space once.
Attack Power: 23
AP Used: 13
Obtained by: Snow Cold Mantle / Spike Freeze Hat
Half-Eclipse - The user focus all his power on a powerful Moon magic spell. With the help of the spirit of the Moon the user draws a full moon in the sky and cuts it by half with his mere hands, washing the effect over one of the opponents. This skill will cut one of the opponents Current HP by half. There doesn't exist any defense against this skill.
Attack Power: -
AP Used: 30
Obtained by: Star Night Mantle / Lunatic Radiance Hat
Healing Kiss - The user obtains the power of Aphrodite from AgapiCardia and proceeds to kiss its allies to heal their injuries. Each kiss given heals 30 HP and one status disorder at random, excluding Severe Bleeding and Fainted. You also have three kiss you can distribute to any of your allies (Note that you can give the same Digimon two or three kisses). You can't, however, heal yourself with this move.
Attack Power: -
AP Used: 28
Obtained by: AgapiCardia, the Necklace
Heart Cut Slash - This is a special skill that requires a bunch of dexterity and skill with sharp weapons. It consists in leaping against the opponents while swinging the weapon in certain patterns so that in the end the user can jump away after dealing massive damage, leaving marks that closely resemble hearts in each opponent. Hits three spaces twice with chances of inflicting Bleeding and Demotivation per hit. Using this move will add 2 points to Slash's Progress Bar.
Requirements: Slash - Level B
Attack Power: 36
AP Used: 12
Obtained by: Etaikopt, the Sword.
Heavy Smash - This is a special skill that requires a bunch of strength and skill with heavy weapons. It consists in jumping over the opponents and smashing them all with the powerful heavy force of compromise with the loved ones. Hits three spaces twice, decreasing 15 points of DE per hit with a chance of dealing Demotivation per hit. Using this move will add 2 points to Smash's Progress Bar.
Requirements: Smash - Level B
Attack Power: 36
AP Used: 12
Obtained by: Heymefsi, the Frail.
Holy Light Blessing - The user relies on the power of the magical blade to cast a powerful holy spell. Once the spell is performed the user buries the sword in the ground as the sky shines with the bright light of midday even in the middle of the night, soothing the hearts of the allies. The user and the allies recover 25% of their MAXHP.
Attack Power: -
AP Used: 34
Obtained by: Sword of Light.
Kill Stinger - The user focus all his energy to combine the powers of the Nature Elemental Mantle and Hat in order to draw power directly from Mispolm, the God-Beast of Trees, so it can unleash an Ancient spell. Kill Stinger unleashes an incalculable amount of deadly poisoning carnivorous plants over the opponents, making sure at least one of them gets eaten. Hits all the opponents once and deals massive Poison with a 100% chance.
Attack Power: 60
AP Used: 38
Obtained by: Lively Green Mantle & Energy Drain Hat
Kiss of Life - The user obtains the power of Aphrodite from AgapiCardia and proceeds to kiss a fallen ally in the lips with the hope to restore its life. A Fainted Digimon that received this kiss will be revived with 1 HP.
Attack Power: -
AP Used: 28
Obtained by: AgapiCardia, the Necklace
Lunatic - The user focus all his energy to combine the powers of the Mon Elemental Mantle and Hat in order to draw power directly from Dolan, the God-Beast of Moon, so it can unleash an Ancient spell. Lunatic is quite the strange dangerous spell with a backfire so terrible that only those who are really crazy use it. By the cost of losing the user's entire AT and DE, the spell will reduce all of the opponent's HP to 1 single point.
Attack Power: -
AP Used: 38
Obtained by: Star Night Mantle & Lunatic Radiance Hat
Leaf Saber - The user uses weapon-based magic to summon a dark green sword covered in a series of vines and flowers that unleash a soft aura. Once used, the aura extends to the user and its allies for two whole turns. While the aura lasts all attacks used by the owners will have the effect of AP Drain equal to 1/3 of the damage they deal to their opponents.
Attack Power: 23
AP Used: 13
Obtained by: Lively Green Mantle / Energy Drain Hat
Luminous Saber - The user uses weapon-based magic to summon a yellow sword covered in a sacred aura. The aura doubles the effect of any healing or supporting skill used by a teammate for two turns. Hits one space once.
Attack Power: 23
AP Used: 13
Obtained by: Holy Light Mantle / Saint Spark Hat / Necklace of the Galaxies
Lunge - This is a special move that works as the summary of the owner's skill with long weapons and it's required to perform advanced moves with it. Each time you use it, you add one point to the bar of progress. Once the bar of progress fills completely, you can move to a Weapon Master who can teach you how to the take the skill to the next level. In level E, you can hit one space once and decrease the opponent's AT by 2 points per hit.
Progress: Level E 0/7
Attack Power: 0
AP Used: 0
Obtained by: All Long Weapons
Moon Saber - The user uses weapon-based magic to summon a purple sword covered in a mysterious glowing aura. Once used, the aura extends to the user and its allies for two whole turns. While the aura lasts all attacks used by the owners will have the effect of HP Drain equal to 1/2 of the damage they deal to their opponents.
Attack Power: 23
AP Used: 13
Obtained by: Star Night Mantle / Lunatic Radiance Hat
Necro Magic - The user focus all his power on a powerful Dark magic spell. With the help of the spirit of the Darkness the user absorbs all the remaining AP from all the fallen corpses around the field. The amount of AP you recover with this skill can easily exceed the MAX AP you normally wield.
Attack Power: -
AP Used: -
Obtained by: Black Shadow Mantle / Dark Matter Hat
Planetarium Smasher - The user focus all his energy to combine the powers of the Earth Elemental Mantle and Hat in order to draw power directly from Land-Umber, the God-Beast of Earth, so it can unleash an Ancient spell. Planetarium Smasher tears a huge piece of the ground before throwing it at the opponents, crushing them fully below the tremendous weight. Hits all opponents once. After damage calculation, each of the opponents get their DE decreased to 0 for the rest of the battle.
Attack Power: 60
AP Used: 38
Obtained by: Dust Mud Mantle & Earth Rush Hat
Prisoner - The user focus all his power on a powerful Holy magic spell. With the help of the spirit of the Light the user unleashes a series of invisible magical chains that attach to each one of the opponents, sealing their powers and decreasing their strength for good. All the opponents will be turned into In-Trainings (with the correct stat decrease) and all of the moves that are not from that stage will be locked for the rest of the battle.
Attack Power: -
AP Used: 30
Obtained by: Holy Light Mantle / Saint Spark Hat
Pumpkin Bomb - The user focus all his power on a powerful Nature magic spell. With the help of the spirit of the Trees the user prepares a special pumpkin with certain secret ingredients in order to make a dangerous bomb and throws it at the opponent. Hits one space, four times.
Attack Power: 45
AP Used: 30
Obtained by: Lively Green Mantle / Energy Drain Hat
Pyro Hell Blast - The user focus all his energy to combine the powers of the Fire Elemental Mantle and Hat in order to draw power directly from Xan-Bye, the God-Beast of Flames, so it can unleash an Ancient spell. Pyro Hell Blast causes a massive explosion over the entire field, burning down everything on its path and leaving no more than dust. Hits all opponents once while skipping through their DE. In top of that, it inflicts Burn with a 100% Chance.
Attack Power: 60
AP Used: 38
Obtained by: Fire Blaze Mantle & Pyro Blast Hat
Reznu Lightening - The user focus all his energy to combine the powers of the Wind Elemental Mantle and Hat in order to draw power directly from Daangar, the God-Beast of Wind, so it can unleash an Ancient spell. Reznu Lightening unleashes a huge chain of thunder, rays and purple lightening all over the field to unleash a massive amount of electricity strong enough to stop any heart from beating. Hits all opponents twice while skipping through their DE.
Attack Power: 60
AP Used: 38
Obtained by: Lightening Flash Mantle & Thunderbolt Raise Hat
Saint Beam Rain - The user raises the magical shining blade of the sword for everyone to see before swinging it in the air seconds after, summoning a storm of Saint Beams that rain over the opponent, hurting them all massively. Hits all the opponents twice.
Attack Power: 46
AP Used: 28
Obtained by: Sword of Light
Seal of the Ancients - The user lays its fingers over the blade of the Chaos Breaker slowly, summoning the power of the spells the Ancient used to seal terrible beings or forgiven spells for all the eternity. Once used, all Mega and SuperMega moves will be locked for the rest of the battle. Also, the user may seal up to two other moves from each of the opponents, again, for the rest of the battle.
Attack Power: -
AP Used: 32
Obtained by: Chaos Breaker / Ancient Necklace of the Universe.
Shattered Dreams - This is a special skill that requires a bunch of auto-control and skill with long weapons. It consists in jumping over the opponents and smashing them all with the powerful heavy force of compromise with the loved ones. Hits three spaces twice, decreasing 15 points of AT per hit with a chance of dealing Demotivation per hit. Also, it has a 1/2 chance of disarming the opponents that carry weapons. (A disarmed opponent loses the boost they gain from the weapons, and blocks them from using the SPs related to said weapon). Using this move will add 2 points to Lunge's Progress Bar.
Requirements: Lunge - Level B
Attack Power: 36
AP Used: 12
Obtained by: Gostei, the Spear.
Shot to the Heart - This is a special skill that requires a bunch of aiming and skill with bows. It consists in aiming directly towards the opponent hearts with one of the Love Arrow and fire with all the intention to pierce through their skin and set up the bases of love into the opponent. Hits one space once, deals a direct Dishearten with 100% chance and skips through All of the opponent DE. Using this move will add 2 points to Archery's Progress Bar. Requires a Love Arrow to be performed.
Requirements: Archery - Level B
Attack Power: 38
AP Used: 12
Obtained by: DiakoptHearthy
Slash - This is a special move that works as the summary of the owner's skill with sharp weapons and it's required to perform advanced moves with it. Each time you use it, you add one point to the bar of progress. Once the bar of progress fills completely, you can move to a Weapon Master who can teach you how to the take the skill to the next level. In level E, you can hit one space once with a normal chance of inflicting Bleeding.
Progress: Level E 0/7
Attack Power: 0
AP Used: 0
Obtained by: All Sharp Weapons
Smash - This is a special move that works as the summary of the owner's skill with heavy weapons and it's required to perform advanced moves with it. Each time you use it, you add one point to the bar of progress. Once the bar of progress fills completely, you can move to a Weapon Master who can teach you how to the take the skill to the next level. In level E, you can hit one space once and decrease the opponent's DE by 2 points per hit.
Progress: Level E 0/7
Attack Power: 0
AP Used: 0
Obtained by: All Heavy Weapons
Spike Freeze - The user focus all his energy to combine the powers of the Water Elemental Mantle and Hat in order to draw power directly from Fiegmund, the God-Beast of Water, so it can unleash an Ancient spell. Spike Freeze raises a series of powerful stalagmites all over the field, turning it quickly into a bloody mess. Hits all opponents once, skipping through their DE. In top of that, it has a 100% chance of inflicting Bleeding.
Attack Power: 60
AP Used: 38
Obtained by: Snow Cold Mantle & Spike Freeze Hat
Thunder Saber - The user uses weapon-based magic to summon a light green sword covered in a thunderous sparking aura. Once used, the aura extends to the user and its allies for two whole turns. While the aura lasts, the owners will be able to skip half of the opponent's defense for each attack they perform. Hits one space once.
Attack Power: 23
AP Used: 13
Obtained by: Lightening Flash Mantle / Thunderbolt Raise Hat
Water Barrier - The user focus all his power on a strong Ancient Water magic. With the help of the spirit of Water it raises barriers made of water that covers the user and its allies. Each barrier works separately and each of them will block all attacks under the mark of 70 of damage. When they receive a damage equal or over 70 they will be destroyed, but even then they will block that last hit.
Attack Power: -
AP Used: 30
Obtained by: Snow Cold Mantle / Spike Freeze Hat