#Ultimate Power! Activate Burst Mode!!
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#Ultimate Power! Activate Burst Mode!!#Digimon TCG#BT17#BT17-061#Goblimon#Purple#Common#Rookie#Virus#Demon#Digimon Savers#Digimon Savers movie#Digimon Data Squad#Digimon 2020#Digimon#digimon movies
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Digimon in all animated media - Anime, Movies and OVA
1st pic = Digimon Adventure anime (Japan: March 7, 1999 - March 26, 2000; USA: August 14, 1999 - June 24, 2000)
2nd pic = Digimon Adenture 02 anime (Japan: April 2, 2000 - March 25, 2001; USA: August 19, 2000 - May 19, 2001)
3rd pic = Digimon Tamers anime (Japan: April 1, 2001 - March 31, 2002; USA: September 1, 2001 - June 8, 2002)
4th pic = Digimon Frontier anime (Japan: April 7, 2002 - March 30, 2003; USA: September 9, 2002 - July 14, 2003)
5th pic = Digimon Savers / Data Squad anime (Japan: April 2, 2006 – March 25, 2007; USA: October 1, 2007 - November 2, 2008)
6th pic = Digimon Xros Wars / Fusion anime (Japan: July 6, 2010 - March 25, 2012; USA: September 7, 2013 - August 16, 2015)
7th pic = Digimon Xros Wars: The Evil Death Generals and the Seven Kingdoms anime (a.k.a Digimon Xros Wars part 2) (Japan: April 3, 2011 - September 25, 2011; USA: March 8, 2015 - August 16, 2015) **
8th pic = Digimon Xros Wars: The Young Hunters Who Leapt Through Time anime (a.k.a Digimon Xros Wars Hunters or Digimon Xros Wars part 3) (Japan: October 2, 2011 - March 25, 2012) ***
9th pic = Digimon Adventure Tri OVA (Japan: November 21, 2015 - May 5, 2018; USA: September 15, 2016 - September 20, 2018)
10th pic = Digimon Universe Appli Monsters anime (a.k.a Appmon) (Japan: October 1, 2016 - September 30, 2017)
11th pic = Digimon Adventure: (a.k.a Digimon Adventure 2020 or Digimon Adventure reboot) (Japan: April 5, 2020 - September 26, 2021; USA: November 19, 2022 - April 13, 2023)
12th pic = Digimon Ghost Game (Japan: October 3, 2021 - March 26, 2023)
13th pic = Digimon Adventure (Movie) short film (Japan: March 6, 1999; USA: October 6, 2000 as the first segment part of Digimon The Movie)
14th pic = Digimon Adventure: Our War Game! movie (Japan: March 4, 2000; USA: October 6 2000 as the second segment part of Digimon The Movie)
15th pic = Digimon Adventure 02: Vol. 1: Digimon Hurricane Landing!/Vol. 2: Transcendent Evolution! The Golden Digimentals movie (a.k.a Digimon Adventure 02 Vol 1 and 2) (Japan: July 8, 2000; USA: October 6, 2000 as the third segment part of Digimon The Movie) ****
16th pic = Digimon Adventure 02: Diablomon Strikes Back / Digimon: Revenge of Diaboromon movie (Japan: March 3, 2001; USA: August 5, 2005)
17th pic = Digimon Tamers: The Adventurers' Battle / Digimon: Battle of Adventurers movie (Japan: July 14, 2001; USA: October 16, 2005)
18th pic = Digimon Tamers: The Runaway Digimon Express / Digimon: Runaway Locomon movie (Japan: March 2, 2002; USA: October 2, 2005)
19th pic = Digimon Frontier: Revival of the Ancient Digimon!! / Digimon: Island of Lost Digimon movie (Japan: July 20, 2002; USA: October 23, 2005)
20th pic = Digital Monster X-evolution movie (Japan: January 3, 2005; USA: August 1, 2020)
21st pic = Digimon Savers The Movie: Ultimate Power! Activate Burst Mode!! movie (Japan: December 9, 2006)
22nd pic = Digimon Adventure 3D: Digimon Grandprix! short film OVA (Japan: July 20, 2000)
23rd pic = Digimon Savers 3D: The Digital World in Imminent Danger! short film OVA (Japan: July 8, 2006)
24th pic = Digimon Adventure 20th Anniversary Memorial Story Project OVA short films (Japan: November 22 2019 - December 25, 2020)
25th pic = Digimon Adventure: Last Evolution Kizuna movie (Japan: February 21, 2020; USA: September 29, 2020)
26th pic = Digimon Adventure 02: The Beginning movie (Japan: October 5, 2023; USA: November 8, 2023)
** This is the 2nd part of Digimon Xros Wars saga with Taiki, Kiriha and Nene on their adventure while Akari and Zenjirou are left out.
*** This is the 3rd part of Digimon Xros Wars saga with Tagiru, Yuu and Taiki as the protagonists. This 3rd part has the overly long title so we fans prefer to call it 'Digimon Xros Wars: Hunters' or 'Digimon Young Hunters'.
**** Yes, this movie has an overly long title. I had a hard time deciding whether to highlight it in bold or not.
Happy Digimon Day!
#Digimon#Digimon Adventure#Digimon Adventure 02#Digimon Tamers#Digimon Frontier#Digimon Savers#digimon data squad#Digimon Xros Wars#digimon fusion#Digimon Ghost Game#Appmon#digimon adventure 2020#picspam#digimon day#odaiba day#odaiba memorial day
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how do u even start getting into Digimon?? there so much stuff, i dont even know where to begin. like, there is like a hundred shows??? do i start with the first one that came out??
Idk man it just happened??
No, but seriously, don't worry about it! There aren't even that many shows if you ask me. I'll put a list below the cut! I'll list all movies too, so it'll look like more than it really is. Also the dates are the japanese air dates.
Obviously starting with the first season, Digimon Adventure is an easy pick, it also has the most sequels and movies.
But aside from the Adventure related media, all other Digimon Seasons are completely self-contained, and you can just go and watch any! They also all explore "Digimon" and the Digital World in different ways. I personally loved them all.
For the anime I also highly recommend watching the Japanese original. I'm sorry for anyone who grew up with it, but I can barely stand watching the English Dub at all. If you know German though, the German Dub is really good. I still prefer the Japanese original, but the German Dub is at least a translation and not a fan fiction.
The same basically goes for the games. You can just pick any of them up! Also, all Digimon games kind of do their own thing in terms of gameplay and mechanics. There's similarities too, but usually each have their own vibe. A lot of the DS titles do work very similar though!
Anime:
Adventure: Digimon Adventure (Movie) (1999) • Digimon Adventure (Season 1) (1999-2000) Digimon Adventure: Our War Game (Movie) (2000) • Digimon Adventure 02 (Season 2) (2000-2001) Digimon Adventure 02: Hurricane Touchdown!! Supreme Evolution!! The Golden Digimentals (Movie) (2000) Digimon Adventure 02: Diaboromon Strikes Back (Movie) (2001) • Digimon Adventure tri. (6 Movies or 24 Episodes) (2015-2018) Digimon Adventure: Last Evolution Kizuna (Movie) (2020) Digimon Adventure 02: The Beginning (Movie) (2023) [Digimon Adventure: (Reboot) (2020)]
Tamers: • Digimon Tamers (Season 3) (2001-2002) Digimon Tamers: The Adventures' Battle (Movie) (2001) Digimon Tamers: The Runaway Digimon Express (Movie) (2002)
Frontier: • Digimon Frontier (Season 4) (2002-2003) Digimon Frontier: Revival of the Ancient Digimon (Movie) (2002)
Savers/Data Squad: • Digimon Savers / Data Squad (Season 5) (2006-2007) Digimon Savers The Movie: Ultimate Power! Activate Burst Mode!! (Movie) (2006)
Xros Wars/Fusion: • Digimon Xros Wars / Fusion (2010-2012)
Appmon: • Digimon Universe Appli Monsters (2016-2017)
Ghost Game: • Digimon Ghost Game (2021-2023)
Games: Generally known Games in bold, more obscure or never released in the West in small I also left out most Phone and Smart Phone games since they're shut down
· Digital Monster Ver. S: Digimon Tamers (1998) (Sega Saturn) • Digimon World (1999) (PS1) · Digital Monster Ver. WonderSwan (1999) (WonderSwan) · Digimon World: Digital Card Battle (1999) (PS1) · Digimon Adventure: Anode Tamer & Cathode Tamer (1999/2000) (WonderSwan) · Digimon Adventure 02: Digital Partner (2000) (WonderSwan) · Pocket Digimon World (2000) (PS1) > Pocket Digimon World: Wind Battle Disc (2000) (PS1) > Pocket Digimon World: Cool & Nature Battle Disc (2001) (PS1) • Digimon World 2 (2000) (PS1) · Digimon Adventure 02: Tag Tamers (2000) (WonderSwan) · Digimon Adventure 02: D1 Tamers (2000) (WonderSwan Color) · Digimon World: Digital Card Arena (2000) (PS1) · Digimon Tamers: Digimon Medley (2001) (WonderSwan Color) • Digimon Tamers: Battle Spirit (2001) (WonderSwan Color / GBA) > Digimon Tamers: Battle Spirit Ver. 1.5 (2002) (WonderSwan Color) > Digimon Frontier: Battle Spirit / Battle Spirit 2 (2002) (WonderSwan Color / GBA) • Digimon Tamers: Battle Evolution / Rumble Arena (2001) (PS1) · Digimon Tamers: Brave Tamer (2001) (WonderSwan Color) • Digimon World 3 / 2003 (2002) (PS1) · Digimon Racing (2004) (GBA) • Digimon Battle Chronicle / Rumble Arena 2 (2004) (PS2 / GCN) • Digimon World X / World 4 (2005) (PS2 / GCN) • Digimon Story / Digimon World DS (2006) (DS) · Digimon Savers: Another Mission / Digimon World Data Squad (2006) (PS2) • Digimon Story: Sunburst & Moonlight / Digimon World Dawn & Dusk (2007) (DS) · Digimon Championship / Digimon World Championship (2008) (DS) · Digimon Masters (2009) (PC) [Korea only] · Digimon Story: Lost Evolution (2010) (DS) [Japan only; Fan Translation exists] · Digimon Story: Super Xros Wars Blue & Red (2011) (DS) • Digimon World Re:Digitize (2012) (PSP) > Digimon World Re:Digitize Decode (2013) (3DS) [Japan only; Fan translation exists] · Digimon Adventure (2013) (PSP) [Japan only; Fan translation exists] • Digimon Story: Cyber Sleuth (2015) (PSV, PS4, Switch, PC) • Digimon Story: Cyber Sleuth Hacker's Memory (2015) (PSV, PS4, Switch, PC) • Digimon World -next 0rder- (2016) (PSV, PS4, Switch, PC) · Digimon Universe Appli Monsters (2016) (3DS) · Digimon New Century (2021) (Smart Phone) [China only] • Digimon Survive (2022) (PS4, Switch, PC, XBO)
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Digimon Savers the Movie: Ultimate Power! Activate Burst Mode!!
This was just bad. This shit ain't canon, right?
Notes:
No really, this was so lazy and dumb. It felt like some small child won a contest to write the script or something. Also...20 minutes? That's all they could do? That's not even as long as a regular episode! (sigh)
The animation is supposed to be higher quality for the movies but this actually looked worse in some moments? What is going on with Gaomon!??
(Also, no more thick lines, notably. That's not really a bad thing though.)
Yet another digimon that wants to take over the human world for...reasons! At the start of the movie he's weirdly succeeded but then ShineGreymon easily takes him down so...not sure how they let things get that bad.
Rhythm as a character is such an eye roll. They weren't even trying to give her digimon features. She doesn't even have "-mon" in her name. And suddenly she's declaring her love for Agumon? They just friggin' met >:/ tacky! (okay, in isolation, her design is kinda cute, but other than that she's giving nothing)
We get zero insight for why Rhythm is in the human world? Or her connection to Argomon for that matter. Guess we'll never know!
Lalamon did have some entertaining expressions in this, I'll give it that
Unclear when this is supposed to take place chronologically. I guess it must be after the series but then why is Masaru in the human world? Oh well, it doesn't really matter.
Argomon definitely has a cool design and I like his name, but it felt like to voice actor was kinda phoning it in tbh. Maybe he knew the script was shit lol.
In the final scene Rhythm's all like "you gave me the courage to fight Argomon!"...what do you mean? He's already defeated. Or do you call shouting "Agumon!" fighting?
Severe lack of Masaru scenes if you ask me. He looked a little funky too.
Somehow the giant digimon look great no matter what. Kudos to that. (I guess they wanna sell them big ticket figurines lol)
There was some rando in the credits that I assume was maybe the director? Kinda cute but I...I didn't like your "movie" sorry.
#digimon savers#digimon savers movie#that movie title is way too long#I ain't typin that shit out#digimon#anime#movie#movies
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slides in for request, maybe a basic package for either senti or illusion? ( can i even do that? rip sorry if i cant ;-; )
"Huh? Oh, I see. Give me a moment. I've got your order right here."
Battlesuit Order 002 || Basic Package || Illusion
S-Rank Battlesuit || Illusionary Torment A melee Dark Fire DPS, dealing continuous fire DMG and is capable of aerial combat. Core Strengths: - All skills deal Fire and Physical DMG - This battlesuit can attack enemies in mid-air. - This battlesuit has a burst mode. - This battlesuit can inflict absolute time shatter using their ultimate skill, freezing enemies, allies, and timers. Weapon || Scythe [ Base Signature Weapon: Key of Bloodied Screams ] [ Awakened Sign. Weapon: Domain of Sanguine Cries ] Leader Skill || Master of Deception Team gains 30% more Crit Rate. If the team contains 3 different element users, the team deals 60% Crit DMG. Passive Skill || Concealed in Shadow Illusionary Torment has two forms: Illusionary Torment and Illusionary Anguish. Cast Ultimate to switch between the two forms. His basic attacks inflict 1 terror's gaze stack on enemies for up to 15 seconds, maxing out at 3 stacks. Once any enemy has 1/2/3 stacks of Terror's Gaze, using Shadows of an Era will consume all stacks to shock and stun enemies,, shredding their attack and defense by 15%/30%/60% for 15 seconds. Enemies inflicted with unconsumed Terror's Gaze stacks receive 20% of attack as Fire DMG. Evade || Aria of Torment Blending into his dark surroundings, Illusion momentarily disappears and reappears. A successful evasion triggers evasion skill Nightmare Carousal. [Nightmare Carousal] Creates 3 illusions, dealing 50% of attack as Fire DMG and granting 3 stacks of Terror's Gaze on any afflicted enemies. Cooldown: 15 seconds Basic ATK || Anguish and Torment Attacks with the Scythe 5 times to inflict damage. Tapping the Ultimate button once launches enemies into the air, and tapping the attack button after that teleports Illusion to the enemy, where he can do a sequence of 5 basic aerial attacks. Tapping ultimate again while in the air will cause Illusion to slam enemies into the ground. Combo Attack || Shadows of an Era Consumes all stacks of Terror's Gaze to perform combo ATK, striking enemies twice and dealing fire DMG to all surrounding enemies. Using a basic attack creates a follow-up attack that launches enemies back. Tapping ultimate instead creates a follow-up attack that launches nearby enemies into the air, and can be followed up by basic aerial attacks. Ultimate || Boundless Realm Upon casting Ultimate, Illusion disappears from the battlefield and traps enemies within his mindscape, dealing 1500% of his ATK as Fire DMG. This creates the Boundless Domain, where imprisoned character illusions are constantly attacking enemies. During the Boundless Domain state, Illusion throws aside his scythe and shreds enemies with sharp, metallic claws. In addition to a raised attack speed and attack power, Illusion suffers a constant and intense HP drain, however, his HP can never fall below 15% due to the HP drain. Enemies hit by the initial attack have their DEF reduced by 75%, and slowly lose HP due to the rules of the domain. When the 20-second ultimate duration ends, Illusion summons his scythe back and tears the domain to shreds 1500% of ATK as Fire DMG. While in the Boundless Domain, all skill and stage timers are paused. Outside time will not pass inside the domain.
Battlesuit Order 003 || Basic Package || Senti
A-Rank Battlesuit || The Abysmal Guard An ice support for ice battlesuits, capable of shredding the enemy's ice resistance. Launches support attacks while on standby to support teammates. Core Strengths: - All skills deal Ice and Physical DMG - This battlesuit can jump in on QTE and support the active character. - This battlesuit attacks frequently and quickly. Weapon || Staff [ Base Signature Weapon: Seashell Staff ] [ Awakened Sign. Weapon: Tranquil Storms ] Leader Skill || King of the Sea Team deals 15% more ice DMG. For each ice DMG dealer on the team, the team goes 5% additional ice DMG Passive Skill || Starfish, Anglerfish and Krakens Builds up abysmal energy over time, which is used to call Senti in for off-field support. Using weapon actives and getting combos helps with building up the abysmal energy to summon him in. Evade || The Abyss Hears Your Calls. Dashes sideways to avoid attacks. A successful evasion triggers an Abysmal Whirlpool, that pulls enemies in and shreds ice resistance for 20 seconds. Cooldown: 15 seconds Basic ATK || Undersea Guardsman Attacks with the staff 6 times to inflict Ice DMG to enemies. Combo Attack || Guardian of the Queen At full abysmal energy, hold basic attack button to summon a school of abyss fishes to attack enemies. These abyss fishes then assist, dealing 75% of attack as Ice DMG for 20 seconds, even after switching Senti off the field. Ultimate || Hell's Kraken Summons the undersea Kraken to stun, freeze and gather enemies, shredding their ice resistance and increasing the ice DMG dealt by teammates for 16 seconds after the ultimate's activation.
#mod neon#designer || bianca hightower#workshop || custom orders#asks || no pictures#idv#idv oc#idv oc askblog#illusion being super fucking involved while Senti being like 'fish go!!'#love to see it ksjfnskjdfn
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The Ultimate Guide to the Geek Bar Pulse X Disposable Vape
The Geek Bar Pulse X is an innovative disposable vape that has revolutionized the vaping industry. This advanced device features a groundbreaking 3D curved LED screen, fast-charging capabilities, AI power adjustment, and a variety of delectable flavors. Designed for both new and experienced vapers, the Pulse X aims to provide a premium vaping experience with its impressive technology and design. Key Features of the Geek Bar Pulse X 3D Curved LED Screen The Pulse X stands out as the world's first disposable vape with a 3D curved LED screen. This screen not only enhances the aesthetic appeal of the device but also provides essential information such as battery life and e-liquid levels. The starry screen effect adds a unique visual experience, making each puff feel like a celestial journey. Light Up the Sky with Star UI The Star UI interface is designed to light up your vaping experience. The dots of light on the screen accompany you throughout your vaping session, providing a visually appealing and interactive experience. PULSE Power Super Boost The Pulse X offers two modes: regular and PULSE mode. In PULSE mode, the device delivers a more intense and explosive vaping experience. This mode significantly improves the taste duration, ensuring every puff is satisfying and flavorful. AI Power Adjustment With AI power adjustment, the Pulse X optimizes the balance between airflow and power. This intelligent feature allows users to enjoy a consistent and unparalleled vaping experience with easy one-click adjustments. Fast Charge Equipped with high-current quick charging technology, the Pulse X reaches 80% battery capacity in just 20 minutes. This ensures that your device is always ready for use, providing all-day power for uninterrupted vaping. High-Comfort, Bite-Friendly Mouthpiece The mouthpiece of the Pulse X is designed for comfort and durability. Made from moderately hard materials with a transparent shell design, it ensures a comfortable bite without compromising on style. Technical Specifications - E-liquid Capacity: 18ml - Nicotine Level: 5% (50mg) - Heating Element: Dual-Mesh Coils - Battery Capacity: 700mAh, Fast Charge - Charging: USB Type-C - Puffs per Device: - Regular Mode: 25,000 Puffs - Pulse Mode: 15,000 Puffs - Operation: Draw-Activated - Airflow: Adjustable - LED Screen: 3D Curved LED Screen - Indicators: Battery Life and E-Liquid Level Flavor Options The Geek Bar Pulse X offers a wide range of flavors, each designed to provide a unique and satisfying vaping experience: - Banana Taffy Freeze: A creamy blend of ripe bananas and chilly taffy, finished with a refreshing blast of menthol. - Blackberry B-Pop: The bold and juicy essence of freshly picked blackberries, perfectly balanced between sweet and tart. - Blue Rancher: Nostalgic blue raspberry hard candy flavor, delivering a burst of sweet and tangy goodness. - Blue Razz Ice: Fearless blue raspberry flavor with an icy finish, offering a refreshing vape experience. - Grapefruit Refresher: A vibrant mix of slightly bitter grapefruit and a dash of sweetness, providing a well-rounded citrus delight. - Miami Mint: A cool combination of menthol and sweet mint, perfect for hot summer days and cool nights. - Lime Berry Orange: A fusion of zesty lime, sweet berries, and bright orange, creating a tantalizing flavor experience. - Lemon Heads: Captures the zesty essence of fresh lemons, delivering a tart and refreshing sensation. - Orange Fcuking Fab: A bold citrus blast of sweet Navel oranges with a hint of sourness. - Raspberry Peach Lime: Juicy raspberries, succulent peaches, and tangy limes come together for a sweet and zesty flavor blast. - Sour Apple Ice: A sour green apple explosion with a chilled menthol shot, delivering an exhilarating vape. - Sour Fcuking Fab: Intense sour flavor balanced by sweet and fruity undertones, perfect for adventurous vapers. - Sour Mango Pineapple: Tangy mangoes and zesty pineapples with a sour twist, revitalizing your taste buds. - Strawberry B-Pop: Sweet strawberries with a hint of creamy goodness, making a smooth and satisfying vape. - Watermelon Ice: Juicy watermelon flavor with a cooling menthol finish, perfect for beating the summertime heat. User Experience and Reviews The Geek Bar Pulse X has received positive feedback for its advanced features and flavor options. Users appreciate the innovative 3D curved screen and the powerful PULSE mode, which enhances the overall vaping experience. The fast charging capability is also a significant advantage, ensuring the device is always ready for use. However, some users have reported issues with battery life and auto-firing, which can affect the overall experience. It's essential to handle the device with care and ensure it's charged properly to avoid these issues. Conclusion The Geek Bar Pulse X Disposable Vape is a game-changer in the vaping industry. With its advanced technology, diverse flavor options, and user-friendly design, it offers an unparalleled vaping experience. Whether you are a seasoned vaper or new to the scene, the Pulse X is designed to meet your needs and exceed your expectations. Embrace the future of vaping with the Geek Bar Pulse X and enjoy a stellar vaping journey. Read the full article
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glow necklaces
Beyond Necklaces, Beyond Glow: A Dazzling Journey into the World of Luminescent Strings
Forget the limitations of ordinary necklaces. Enter the captivating realm of glow necklaces, where adornment meets luminescence, and your neck becomes a canvas for vibrant constellations, pulsating beacons, and miniature galaxies of light. These aren't your grandma's string of pearls; they're mini marvels of science and design, ready to transform any gathering or adventure into a mesmerizing spectacle. But navigating the glowing galaxy of glow necklaces requires a discerning eye and a thirst for luminous thrills. Fear not, light-wielding explorers, for this guide will equip you with the knowledge to find the perfect necklaces and unleash their electrifying potential.
Beyond the Basic Glow:
Sure, standard glow sticks offer a touch of fun. But glow necklaces transcend the ordinary. Here's a glimpse into the world of string-bound brilliance:
Necklace Nirvana: Glow necklaces drape around your neck, creating a luminous halo for your face and illuminating your entire upper body. Imagine swirling rainbows adorning your shoulders at a rave, pulsating nebulas adding an ethereal touch to your outfit, or campsite lanterns powered by the gentle glow of necklaces draped around your shoulders.
Beyond the Single Tube: Ditch the limitations of single sticks! Many glow necklaces offer multi-tube designs, creating intricate patterns and cascading waves of light. Think vibrant starburst necklaces, playfully braided glow ropes, or even character-shaped options adding a touch of whimsical luminescence to your look.
Innovation Beyond the String: The string revolution doesn't stop at multiple tubes. Discover options with customizable colors, flashing modes, and even sound-activated glow. Imagine necklaces morphing to your mood, reacting to the music with bursts of light, or becoming interactive storytelling tools based on their changing hues.
Safety Comes First: Always prioritize non-toxic, CPSIA-compliant glow necklaces, especially if children will be involved. Remember, these are chemical reactions, not fairy lights.
Matching Your Luminous Mission:
With so many dazzling options, finding the perfect glow necklaces requires strategic planning. Consider these factors before embarking on your quest for ultimate neck-bound brilliance:
Purpose and Duration: Are you planning a neon-drenched festival, a cozy bonfire gathering, or simply seeking everyday luminescent flair? Choose the brightness, quantity, and duration that fit your needs. Remember, glow necklaces often come in packs, so plan your storage space accordingly.
Party Powerhouse: Cater to every whim with variety packs. Think vibrant rainbows of assorted colors, flashing glow necklaces for interactive fun, and even packs offering a mix of styles and durations to suit every outfit and occasion. The possibilities are endless, and the glow, even more so!
Beyond the Celebration: The magic of glow necklaces extends far beyond festive occasions. Think emergency preparedness kits, campsite illumination, and even creative marketing campaigns. These luminous strings can add a touch of fun and practicality to almost any scenario.
Finding Your Glowing Star:
Now that you know what you're looking for, it's time to find your perfect glow necklace partner. Here are some tips to navigate the luminous landscape:
Shop Around: Explore various online retailers and local party stores. Compare prices, features, and reviews before committing. Remember, quality and safety should be your guiding lights!
Bulk Up the Brightness: Consider buying glow necklaces in bulk, especially for large events or parties. You'll often get better deals and have plenty of glowing necks to go around. Just remember, with great glow comes great storage responsibility!
Sustainability in the Spotlight: Embrace eco-friendly options! Look for suppliers offering glow necklaces made from recycled materials or biodegradable alternatives. Light up your event while staying conscious of the planet.
Glowing Beyond the Neck:
The magic of glow necklaces extends far beyond their immediate radiance. Consider these dazzling possibilities:
Glow-in-the-Dark Décor: Unleash your inner artist and create glow-in-the-dark masterpieces! Use glow necklaces to outline pathways, adorn walls, or even fashion whimsical glow mobiles. The flexible strings add a dynamic element to your creations.
Interactive Glow Games: Design games where necklace colors dictate teams, challenges, or even character powers. Imagine glow-powered capture the flag, glowing scavenger hunts, or interactive stories unfolding through the changing hues of your necklace allies.
Community Glow: Spread the light with charitable initiatives. Donate glow necklaces to local shelters, youth centers, or community events. You can illuminate lives and foster joyful connections, all powered by the vibrant force of string-bound luminescence.
Embrace the Glow:
Glow necklaces are more than just accessories; they're an invitation to a world of vibrant possibilities. Embrace the magic of glow, illuminate your events, adventures, and even your style with lum
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Dissidia Final Fantasy: Opera Omnia In the Garden of Evil Boss Rush Lufenia Quest
Lufenia Quests are currently the hardest kind of fight in the Dissidia Final Fantasy: Opera Omnia (DFFOO) mobile game. They’re level 200.
In the Garden of Evil Boss Rush Lufenia Quest
The In the Garden of Evil Boss Rush Lufenia quest has 4 waves. To get all the time-limited rewards, you need to win using at least 3 parties or fewer. If you bring a char that’s synergy for this fight, the rest of your team will get boosted stats as well.
My first party was Garland from Final Fantasy I, Tifa Lockhart from Final Fantasy VII (#ad), and Paladin Cecil Harvey from Final Fantasy IV with Ramuh as my summon.
My Calls were Bartz Klauser’s (from Final Fantasy V), Cloud Strife’s (from Final Fantasy VII), and Ramza Beoulve’s (from Final Fantasy Tactics). Tifa is synergy for this fight.
Cecil, Garland, and Tifa are fully MLB and Purple, including their LD. They have their Bloom Stones and all of their Boards have been completed.
Tifa’s High Armor has been upgraded to Blue. Cecil and Garland are equipped with their Burst weapons and they have their High Armor.
Garland has 3 ATK 108 with He Who Thirsts for Strife Boost★★ (Raises MAX BRV, ATK by 5% while Soul of Chaos buff active) Artifacts. Tifa has 3 ATK 108 with MAX BRV 330 Artifacts.
Paladin Cecil has 3 ATK 108 with Ordeal Grasping Light Boost★★ (Raises own INT BRV, MAX BRV, ATK, DEF by 5% if HP is MAX at start of last wave) Artifacts. Should have replaced Cecil’s Arts with triple 108/330 instead since this party didn’t even get to the last wave, but I forgot. Ah, well.
Tifa is equipped with the following real Spheres:
Shadow’s (from Final Fantasy VI) Single Critical Attack Up Longer A Sphere
Raises ATK by 10% for 6 turns when dealing critical hit to single target
Leo Cristophe’s (from Final Fantasy VI) Single Power A Sphere
When attacking single target: • Increases BRV damage dealt by 10%
Lyse Hext’s (from Final Fantasy XIV) Break Hit Attack All Longer D Sphere
After inflicting Break or attacking target afflicted with Break: • Raises party’s ATK by 5% for 6 turns
Garland is equipped with 3 of Vayne Carudas Solidor’s (from Final Fantasy XII) Breaking Power (RF) A Spheres:
When attacking target afflicted with Break: • Increases BRV damage dealt by 4%
Paladin Cecil is equipped with the following RF Spheres:
Cloud Strife’s (from Final Fantasy VII) Critical Power (RF) A Sphere
Raises BRV damage dealt with critical hits by 4%
Maria’s (from Final Fantasy II) HP Heal Base Attack All Shorter (RF) C Sphere
After recovering HP: • Raises party’s INT BRV, ATK by 2% for 3 turns
The first wave only has one enemy. The Lufenia orb is increased every time the boss takes critical BRV damage. The boss has some pretty annoying gimmicks so it’s better to not let him get a turn.
When the fight started, used Cecil’s LD right away for the buffs and auras. Used Tifa’s Battle Cry then Meteor Crusher.
On Garland’s turn, had him use Bartz’s regular Call. Was second-guessing myself on whether it would work or not though because the boss was immune to all debuffs. But reading through Bartz’s Call again, there was nothing there about inflicting a debuff.
Looks like the wind enchant and imperil were both tied to the “C” icon that Garland got underneath him when he used Bartz’s Call. So I took a chance and, thankfully, it worked. Right after activating Bartz’s regular Call, I had Garland go into his Burst mode. By then, the boss was down to 88% HP.
By the time he was about to cast Ultimate Conflict, his finishing Burst move, the boss was down to 76% HP. Thanks to Garland, the boss’s turns got pushed back a lot.
Just kept on spamming everyone’s skills since I only had 50 turns with this party anyway so there was no point saving ability uses. Garland kept on delaying the enemy and dealing a lot of damage.
Tifa dealt lots of damage too. She’s really amazing. Her DPS was off the charts, especially with her Blue armor, Garland’s BT effect, and Cecil’s auras and buffs. With her Ex, she can launch an enemy and delay them by 1 turn.
Cecil didn’t deal much damage. His healing wasn’t that useful either since the enemy never got a turn but his auras and buffs were amazing and really helped Tifa and Garland dish out a lot of damage.
I’m sure wave 1 would have been a lot harder if the boss actually got a turn, but since that never happened, he basically just stood there while my chars attacked and attacked some more.
My party only had 24 turns left when they finished off wave 1′s boss and got to the second wave. There are 2 enemies on this wave. The Lufenia orbs here are increased when the enemies take BRV damage.
Once again, just spammed skills and delayed the enemies to oblivion. Summoned Ramuh when I only had 5 turns remaining. By then, one enemy was down to 34% HP while the other was at 24% HP.
On Tifa’s turn, used the last of her LD, Meteor Crusher. On a side note, it’s really nice to see her with so much brave. She can get a lot even outside the summon.
Was already more than pleased with this team. They’d already done more than enough by getting past wave 1 and like more than half of wave 2 so I didn’t mind if they weren’t able to finish wave 2. But they’re all so super special awesome that they were able to finish off wave 2′s bosses by the time the summon ended.
Two turns before the summon ended was Garland’s turn. One enemy was at 1% HP while the other was at 14% HP. His Bind of Chaos+ finished off the boss who was at 1% HP and left the other at 5% HP. Tifa finished off the last enemy with her Beat Rush+.
My chars entered the 3rd wave with 5 turns remaining. I think they might have been able to go all the way to the last wave if there was no turn count limit per party and they had ways of dealing with the rest of the Lufenia orbs. Nevertheless, it’s really great how they were able to get this far.
Anyway, so Paladin Cecil was all out of his LD. He still has 4 uses of Saint’s Fall and 5 uses of Holy Flame left.
Garland has 1 use of Bind of Chaos+, 4 uses of Round edge+, and 5 uses of Soul of Chaos+ left. On his turn, used the last of his LD.
Tifa has no more uses of her LD but she still has 4 uses of Beat Rush+ and 1 use of Battle Cry left.
By the time it was Tifa’s turn, there were only 3 turns left before I had to switch my party. Used the last of her Battle Cry then her HP Attack (Full Throttle) for the instant turn rate then either her Ex or Beat Rush+ for her last turn.
For my second party, I decided to bring Terra Branford from Final Fantasy VI, Ramza, and Galuf Halm Baldesion from Final Fantasy V with Shiva as my summon.
My Calls were Bartz’s, Tifa’s, and Amidatelion’s (from Final Fantasy Crystal Chronicles: The Crystal Bearers).
Galuf, Terra, and Ramza are fully MLB and Purple, including their LD. They have their Bloom Stones and all of their Boards have been completed.
Galuf’s High Armor has been upgraded to Blue. Terra and Ramza are equipped with their Burst weapons and Terra has her High Armor.
Terra has 3 ATK 108 with Trance Boost★★ (Raises INT BRV, MAX BRV, ATK, DEF by 5% if HP is MAX at start of last wave) Artifacts.
Galuf has 3 ATK 108 with Buff Attack Up★★ (Raises ATK by 5% with active buffs) Artifacts.
Ramza has 3 ATK 108 with Mightiest Squire Boost★★ (Raises INT BRV, MAX BRV, ATK, DEF by 5% if HP is MAX at start of last wave) Artifacts. Should have replaced Terra’s and Ramza’s Arts with triple 108/330 but I forgot.
Galuf is equipped with the following real Spheres:
Eight’s (from Final Fantasy Type-0) Evasion Attack Up Shorter A Sphere
Raises own ATK by 20% for 3 turns when evading enemy attack *Does not stack with same sphere
Galuf Halm Baldesion’s (from Final Fantasy V) Evasion Attack Up Longer B Sphere
When dodging attack: • Raises ATK by 10% for 6 turns
Wakka’s (from Final Fantasy X) Buff Attack Boost All 5 D Sphere
With 5 or more buffs: • Raises party’s MAX BRV, ATK by 5% *Does not stack with same sphere
Terra is equipped with the following real Spheres:
Gau’s (from Final Fantasy VI) Full HP Power A Sphere
Increases BRV damage dealt by 10% while HP is MAX
Ashelia B'nargin Dalmasca’s (from Final Fantasy XII) Buff Success Attack All Longer D Sphere
After granting buff: • Raises party’s ATK by 5% for 6 turns
Yuffie Kisaragi’s (from Final Fantasy VII) Debuff Success Attack Boost Up Shorter E Sphere
Raises own MAX BRV, ATK by 10% for 3 turns when inflicting debuff on target
Ramza is equipped with 2 of Sazh Katzroy’s (from Final Fantasy XIII) Critical Attack All Longer RF D Sphere:
When dealing critical hit: • Raises party’s ATK by 2% for 6 turns
The third wave has 2 enemies. The Lufenia orbs here are increased by dealing magic BRV damage.
When I started wave 3 with this team, one of the enemies was already down to 88% HP while the other was at 75% HP thanks to Garland, Cecil, and Tifa.
Terra took the first turn. Had her use one of her base skills. On Ramza’s turn, used his LD to get his overhead buff up and running for the party auras. On Galuf’s turn, used Shirahadori+ and Dawn Katana for the buffs and auras. Also had him use Bartz’s LD Call.
When Terra got to move again, had her use Tifa’s LD Call then activated her Burst mode. By then, the Lufenia orbs were at 1. Was really pushing it since only Terra can handle the orbs here.
By the time she was about to cast Trance Ultima, her finishing Burst move, the orbs were at 9 and 7 while the enemies were at 66% and 57% HP.
Afterwards, just continued spamming skills. Everyone did pretty well, especially considering no one has synergy stats. Terra took a lot of turns thanks to her LD. In retrospect, I should have spammed her LD more since I didn’t get to use it in the last wave.
Also in retrospect, maybe I shouldn’t have brought Glauf to this wave and with this party. I wanted to use him in the boss rush, especially since I even upgraded his armor to Blue but I feel like he didn’t get to shine much with this party. He batteried his allies and he provided decent buffs and auras.
However, thanks to Terra being able to get multiple turns, the enemies only got to move a few times which also meant that Galuf only got to counter their attacks a few times.
Ramza supported the party with his buffs, auras, and battery. The primary reason why I brought him here though was that when the enemies get down to 29% HP, they gain massive amounts of brave and you’ll deal 1 BRV damage until you break them. Ramza’s Shout can instantly break one enemy.
The timing got a bit messed up though. It was Terra’s turn when the massive brave damage reduction happened. Had to summon Shiva so I could quickly get to Ramza’s turn already.
Then when he finally got to move, I ended up just having him use Amidatelion’s LD Call instead of his Shout skill. Amidatelion’s LD Call reduced the brave of all enemies to 0 so it’s easy to break them. I opted for this instead of Ramza’s Shout since it’s AoE whereas Shout was single target.
Another thing I kinda regret was using up all of Ramza’s LD on this wave. Should have saved at least 1 for the final wave since his LD launches. It’s fine though. I mean, things still worked out anyway. There were only 21 turns left by the time Terra finished off both bosses.
The final wave has 2 enemies. The Lufenia orbs here are increased by dealing wind BRV damage.
My current party has no way of taking care of the orbs here other than by using Bartz’s regular Call since I didn’t think that they’d be able to get this far.
This team wasn’t prepared for this wave at all, but they did well enough, all things considered.
Terra was gimped here since the bosses heavily resist magic and I didn’t have anyone to imperil and enchant her. However, thanks to the battery from her allies and her brave gains before her attacks, she was able to deal decent enough damage.
Refrained from using Terra’s LD, so the enemies got to move more often. This also meant that Galuf got to counter more as well. Then I managed to get both bosses down to below 79% HP.
When that happened, a message appeared on the screen, saying something about the bosses. From looking it up, it seems they just used Sylvan Union and they need to be launched to get rid of this.
Couldn’t do anything about that though and by then my party only had a few turns left so I didn’t think it mattered anymore. Was basically just waiting for time to run out and for the game to prompt me to switch parties.
Before that though, the enemies were set to move. Didn’t think that’d be so bad since I had Galuf. I thought, why not let him deal more damage via his counters, right?
So the enemies attacked and suddenly Galuf was at 1 HP. All his buffs had disappeared. Welp, guess I should have paid more attention to that Sylvan Union thing.
At least Galuf didn’t die thanks to his Last Stand. Still, was very annoyed about this because now instead of 0 HP damage, I ended up with 10685 HP damage.
One of the mission requirements was to take 15k or less HP damage so the HP loss wouldn’t cost me the run. Nevertheless, this was infuriating. So I decided to “Retry from wave 4″. Did pretty much what I did before.
That is, until the bosses dropped down to 77% and 79% HP. The orbs were currently at 15.
It was Ramza’s turn and I still had 6 turns left with this party. Didn’t want to risk Galuf being brought down to 1 HP again though so I decided to “Retire current party and continue with next party”.
My third and final team was Bartz, Kadaj from Final Fantasy VII: Advent Children, and Dark Knight Cecil Harvey from Final Fantasy IV with Pandemonium as my summon.
My Calls were Keiss’s (from Final Fantasy Crystal Chronicles: The Crystal Bearers), Tifa’s, and Fujin’s (from Final Fantasy VIII).
Bartz, Kadaj, and Dark Knight Cecil are fully MLB and Purple, including their LD. They have their Bloom Stones and all of their Boards have been completed.
Kadaj’s High Armor has been upgraded to Blue. Bartz is equipped with his Burst weapon and his High Armor.
Cecil has 3 ATK 108 with MAX BRV 330 Artifacts. Kadaj has 3 ATK 108 with Remnant Up★★ (While Latent Thoughts active: Raises own MAX BRV, ATK by 5%) Artifacts.
Bartz has 3 ATK 108 with Simple Mastery Boost★★ (Raises party’s INT BRV, MAX BRV, ATK, DEF by 5% while 2 abilities mastered) Artifacts.
Kadaj is equipped with the following real Spheres:
Garland’s (from Final Fantasy I) Break Hit Raging Attack Up A Sphere
Raises ATK by 2% when inflicting Break or attacking target afflicted with Break up to 5 times, once per turn
Oerba Yun Fang’s (from Final Fantasy XIII) Break Hit Attack Up Longer A Sphere
Raises ATK by 10% for 6 turns when inflicting Break or attacking target afflicted with Break
The Emperor’s (from Final Fantasy II) Debuff Success Attack Up Longer E Sphere
Raises own ATK by 10% for 6 turns when inflicting debuff on target
Dark Knight Cecil is equipped with the following RF Spheres:
Jecht’s (from Final Fantasy X) Critical Base Attack Up Shorter (RF) A Sphere
When dealing critical hit: • Raises INT BRV, ATK by 4% for 3 turns
Alphinaud Leveilleur’s (from Final Fantasy XIV) Buff Success Base Attack All Shorter (RF) C Sphere
After granting buff: • Raises party’s INT BRV, ATK by 2% for 3 turns
Seymour Guado’s (from Final Fantasy X) Debuff Success Raging Attack Up (RF) E Sphere
When inflicting debuff on target: • Raises own ATK by 3% up to 2 times, once per turn *Does not stack with same sphere
Bartz is equipped with the following RF Spheres:
Seven’s (from Final Fantasy Type-0) Weak Power (RF) A Sphere
When attacking target’s weakness: • Raises BRV damage dealt by 4%
Alphinaud Leveilleur’s (from Final Fantasy XIV) Buff Success Base Attack All Shorter (RF) C Sphere
After granting buff: • Raises party’s INT BRV, ATK by 2% for 3 turns
Hope Estheim’s (from Final Fantasy XIII) Buff Success Attack Boost All Shorter (RF) D Sphere
After granting buff: • Raises party’s MAX BRV, ATK by 2% for 3 turns *Does not stack with same sphere
I brought Bartz to deal with the Lufenia orbs here. He’s synergy for this fight and he’s a good support with pretty decent buffs and auras, especially with his Burst effect.
Brought Cecil for the launches. He also provides HP damage up and he batteries the party when he launches.
Brought Kadaj since I wanted to use him. He’s the first char I Blued. He’s a debuffer with some DPS capabilities. He can gold frame his debuffs so they can’t be dispelled.
When I started the last wave with this party, the Lufenia orbs were at 15, the enemies were at 77% and 79% HP, and it was turn 60.
Used Kadaj’s Additional Ability (AA), Tifa’s LD Call, then Kadaj’s LD.
On Cecil’s turn, used both of Keiss’s Calls (with his regular Call, I targeted Bartz), his LD then Valiant Blow+.
On Bartz’s turn, used Fujin’s LD Call then went straight into his Burst mode. By the time he was about to cast Quick Spellblade Dual-Wield Rapid Fire, his finishing Burst move, the enemies were down to 53% and 49% HP.
Afterwards, just kept on spamming skills. Got to launch the enemies a lot thanks to Dark Knight Cecil. Between him and Bartz and even Kadaj’s own brv gain, there was a lot of battery to be had.
With all the buffs, debuffs, and auras that were currently up, everyone was able to deal a lot of damage. It was really awesome to see my chars with so much brave, especially Kadaj who got brave that broke the 99999 cap thanks to his Blue armor.
To prevent the bosses from getting a turn, I summoned Pandemonium on turn 67.
Dealt even more damage during the summon so before it ended, the bosses were down to 8% and 9% HP.
On the last turn before the summon ended, one boss was at 1% HP while the other was at 8% HP.
It was Cecil’s turn. Bartz and Kadaj had more than 100k+ brave. Used Cecil’s Valiant Blow+ to launch the boss who was at 8% HP. Bartz’s HP attack took the enemy down to 3% HP. Kadaj finished him off.
The summon ended, leaving one enemy who was basically dead already since he only had 1% HP remaining.
It was Bartz’s turn. Any one of his moves could have finished off the last boss already. Was hoping for Kadaj to be the one to deal the killing blow though. Unfortunately, that wasn’t possible since even Bartz’s BRV+ attack deals HP damage.
So Bartz was the one who ended the fight on turn 69. Managed to get the score and all the other mission requirements.
The bosses on the last wave never got a turn. Bartz, Kadaj, and Cecil had plenty of skills left. Heck, they still had 36 turns left before I had to switch them out.
Feels like they really steamrolled this wave. I think I could and should have just switched to them the moment Terra, Galuf, and Ramza got to this wave.
Anyway, here are screenshots of my parties:
Party 1
Party 2
Party 3
All parties
Conclusion
So, what about you? Which chars did you use to complete these Lufenia Quests? Have you decided to Blue a char’s High Armor? Feel free to share your thoughts and opinions by leaving a comment below or by reblogging or replying to this post.
Notes:
screenshots are from my Dissidia Final Fantasy: Opera Omnia game account
#dissidia final fantasy opera omnia#this post stars:#final fantasy 7#kadaj#tifa lockhart#terra branford#bartz klauser#ramza beoulve#cecil harvey#galuf halm baldesion#garland#paladin cecil#dark knight cecil#games#final fantasy 7 advent children#gacha games#dffoo lufenia fights series#dffoo#dffoo kadaj fights#mobile games
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Power Saving Mode
Hi All,
Here’s my daily newsletter navigating the crossroads of business, growth, and life.
If you love this content (please share it), but also…
Check out my Podcast, connect with me on YouTube / Twitter, Subscribe to my weekly newsletter and Join our free slack community
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Imagine your life as a smartphone.
It's an odd comparison, isn't it? But bear with me.
Your energy? It's the battery that keeps the screen lit, the apps running, the calls connecting.
Every aspect of your life – relationships, hobbies, work, personal goals, even self-talk – these are your apps.
Some apps, like a nourishing chat with an old friend, barely sip on the battery. Others, like an all-night worry marathon, guzzle power like a broken GPS app lost in a digital wilderness.
Ever noticed your phone when it's bursting at the seams with too many apps?
Sluggish. Unresponsive. Drained.
It’s not just the running apps, it’s the silent ones in the background, sipping on your power, bit by tiny bit.
This is your life when overcommitted and under-energized.
Your phone would tell you, if it could: Audit me. Update me.
Would you listen?
So you start. Swipe up, press 'x'.
The soul-sucking meeting that could’ve been an email? Uninstalled.
The friend who only calls to download their daily drama? Subscription cancelled.
And that app in your mind that whispers you're never enough? Deleted.
Next, you install updates.
Meditation. Yoga. A walk in the park. These aren’t just activities. They're the new apps that safeguard your battery life.
Suddenly, your screen is brighter. Responses, snappier. Battery life? It stretches comfortably through the day.
And self-talk? It's no longer a looping track of hits from the 'Greatest Criticisms' album. It’s more like a personalized pep talk from your number one fan.
In this narrative, we're not slaves to the charger cord, desperately clinging to the last 1% of our day.
We are the curators of our energy.
We recognize our power to uninstall, to update, to recharge.
We become adept at not just conserving energy but amplifying it.
This is the untapped potential of personal development through the lens of a smartphone.
Manage your apps. Manage your life. Keep your battery charged and your operations smooth.
And at the end of the day, when you plug in, it’s not out of desperation. It's a conscious choice to recharge, refresh, renew.
In a world where we're all just looking for a little more battery life, this is the ultimate power save mode.
Your legacy isn't how long you kept the screen on.
It's what you did with the power you had while it was.
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Digisoul Charge! Overdrive!
#Digimon Savers#Digimon movie#Ultimate Power! Activate Burst Mode!!#Daimon Masaru#Marcus Damon#Digimon#Digigraphic#TDJ Takeover
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#BT17#BT17-033#Digimon TCG#GeoGreymon#Cooler Greymon#Champion#Vaccine#Dinosaur#Common#Yellow#Digimon Savers#Digimon Data Squad#Digimon Savers Movie#Can you really call it a movie though#Ultimate Power! Activate Burst Mode!!#digimon movies#digimon#digimon 2020#fave#i know geogreymon didnt appear in the movie but the secret wars cards are mainly about the movies so whatever
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“Pilot Contact Test, call-sign Aperture, do you copy?”
“Copy, Station, this is Aperture, pilot unit GL-7D, over.” The blonde gynoid sits in the seat of this new vessel, viewing the stars from a few hundred meters inside the station’s launch bay. If all goes well, she’ll be the first being from this star system to travel faster than light. For a set distance, hopefully.
Even if she stored the entire technology brief in her head, she would have to admit she’s hard-pressed to comprehend everything, instead of parroting it. Something to do with spacetime warping and photon bubbles and blah blah. GL- informally Glynda- was built for piloting, not engineering. Free will may exist in machines as of the Y4K Singularity Event, many generations ago, but even humans at large still stick to a single discipline.
“Roger Aperture, launch systems are almost prepared. Begin engine warm-up and engage Sail Mode.” The more mechanical voice of the station is the last familiar thing Glynda might hear for a while... It’s weird to want to savor that, in her mind. By all accounts, this test flight should run smooth as butter, but flight technology, especially through space, is built on wrecks and corpses.
“Copy.” Ever professional, in her element. Maybe that’s one of the reasons she was chosen from the solar system’s fleet of interplanetary fighter pilots. Her fingers deftly flip the various switches before her around, and the soft blue glow of her engines reflects off of the dull steel of the station’s docking port. “All systems green, Sail Mode engaged. Prepared for rail launch at station’s command, over.”
Glynda takes a deep, simulated breath as she settles into the unfamiliar cockpit. Provided everything goes well, the fighter-class ship will be her payment, and she’ll be the ultimate pilot in the system for a few months. Prototype spaceflight equipment... A rarity, these days. Once the sub-lightspeed interplanetary travel systems were maxed out in power, everyone could only fly as fast as each other. For the personality of someone like Glynda, a stunt pilot at heart, it really is a little boring.
A thirty-second countdown appears on the cockpit’s status display. Glynda minds it, taking the time remaining to see if she can see the extra launch system being activated outside of the station. The best she can tell, there’s a subtle, ultraviolet shimmer occurring outside of the e-mag shields of the launch bay. The FTL system, active and ready to fling her off to Proxima Centauri. Glynda rests her hands on her flight controls, and prepares to be shot out of the station.
Her fighter rumbles as the stations magnetic launchers engage with her ship’s landing gears and begin thrusting her outward. Ten seconds until launch completion and contact with the warp ring. Out of the station at roughly fifty percent lightspeed, and then... Who knows?
“Gears up at the 2 second mark, Aperture.”
“Roger Wilco.” No time to waste words, at these speeds. Glynda bursts from the stations red “door”, and toward the mesmerizingly shimmery space in the white metal ring right before her. After a mere moment of silence as her craft enters the void of space, the tip contacts the barrier and a low hum echoes into her skull.
And then her world goes dark. Followed by a flash of what she can only describe as rainbows and lightning as her ship is chucked unceremoniously into the unknowns of FTL travel. Keeping calm as she can, with her teeth rattling in her jaw, Glynda eyes her instruments and does her best to simply hold her ship’s flight in one direction. It’s all she can do. God help her, now, if She’s out here.
After agonizing minutes that feel like hours or days to Glynda’s overwhelmed systems, the more experimental part of her ship begins to activate. Much like the launch ring that flung her out here, a similar system must be in place to slow her down before she can take better control. Wincing, she can barely process the sounds of the ring pieces on the sides of her engine expanding and constructing themselves to reabsorb the energy of this previously theoretical hyperspace she’s hurtling through.
From the outside, Proxima Centauri c sees a shimmer about half an AU away, as Glynda’s ship compresses back into existence, leaving its return launch ring behind. Everything seems to have gone well. Nothing’s broken, solar cells in every device involved will have things operational in a few hours.
And Glynda finds herself the loneliest woman in the universe, sitting in the darkened cockpit of her depleted starfighter.
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The difference between Digimon "movie" formats (or: why you need to stop treating them like the same thing)
I think this happens a lot understandably due to the term "OVA" not being as well-understood outside Japan, and the fact that anyone outside Japan didn't get to personally witness the release circumstances behind each Digimon "movie", but it's actually very important to understand that not all Digimon "movies" fall under the same distribution format or production process. This is important to understand because if you want to analyze anything about their intended format or story production, it's extremely inadvisable to act like they're all the same thing, or that things not meant to be part of the same series should be lumped together.
Here are the formats used as of this writing for Digimon "movies":
Theatrical movie: A movie in which the primary source of revenue is intended to be the box office. Usually has the largest budget and longest production time out of any of these formats. Currently, as of this writing, our examples are: all of the tie-in movies to the TV series (Digimon Adventure, Our War Game!, both parts of Hurricane Touchdown, Diablomon Strikes Back, The Adventurers' Battle, Runaway Digimon Express, Revival of the Ancient Digimon, Ultimate Power! Activate Burst Mode), which were all screened alongside other anime tie-in movies, and Kizuna, which is standalone. Note that, regardless of its place in timeline, Kizuna is currently classified as a standalone theatrical movie, and is not considered as the same series as tri. by any official listing; in fact, there are places that will often list it as a theatrical movie based on Adventure (i.e. next to the original first movie and Our War Game!). In short, these are all movies that were intended as individual self-contained stories in some sense, and also intended to be seen on the big screen in theaters throughout Japan.
OVA (original video animation): An anime product of some kind that is primarily intended to be sold and released through home video, such as Blu-ray or video on demand (iTunes and Amazon streaming, etc.). They generally have higher budget than a TV series, but not as much as a theatrical movie. As far as movies go, tri. is our only known example of this in the franchise as of this writing. Although said movies screened in Japanese theaters to some degree, and while the box office figures did matter to some degree, these were all limited screenings used to help promote the Blu-rays and streaming versions, which were released on the exact same day the screenings started. Basically, they're not meant to be seen at the theater per se. It was also announced as a full six-part "series" from day one, so every part was made with the understanding it would be an incomplete part of a full narrative. Incidentally, also in this "OVA" category: the memorial shorts released as part of the Kizuna-based crowdfunding, because they were also made for home video first and foremost. The release format is the most vital part here, not the length; the TV series tie-in movies are not OVAs, and should not be called that.
TV movie: A movie that, as the name suggests, is meant to be seen on TV. As of this writing, the only known franchise example is X-Evolution (which was allegedly meant to be a theatrical movie, but unfortunately ran into production snags and ended up on TV instead).
As for the upcoming 02-based movie, while details of its release format are currently unknown, it should be noted that, on top of there being absolutely nothing from Toei ever calling it a "sequel" to Kizuna or anything of the like, it has its own website distinct from Kizuna or tri.'s. Therefore, it's probably reasonable to expect that, even though it seems to take place in roughly the same time period as Kizuna and may cross into similar subject matter, it's likely meant to still be its own standalone product and narrative, and therefore calling it part of the same "series" as Kizuna may actually be misleading. (For a good frame of comparison: Adventure and 02 share a lot of things in common and take place in the same universe, and sometimes cover similar territory, but are very much different series with distinct narratives.)
Therefore, when you set your expectations, and when you analyze the narrative based on its production background, please keep this all in mind!
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Over the Nexus Deck Profile: Blue-Eyes White Dragon
"Yeah, and I'm a Blue-Eyes White Dragon." ~ Jack Atlas Alright, I've had my laugh, here's a REAL Blue-Eyes deck for ya. This one is the deck that I've worked on the longest, because it's an evolution of my story mode deck in Over the Nexus and I spent a long time tinkering with it to make it the strongest possible version. I don't know if I'm there yet, but this one is very strong and very fast. To achieve this strength and speed, this deck plays both the Red-Eyes and Dragunity engines I usually pair with Dragon Ravine, along with three each of Trade-In and Cards of Consonance to maximize draw power. Both Trade-In and Cards of Consonance are made very accessible with Dragon Ravine; if we have Trade-In, we can use Ravine to send The White Stone of Legend to the graveyard, which adds Blue-Eyes to hand, whereas if we have Cards of Consonance, we can use Ravine to add Dragunity Phalanax in hand. These are so reliable that, despite this deck putting a lot of monsters in grave, I don't actually think Pot of Avarice is necessary. The deck is kind of tight on space and we play three of all of our main deck monsters, plus most of our Synchros are Dragon-type so REDMD can bring them back if they go into the graveyard. Blue-Eyes White Dragon itself is huge, so powerful that it can enable an OTK... even if it can't attack. This deck can summon Blue-Eyes so consistently, that I'm running Burst Stream of Destruction, which is basically Raigeki with the downside of Blue-Eyes not being allowed to attack this turn. But we can ignore that by summoning Dragunity Phalanx and using it with Blue-Eyes after activating Burst Stream to Synchro Summon Trident Dragion, which has the same 3000 attack as Blue-Eyes White Dragon does, and more importantly can attack multiple times; if the opponent can't stop it, Burst Stream into Trident Dragion is instant lethal. The Dragunity engine is as always very good at summoning Synchros quickly, so even if Blue-Eyes or Red-Eyes Darkness Metal Dragon aren't available, we can still establish board presence fast! But one of my favorite parts of this deck is it can actually take advantage of Blue-Eyes Ultimate Dragon; it doesn't cost as many cards to make as Five-Headed Dragon, and more importantly we can use Future Fusion, targeting Five-Headed Dragon to send three Blue-Eyes White Dragons, Red-Eyes Wyvern, and Red-Eyes Darkness Metal Dragon, then follow up with Dragon's Mirror to immediately summon Blue-Eyes Ultimate Dragon while still leaving REDMD and Wyvern in the graveyard to get Darkness Metal into circulation! If you really want to feel like Seto Kaiba or otherwise overwhelm your opponent with some of the strongest dragons Over the Nexus has to offer, this deck is for you. MONSTERS (18): Blue-Eyes White Dragon x3 Dragunity Dux x3 Dragunity Phalanx x3 Red-Eyes Darkness Metal Dragon x3 Red-Eyes Wyvern x3 The White Stone of Legend x3 SPELLS (21): Burst Stream of Destruction x2 Cards of Consonance x3 Dark Hole x1 Dragon Ravine x3 Dragon's Mirror x1 Future Fusion x1 Giant Trunade x1 Monster Reborn x1 Mystical Space Typhoon x2 Terraforming x3 Trade-In x3 TRAPS (1): Treacherous Trap Hole x1 EXTRA DECK: Blue-Eyes Ultimate Dragon x1 Five-Headed Dragon x1 Ally of Justice Catastor x1 Black Rose Dragon x1 Brionac, Dragon of the Ice Barrier x1 Dragunity Knight - Vajrayana x3 Goyo Guardian x1 Red Dragon Archfiend x1 Red Nova Dragon x1 Scrap Dragon x1 Stardust Dragon x1 Trident Dragion x1 Trishula, Dragon of the Ice Barrier x1
#yu-gi-oh!#world championship 2011: over the nexus#deck profile#blue-eyes white dragon#blue-eyes ultimate dragon#burst stream of destruction#red-eyes darkness metal dragon#five-headed dragon#trident dragion#blue-eyes#red-eyes#dragunity#dragon ravine
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Presenting Crimson Briar, my fan weapon for Summer Rose!
Design notes and my many contributing Summer headcanons under the cut.
Its main mode is a sword, with a 19.5-inch blade and a total length of 27.7 inches. The short length and straight double-edged blade meant for slashing is based on a Roman gladius. The blade is composed of 13 individual segments, each with two short single-edged blades slotted into a core piece, inspired by the Mesoamerican macuahuitl.
Controlled by the hilt trigger, the blade segments can detach from one another and stretch along a central cord, forming a bladed whip. The hilt can also twist out to become a short staff, allowing the weapon’s reach to be extended two different ways. Finally, the outer layer of the pommel expands outward into a short Incan-style mace.
I designed Crimson Briar with two goals: synergize with what we know of Team STRQ’s weapons and fighting styles, and represent a reasonable extrapolation of Summer’s personality and allusions.
Both Qrow and Raven have very versatile weapons, with Harbinger’s many different forms and Omen’s arsenal of dust blades. As I headcanon Summer as Qrow’s partner at Beacon, I made her weapon similarly versatile to his, with individual transforming parts that can combine into a wide variety of forms for battlefield adaptability. Besides following Qrow’s style, a versatile weapon also helps Summer adapt her fighting strategies around Qrow’s semblance.
I’ve adopted @typeoneninja’s headcanon for Taiyang’s weapon and semblance: a sniper rifle/staff and the ability to telekinetically pull teammates to himself or himself to them. This makes Tai both the only support and only proper ranged combatant of Team STRQ (Harbinger’s shotgun is still for close-range). While unbalanced, this works as STRQ is both literally and symbolically Ozpin’s strike team, and ultimately fell apart when challenged. Many people seem to headcanon Summer as the team sniper, but I think it makes more sense for Ruby to have based her fighting style around her two living parental figures.
My headcanon semblance for Summer is Petal Shift, which allows her to shift to an invisible and intangible state in a burst of white and red rose petals. This shares the aesthetics and battlefield maneuverability of Ruby’s semblance, but not the speed, as Summer never physically changes form. In practice, it works more like May’s semblance, sacrificing some stealth and the area-of-effect variation for nigh-invulnerability while active.
Summer’s weapon and semblance combine for an agile, hit-and-run fighting style that focuses on controlling opponents’ movement. The reach of her weapon lets her keep enemies at a distance, using her semblance and Crimson Briar’s whip to dodge attacks and maneuver around the battlefield. She was best at fighting groups of weaker enemies like Beowolves, which she could take out despite relatively low raw power while never getting surrounded.
Crimson Briar is named to resemble Crescent Rose (two-syllable Cr–s– word plus short plant-related word). Crimson highlights the main color and calls back to “Red Like Roses”, as well as Ruby’s name, while Briar references the whip blade and is a less ideal part of a rose, symbolizing how Ruby will likely succeed somewhere Summer failed.
Briar also combines with Rose from Crescent Rose to make Briar Rose, the alternate name of Princess Aurora in Sleeping Beauty. I consider Sleeping Beauty to be one of Summer’s main allusions, as she has likely been “put to sleep” for a number of years by an ancient witch who lives in a desolate castle and commands demons. The weapon’s design is meant to evoke a rose as well, with the flexible whip and blades resembling a thorny vine, the thread of the hilt a curling stem, and the expandable pommel a blooming rosebud.
The gladius is an ancient Roman infantry weapon, representing how Summer exists in the show’s past and is idealized by those around her. I picked the macahuitl and Incan mace to reference my Latina!Summer headcanon, and because ancient American weaponry is relatively unused in RWBY so far. And the way the weapon breaks apart to form the whip and mace evokes “Thus Kindly I Scatter” and the scattering petal imagery from Summer’s V1 opening and V6 flashback scenes.
(Model created using OnShape)
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Exclusive First Look: LUXE X2 by Vaporesso - Elevating MTL Vaping to New Heights
Exclusive First Look: LUXE X2 by Vaporesso - Elevating MTL Vaping to New Heights As avid followers of vaping innovations, we're excited to share that we've secured exclusive early access to review the LUXE X2 by Vaporesso. Being the first platform worldwide to experience and evaluate this device fills us with pride. The LUXE X2 builds upon the success of its predecessor, the Luxe X, introducing enhancements that promise to redefine your vaping experience. A Glimpse into Innovation - The LUXE X2 Specs Vaporesso has not held back with the LUXE X2, packing it with features that cater to both aesthetic appeal and performance excellence. 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