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Calmaramon

Calmaramon カルマーラモン

Field Guide
No. 191
Stage
Hybrid
Attribute
Variable
Traits
MediumAquatic
Base Personality
Enlightened
Weak to
ElectricityFire
Resists
Steel
Immune to
Water
Requirements
Agent Rank 3+
777Max HP
664Max SP
310ATK
390DEF
425INT
400SPI
415SPD

Lv. 1

2009Max HP
2019Max SP
843ATK
923DEF
1355INT
967SPI
816SPD

Lv. 99 with Base Personality (Enlightened)

Profile

A Digimon with power over water, it bears the might of the Ten Legendary Warriors. Half humanoid and half beast, Calmaramon can spin its tentacles at high speed for offense, or gather them together into a defensive wall, making for a versatile tool in combat. If it can't finish an opponent with its tentacles, Calmaramon withdraws into its mantle, increasing the power of its attacks as it takes on the form of a giant squid. This mantle is even more resilient than its tentacles, rendering external physical attacks against it harmless. Though Calmaramon is more accustomed to the seas and skies, it can skillfully maneuver its ten tentacles to move around on land like a giant hermit crab as well. Much like a witch, it's crafty and quick to anger. Its special move is Titanic Charge, which spins its hardened mantle to drill into foes.

Mode change

Skills

LearnedSkillElementTypePowerHitsSPAcc.Target
SignatureTitanic ChargeNonePhysical751120100%1 enemy
SignatureRain StreamWaterMagic70180100%1 enemy
Lv. 2Void Ray INoneMagic2515090%All enemies
Lv. 20Attack Charge
ATK Up 30%· 100% · 3 turns
Support15100%1 ally
Lv. 30Heavy Strike IIINonePhysical75117095%1 enemy
Lv. 40Ocean Wave IIWaterMagic35111090%All enemies

Card

Calmaramon Card5