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- Rocketeer Mode - Explosive/Tech - This Merge Mode has the powers of Missile Manipulation and Rocket Surfing. Rocketeer Merge is a short, robotic humanoid baring a slight resemblance to Six-Six or Seven-Seven with a blue and white color scheme, large gauntlet-like hands and wing-like prongs on his back, he is armed with a massive rocket/missile with a cockpit that he rides around in. Rocketeer Mode is a master of missiles and rockets as he is capable of firing a wide array of missiles from his Rocket Rider and remotely control them, said missiles take a wide range of sizes, traits and explosive power such as the tiny yet potent Nano-Charge missiles to the heavy-duty Big Boss warhead missiles, Rocketeer Merge can fire hundreds of missiles at a time to quickly overwhelm enemies with an explosive and nearly inescapable “bullet hell” of rockets and missiles. Some of Rocketeer Mode’s unique missiles include Hydrogen Torpedos, Plasma Rockets, tunneling Drill Missiles, Magnetar Missiles (missiles capable of electromagnetic explosions), Scatter Missiles (missiles that separate into smaller missiles) and more. Even Rocketeer Mode’s Rocket Rider is one giant, rideable missile as he can use it’s self-destruct function to release a devastating explosion equal to ten hydrogen bombs. Rocketeer Merge can also remotely control his Rocket Rider via his arm-mounted device, allowing him to summon his vehicle to him at any time and achieve other functions. Rocketeer Merge, like all Explosive Series Merge Modes is highly resistant towards explosions and can be hit by his own missiles (and explosive weaponry in general) without leaving as much as scratch on him.
- X-Splode Mode - Explosive/Fighter - This Merge Mode has the powers of Plasma Manipulation and Explosive Combat. X-Splode Merge is a female Merge Mode baring a slight resemblance to Cammy from Street Fighter with forearms resembling hand grenades (a reference to Katsuki Bakugou from MHA), orange hair tied into a braided pony tail resembling a bomb’s wick, a green, dark green and brown color scheme and camouflage pattern, an army cap and X symbols on her shoulder and knee pads. X-Splode Merge can generate extremely volatile, explosive plasma energy from the holes on her palms and project this plasma into a variety of explosive attacks such as balls, discs, beams, dozens of small marble-like balls, slow-moving bubbles and even projectile explosions and X-Splode can control the explosive potency of her plasma attacks, when projecting plasma at “full power”, X-Splose can create plasma attacks with a destructive capacity equal to twenty-five million pounds of TNT. X-Splode Merge can also channel the plasma coursing through her body and focus it into any limb to give her physical attacks a highly explosive punch, allowing her to blow things away with a single punch, kick, headbutt etc. X-Splode Merge can even cause explosions with just a touch, setting off a hand grenade-sized blast by touching or grabbing an object or blowing away a Tachyon Tank with just a flick of her finger. X-Splode can even create an Explosive Aura of plasma in a thirty foot radius around herself to cause anything caught in it to spontaneously combust and implode, making her a daunting threat to even be in the vicinity of. X-Splode Merge has a limited reserve of plasma energy and she drains herself with every attack, the stronger the attack is, the more energy is required to project it, X-Splode Merge can become so drained that she can force a de-transformation and put Fusion-X at a disadvantage. Luckily, X-Spode Merge is capable of Plasma Absorption and can refuel on drained energy by absorbing plasma from different sources.
- Holy Moley Mode - Explosive/Beast - This Merge Mode is a master of Underground Combat and possesses an arsenal of Trick Explosives. Holey Moley Merge resembles a very large, fat humanoid star-nosed mole with an orange, red and black color scheme and zigzag shaped stripes, large arms resembling Cannonbolt’s with large black claws, a fiery looking mustache and wearing a fire-themed flak jacket with a belt lined with different kinds of bombs and a blast helmet. Holy Moley Merge is a demolitions expert armed with a diverse arsenal of explosives with unique functions and gimmicks such as Chain Bombs that link together to create larger explosions, Drill Bombs that tunnel through underground and home in on targets, remote controlled Wheelie Bombs that ride around and detonate at Holy Moley Mode’s command, magnetic Cling Bombs that attach to metal surfaces, Holo-Mines that project convincing holograms for distraction until detonating, Sparkle Bombs that implode into dazzling explosions similar to fireworks, Balloon Bombs that inflate in size before releasing a devastating explosion and much, much more. Holy Moley Merge is highly proficient in Underground Combat, capable of using a combat style that utilizes digging motions, underground movement, burrowing underneath enemies for surprise attacks, and using subterranean environments to his advantage, as well as his vast array of explosives. Holy Moley also possesses very large and equally sharp claws that make for excellent weapons in a close quarters fight. Holy Moley Merge is highly resistant to both fire and explosions, much like most Explosion Series Merge Modes.
- Gelignite Mode - Explosive/Slime - This Merge Mode has the power of Explosive Slime Manipulation. Gelignite Merge is a semi-humanoid blob of marmalade orange slime with similar proportions to Clump from 5YL covered in stone-like slabs of rust colored, hardened slime, possessing a stone-like head enveloped in his neck-like protrusion of slime and two thick protrusions of slime resembling arms with three fingered “hands”. Gelignite Merge is composed almost entirely of a highly explosive jelly-like slime similar to gelignite that is capable of exploding on Gelignite Mode’s command or by reacting to sources of heat, a five once clump capable of exploding with the force of a single stick of dynamite. Gelignite Merge is capable of plucking off clumps of his explosive slime from his body to use as sticky bombs, attaching them to surfaces and detonating them remotely, his sticky body also allows him to stick to surfaces and scale walls/ceilings, making him one of the more strategic Explosive Series Merge Modes. Gelignite Merge can also engulf enemies in his slime and detonate said slime at any time, effectively turning anyone or anything he touches into a ticking time bomb. Gelignite Merge can also project his slime to other attacks that pack a highly explosive punch and Gelignite Merge can also explode in response to physical trauma, an enemy foolishly trying to punch Gelignite Merge will be met with an explosion in the face. Gelignite Merge can also create Shrapnel Bombs by hardening his slime balls to a concrete-like state, sending sharp shards of hardened slime in all directions upon detonating. Like all Slime Series Merge Modes, Gelignite Merge possesses a Polymorphic Physiology that allows for impressive levels of elasticity, regeneration, shapeshifting etc.
- Ka-Boo Mode - Explosive/Ghost - This Merge Mode is a ghost with an explosive personality. Ka-Boo Merge is a slim, ghost-like Merge Mode with proportions similar to Ghostfreak’s Omniverse design and possessing pitch black skin, an amber-colored eye, bony claws and a mouth lacking lips, revealing a pair of human-like teeth, he wears a loose straight jacket with long sleeves and covered in zippers. Ka-Boo Merge has a voice and mannerisms similar to the Evil Midnight Bomber (What Bombs at Midnight) from The Tick. Ka-Boo Merge possesses all the abilities associated with Ghost Series Merge Modes but he has the distinctive ability of Explosive Intangibility as he is capable of overloading anything he phases through with explosive energy, turning them into ticking time bombs that explode a few seconds after Ka-Boo Merge phases through them, the explosive potency of these phased-through objects depends on their molecular density, the heavier they are, the bigger the boom. Ka-Boo Merge also has an Explosive Touch that allows him to cause objects to implode shortly after touching them. Ka-Boo Mode’s most impressive ability however is Explosion Empowerment, every time Ka-Boo Merge blows something up he absorbs the remaining explosive energy that he put into them on the first place to amplify his power, allowing him to create even more powerful explosions as well as unlock additional abilities as he gains more power such as Explosive Fire Manipulation, Explosive Blasts, Explosive Aura, Living Bomb Creation (taking the form of small, bomb-like ghost minions) and more. Ka-Boo Merge also gains a hellish, fiery appearance after reaching peak power. Ka-Boo Merge is also capable of absorbing explosions caused by others to stack power and is effectively immune to all forms of explosives and explosions, regardless of how powerful they may be.
- Stomatopoda Mode - Aquatic/Explosive - This Merge Mode has the power of Thermonuclear Manipulation and highly powerful Explosive Strikes. Stomatopoda Merge is a towering, humanoid Mantis Shrimp with centaur-like proportions, having a humanoid upper half and a bottom half resembling a mantis shrimp’s body, very large claws baring a slight resemblance to an excavator’s claw bucket with tubes connecting his arms to his shoulders, a pair of feelers on his face resembling a mustache and a clear, glass-like thorax containing pure thermonuclear energy that resembles a lava lamp. Stomatopoda Merge is a Merge Mode Relative, being the “brother” of Carabidae Merge. Stomatopoda Merge has the ability to generate immense amounts of thermonuclear energy within his body and project immensely powerful blasts of thermal radiation from his claws to a variety of attacks such as decimating beams, exploding balls, a blitzkrieg of thermonuclear bullets, a tornado-like vortex of thermal radiation, bubbles of nuclear heat that melt down anything caught inside of them and more. On top of functioning like a pair of nuclear cannons, Stomatopoda Mode’s claws can also harness the highly explosive potency of his thermonuclear energy to deliver nuclear-powered punches capable of imploding anything his strikes with the force of a small hydrogen bomb and all without causing any damage to himself and Stomatopoda Merge is a highly skilled boxer that can hold his own in physical combat even when his explosive punches aren’t involved. Stomatopoda Merge can also create force fields out of radioactive heat to protect himself while also blowing up or melting down almost anything that makes contact with his thermonuclear force fields, said force fields can even be weaponized by making punching motions while said shields are active, said race fields can also reach immense sizes to protect against large attacks such as a summoned meteor shower. Stomatopoda Mode’s body heats up while he builds up nuclear energy for his energy attacks or explosive strikes and his exo-skeleton can reach temperatures exceeding 3,500 degrees Fahrenheit, allowing him to use his superheated and radioactive body offensively and defensively quite easily. Stomatopoda Mode’s arms can also extend in an accordion-like manner to reach targets up to 300 feet away. Stomatopoda Merge excels in the water and is a highly adept swimmer who can swim at speeds exceeding 450 MPH, can breath underwater and is effectively immune to aquatic pressure, allowing him to dive into abyssal depths with no negative repurcussions.
- Carabidae Mode - Explosive/Insect - This Merge Mode has an arsenal of Chemical Explosives and her own personal Demolition Crew. Carabidae Merge resembles a female, humanoid bombardier beetle with centaur-like proportions and a distinctive, robotic/cybernetic design, a massive, cannon-like abdomen resembling a cement mixer in shape, antenna resembling long bomb wicks, an eye resembling a pair of futuristic shades and a clear, glass-like stomach containing a mixture of potent chemical compounds resembling a lava lamp. Carabidae Merge is a walking explosives factory capable of mixing a variety of chemicals to create potent, explosive concoctions and manufacture them into explosives resembling potion bottles, these explosives can be utilized by Carabidae Merge to combat enemies and do serious damage to her environment or be utilized by Carabidae Mode’s personal demotion crew, small humanoid beetle-like robots that are deployed from her abdomen and follow Carabidae Mode’s every command, these drones can carry explosives to deploy them at Carabidae Mode’s commands via telepathic means. Some of Carabidae Mode’s unique chemical explosives include Green Fire napalm bombs, acid bombs capable of eating through solid rock, cryogenic bombs, crystallizing bombs, chemical bubbles bombs, foam bombs and more, giving her a wide range of capabilities in combat. Carabidae Mode’s drone can also be used for other purposes aside from demolition such as infiltration, intel, sabotage etc. Carabidae Mode’s drones are resistant towards explosions, allowing them to survive if caught in the explosion radius of Carabidae Mode’s bombs. Carabidae Merge is capable of stockpiling explosives to deploy them at any time. Carabidae Merge is capable of scaling surfaces such as walls and ceilings thanks to her special legs. Carabidae Merge is a Merge Mode Relative, being the “sister” of Stomatopoda Merge.
- Molotov Mode - Yokai/Explosive - This Merge Mode has the power of Sake Manipulation, the liquor of the gods. Molotov Merge resembles a very tall (16 feet) demonic humanoid similar to an Oni with a lean yet muscled build, long and spiky blonde hair similar to a Super Saiyan’s, blood red skin, a plum purple eye, long horns sprouting from the sides of his head with a black and white striped pattern, a snaggletoothed grin, wearing a leather jacket with a fire pattern, no shirt, a pair of leopard print pants, cleated combat boots, long black claws, the kanji for alcohol tattooed on his right pectoral and wielding an oversized bottle of sake with a demon theme and a giant Kanabō club. Molotov Merge possesses Sake Manipulation, capable of telekinetically drawing out pure, distilled sake with supernatural properties from his sake that holds a much larger quantity of sake than what it’s size would suggest and project this sake to a variety of powerful sake attacks, create sake constructs, manipulate the properties of sake to create sake with unique, beneficial properties, achieve pyrokinesis by setting his sake on fire on command, creating explosive “Sake Fire” that he can project to explosive/fiery attacks, fire/explosion breath by spitting out sake, flaming/explosive sake constructs, explosive combat via sake, purification via sake, Demon Manipulation by taming demons with sake, summoning tamed demons, transforming others into demonic versions of themselves by having them drink his sake (Susan does this to unlock a unique transformation that mingles with her split personality known as Demonica). Molotov Merge also possesses a self-regenerating head and he can survive and still be active even without a head, allowing him to self-decapitate himself (as well as he completely immune to decapitation/head destroying attacks) and use copies of his head in combat such as attaching heads to his hands to create a pair of biting and fire breathing boxing gloves or throwing explosive copies of his head like bombs. Molotov Merge is also programmed with Kanabō Mastery and Kanabō Manipulation, having excellent skill in using a giant spiked club known as a Kanabo and can also telekinetically control it to call it back to him after throwing it or extend it’s size or length, Molotov Merge is also a master of the unpredictable Drunken Fist style of Kung Fu and he fights better when he’s drunk as well. Other abilities Molotov Merge possesses include Matter Ingestion, Infinite Digestive System, Brewing Mastery, Possession Immunity, Rough Armor (possessing rough and thorny, armor like skin that harms enemies making physical contact) and Elemental Immunity (fire, ice, poison). Fun Fact: Molotov Merge was originally envisioned as a Crossover Merge for a Helluva Boss/Hazbin Hotel adventure and he still could be if that’s what you’d prefer.
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Comments
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- For Rocketeer Mode, Short how, like Child Height short?
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- I would say like 5’4.
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- I have done all of them expect for Carabidae Merge
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- I have done all of them now
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