Chimera Form : Cure

Total:80 (20 ChargedRegen)*(4 Passive)
Sig Pool: 280/660 (120) (140) (40) (80)

Chimera Form:Cure:

Cure sucks latent energy around Seraphim into him, being purified and converted into positive energy focused about his wounds, allowing him to swiftly recover from most dangerous attacks the more he moves, as the more he moves, the more latent energy is around, and thus, the more he recovers. His attacks aren't influenced by this, and it works as a passive generation effect derived from his curently latent form, 'Chimera', which combines status effects both good and bad.

Effects:

[1:] For Each action taken each turn, Seraphim gains (Charge+1) hit points.

Turn Cooldown
-This Signature is Passive, and thus does not have a Cooldown.

Total:120 (20 20-HP Defense)+(10 Knockback)
Sig Pool: 160/660 (120) (140) (40) (80) (120)

Sword Form:Parry:

Parry Is one of the defense functions of the 'Sword' format 'Class'. It allows Seraphim to throw off an attacker when they attack him, throwing them off with a swift toss in order to emulate that of a swordfighter, a sort of Riposte that causes no damage to them, but sends them skidding backward. Whenever someone hits Seraphim's blocking weapon, he immediately counters with a knockback, pushing them backward with both 'magic' and strength, if they are at melee range, or simply 'magic' if they are using ranged attacks.

Effects:

[1:] Seraphim generates a 20 HP defense per turn. This is passive, and does not use any of his limited signatures per turn.

[2:] When this 20 HP defense is attacked, Seraphim immediately hits out at the person who attacked him for a Knockback without any damage.

Turn Cooldown
-This Signature is Passive, and thus does not have a Cooldown.
Tentatively approved.