Teethman's new sigs

Pool: 340
Cap per sig: 100

Data Consumption
Teethman overrides his normal perception systems to distinguish targets simply in the terms of their nutritional value: as a result, he can eat many targets that would normally be too dangerous for consumption and replenish his own supply of energy by doing so. Teethman only compresses the target for easier consumption by chewing: he can, in fact, simply bite the target once and get the nutrition he needs. Therefore, using this target on an opponent who is NOT below the remaining damage count will still result in life gained, despite the fact that Teethman does not eat the target. (Note: for godmoding concerns, the description of consumption will only take place AFTER the attack has landed. The attack's initiation will be trying to grab the enemy or object)
Summary:
40 Life Drain
1 Target
1 Action
2 TCD
Points used: 80

Plaque Guard
Teethman releases one of his arm's lengths of teeth after extending it to five blocks. This automated link floats to a target to be defended and hovers in front of it, intercepting incoming fire with its five block array and responding to the user's movements and intentions, moving aside or opening holes to allow attack through. The high memory needed to use this attack has some side effects: first, Teethman is rendered inactive for a moment as he boots the program for the arm to be launched; second, Teethman loses a bit of health in order to dispatch the arm, which takes part of his battle memory with it. The complexity of the shield also allows it to be detonated at will: once all are rendered inactive, the blocks use their remaining memory to fire a concentrated laser reminiscent of Teethman's old "Shining Whites" attack at the target who destroys the final one.
Summary:
5xHit barrier on one target
50 Damage to one target
Self-damaging (15 HP)
One turn charge
4 TCD
Points used: 100 + 50 - 20 -30 = 100

Chatter
Teethman sets the teeth in the center of his torso into a rapid and disruptive state of constantly clacking. This disruptive sound pattern affects the accuracy of opponents trying to focus on Teethman. Teethman can still fight normally while this process is active.
Summary:
2 Dodges
1 Action
Only self-applicable
2 TCD
Points used: 80

Metronome
Teethman sets the teeth in the center of his torso into a smooth pattern of clacking, creating a metronome-like sound that makes timing easier. This serves to improve the accuracy of Teethman and up to one ally, who he must remain within earshot of.
Summary:
1 Accuracy Enhancement for self, 1 for an ally (cannot stack on self)
1 Action
2 TCD
Points used: 80
All approved. New Teeth, away!