This could be seen from the range of its attribute immunities.
And similar to Dianamon, Apollomon, as the "Sun God," could receive double attribute bonuses whenever sunlight was present—namely, +2000 Magic Power, +2000 Attack, and +2000 Defense.
Since humans were diurnal creatures, Apollomon was clearly much more universally applicable.
Aside from the "Sun God" passive, Apollomon also possessed three active Ultimate Moves, all of which were extremely powerful offensive techniques!
Born! Grace Novamon, God of Infinity! (5k)
First was "Apollo Burst."
Though the description of this Ultimate Move was simple and straightforward, its power was terrifying, giving one the impact of seeing the sun explode right before their eyes.
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[Apollo Burst: The Flame Seed on Apollomon's back generates Solar Fire, allowing it to unleash a fiery blast that scorches everything like the sun itself.]
Apollomon used Solar Fire as its weapon. The Flame Seed clamped within the mechanical arms on its back was the energy device through which it absorbed solar energy and generated Solar Fire.
It could continuously produce Solar Fire from within. To a certain extent, it could even imitate the sun and generate a field effect similar to Sunny Day. However, whether that field effect was truly useful would have to be determined through testing.
—If it was, that meant it came with a field move of its own, equivalent to possessing the "Drought" trait.
The field effect of Sunny Day increased the power of Fire Type Ultimate Moves while reducing the power of Water Type Ultimate Moves.
This would give Apollomon even greater suppression at the attribute level. In short, Apollo Burst should be Apollomon's most powerful Ultimate Move.
The subsequent "Apollo Punch," meanwhile, was a persistent enchantment-type Ultimate Move.
[Apollo Punch: Apollomon wraps Solar Fire around its fists, converting the attribute of its normal