Zadimortis/Final Fantasy Warriors

An idea that I have spent FAR too much time on.
Dissidia/FF series would be the PERFECT! thing to bring into Warriors™ and it’s even done in part by the SAME COMPANY (Koei Tecmo Games) but there’s nothing. So I gotta go and make it myself.
Like the original Dissidia game, this is a modular system that encourages creation of characters and stories. It is a medium through which any episodic storytelling with world exploration and combat can occur.
Please feel free to add characters, either existing in the FF-series, DCI, or unique ones entirely. Please add them as a link to the Characters page below.
====A Warriors game primer====
*The Warriors games feature many playable characters with the same general structure of attacks.
*In general, the game is split into two playable components: Overworld and Missions.
Overworld:
*A map of known areas in the world, such as:
**Missions (see Missions section below)
**Quests, to turn in certain amounts of items or proofs of battle to gain rare weapons, armor, or upgrade characters' combos or stats
**Shops, to purchase items for quests or crafting, upgrade weapons/armor, or level up
**Crafting NPCs, to upgrade weapons/armor or craft usable items
**Side story cutscenes and "skits" (non-plot-relevant character interactions, usually of a light-hearted or funny nature)
Missions:
*Generally a small number of characters are selected per mission. Sometimes characters are forced, sometimes the player can choose who to bring. Often, missions will have recommended characters that will be at an advantage based on the tasks presented.
*Missions are where players actually control a character in combat on a map. The missions offer several challenges:
**World Exploration: Exploring the area map, finding new and hidden areas, and overcoming environmental challenges. You might use special elemental attacks to overcome barriers, hunt down specific locations or targets, hide from big bads, or any other number of worldly challenges.
**Go Resource Hunting: Some rare resources used for quests, crafting, or weapon/armor upgrading can be found either hidden on the field, or as rare drops from special monsters or optional bosses.
**Kill Mooks: Warriors™ games are absolutely notorious for pitting you against hundreds to thousands of small mooks. These rarely do damage, if at all, and are basically meant as fodder for slaughter and gauge-building. Sometimes, the challenge of a boss will just be cutting through its veritable army of meatheads to access the boss itself.
**Fight Minibosses: Minibosses are targetable, named entities usually placed within crowds of enemies, sometimes in small groups. These will usually have a prohibitively large amount of health (compared to mooks that die in a few hits, bosses would take a very long time to kill normally) and special attacks. However, minibosses have a Stagger Gauge: after missing an attack, getting interrupted or hit with an elemental weakness, or any other prescribed stagger, the boss goes down for the count and the stagger gauge appears. Damage dealt to the boss in this time is dealt to the stagger gauge, and when it hits zero, the character may perform a Weak-Point Strike to coup-de-grace the enemy. Usually, there is an element of navigating the environment/other mooks/other minibosses while fighting them.
**Fight Bosses: Occasionally, you will face Whole-Ass Bosses. These usually have very threatening attacks, complex stagger conditions, and Weak-Point Strikes will just do a chunk of the boss's damage instead of killing it outright.
====Things that Warriors Characters can do====
*Standard Attack
**A standard regular Attack chain is generally 7 hits, can be less, can be more. A chain of regular attacks generally ends with a Strong Attack, see below.
*Strong Attack
**Regular attack hits can be ended at any time with a Strong Attack. The position it’s used in the combo will determine the attack. Strong Attacks can also be used as a standalone, but it’s almost never worth it to do so. These are generally powerful finishers and are named.
*Dash Attack
**Dash Attack occurs when, as you expect, the character attacks during a dash. Usually these are quick, but it’s your character so go nuts.
*Weak-Point Strike
**In the Warriors series, when you stagger a boss (usually by dodging an attack or striking with a certain element in an opening), damage dealt to it for a small time breaks down its Stagger Gauge. When this hits zero, the warrior can execute a Weak-Point Strike which does massive damage, usually killing mini-bosses outright. This damage is fixed, but these finishers are often flavorful and will frequently have voice lines.
*Dodge
**If your character does something fancy on dodge, add it. Otherwise, it’s a dodge. Hooray.
*Guard
**See Dodge.
*Unique Action
**A special action that is 100% variable from character to character. This can range from a new attack type, e.g. Link (normally using a sword) shooting his bow, to an entirely new mode of the character, e.g. Revali jumping into the air, gaining flight and changing all his attacks to flight-specific variants. If you want to get wet and wild, do it here - but keep in mind that the Unique Action almost always adds variance to the character, not power. Get creative but not OP.
*Elemental Strike
**Replaces the Shiekah Runes of Hyrule Warriors: AoC. This consists of four attacks that every character gets, which each possess one of two paired elements per below, and infuses attacks with that element for fifteen seconds. Characters may (and often will) have other elemental attacks in their roster, but this ensures that every character has at least four elements worth of attacks. Often times, enemies will take extra damage from a given element, or need to be interrupted with a certain element of attack to prevent a big ole attack, or elemental attacks will be required to traverse different maps and access special areas (e.g. melting an ice wall, freezing pond, or blowing debris out of the way). This ensures that all characters have access to elemental play, and adds a level of strategy when selecting characters to take down certain enemies or face certain overworld challenges.
**Fire or Ice
**Electric or Water
**Wind or Earth
**Light or Darkness
*Limit Breaks
**Limit Break is a three-part gauge that fills from attacking, taking damage, or staggering bosses. Each character has three Limit Break attacks, based on if they consume 1, 2, or 3 bars. Generally speaking, these tend to do massive damage to single target or AoE, but feel free to add extra effects. These will generally do damage equivalent or greater to a Weak-Point Strike, so they are exceptionally powerful.
*Items: This will consist of four item slots that can be used for different Final Fantasy flavored items that can be acquired during game progression, e.g. potions, buff-granting items, debuff-inflicting items, damaging items, status-restoring items, etc. 
Hey that’s a lot of exposition. Here’s a nice friendly, generic character:
==Sample Character: The Warrior of Light==
Basic Properties
Notes 	Very balanced character. Higher defense than normal, good movement speed.
Basic Combo 	7 attacks. Generally horizontal sword sweeps and wide strikes.
Dash Attack 	Quick swipe forward. If the Guard button is pressed while dashing, the dash attack instead turns into a shield bash that protects from the front and knocks enemies hit back a fair distance.
Dodge 	As normal.
Guard 	Shield only protects from the front, but nullifies all damage from the front and reflects low-power magic projectiles.
Unique Action	Holy Chain: Provoke all enemies in a wide radius to target you. Effect lasts on mooks until death, effect lasts on bosses for 15 seconds or until out of range.
Special Attacks
Chain 	Name 	Description 	Special Effects
Unchained	Shield Bash 	A slow windup, wide strike with his shield that stuns enemies for a moment. 	Stun
2-chain 	Ascension 	A huge vertical sweep. Can strike most aerial opponents. 	
3-chain 	Shield Throw 	Tosses shield forward then catches it. Long range. 	
4-chain 	Shield Strike 	Tosses shield forward, then dashes to it, striking enemies along the way. 	Dash, Knockback
5-chain 	Shining Wave 	Shoots a gigantic wall of light forward. Adjust angle with the control stick when firing. Deals significant damage and travels a very long way. 	Launch
6-chain 	Coruscant Saber	Swipes horizontally in a full circle, then vertically down in front. Knocks any hit with the first strike back a massive distance, deals massive damage to any enemies hit with the downward strike.	Guard Break
7-chain 	Bitter End 	Strikes relentlessly with his sword, ending in a gigantic slash that has a chance to instantly kill any non-boss targets hit. 	Impervious, Knockback, Guard Break, Instant Death
Weak-Point Strikes
Name 	Description 	Quote
Final Word 	The Warrior of Light performs his trademark “lowering sword in front of face” gesture, before winding up, leaping into the air, and striking downwards viciously, leaving a blaze of holy flame in his wake. 	"You will not stand in the way of the Light!"
Capitulation 	Jumps into the air, performs a flurry of myriad sword spins and strikes, then lands, sweeping his sword up in a vertical arc, cleaving straight through the enemy. Generally defaults to this against very tall or aerial bosses.	"My path is my own! I chose the light!"
Divine Shield	Throws his shield at the enemy several times in a swirl, before manifesting a gigantic copy of his shield, many times larger than himself, smashing the monolith on top of the enemy. 	"Witness the strength of my resolve!"
Elemental Strikes
Element 	Description 	Special Effect
Fire 	Charge for a second, before releasing a flaming sword spin. Spreads flame out radially from himself. 	Knockback
Electric	Raises his sword, which gets struck by lightning, then slices forward. Small range, but massive damage. 	
Wind 	Spins his shield around him in a whorl, blowing enemies near him closer to him and enemies outside the eye farther away, while dealing damage. 	Draw-in / Knockback
Holy 	Throws his sword up into the air, manifesting a gigantic saber of light in its place, and swipes upwards at a diagonal, the sword dissipating while he catches his real sword. The holy elemental imbue from this ability lasts 60 seconds instead of the usual 15.	Extended Imbue
Limit Breaks
Name 	Description 	Special Effect
Shield of Light	Deals moderate damage in a wide radius, and reduces damage dealt to self and allies in a small radius by 25% for ten seconds. 	Defense Up
Grand Crossover	Deals heavy damage to the selected target, and reduces damage dealt to self and allies in a moderate radius by 50% for ten seconds. Additionally, redirects all damage dealt to nearby allies to himself during this time.	Defense Up, Cover
Ultimate Shield	Deals massive damage to all enemies in front of him. Additionally, nullifies damage dealt to self, and reduces damage dealt to all allies on the map by 75%, for ten seconds. 	Invulnerable, Defense Up
====Characters====
<tabber>
Lotan=
Basic Properties
Notes 	Bulky, "dreadnought" character with a large hitbox. Offers excellent zone of control and debuffing abilities in exchange for deficiencies in speed. His unchained strong attack, Pole Reversal, confers a rotating buff each time he uses it. The first, Septentrion, causes Lotan's combo attacks to apply a minor repel effect with each strike. The next, Meridion, applies a minor draw-in effect. The last, Aequator, has no on-hit effect but grants Lotan a small burst of movement speed for 2 seconds, increased by another 2 seconds if he strikes an enemy. Lotan can be recruited after clearing the "Cocytus" area (where he is a boss) and then completing a series of quests that involve enticing him from his self-imposed prison with a variety of salvaged ice sculptures and treats.
Costumes 	Lotan has 5 costumes.
*[C1] Iola: Default outfit. Automatically unlocks when he becomes playable.
*[C2] Matsumoto: Equips Lotan with Hale's work uniform. Unlocks by obtaining the first of Lotan's Cocytus collectibles, Shave Ice.
*[C3] Lidosian: Pure ice outfit. Bleaches Lotan's particle effects glaring white. Unlocks by obtaining 10 total Cocytus collectibles.
*[C4] Se'ze: Based on the Rorqual component of Solace from The Distance Within Us. Upgrades Lotan's attacks to a cybernetic green effect. Unlocks by obtaining the Bonsai Cocytus collectible.
*[C5] Maelstrom: Based on Leviathan. Lotan's attacks become primarily Water-elemental instead of Ice. Unlocks by purposefully jumping off certain cliffs in Cocytus and finding hidden collectibles.
Basic Combo 	7 attacks. A mix of tail swipes and short range spikes of ice in a frontal arc centered on Lotan. Radius and angle of arc increase with each swipe; the final strike is a 360° circle.
Dash Attack 	A piercing corkscrew in the chosen direction. Lifts struck mooks into the air for a short period of time.
Dodge 	Lotan flattens himself and slithers in the chosen direction. The distance covered is proportional to how long he has been moving prior to the dodge, starting off as very minimal from a stationary position.
Guard 	Covers a wide frontal arc, and can be held for a generous period of time.
Unique Action	Pole Position: Creates a pillar of magnetized mist at Lotan's location that grants him 20% reduced damage for 20 seconds should he remain in its proximity. The pillar remains after this aura expires. Lotan can create up to two of these pillars (with a 2 minute cooldown in between) at any location of the map. Allies not engaged in battle can enter each pillar and be teleported to the other at will.
Special Attacks
Chain 	Name 	Description 	Special Effects
Unchained	Pole Reversal	Lotan channels a flux of magnetic energy in a narrow cylinder around him. This cycles between granting the buffs Septentrion, Meridion, and Aequator. 	See Notes
2-chain 	Striation 	Lotan snaps forward with his jaws. High damage and short range, though holding the strong attack button extends the windup and range. 	Guard Break
3-chain 	Penitente 	A diagonal claw of ice with excellent vertical reach erupts beneath Lotan, striking several times and elevating him and all mooks hit into the air. 	Launch
4-chain 	Sublimation 	Flash-freezes the air in a ring around Lotan. Incoming projectiles fall to the ground, damaging enemies. 	Dash, Knockback
5-chain 	Magnetosphere	Lotan's core discharges a magnetically aligned sphere of ice in front of it - red if under the effect of Septentrion, blue if Meridion. These spheres remain on the field for 15 seconds, pulsing minor damage around them in intervals. If Lotan uses this move again while another orb is on the field, they will either launch towards or away from each other depending on their color, stunning all enemies caught in their wake. An Aequator sphere cannot be moved, but will explode if a red or blue sphere is launched into it.	Stun
6-chain 	Free Radical 	Lotan's core discharges an erratically pathing, Jenga-piece nucleus of ice that orbits a general space in front of him for 10 seconds, lightly damaging and slowing enemies it passes through. If hit with Sublimation, the nucleus falls to the ground and explodes in a terrific discharge of frost and electricity. 	Slow
7-chain 	Seventh Sea 	Lotan rears to his full height and sweeps his tail forward seven times in succession, firing a fin of ice at his target with each sweep. Each successive fin slows and covers a larger area; enemies struck by all seven fins explode in a wintry blast, freezing all nearby enemies. 	Stun
Weak-Point Strikes
Name 	Description 	Quote
Surge 	With a roar, Lotan summons a giant array of icicles in a set of fangs before him, crushing the enemy in their grasp. 	"Thy summer ends!"
Starvation 	Lotan melts away into a pool over which the enemy hovers uncertainly, before they are impaled by a single glacial obelisk that pierces upward from the pool. 	"Forgotten... Never forgiven."
Frozen Coil	Lotan sheds a skin of frost in his likeness and charges at the enemy alongside it, enveloping and constricting them in a frozen helix. The standard for stylishly finishing enemies of a comparable size.	"Henn-fruuk-kujn!"
Elemental Strikes
Element 	Description 	Special Effect
Ice 	Lotan creates a shield of ice in the direction of the control stick, reducing damage taken from that direction by 25%. The shield shatters after 8 seconds, damaging enemies close to it. 	Damage reduction
Water 	Lotan melts into the ground for 5 seconds or until the command is reinput, drastically reducing his hitbox and leaving only his face above ground. He cannot perform any other action until he emerges in a splash of bone-chilling water.	Hitbox reduction
Wind 	Lotan's longest range option. Spits a vortex of swirling snow and wind that travels past the enemy and returns to Lotan, dragging any caught mooks back to him. 	Draw-in
Darkness	Creates a wall of blackfrost in front of Lotan at a perpendicular angle. Enemies knocked into it suffer additional damage. The wall blocks projectiles and can be destroyed by enemy attacks or by reinputting the command. 	Extended Imbue
Limit Breaks
Name 	Description 	Special Effect
Tyrian Rain	Pelts a wide circular area around Lotan with a lingering blizzard. Lotan recovers HP the longer he remains in it. 	Health Regen
Cocytus 	Summons an inverted waterfall from the ground in the direction the control stick is pointing, then flash-freezes it into a defensive wall that blocks all damage from that direction for 10 seconds. The wall shatters upon expiration, damaging all enemies close to it. Allies close to the wall receive 25% less damage. 	Defense Up
Calderone 	Lotan sprouts a huge pair of dragon wings from his core, drastically increasing his movement speed and giving him free movement in the air for 10 seconds. He takes 50% reduced damage and cannot be staggered during this time. When Calderone expires, Lotan rips the wings from himself with his jaw and hurls them at the enemy, inflicting massive damage.	Movement Speed Up, Damage Reduction, Flight
|-|
Marina=
Basic Properties
Notes 	A character specializing in high mobility and excellent pressure. Floats like a butterfly, stings like a bee.
Costumes 	Marina has 5 costumes.
*[C1] Thistle: Default outfit. Automatically unlocks when she becomes playable.
*[C2] Mysterious Thistle: Hooded outfit. Marina wears this as a guest character. Automatically unlocks when she becomes playable. 
*[C3] Brilliant Amethyst: Elegant dress for outings. Changes Marina's knives into dining knives. Unlocks by ???
*[C4] Redrum: Outfit based on Redrum from Rekanstuff. Changes Marina's knives into tactical knives. Unlocks by ???
*[C5] Autumn Goth: Goth outfit with heavy makeup. Changes Marina's knives' color into blue. Unlocks by ???
Basic Combo 	7 attacks; A flourish of martial arts focusing on kicks mix with deadly knife strikes. During Install, the attack is increased to 8.
Dash Attack 	A hopping kick. If the Guard button is pressed while dashing, Marina instead kicks off the enemy and uses them as a springboard to launch herself away.
Dodge 	As normal. During Install, Marina's dashes become fast, invisible dashes that can be cancelled into itself.
Guard 	A frontal block with weak durability.
*If Marina initiates a block just as an attack is about to hit, she can instantly cancel the block into a dodge.
Unique Action	Fluorescent Blade: Marina's unique action allows her to skip attack sequences by sneaking a knife throw in her attacks (ex: 2-chain(FB)>Strong Attack=Arcing Moon). Thrown knife deals low damage, but has high armor piercing value capable of breaking enemy poise. To keep the attack-sequence and knife throw, simply hold down input. If FB is inputted at 0-chain, Marina will perform a quick knife-slash and starts her next attack at 3-Chain. In a total of 7(+1)-attacks, Marina can skip up to 3 times.
Special Attacks
Chain 	Name 	Description 	Special Effects
Unchained	Wicked Shot 	Marina fires a charged knife with a mocking finger-gun pose. Can pierce through multiple targets and slows the enemy on hit. 
*Install: Increased range and extended slow effect. 	Slow
2-chain 	Cross Gash 	Marina performs a cross-slash with knives held between her fingers. 
*Install: Increased speed. 	Guard Break
3-chain 	Arcing Moon 	Marina performs a rising kick to launch the opponent. 
*Install: Two kicks are performed, allowing up to two knives being thrown. 	Launch
4-chain 	Blitz Rave 	Marina steps forward with a rapid barrage of kicks before ending with a powerful roundhouse.
*Install: Rapid kick sequence is performed twice before the roundhouse. 	Knockback
5-chain 	Coiling Dance 	Marina twirls and scatters 3 knives in a spread. 
*Install: Twirling sequence can be cancelled into dodges and thrown knives have longer range and auto-aims up to 3 targets. 	Dodge
6-chain 	Lunar Vortex 	Marina flips upside down with a handstand then twirls her upside-down body and attacks with her legs like helicopter blades.
*Install: Attack has a longer period. 	Dash, Draw-In
7-chain 	Blade Storm 	Marina strings together a series of knifes into a spear, then slams them downwards into pillars of dark lightning spreading all around her. 
*Install: Lightning spreads twice, increasing the range.	Knockback, Stun
8-chain 	Frenzied Assault	Only available during Install. Marina zips back-and-forth in the field multiple times slashing anything in between with her knives before finishing with a diving stomp at the closest enemy.	Dash, Stun, Instant Death
Weak-Point Strikes
Name 	Description 	Quote
Stitching Step	Marina flings a series of knives in an ascending order at the enemy, then steps them like a flight of stairs, finishing with a stomp driving the highest knife deep before jumping off. 	"You like this, don't you?"
Drop-Point 	Marina jumps onto the enemy and plunges her knife deep, then accelerates her fall to drag the plunged knife down with her. Generally defaults to this against very tall or aerial bosses.	"Going down~"
Femme Fatale 	Marina throws a knife at the enemy, then teleports behind their back to catch the knife whist slicing their throat. 	"Shhh..."
Elemental Strikes
Element 	Description 	Special Effect
Ice 	Marina performs a pirouette with her off leg sweeping up a cyclone of snow, hitting everything around her. 	Defense up
Electric	Marina strings a series of knives with a tether of lightning on her heel and performs a backwards-cartwheel lashing the knives like a whip.	Launch
Wind 	Marina braces, then shoots out with a flying kick guided by a gust of wind. 	Movement speed up
Darkness	Marina flicks her side-ponytail aside as a cloak of darkness surrounds her. Draws enemies' aggro in close vicinity. 	Provoke, Extended Imbue
Limit Breaks
Name 	Description 	Special Effect
Flowering GaleLv 1 	Marina springs into the air with a twisting reverse back flip then slams down with a powerful kick that launches a shockwave across. Increases defense for 10 seconds. 	Knockback, Defense Up
Red Eye InstallLv 2 	Marina draws power from the Fragment to induce a powered up transformation on herself for 16 seconds. During this time, Marina's mobility and Specials are buffed. 	Attack Up, Speed Up
Nightshade BloomLv 3	Marina's knives break into a storm of petal-like shrapnel as they gather into twin blades dual-wielded by Marina, who finishes with 2-consecutive slashes with the shrapnel forms into blade lines slicing through the air like torrents of waves. Reduces enemy attack power and slows them for 10 seconds.	Instant Death, Enemy Attack Down, Slow
|-|
Terranova=
Basic Properties
Notes 	A small and swift Tarutaru from Bastok with a prominent golden bun, wielding the curious red staff Claustrum. While appearing at first to be a Lalafell, the shorter stature, pointier ears, and flat black nose cue the observant to the racial difference. Combines the powers of white magic, geomancy, and telekinesis. His special finishers produce a Luopan on the field at his location, emanating various effects based on the finisher step. Can have up to three Luopan active at once.
Basic Combo 	6-hit combo. Terranova swings Claustrum, creating bursts of low-tier elemental magic in front of him that chain from one to the next with ease. The area of effect gradually increases with each spell: stone launched forward > small burst of water > medium-sized whirl of wind > medium-sized explosion of fire overhead > rain of hail and ice shards > rain of lightning strikes that briefly Stun all enemies hit.
Dash Attack 	Jumps forward a short distance, telekinetically pushing back enemies in front of him in a forward direction and dealing light damage.
Dodge 	Short distance, but very fast.
Guard 	Holds up Claustrum in a defensive position. Relatively weak.
Unique Action	Teleport: Hold the button to open a radial menu of party members. Point in a direction to select one. Terranova casts for five seconds before instantly appearing at the chosen party member's side. If attacked during this time, the cast is interrupted. Has a 10-second cooldown.
Special Attacks
Chain 	Name 	Description 	Special Effects
Unchained	Cure V 	Terranova swiftly heals a nearby friendly target, or himself, a moderate amount. Targets the ally with lowest HP. Latent magic coalesces into Geo-Regen, a luopan that gradually restores HP to nearby targets in a wide radius. 	Heal, Regen (Luopan)
2-chain 	Shell Crusher	A charged thrust forward pierces enemies and lowers defense of all hit by 50% for ten seconds. Latent magic coalesces into Geo-Torpor, a luopan pulsing splashes of water that repeatedly knock enemies in a wide radius back. 	Defense Down, Knockback (Luopan)
3-chain 	Spirit Taker 	Siphons life force from all enemies in a moderate radius, absorbing their vitality as orbs of blackish-blue sparkling light that heal an amount proportional to the number of enemies hit. Latent magic coalesces into Geo-Gravity, occasionally drawing in enemies with whirls of wind in a wide radius. 	Drain HP, Draw-In (Luopan)
4-chain 	Retribution 	Terranova telekinetically spins his staff above his head before launching it forward, catching it on a quick rebound. Deals damage in a long straight line and knocks back struck enemies. Latent magic coalesces into Geo-Fury, increasing attack power for all allies in the radius of the luopan. 	Knockback, Attack Up (Luopan)
5-chain 	Shattersoul 	Terranova telekinetically whirls his staff around himself in a wide circle while summoning an orb of elemental holy and earth magic. The staff then flies up, crashing down into the orb, causing it to rupture its energy to all enemies in a very large radius. Latent magic coalesces into Geo-Wilt, a luopan that increases enemy damage taken in a wide radius. The effect gradually increases, from +25% to +100%, the longer enemies remain within its range.	Enemy Damage Taken Up (Luopan)
6-chain 	Hexa Strike 	Sacrificing technique for rage, Terranova grabs his staff with both hands and violently bashes all enemies around him over and over, each strike leaving pinkish-white bursts of energy in their wake. Latent magic coalesces into Geo-Wilt, a luopan that pulses high damage in a wide radius. 	
Weak-Point Strikes
Name 	Description 	Quote
Gate of Tartarus 	Terranova holds Claustrum upright, summoning forth a hideous black portal on the enemy's position that partially sucks them in. He then winds up and stabs through the portal, violently shattering it. 	"All comes full circle!"
Empyreal Transfixion 	Terranova telekinetically flings his staff wildly, bashing the ground several times over. Each bash creates an elemental sigil on the ground, six in total. After the final bash, Terranova suspends Claustrum high overhead, which then siphons elemental energy from the sigils into itself, before Terranova chops downward, the elementally charged Claustrum descending from on high and cleaving the enemy in a rupture of elemental magic.	"Do you not fear the land? You will!"
Witness to Provenance	Terranova closes his eyes, praying, and begins hovering off the ground. Around him and the enemy, dozens of luopan of various elements and effects manifest. Terranova then opens his eyes, emitting a brilliant blue glow, and points forward, causing the luopan to swarm the enemy in a tornado of elemental violence. 	"Siren, lend me your breath... geocolure, awaken now. Sing through me, and lay low this transgressor!"
Elemental Strikes
Element 	Description 	Special Effect
Fire 	Terranova detonates a flaming blast above his head, dealing damage and lighting enemies hit on fire. Flaming enemies have increased movement speed and take damage over time.	Damage over time
Electric	Terranova casts a roiling ball of lightning above his head, striking out at nearby enemies multiple times. Any hit are stunned for a second. 	Stun
Wind 	Terranova casts a whorl straight above his head, launching all enemies near him back. Mooks that hit a wall are killed instantly. 	Knockback, Death
Light 	Casts forth a tiny orb of light, which flies forward and upwards slightly before exploding in a gushing wave of opalescent brilliance. 	
Limit Breaks
Name 	Description 	Special Effect
Holy IILv 1 	Terranova tosses two tiny orbs of light up in the air, spiraling around each other until they impact in a torrential flood of light. Deals significant light damage to all in range and heals all allies in range for 25% of their maximum HP. 	Heal
Banishga IVLv 2 	Terranova tosses his staff in the air and kneels down in prayer, the staff spinning and gaining in holy might until it overflows. Deals very high light damage to all in range and heals all allies in range for 50% of their maximum HP. 	Heal
Gate of the GodsLv 3	Terranova throws his arms wide, a multitude of white glyphs appearing above him as the sky opens up, bathing the battlefield in lethal divine light. Deals extremely high light damage to all nearby enemies and moderate light damage to all enemies on the battlefield. Additionally, heals all allies on the battlefield to full.	Full-Field, Heal
|-|
Delta=
Basic Properties
Notes 	A complex fighter who relies on setting up his Unique Action to take out large crowds, Delta uses short combo strings that grant him direct access to elemental damage without needing to utilize his Elemental Strike. This can make him a very good duelist, able to abuse his access to elemental damage to force out weak point gauges, but he struggles against waves of standard enemies due to his attacks hitting a very narrow range. Whenever he performs an elemental attack, be it through a special or Elemental Strike, he gains a Sigil that will appear next to his health bar on the hud. His Unique Action requires two Sigils to be used, but has ten different possible functions based on which Sigils are active.
Basic Combo 	4-hit combo. Delta steps forward into a haymaker, quickly brings his hand up into a backhand, turns into a spinning elbow, continues to pivot into a side kick before dropping his foot down into the idle stance.
Dash Attack 	Shoulder tackle. Can automatically transition into Link 2 or Normal 2, but stops his momentum.
Dodge 	Normal
Guard 	Delta simply holds up his arms, reducing less damage than normal blocks but being more mobile.
Unique Action	Elemental Fusion: Consumes both active sigils to cast a powerful spell. Unless otherwise stated, his Unique Action will be the same element as the sigils used to cast it.
* Fire+Fire: Inferno. A shield of Fire surrounds Delta for 10s, passively dealing Fire damage to any enemy that touches it. This fire damage cannot be blocked, but also can’t interrupt enemy actions.
* Fire+Air: Lightning. Delta charges up electricity in his hands, blasting it forward in a cone that deals Electric damage instead of Fire or Air.
* Fire+Water: Steam. Delta launches a ball of water forward, then heats it up, causing a mass of steam to blast out from it. Deals Wind and Water damage in a wide area and makes it so Delta and his allies have a small chance to not take damage when hit. However the steam only lasts for 2s before dissipating, making it’s defensive use more of a panic option. 
* Fire+Earth: Metal. Raw iron rises out of the ground before getting turned into a shield in a flash fire. This shield will remain on the field for about 5s, and if it is attacked it will throw out shrapnel in the direction of the attack, allowing it to deal damage in a wide area.
* Air+Air: Whirlwind. A tornado spawns a short distance ahead of Delta, and remains on screen for 10s. It pulls mob enemies in towards it, dealing Wind damage over time to anything within the tornado. Most bosses and minibosses are immune to it’s absorption effect, but still take damage while inside it.
* Air+Water: Rain. Clouds form in a wide area over the battlefield, dealing light Water DoT to enemies and HoT to allies within it for 15s.
* Air+Earth: Sandstorm. Rough sand whips about, dealing DoT to enemies within it for 15s.
* Water+Water: River. A stream of water runs forward before suddenly widening. Delta then hops onto the river and rides it along the battlefield for 3s. During this time it deals Water damage to anyone Delta makes contact with, and it can be turned left and right. It’s turning is very wide, however, and the move does not automatically end if Delta hits a wall. But it can be dodge cancelled out of.
* Water+Earth: Mud. Delta throws out a ball of mud forward. When it hits the ground it lingers for a few seconds, holding mob enemies inside it and slowing down minibosses who try to walk through it. Has no effect on large or humanoid bosses, barring the damage from the initial throw.
* Earth+Earth: Earthquake. Delta hits the ground as a three point landing, erupting the ground around him and knocking away enemies in a large radius.
Special Attacks
Chain 	Name 	Description 	Special Effects
Unchained 1	Wind Bolt 	Delta fires a bolt of wind forward. It travels a surprisingly long range, and Delta will remain in the same pose so long as he doesn’t enter any other input. 	Wind damage, Transitions into Unchained 2, grants Wind Sigil
Unchained 2	Sheer Wind 	The bolt of wind explodes into a small storm, sucking enemies into it before popping them into the air. Due to the wind bolt’s position being where this attack happens, the timing of when the button is pressed determines where the storm spawns.	Wind damage, Absorption, grants Wind Sigil
2-chain 1 	Firebrand 	An uppercut with a sword made of fire. 	Fire Damage, transitions into 2-Chain 2, grants Fire Sigil
1-chain 2 	Burning Blade	A downward cleave with the fire sword. 	Fire Damage, Knockback, grants Fire Sigil
3-chain 1 	Water Whip 	Pull water up into a diagonally upward whip. Covers the most range around Delta of any of his attacks, besides a point blank Gusts. 	Water damage, Transitions into 3-Chain 2, grants Water Sigil
3-chain 2 	Waterfall 	Delta whips the water stream up and lets go of it, having it crash down as a ball of water a short distance in front of him. 	Water damage, knockback, grants Water Sigil
4-chain 1 	Stalagmite 	Delta slams his hand onto the ground, causing a spike of rock to shoot out in front of him. 	Earth damage, knockback, transitions into 4-chain 2, grants Earth Sigil.
4-chain 2 	Boulder 	Delta lifts his hand up, launching a rock off the spike and into the crowd. 	Earth damage, grants Earth Sigil.
Weak-Point Strikes
Name 	Description 	Quote
Burning Winds	Delta conjures forth a tornado, then snaps his fingers, lighting a fire beneath it. Delta then turns to face his back to the enemy as the fire rises up through the whirlwind.	"Wind, fire, cleanse this world once more."
Whirlpool 	Water whips around as Delta waves his arms to mimic it's path, creating a watery vortex around his foe that rips them apart. 	"Even something as gentle as water can be as dangerous as any blade."
Sinking Sands	Earth rises up around the target as sand pours in, spiraling downwards into the bowl before breaking it's container and spilling out. 	"To think, that such terrible sands exist all throughout this world."
Elemental Strikes
Element 	Description 	Special Effect
Fire 	Fire grows a short distance away from Delta before blasting upwards, raining flames down. 	Grants Fire sigil
Water 	Dancing Waves. A ring of water flows around Delta before bursting. 	Damaging aura while imbued, grants Water sigil
Earth 	Delta stomps the ground, raising a giant pillar of stone out of it, before toppling it with a punch. 	Guards frontal attacks during start up, grants Earth sigil
Darkness	Waves of darkness burst out away from Delta before shooting straight up, launching mob enemies vertically.	Launches, grants Wind sigil
Limit Breaks
Name 	Description 	Special Effect
Elemental GlyphLv 1 	Delta sets his oldest Sigil on the field as a trap. If enemies walk over it the Sigil will explode and deal the same elemental damage as the Sigil set. 	Consumes 1 sigil, set trap, deals elemental damage (based on Sigil consumed).
Sigil CrashLv 2 	Delta summons his active Sigils as glyphs and crashes them into each other, making a burst of energy. If he has less than two Sigils active, the empty slots will instead summon blank Glyphs with no mechanical change.	High knockback
Primordial ElementLv 3	Delta summons a segmented glyph overhead, filling it with each of the four elements as he has them whip around him. Once filled up, it will explode into a black energy filled with unknown, glittering particles. 	Instant kill mobs, high knockback.
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Tanamo-no-Rei=
Basic Properties
Notes 	A speedy caster type relying on her stylish usage of elemental magic from her tails. Suffer with low defense and health but has power to kill her enemies quickly. Her Unique action allows pause the fights and select which active tail while also opening up a spell menu giving her more strategic use, Rei also has her own MP restore for her elemental spells Rei mainly focuses on trying to pull stylish actions and spell uses allow her to regain MP faster.
Basic Combo 	9 attacks. Performing a mix of Scythe slashes and spells strikes, with each elemental spell spent off of her tail gauge.
Dash Attack 	Dashs through air surrounding herself with wind and petals.
Dodge 	Slides by while riding a small wave of water as water at the end freezes.
Guard 	Summons up a boulder while enhancing it with metal using it as a shield.
Unique Action	Kitsune Tails allows her to switch between her nine tails, having one active allows her to change her stats slightly and spells she can use.
*Darkness: Her Default Tail, offering her base form stats and abilities, Rei will also allow her to regain MP much faster than any other tails.
**Shadow Claw: Rei arm turns black as it stretches out a group grabbing random mob before she starts bashing it around to deal damage to surrounding enemies.
**Shadow Scythe: Release blade of darkness in a large area in front of her.
*Fire: Adds a burning effect to her basic attacks while increasing her attack power.
**Foxfire: Summons three fireballs to surround herself as she uses her dash attack they home after random enemy deal large radius to where they lay
**Inferno Snap: Snaps her fingers casting bursts of flames in radus in front of her.
*Ice: Increase damage to her attacks while freezing soaked enemies.
**Ice Fangs: Summons pair icicle shaped fangs fired in front of Rei, when she's doges increase power of her attacks as they launch as soon she dodges.
**Frost Ring:Creates Icicle around her, dealing damages when making contact to nearby enemies.
*Lightning: Increase Speed but lower attack power while stun enemies with her basic attacks.
**Shock Blast: Release cone waves in electricity in front of her, dealing increased damage to soak or trapped in bubble enemies.
**Sparkfeild: Release electric shock in radius around her, if water nearby or enemies are soaked or trapped in a water bubble increase the damage.
*Water: Given a regen effect while attack and speed is lower and also adds soak effect to her basic attacks, allowing them dealt more damage to ice and electric attacks but less for fire. 
**Healing Spring: Restore HP to self or allies nearby.
**Flood: Release large flood of water in cone area in front of her, when uses enemies trapped within bubble prisons 
*Earth: Increase Defense with lower speed, also allow strength her Guard.
**Tremor Stomp: A stomp on ground launched surrounding enemies in air as they landed on spikes from the ground.
**Stone Barrier: Create a barrier of stone protecting her from attacks until the stones are destroyed.
*Wind: Increase speed but lower defense while allowing her to dash longer.
**Gale Force: Push bround all surrounding enemies plus any spells currently active.
**Aero speed: increase speed of Rei Scythe swings.
*Nature: Addes petal blades surrounding her while adding bramble whips to her attacks dealing multiple damage.
**Bramble Binds: Trap a group of enemies in a large radius in front of her. 
**Petal Storm: Rei blows a kiss causing a large radius in front of her to explode with sharp petals.
*Metal: Increased blade of her scythe allows large swipes with her scythe.
**Blade Dance: Rei starts spinning around her scyther, slashing anyone nearby with her bladed heels.
**Iron Maiden: Swings her scythe in ground then summoning blade from ground stabbing any enemies within the area.
Special Attacks
Chain 	Name 	Description 	Special Effects
Unchained	Spinning Saw 	Grow a second blade on the other end of her scythe as then starts spinning her scythe like a saw. 	Guard Break
2-chain 	Burning Blade	The blade of her Scythe glowed red hot then engulfed in flames as she delivered a slash. 	Burn
3-chain 	Electro Orb 	Summons an orb of lightning causing it to crash down on her enemies. 	Stun
4-chain 	Hail Baldes 	Summons blades of ice to rain down on her enemies, freezing any that survive. 	Freeze
5-chain 	Hydro Stream 	Cast burst of water straight at the enemies in front of her. 	Soak
6-chain 	Gaia Hammer 	From stone around the blade of her Scythe creates a large hammer as she smashes the ground launching enemies in the air.	Launch
7-chain 	Aero Crush 	Creates a force of wind, forces surround enemies be forced down on ground, any in air will deal more damage. 	Bind
8-chain 	Bramble Whips	Summons two bramble whips then grabbing groups of enemies in a while damaging them from the thorns. 	Draw In
9-chain 	Abyssal Reap 	Vaninish in Darkness then appears behind a horde of enemies dealing slash kill them all. 	Instead Death
Weak-Point Strikes
Name 	Description 	Quote
Twin Foxes 	Creates twin foxes, one fire and one ice, as they both rip and tear on the enemy. 	"Okay babies, moma has dinner ready."
Sakura Kiss	Blows a kiss at the enemy while sending blade petals at them, ripping them to shreds. 	"Smooch Goodby love."
Philistine 	Rei Scythe turns black deal quick dash in and slash on the enemy as she sings a short tune. Once she reaches past them, petals fall as the enemy appears in shadow split in half with a stream of blood shooting out within the shadows.	"♫Reaper, Reaper… That's what they call me.♫"
Elemental Strikes
Element 	Description 	Special Effect
Ice 	Freeze the surrounding area, as it freezes all non boss type enemies. 	Freeze
Water 	Creates large bubble entrapping enemies in radies in front of her. 	Bind
Wind 	Summons a tornado as it draws in all surrounding enemies. 	Draw in
Darkness	Quick swipe with her scythe engulfed in darkness surrounded with petals, killing all enemies in cleave in front of her.	Instead Death
Limit Breaks
Name 	Description 	Special Effect
Frost and Flame Babies.	Summons foxes of fire and ice to fight alongside her, this will disable her fire and ice tails. 	Pet Summoning
It’s Showtime 	Summons black Ninetail fox kill enemies in a massive area, and for bosses dealing huge damage, after words regain full MP. 	Instead Death, MP Refresh.
Black Nine-Tails 	Rei gains black aura as she gains full access to all her tails once in unlimited MP. The more enemies she can kill the longer she is able to stay in this form. All her Scythe attacks will be replaced with claws and her running animation is changed to her running on all fours as she acts more beastal/demon-like in this form.	Gain full access to all spells and stat enhancement from all tails.
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No Fen Ka=
Basic Properties
Notes 	A slight, unarmed woman whose determination and forceful movements bely her stature. Fen Ka's abilities are based predominantly around area defence and control, with many of them creating Terrain. Her basic combos are relatively weak, but clever use of them allows for rapid creation and movement of zones of control.
Basic Combo 	8-hit combo with Fen Ka's open hands and feet. Each successive hit is slightly stronger than the previous, generating greater Terrain beneath her. Fen Ka has excellent mobility whilst using her Basic Combo. Imagine a ribbon of Terrain following her movements, stopping when she uses a Strong Attack.
Dash Attack 	Fen Ka slides low and forward, dealing light damage on arrival and creating Terrain behind her. Good range.
Dodge 	Normal, but dodge distance increases on Terrain.
Guard 	After a brief delay, a barrier encircles Fen Ka. Blocks damage in a 360 degree radius, but difficult to time.
Unique Action	Pattern Dance: For the next ten seconds, gain increased speed and leave behind Terrain wherever Fen Ka moves. Has a 30 second cooldown.
Special Attacks
Chain 	Name 	Description 	Special Effects
Unchained	Dust Rises Before the Gale	Fen Ka ends her combo with a sweeping gesture that creates Terrain before her in a fan. Blinds and damages enemies in front of her. 	Blind
2-chain 	Earthen Thrust 	Fen Ka kicks forward, creating a wall of material from the surrounding environment that travels in a straight line. Damages and inflicts knockback on enemies caught in its path. Can be used to traverse the environment outside of combat.	Knockback, Launch
3-chain 	Tiger Striking 	Terrain explodes, damaging all enemies caught nearby. 	
4-chain 	Quicksand Mires Foes 	Enemies that are on Terrain are trapped in it, slowing their mobility and damaging them over time. 	Slow, Damage Over Time
5-chain 	Crane Crosses River 	Fen Ka dashes rapidly in zig-zags forward, leaving behind Terrain. Grants i-frames at the start of the dash. 	Dash, i-frames.
6-chain 	Raise the Levee Walls 	Walls rise from generated Terrain, creating barriers that last for 90 seconds on the battlefield. 	Terrain
7-chain 	Encircling Trap 	Fen Ka rapidly spins around an enemy, generating an invisible barrier that lasts for ten seconds. Enemies trapped within cannot move or attack through the barrier, but can be targeted/damaged by Fen Ka and her allies. 	
8-chain 	Barbed Wire Blossom 	Terrain blooms into barbed wire which seizes nearby enemies, trapping them and dealing rapid damage over time. 	Draw-In, Stun, Damage Over Time
Weak-Point Strikes
Name	Description	Quote
 	 	"I will carve a homeland from this earth!"
 	 	"The serpent waits to strike..."
 	 	"River and land, ink and boundary!"
Elemental Strikes
Element	Description 	Special Effect
Fire 	Terrain blazes, damaging enemies that stand in it over time and inflicting burn on them. Effects that would cause terrain to erupt or become solid instead generate walls of flame. 	Damage Over Time, Burn
Water 	Terrain flows freely as it mixes with water, causing Fen Ka's attacks to generate increased Terrain as well as adding the Water element to her strikes. Terrain also gradually expands over time whilst Fen Ka is imbued with Water.	
Wind 	Grants Fen Ka the fury and swiftness of the wind, increasing the speed and damage of all her attacks, adding a knockback to Strong Attacks, and increasing her movement speed. 	Knockback
Light 	Fen Ka conjures a barrier of light on attack which blocks enemy projectiles and attacks. After a three second delay, it explodes, dealing damage to surrounding enemies. 	
Limit Breaks
Name 	Description 	Special Effect
Inviolate Heart 	A brilliant flash emerges from Fen Ka, damaging surrounding enemies and then creating a dome of light centred around her. Within this barrier, allies take 50% less damage and enemies are slowed. 	Defence Up, Slow
Without Mercy 	The earth cracks apart across all lines of Terrain, executing damaged non-boss enemies that are standing upon it at the time of cast and heavily damaging others. The terrain remains cracked for ten seconds afterwards, rendering it impassable to enemies only.	Impassable Terrain
Pact of the Covenant	Lines of ink are drawn between all existing Terrain, connecting them into an unbroken boundary. After a brief delay, all enemies caught within the boundary are stunned and take heavy damage, and all allies are granted Regen and Defence Up for ten seconds. 	Stun, Regen, Defence Up
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Ragya-Vara=
Basic Properties
Notes 	An aggressive, versatile character that can switch between high mobility and high defense. His special ability Mode//Switch allows him to adapt to any situation and even execute unique combo routes by rapidly switching between the two. Advanced Assassin mode has Ragya wielding a lance and boasting the defensive capabilities of his unique "beam cloak"; Double Death trades the cloak for a second lance. With the abilities of his cursed cosmic spear "Yzumaar", he can also offer healing to his allies. Requires precise execution.
Costumes 	Ragya-Vara has 5 costumes.
*[C1] Herokiller: Default outfit. A sleek black normal suit with white accents underneath a white fur-lined beam cloak. Automatically unlocks when playable.
*[C2] Spacewalker: Helmeted default outfit. Ragya-Vara wears this as a guest character. Automatically unlocks when playable. 
*[C3] Godtooth: A ceremonial outfit in white designed for formal occasions. Changes Ragya-Vara's spear to gold. Unlocks by ???
*[C4] Taurisvaan: A crimson outfit based on Gin Taoris from Kings of Strife, the original wielder of Yzumaar. Changes Ragya's spears to equally unwieldly broadswords. Unlocks by ???
*[C5] Missing Link: A formal militaristic outfit based on Akio Ohtori from Revolutionary Girl Utena. Changes Ragya's spears into black. Unlocks by ???
Basic Combo 	Advanced Assassin mode: 5 attacks mostly consisting of spear thrusts and precise strikes. Best used for single-target combat.
Double Death mode: 8 swift attacks generally consisting of mid-range attacks and acrobatic movement. Best used for aerial and area-of-effect combat.
Dash Attack 	AA mode: A spinning lance vault that pierces through defenses. Thanks to the beam cloak, this attack repels all mook projectiles.
DD mode: Ragya leaps up-forward and hurls a lance ahead of him. Leaves him airborne. As an optional follow-up, he pulls himself forward by a chain attached to the lance, dealing damage in an area around the hurled spear.
Dodge 	Typical dodge animation. Faster start-up in DD mode, but has more invincibility frames in AA mode.
Guard 	Standard guard animation. In AA mode, can be sustained indefinitely.
Unique Action	Mode//Switch: Swiftly swaps between Advanced Assassin and Double Death mode. Can be used in the middle of combos to cancel out of animations and chain otherwise incompatible actions.
Special Attacks
Chain 	Name 	Description 	Special Effects
Unchained	I Shall Die Here 	Ragya pierces himself in the chest with his lance, dealing massive damage to a cone of enemies behind him. Slow start-up. Minor heals allies in the AoE zone. 	Guard Break, Minor Healing
2-chain 	Cosmo Body 	Spins like a top with lance extended. Strong horizontal range (doubled in DD mode), swift recovery. 	Knockback
3-chain 	Beautiful Rose Thorn 	Swipes lance(s), sending out shockwave projectiles from the blade. One of Ragya's only long-range attacks. In AA mode, the swipes reflect projectiles; in DD mode, twice the number of projectiles are fired. 	Reflect, Stun
4-chain 	Godly Sweep 	Ragya extends the length of his lance and performs a lateral sweep with it. Massive horizontal range; can be held to delay the attack and increase its power. Only usable in AA mode. 	Knockback, Guard Break (if held)
5-chain 	I Am All the Beautiful Deaths	A counter. Ragya flings his lance into the air and covers himself with his beam cloak. All projectiles are reflected in this mode. If an enemy strikes him with a physical attack, Ragya instantly stuns them with his cloak, and the lance crashes down on the affected enemy. If nothing is countered, the lance returns to his grip and he performs a simple horizontal swipe with it. Only usable in AA mode.	Counter, Stun
6-chain 	Invocation 	Ragya summons a number of copies of his lance behind him, digs in his heels, and hurls the spears ahead of himself to any enemies in range. Leaves enemies in the air. Can be slightly aimed; can be extended by holding the input button. Leaves Ragya vulnerable from behind, and has decent recovery animations. Only usable in DD mode. 	Launch
7-chain 	Double Star 	In a faster-than-light dash, Ragya zigzags through the battlefield, stabbing and swiping with his lance as he goes. Can be extended by mashing the input button up to 7 times. By holding the initial input, the attack can be charged; if charged, Ragya only dashes twice, but with higher damage and further range. Only usable in DD mode. 	Dash, Guard Break (if held)
8-chain 	Godteeth 	Ragya leisurely walks forward, expertly twirling his dual lances around himself, dealing damage to all in his wake. Holding the input button increases the duration of the walk. Can finish with a final double swipe, a leap into an aerial smash, or a feint. Only usable in DD mode. 	Launch
Weak-Point Strikes
Name 	Description 	Quote
Forever Cursed 	With a mighty strike, Ragya thrusts forward with his lance. He leaves the lance impaled in the enemy (summoning another for himself in the meantime); within seconds, the lance triggers a bio-curse that deals (guaranteed) debilitating damage. Slow startup; only usable in AA mode. 	"The curse of mortality: your end, like the twin sunsets, will come."
Twin Curse Fang 	Ragya leaps into the air and holds his lances aloft; after a moment, he descends into the enemy, stabbing both weapons into the target. He then lifts the impaled enemy, delivers his quote, and rips the lances to the side, sending them flying (or ripping them in two, if the attack kills). Only usable in DD mode. 	"All you were, for this? Very well. I will remember you, too; my heart overflows with memories of you ghosts."
Will of the Beast	Ragya extends Yzumaar until it is longer than he is tall, then hurls it at the enemy. Almost peerless range with incredible homing. When the attack lands, he teleports to the enemy's position, removes the lance (leaving them stunned), and pierces himself from behind with the spear, damaging the enemy again and buffing himself with increased speed and power for the next 10 seconds.	"I alone must exist, and I will never end! If you cannot say so and mean it in your heart... the world and its beasts will consume you, like so!"
Elemental Strikes
Element 	Description 	Special Effect
Ice 	Ragya makes a flourish with his cloak, creating a wall of ice in front of him that blocks projectiles and freezes enemies that come into contact with it. The wall can be destroyed by an attack or fades on its own within 5 seconds, but cannot be destroyed by the enemy. Only usable in AA mode.	Guard, Freeze
Electric	Ragya strikes a pose with his twin lances, imbuing them with cosmo-electricity that increases the power, speed, and knockback of his attacks for 10 seconds. Only usable in DD mode. 	
Earth 	Ragya flips forward and slams back down, piercing the ground with two lances and causing pillars of firmament to slam up around him, dealing AoE damage. Only usable in DD mode. 	Dodge, Stun
Light 	Golden light exudes from Ragya's eyes, and he raises his lance to the sky; a pillar of white cosmic energy strikes down to him like thunder, dealing Light damage to all in range. Only usable in AA mode. 	
Limit Breaks
Name 	Description 	Special Effect
Twin Tusk of the Godteeth	Ragya summons an ethereal clone of himself that remains on the battlefield for 10 seconds. In AA mode, this clone covers him with its beam-cloak, protecting him from most attacks and counter-attacking automatically. In DD mode, the clone wields two spears and ruthlessly bolsters all attacks.	N/A
Archangel 	Ragya calmly pierces the earth beneath him with his lance. The ground around him begins to glow before divine energy bursts upward, executing any non-boss enemies in the radius and heavily damaging all others. 	
The Wax & The Wane 	Ragya manifests two additional ethereal arms and two ethereal spears; he then advances forward with a stylish, brutal assault with all four weapons. If this kills a boss, he impales them with three of the lances and strikes a pose before executing them with the final spear. 	
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</tabber>
====Missions====
Tonberry Team......?!?!?!?