Zadimortis

Zadimortis is a character in Dissidia Calamitas Infinita, originating from Final Fantasy XI and other lesser stories.
==Appearance==
Zadimortis is a severe, black-skinned man of solid and firm build with brilliant white eyes and a bald head hiding under his hood. One for practicality, Zadimortis wears a simple sleeveless tunic stained gray, and loose, battle-weary cloth pants, the hems at the bottom frayed and shorn with wear, and held up by a deep violet silk belt covered in white runic inscriptions along its length. The tunic is hooded, which he always leaves up. He wields no weapon, but instead conjures the energy of the forbidden spell Life, which manifests on his command as glistening white spears, orbs, or swords of light.
==Backstory==
"Keep a special eye on that one lest he turn sour; who knows what can come from that kind of power!"
- Shantotto, upon grading Zadimortis's performance on the Aurastery final examination
Born in Windurst to two of the best black mages of the Aurastery, Zadimortis rose to prodigy immensely quick, studying for a brief period under the legendary summoner Ajido-Marujido and even earning commendations from Lady Shantotto herself. Upon completion of the Windurstian course of study, he quickly left the city, fully fed up with the blindness of those in power and the incompetence of those without. He made his own way through Vana'diel, always seeking a place to improve himself, and always failing - until he was swiftly bested in Cape Terrigan by a gigantic bird that wielded incredible black magics. Upon defeat, the monstrous roc introduced itself as the sorcerer Kreutzet, and invited him to make his home in the dank dwellings of the neighboring Kuftal Tunnel, as the sorcerer had rarely until then encountered such power. Zadimortis accepted, and spent the next twenty years in the care of that great monster, his intelligence, power, and disdain for mankind growing all the while. The Crystal War between the forces of man and the forces of the Shadow Lord came and went, and he wanted nothing more than for both sides to annihilate each other so the world might be better off. The two of them were eventually discovered by the fell witch Olivia, and they joined her fold as the Triad of Torment - an organization that, while not particularly fond of the name, Zadimortis felt would be the best way for him to grow yet further, as well as provide some clarity of vision. Upon learning that Olivia's goal was to awaken the gods and absorb their power, Zadimortis joined her cause with a greater fervor, though a part of him still sought a true endgame to these constant escalations of power.
Upon unearthing the prophecy of the Silver Comet and the awakening of the forbidden spell Life, Zadimortis immediately deduced its whereabouts and awaited the comet with (quite literally) open arms, engaging in battle against a delicate yet persistent white mage tarutaru named Terranova and his dragoon companion Tasios. At the apex of the conflict, in the light of the ultimate spell, Kreutzet fell, and Zadimortis was betrayed by Olivia in an attempt to gain the power for herself - which failed (or so he thought). Zadimortis was thrown headfirst into the colossal wellspring of power that the otherworldly spell poured forth, but instead of dying, the dissolving husk of his consciousness swam out, having absorbed as much of its power as it could while still becoming whole. Zadimortis was able to escape that eldritch place, and recovered on his own, once again bereft of any companionship. It took a great deal of time to reconcile his newfound power, and realized that whatever ultimate order had created that power had erased a fair deal of his humanity. While a large part of him welcomes this, considering it a divine "ascension" of sorts, a small but loud part of his remaining humanity cries out, for his yet unfulfilled human side has not yet found a purpose in life worth committing himself to, and realizing that its time as human is limited, seeks this above anything else.
==Battle (NT Moveset)==
Type: Heavy
Class: Marksman
===Special===
Move 	Type 	Input 	Priority 	Effect 	 	 	
Lachesism	EX-Skill 	 	 	 	 	 	
Lachesism	Zadimortis's black robes become brilliant white armor, and he hovers off the ground slightly. For the next fifteen seconds, Zadimortis cannot be staggered or knocked back, and can attack normally while under attack.	Zadimortis's black robes become brilliant white armor, and he hovers off the ground slightly. For the next fifteen seconds, Zadimortis cannot be staggered or knocked back, and can attack normally while under attack.	Zadimortis's black robes become brilliant white armor, and he hovers off the ground slightly. For the next fifteen seconds, Zadimortis cannot be staggered or knocked back, and can attack normally while under attack.	Zadimortis's black robes become brilliant white armor, and he hovers off the ground slightly. For the next fifteen seconds, Zadimortis cannot be staggered or knocked back, and can attack normally while under attack.	Zadimortis's black robes become brilliant white armor, and he hovers off the ground slightly. For the next fifteen seconds, Zadimortis cannot be staggered or knocked back, and can attack normally while under attack.	Zadimortis's black robes become brilliant white armor, and he hovers off the ground slightly. For the next fifteen seconds, Zadimortis cannot be staggered or knocked back, and can attack normally while under attack.	Zadimortis's black robes become brilliant white armor, and he hovers off the ground slightly. For the next fifteen seconds, Zadimortis cannot be staggered or knocked back, and can attack normally while under attack.
Awakening	Special 	See below 	 	 	 	 	
Awakening	Upon dealing 1000 HP worth of damage to an opponent, Zadimortis's bravery attacks become augmented. Effect resets upon death. 	Upon dealing 1000 HP worth of damage to an opponent, Zadimortis's bravery attacks become augmented. Effect resets upon death. 	Upon dealing 1000 HP worth of damage to an opponent, Zadimortis's bravery attacks become augmented. Effect resets upon death. 	Upon dealing 1000 HP worth of damage to an opponent, Zadimortis's bravery attacks become augmented. Effect resets upon death. 	Upon dealing 1000 HP worth of damage to an opponent, Zadimortis's bravery attacks become augmented. Effect resets upon death. 	Upon dealing 1000 HP worth of damage to an opponent, Zadimortis's bravery attacks become augmented. Effect resets upon death. 	Upon dealing 1000 HP worth of damage to an opponent, Zadimortis's bravery attacks become augmented. Effect resets upon death.
===Bravery===
Move 	Type 	Input	Priority	Effect			
Silver Comet	Ground	 	 	 			
Silver Comet	Summons a comet from directly above him to fall diagonally forward and down towards the target. medium range. 
Augmented, press X a second time to drop another comet.	Summons a comet from directly above him to fall diagonally forward and down towards the target. medium range. 
Augmented, press X a second time to drop another comet.	Summons a comet from directly above him to fall diagonally forward and down towards the target. medium range. 
Augmented, press X a second time to drop another comet.	Summons a comet from directly above him to fall diagonally forward and down towards the target. medium range. 
Augmented, press X a second time to drop another comet.	Summons a comet from directly above him to fall diagonally forward and down towards the target. medium range. 
Augmented, press X a second time to drop another comet.	Summons a comet from directly above him to fall diagonally forward and down towards the target. medium range. 
Augmented, press X a second time to drop another comet.	Summons a comet from directly above him to fall diagonally forward and down towards the target. medium range. 
Augmented, press X a second time to drop another comet.
Rapture 	Ground	↑+ 	 	 			
Rapture 	Sends waves of fire, wind, and water energy at the enemy sequentially, once for each tap of X.
Augmented, the attacks gain angular range: first wave scoops up and from the left towards the enemy, the second from the right, and the third from above, and are large enough arcs to trap other enemies in them.	Sends waves of fire, wind, and water energy at the enemy sequentially, once for each tap of X.
Augmented, the attacks gain angular range: first wave scoops up and from the left towards the enemy, the second from the right, and the third from above, and are large enough arcs to trap other enemies in them.	Sends waves of fire, wind, and water energy at the enemy sequentially, once for each tap of X.
Augmented, the attacks gain angular range: first wave scoops up and from the left towards the enemy, the second from the right, and the third from above, and are large enough arcs to trap other enemies in them.	Sends waves of fire, wind, and water energy at the enemy sequentially, once for each tap of X.
Augmented, the attacks gain angular range: first wave scoops up and from the left towards the enemy, the second from the right, and the third from above, and are large enough arcs to trap other enemies in them.	Sends waves of fire, wind, and water energy at the enemy sequentially, once for each tap of X.
Augmented, the attacks gain angular range: first wave scoops up and from the left towards the enemy, the second from the right, and the third from above, and are large enough arcs to trap other enemies in them.	Sends waves of fire, wind, and water energy at the enemy sequentially, once for each tap of X.
Augmented, the attacks gain angular range: first wave scoops up and from the left towards the enemy, the second from the right, and the third from above, and are large enough arcs to trap other enemies in them.	Sends waves of fire, wind, and water energy at the enemy sequentially, once for each tap of X.
Augmented, the attacks gain angular range: first wave scoops up and from the left towards the enemy, the second from the right, and the third from above, and are large enough arcs to trap other enemies in them.
Crisis 	Ground	↓+ 	 	 			
Crisis 	Conjure a giant white spear over an enemy's head that drops on them after a second. Can be charged to increase size, damage, and delay drop.
Augmented, sends a volley of spears down in rapid succession that chase the enemy (Ultimecia-style).	Conjure a giant white spear over an enemy's head that drops on them after a second. Can be charged to increase size, damage, and delay drop.
Augmented, sends a volley of spears down in rapid succession that chase the enemy (Ultimecia-style).	Conjure a giant white spear over an enemy's head that drops on them after a second. Can be charged to increase size, damage, and delay drop.
Augmented, sends a volley of spears down in rapid succession that chase the enemy (Ultimecia-style).	Conjure a giant white spear over an enemy's head that drops on them after a second. Can be charged to increase size, damage, and delay drop.
Augmented, sends a volley of spears down in rapid succession that chase the enemy (Ultimecia-style).	Conjure a giant white spear over an enemy's head that drops on them after a second. Can be charged to increase size, damage, and delay drop.
Augmented, sends a volley of spears down in rapid succession that chase the enemy (Ultimecia-style).	Conjure a giant white spear over an enemy's head that drops on them after a second. Can be charged to increase size, damage, and delay drop.
Augmented, sends a volley of spears down in rapid succession that chase the enemy (Ultimecia-style).	Conjure a giant white spear over an enemy's head that drops on them after a second. Can be charged to increase size, damage, and delay drop.
Augmented, sends a volley of spears down in rapid succession that chase the enemy (Ultimecia-style).
Rotundum 	Aerial	 	 	 			
Rotundum 	Summons a phalanx of white blades that briefly spin around him. Deals light damage and knocks back enemies, and can reflect projectiles.
Augmented, the spinning traps enemies in for a couple hits before knocking them out.	Summons a phalanx of white blades that briefly spin around him. Deals light damage and knocks back enemies, and can reflect projectiles.
Augmented, the spinning traps enemies in for a couple hits before knocking them out.	Summons a phalanx of white blades that briefly spin around him. Deals light damage and knocks back enemies, and can reflect projectiles.
Augmented, the spinning traps enemies in for a couple hits before knocking them out.	Summons a phalanx of white blades that briefly spin around him. Deals light damage and knocks back enemies, and can reflect projectiles.
Augmented, the spinning traps enemies in for a couple hits before knocking them out.	Summons a phalanx of white blades that briefly spin around him. Deals light damage and knocks back enemies, and can reflect projectiles.
Augmented, the spinning traps enemies in for a couple hits before knocking them out.	Summons a phalanx of white blades that briefly spin around him. Deals light damage and knocks back enemies, and can reflect projectiles.
Augmented, the spinning traps enemies in for a couple hits before knocking them out.	Summons a phalanx of white blades that briefly spin around him. Deals light damage and knocks back enemies, and can reflect projectiles.
Augmented, the spinning traps enemies in for a couple hits before knocking them out.
Last Wish 	Aerial	↑+ 	 	 			
Last Wish 	Shoot a giant white spear out towards an enemy. Tapping X once will shoot out a single large damaging spear with high knockback, tapping X several times will shoot out a volley of small spears at medium-long range towards the enemy, and holding X will charge up a long range spear that hits for high damage and travels very quickly.
Augmented, all three forms have greatly reduced startup frames.	Shoot a giant white spear out towards an enemy. Tapping X once will shoot out a single large damaging spear with high knockback, tapping X several times will shoot out a volley of small spears at medium-long range towards the enemy, and holding X will charge up a long range spear that hits for high damage and travels very quickly.
Augmented, all three forms have greatly reduced startup frames.	Shoot a giant white spear out towards an enemy. Tapping X once will shoot out a single large damaging spear with high knockback, tapping X several times will shoot out a volley of small spears at medium-long range towards the enemy, and holding X will charge up a long range spear that hits for high damage and travels very quickly.
Augmented, all three forms have greatly reduced startup frames.	Shoot a giant white spear out towards an enemy. Tapping X once will shoot out a single large damaging spear with high knockback, tapping X several times will shoot out a volley of small spears at medium-long range towards the enemy, and holding X will charge up a long range spear that hits for high damage and travels very quickly.
Augmented, all three forms have greatly reduced startup frames.	Shoot a giant white spear out towards an enemy. Tapping X once will shoot out a single large damaging spear with high knockback, tapping X several times will shoot out a volley of small spears at medium-long range towards the enemy, and holding X will charge up a long range spear that hits for high damage and travels very quickly.
Augmented, all three forms have greatly reduced startup frames.	Shoot a giant white spear out towards an enemy. Tapping X once will shoot out a single large damaging spear with high knockback, tapping X several times will shoot out a volley of small spears at medium-long range towards the enemy, and holding X will charge up a long range spear that hits for high damage and travels very quickly.
Augmented, all three forms have greatly reduced startup frames.	Shoot a giant white spear out towards an enemy. Tapping X once will shoot out a single large damaging spear with high knockback, tapping X several times will shoot out a volley of small spears at medium-long range towards the enemy, and holding X will charge up a long range spear that hits for high damage and travels very quickly.
Augmented, all three forms have greatly reduced startup frames.
Faith 	Aerial	↓+ 	 	 			
Faith 	Conjure several small white orbs around an enemy that detonate on contact for bravery damage.
Augmented, the orbs fly in towards the enemy on the second press of X.	Conjure several small white orbs around an enemy that detonate on contact for bravery damage.
Augmented, the orbs fly in towards the enemy on the second press of X.	Conjure several small white orbs around an enemy that detonate on contact for bravery damage.
Augmented, the orbs fly in towards the enemy on the second press of X.	Conjure several small white orbs around an enemy that detonate on contact for bravery damage.
Augmented, the orbs fly in towards the enemy on the second press of X.	Conjure several small white orbs around an enemy that detonate on contact for bravery damage.
Augmented, the orbs fly in towards the enemy on the second press of X.	Conjure several small white orbs around an enemy that detonate on contact for bravery damage.
Augmented, the orbs fly in towards the enemy on the second press of X.	Conjure several small white orbs around an enemy that detonate on contact for bravery damage.
Augmented, the orbs fly in towards the enemy on the second press of X.
Raze 	Dash 	R+ 	 	 			
Raze 	Become doused in holy electricity and charge at the enemy.
Augmented, the dash becomes much faster than the regular dash speed.	Become doused in holy electricity and charge at the enemy.
Augmented, the dash becomes much faster than the regular dash speed.	Become doused in holy electricity and charge at the enemy.
Augmented, the dash becomes much faster than the regular dash speed.	Become doused in holy electricity and charge at the enemy.
Augmented, the dash becomes much faster than the regular dash speed.	Become doused in holy electricity and charge at the enemy.
Augmented, the dash becomes much faster than the regular dash speed.	Become doused in holy electricity and charge at the enemy.
Augmented, the dash becomes much faster than the regular dash speed.	Become doused in holy electricity and charge at the enemy.
Augmented, the dash becomes much faster than the regular dash speed.
===HP===
Move 	Obtained 	Input 	Priority 	Effect 	 	 	
Nier Blade 	Lv.1 	 	 	 	 	 	
Nier Blade 	Conjures a gigantic white blade, then lunges forward and swings it in a wide arc across him, dealing several hits of Bravery damage and launching any enemies hit far back. 	Conjures a gigantic white blade, then lunges forward and swings it in a wide arc across him, dealing several hits of Bravery damage and launching any enemies hit far back. 	Conjures a gigantic white blade, then lunges forward and swings it in a wide arc across him, dealing several hits of Bravery damage and launching any enemies hit far back. 	Conjures a gigantic white blade, then lunges forward and swings it in a wide arc across him, dealing several hits of Bravery damage and launching any enemies hit far back. 	Conjures a gigantic white blade, then lunges forward and swings it in a wide arc across him, dealing several hits of Bravery damage and launching any enemies hit far back. 	Conjures a gigantic white blade, then lunges forward and swings it in a wide arc across him, dealing several hits of Bravery damage and launching any enemies hit far back. 	Conjures a gigantic white blade, then lunges forward and swings it in a wide arc across him, dealing several hits of Bravery damage and launching any enemies hit far back.
Stigma 	Lv.2 	 	 	 	 	 	
Stigma 	Marks three white X's on the ground underneath the enemy, spaced apart by about a second. About a second after each one is placed, the marks explode in a small radius with a large vertical component. The marks are always placed directly underneath the target on the ground, even if the target is aerial.	Marks three white X's on the ground underneath the enemy, spaced apart by about a second. About a second after each one is placed, the marks explode in a small radius with a large vertical component. The marks are always placed directly underneath the target on the ground, even if the target is aerial.	Marks three white X's on the ground underneath the enemy, spaced apart by about a second. About a second after each one is placed, the marks explode in a small radius with a large vertical component. The marks are always placed directly underneath the target on the ground, even if the target is aerial.	Marks three white X's on the ground underneath the enemy, spaced apart by about a second. About a second after each one is placed, the marks explode in a small radius with a large vertical component. The marks are always placed directly underneath the target on the ground, even if the target is aerial.	Marks three white X's on the ground underneath the enemy, spaced apart by about a second. About a second after each one is placed, the marks explode in a small radius with a large vertical component. The marks are always placed directly underneath the target on the ground, even if the target is aerial.	Marks three white X's on the ground underneath the enemy, spaced apart by about a second. About a second after each one is placed, the marks explode in a small radius with a large vertical component. The marks are always placed directly underneath the target on the ground, even if the target is aerial.	Marks three white X's on the ground underneath the enemy, spaced apart by about a second. About a second after each one is placed, the marks explode in a small radius with a large vertical component. The marks are always placed directly underneath the target on the ground, even if the target is aerial.
Book of Life 	Lv.5 	 	 	 	 	 	
Book of Life 	Charges for a second, then fires a wide laser from the ground underneath the target. Laser does not move, but lingers in place for a couple seconds before dissipating. 	Charges for a second, then fires a wide laser from the ground underneath the target. Laser does not move, but lingers in place for a couple seconds before dissipating. 	Charges for a second, then fires a wide laser from the ground underneath the target. Laser does not move, but lingers in place for a couple seconds before dissipating. 	Charges for a second, then fires a wide laser from the ground underneath the target. Laser does not move, but lingers in place for a couple seconds before dissipating. 	Charges for a second, then fires a wide laser from the ground underneath the target. Laser does not move, but lingers in place for a couple seconds before dissipating. 	Charges for a second, then fires a wide laser from the ground underneath the target. Laser does not move, but lingers in place for a couple seconds before dissipating. 	Charges for a second, then fires a wide laser from the ground underneath the target. Laser does not move, but lingers in place for a couple seconds before dissipating.
Book of Death	Lv.10 	 	 	 	 	 	
Book of Death	Charges for a second, then fires a small-to-moderately sized laser from his hands straight forward a massive distance (can travel clear across the stage for some smaller ones such as the Promised Meadow). 	Charges for a second, then fires a small-to-moderately sized laser from his hands straight forward a massive distance (can travel clear across the stage for some smaller ones such as the Promised Meadow). 	Charges for a second, then fires a small-to-moderately sized laser from his hands straight forward a massive distance (can travel clear across the stage for some smaller ones such as the Promised Meadow). 	Charges for a second, then fires a small-to-moderately sized laser from his hands straight forward a massive distance (can travel clear across the stage for some smaller ones such as the Promised Meadow). 	Charges for a second, then fires a small-to-moderately sized laser from his hands straight forward a massive distance (can travel clear across the stage for some smaller ones such as the Promised Meadow). 	Charges for a second, then fires a small-to-moderately sized laser from his hands straight forward a massive distance (can travel clear across the stage for some smaller ones such as the Promised Meadow). 	Charges for a second, then fires a small-to-moderately sized laser from his hands straight forward a massive distance (can travel clear across the stage for some smaller ones such as the Promised Meadow).
== Titles ==
* C.lv 10: Harbinger of the Silver Comet
* Offline Crystal rank: Sacred Vessel
* 100 ranked wins: The Unstoppable
* 500 ranked wins: Twice Betrayed
* 1000 ranked wins: Inhuman
==Battle (Original/012 Moveset)==
__NOTOC__
ZadimortisCalculating Alienist- A powerful sorcerer who uses his unearthly holy power to trap and punish his foes with overwhelming might. 
----
Zadimortis can best be described as a very difficult character to play, and a very difficult character to play against. While he doesn't have many base attacks, and almost all of them have very long and telegraphed startups, many of them have special conditions that affect how they activate, and lead into bravery, HP, or bravery > HP three-part chains, each of which is better to use in different situations, such as the enemy's position relative to you, or whether or not you are in a good position to wall rush the opponent. The large amount of chain attacks will also require players to carefully select what sort of attacks they will play him with, and which of his strengths to best manipulate against your foes. As a strongly ground-based indirect trapper and pseudo-counterer, he excels against close-range attackers, particularly ones that rely on direct assaults, and enemies who rely on positioning to land their attacks, as Zadimortis can use that positioning against them. Easily adaptable enemies (e.g. Bartz) and enemies that can play with range (e.g. Kuja) will leave Zadimortis dead in the water, as they can work around his attempted manipulations and take advantage of his large blind spots.
===Brave Attack===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Silver Comet	Ground/Aerial 	 	 	 	 	Magical 	Initial
Silver Comet	[Medium] Drops a small silver meteor from over his head diagonally down and forward. Slow startup, quick delivery. Guaranteed ground smash if the foe is grounded.
Chains to Rapture and Divine Purge (ground) or Book of Death (aerial).	[Medium] Drops a small silver meteor from over his head diagonally down and forward. Slow startup, quick delivery. Guaranteed ground smash if the foe is grounded.
Chains to Rapture and Divine Purge (ground) or Book of Death (aerial).	[Medium] Drops a small silver meteor from over his head diagonally down and forward. Slow startup, quick delivery. Guaranteed ground smash if the foe is grounded.
Chains to Rapture and Divine Purge (ground) or Book of Death (aerial).	[Medium] Drops a small silver meteor from over his head diagonally down and forward. Slow startup, quick delivery. Guaranteed ground smash if the foe is grounded.
Chains to Rapture and Divine Purge (ground) or Book of Death (aerial).	[Medium] Drops a small silver meteor from over his head diagonally down and forward. Slow startup, quick delivery. Guaranteed ground smash if the foe is grounded.
Chains to Rapture and Divine Purge (ground) or Book of Death (aerial).	[Medium] Drops a small silver meteor from over his head diagonally down and forward. Slow startup, quick delivery. Guaranteed ground smash if the foe is grounded.
Chains to Rapture and Divine Purge (ground) or Book of Death (aerial).	[Medium] Drops a small silver meteor from over his head diagonally down and forward. Slow startup, quick delivery. Guaranteed ground smash if the foe is grounded.
Chains to Rapture and Divine Purge (ground) or Book of Death (aerial).
Savage Dance	Ground 	 	 	 	 	Magical 	Level 10
Savage Dance	[Close/Medium] Steps back for a moment to gather holy energy in his fist, then lunges forward, grabbing for the enemy and launching several sequential blasts of holy energy ahead of him. Any enemy hit by the blasts are knocked along the chain of blasts and expelled out and away at the end.
Chains to Last Wish (ground) or World's Collapse (ground).	[Close/Medium] Steps back for a moment to gather holy energy in his fist, then lunges forward, grabbing for the enemy and launching several sequential blasts of holy energy ahead of him. Any enemy hit by the blasts are knocked along the chain of blasts and expelled out and away at the end.
Chains to Last Wish (ground) or World's Collapse (ground).	[Close/Medium] Steps back for a moment to gather holy energy in his fist, then lunges forward, grabbing for the enemy and launching several sequential blasts of holy energy ahead of him. Any enemy hit by the blasts are knocked along the chain of blasts and expelled out and away at the end.
Chains to Last Wish (ground) or World's Collapse (ground).	[Close/Medium] Steps back for a moment to gather holy energy in his fist, then lunges forward, grabbing for the enemy and launching several sequential blasts of holy energy ahead of him. Any enemy hit by the blasts are knocked along the chain of blasts and expelled out and away at the end.
Chains to Last Wish (ground) or World's Collapse (ground).	[Close/Medium] Steps back for a moment to gather holy energy in his fist, then lunges forward, grabbing for the enemy and launching several sequential blasts of holy energy ahead of him. Any enemy hit by the blasts are knocked along the chain of blasts and expelled out and away at the end.
Chains to Last Wish (ground) or World's Collapse (ground).	[Close/Medium] Steps back for a moment to gather holy energy in his fist, then lunges forward, grabbing for the enemy and launching several sequential blasts of holy energy ahead of him. Any enemy hit by the blasts are knocked along the chain of blasts and expelled out and away at the end.
Chains to Last Wish (ground) or World's Collapse (ground).	[Close/Medium] Steps back for a moment to gather holy energy in his fist, then lunges forward, grabbing for the enemy and launching several sequential blasts of holy energy ahead of him. Any enemy hit by the blasts are knocked along the chain of blasts and expelled out and away at the end.
Chains to Last Wish (ground) or World's Collapse (ground).
Rotundum 	Ground/Aerial 	 	 	 	 	Magical 	Level 20
Rotundum 	[Close] Zadimortis siphons energy near him, then whirls it around him, like blades spinning around him. Can reflect back projectiles at the enemy. Does not knock back the enemy if hit, but traps them for several hits.	[Close] Zadimortis siphons energy near him, then whirls it around him, like blades spinning around him. Can reflect back projectiles at the enemy. Does not knock back the enemy if hit, but traps them for several hits.	[Close] Zadimortis siphons energy near him, then whirls it around him, like blades spinning around him. Can reflect back projectiles at the enemy. Does not knock back the enemy if hit, but traps them for several hits.	[Close] Zadimortis siphons energy near him, then whirls it around him, like blades spinning around him. Can reflect back projectiles at the enemy. Does not knock back the enemy if hit, but traps them for several hits.	[Close] Zadimortis siphons energy near him, then whirls it around him, like blades spinning around him. Can reflect back projectiles at the enemy. Does not knock back the enemy if hit, but traps them for several hits.	[Close] Zadimortis siphons energy near him, then whirls it around him, like blades spinning around him. Can reflect back projectiles at the enemy. Does not knock back the enemy if hit, but traps them for several hits.	[Close] Zadimortis siphons energy near him, then whirls it around him, like blades spinning around him. Can reflect back projectiles at the enemy. Does not knock back the enemy if hit, but traps them for several hits.
Predilection	Ground/Aerial 	 	 	 	 	Magical 	Level 30
Predilection	[Medium] Zadimortis covers himself in swirls of white energy. Takes 1 second to cast, effect starts 0.25-0.33 seconds after casting begins. If Zadimortis is hit during this time, the enemy takes damage and becomes staggered. If not hit, Zadimortis is staggered for a brief period while the energy washes away.
Chains to Visions of Torment and Final Star (ground) or Book of Life (aerial).	[Medium] Zadimortis covers himself in swirls of white energy. Takes 1 second to cast, effect starts 0.25-0.33 seconds after casting begins. If Zadimortis is hit during this time, the enemy takes damage and becomes staggered. If not hit, Zadimortis is staggered for a brief period while the energy washes away.
Chains to Visions of Torment and Final Star (ground) or Book of Life (aerial).	[Medium] Zadimortis covers himself in swirls of white energy. Takes 1 second to cast, effect starts 0.25-0.33 seconds after casting begins. If Zadimortis is hit during this time, the enemy takes damage and becomes staggered. If not hit, Zadimortis is staggered for a brief period while the energy washes away.
Chains to Visions of Torment and Final Star (ground) or Book of Life (aerial).	[Medium] Zadimortis covers himself in swirls of white energy. Takes 1 second to cast, effect starts 0.25-0.33 seconds after casting begins. If Zadimortis is hit during this time, the enemy takes damage and becomes staggered. If not hit, Zadimortis is staggered for a brief period while the energy washes away.
Chains to Visions of Torment and Final Star (ground) or Book of Life (aerial).	[Medium] Zadimortis covers himself in swirls of white energy. Takes 1 second to cast, effect starts 0.25-0.33 seconds after casting begins. If Zadimortis is hit during this time, the enemy takes damage and becomes staggered. If not hit, Zadimortis is staggered for a brief period while the energy washes away.
Chains to Visions of Torment and Final Star (ground) or Book of Life (aerial).	[Medium] Zadimortis covers himself in swirls of white energy. Takes 1 second to cast, effect starts 0.25-0.33 seconds after casting begins. If Zadimortis is hit during this time, the enemy takes damage and becomes staggered. If not hit, Zadimortis is staggered for a brief period while the energy washes away.
Chains to Visions of Torment and Final Star (ground) or Book of Life (aerial).	[Medium] Zadimortis covers himself in swirls of white energy. Takes 1 second to cast, effect starts 0.25-0.33 seconds after casting begins. If Zadimortis is hit during this time, the enemy takes damage and becomes staggered. If not hit, Zadimortis is staggered for a brief period while the energy washes away.
Chains to Visions of Torment and Final Star (ground) or Book of Life (aerial).
Faith 	Aerial 	 	 	 	 	Magical 	Level 50
Faith 	[Medium/Long] Summon a stationary ring of white stars around the enemy's position. Standing still will evade them, dodging laterally out will put you in their range and hit (unless the enemy has any traits that affect dodge distance).
Chains to Crisis (aerial).	[Medium/Long] Summon a stationary ring of white stars around the enemy's position. Standing still will evade them, dodging laterally out will put you in their range and hit (unless the enemy has any traits that affect dodge distance).
Chains to Crisis (aerial).	[Medium/Long] Summon a stationary ring of white stars around the enemy's position. Standing still will evade them, dodging laterally out will put you in their range and hit (unless the enemy has any traits that affect dodge distance).
Chains to Crisis (aerial).	[Medium/Long] Summon a stationary ring of white stars around the enemy's position. Standing still will evade them, dodging laterally out will put you in their range and hit (unless the enemy has any traits that affect dodge distance).
Chains to Crisis (aerial).	[Medium/Long] Summon a stationary ring of white stars around the enemy's position. Standing still will evade them, dodging laterally out will put you in their range and hit (unless the enemy has any traits that affect dodge distance).
Chains to Crisis (aerial).	[Medium/Long] Summon a stationary ring of white stars around the enemy's position. Standing still will evade them, dodging laterally out will put you in their range and hit (unless the enemy has any traits that affect dodge distance).
Chains to Crisis (aerial).	[Medium/Long] Summon a stationary ring of white stars around the enemy's position. Standing still will evade them, dodging laterally out will put you in their range and hit (unless the enemy has any traits that affect dodge distance).
Chains to Crisis (aerial).
===HP Attack===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Nier Blade 	Ground/Aerial 	 	 	 	 	Magical 	Initial
Nier Blade 	[Close/Medium] Spawns a gigantic white blade, then swings it in a huge arc in front of himself tilted slightly upward. If it hits, the enemy is zapped for several hits of bravery damage followed by a final HP hit that knocks back and slightly upward. 	[Close/Medium] Spawns a gigantic white blade, then swings it in a huge arc in front of himself tilted slightly upward. If it hits, the enemy is zapped for several hits of bravery damage followed by a final HP hit that knocks back and slightly upward. 	[Close/Medium] Spawns a gigantic white blade, then swings it in a huge arc in front of himself tilted slightly upward. If it hits, the enemy is zapped for several hits of bravery damage followed by a final HP hit that knocks back and slightly upward. 	[Close/Medium] Spawns a gigantic white blade, then swings it in a huge arc in front of himself tilted slightly upward. If it hits, the enemy is zapped for several hits of bravery damage followed by a final HP hit that knocks back and slightly upward. 	[Close/Medium] Spawns a gigantic white blade, then swings it in a huge arc in front of himself tilted slightly upward. If it hits, the enemy is zapped for several hits of bravery damage followed by a final HP hit that knocks back and slightly upward. 	[Close/Medium] Spawns a gigantic white blade, then swings it in a huge arc in front of himself tilted slightly upward. If it hits, the enemy is zapped for several hits of bravery damage followed by a final HP hit that knocks back and slightly upward. 	[Close/Medium] Spawns a gigantic white blade, then swings it in a huge arc in front of himself tilted slightly upward. If it hits, the enemy is zapped for several hits of bravery damage followed by a final HP hit that knocks back and slightly upward.
Raze 	Aerial 	 	 	 	 	Magical 	Initial
Raze 	[Medium] Zadimortis turns himself into a vessel of holy energy and charges at the foe for several seconds, chasing them at high speed. If he hits the enemy or a flat surface, he explodes in a huge burst that deals a large chunk of bravery damage along with HP. If it hits a wall and the enemy is near, the blast can still hit the enemy. Will not explode if he does not hit a flat surface.	[Medium] Zadimortis turns himself into a vessel of holy energy and charges at the foe for several seconds, chasing them at high speed. If he hits the enemy or a flat surface, he explodes in a huge burst that deals a large chunk of bravery damage along with HP. If it hits a wall and the enemy is near, the blast can still hit the enemy. Will not explode if he does not hit a flat surface.	[Medium] Zadimortis turns himself into a vessel of holy energy and charges at the foe for several seconds, chasing them at high speed. If he hits the enemy or a flat surface, he explodes in a huge burst that deals a large chunk of bravery damage along with HP. If it hits a wall and the enemy is near, the blast can still hit the enemy. Will not explode if he does not hit a flat surface.	[Medium] Zadimortis turns himself into a vessel of holy energy and charges at the foe for several seconds, chasing them at high speed. If he hits the enemy or a flat surface, he explodes in a huge burst that deals a large chunk of bravery damage along with HP. If it hits a wall and the enemy is near, the blast can still hit the enemy. Will not explode if he does not hit a flat surface.	[Medium] Zadimortis turns himself into a vessel of holy energy and charges at the foe for several seconds, chasing them at high speed. If he hits the enemy or a flat surface, he explodes in a huge burst that deals a large chunk of bravery damage along with HP. If it hits a wall and the enemy is near, the blast can still hit the enemy. Will not explode if he does not hit a flat surface.	[Medium] Zadimortis turns himself into a vessel of holy energy and charges at the foe for several seconds, chasing them at high speed. If he hits the enemy or a flat surface, he explodes in a huge burst that deals a large chunk of bravery damage along with HP. If it hits a wall and the enemy is near, the blast can still hit the enemy. Will not explode if he does not hit a flat surface.	[Medium] Zadimortis turns himself into a vessel of holy energy and charges at the foe for several seconds, chasing them at high speed. If he hits the enemy or a flat surface, he explodes in a huge burst that deals a large chunk of bravery damage along with HP. If it hits a wall and the enemy is near, the blast can still hit the enemy. Will not explode if he does not hit a flat surface.
Black Stigma	Ground 	 	 	 	 	Magical 	Level 20
Black Stigma	[Close/Medium] Marks three white X's on the ground underneath the enemy, spaced apart by a bit less than a second each. About a second after each one is placed, the ground around that X explodes upward in a blast of holy light, launching the enemy up and out. If placed/timed well, the foe can be launched into two explosions. 	[Close/Medium] Marks three white X's on the ground underneath the enemy, spaced apart by a bit less than a second each. About a second after each one is placed, the ground around that X explodes upward in a blast of holy light, launching the enemy up and out. If placed/timed well, the foe can be launched into two explosions. 	[Close/Medium] Marks three white X's on the ground underneath the enemy, spaced apart by a bit less than a second each. About a second after each one is placed, the ground around that X explodes upward in a blast of holy light, launching the enemy up and out. If placed/timed well, the foe can be launched into two explosions. 	[Close/Medium] Marks three white X's on the ground underneath the enemy, spaced apart by a bit less than a second each. About a second after each one is placed, the ground around that X explodes upward in a blast of holy light, launching the enemy up and out. If placed/timed well, the foe can be launched into two explosions. 	[Close/Medium] Marks three white X's on the ground underneath the enemy, spaced apart by a bit less than a second each. About a second after each one is placed, the ground around that X explodes upward in a blast of holy light, launching the enemy up and out. If placed/timed well, the foe can be launched into two explosions. 	[Close/Medium] Marks three white X's on the ground underneath the enemy, spaced apart by a bit less than a second each. About a second after each one is placed, the ground around that X explodes upward in a blast of holy light, launching the enemy up and out. If placed/timed well, the foe can be launched into two explosions. 	[Close/Medium] Marks three white X's on the ground underneath the enemy, spaced apart by a bit less than a second each. About a second after each one is placed, the ground around that X explodes upward in a blast of holy light, launching the enemy up and out. If placed/timed well, the foe can be launched into two explosions.
Chiaroscuro 	Ground/Aerial 	 	 	 	 	Magical 	Level 40
Chiaroscuro 	[Close] Counter. The entire screen flashes inverse for 1/2 of a second. If any attack is received in that time, the attack is cancelled and the enemy is staggered, then impaled by an assault of glimmering white spears that culminate in a gigantic sword launching the enemy straight down for HP damage, almost guaranteeing a ground smash. 	[Close] Counter. The entire screen flashes inverse for 1/2 of a second. If any attack is received in that time, the attack is cancelled and the enemy is staggered, then impaled by an assault of glimmering white spears that culminate in a gigantic sword launching the enemy straight down for HP damage, almost guaranteeing a ground smash. 	[Close] Counter. The entire screen flashes inverse for 1/2 of a second. If any attack is received in that time, the attack is cancelled and the enemy is staggered, then impaled by an assault of glimmering white spears that culminate in a gigantic sword launching the enemy straight down for HP damage, almost guaranteeing a ground smash. 	[Close] Counter. The entire screen flashes inverse for 1/2 of a second. If any attack is received in that time, the attack is cancelled and the enemy is staggered, then impaled by an assault of glimmering white spears that culminate in a gigantic sword launching the enemy straight down for HP damage, almost guaranteeing a ground smash. 	[Close] Counter. The entire screen flashes inverse for 1/2 of a second. If any attack is received in that time, the attack is cancelled and the enemy is staggered, then impaled by an assault of glimmering white spears that culminate in a gigantic sword launching the enemy straight down for HP damage, almost guaranteeing a ground smash. 	[Close] Counter. The entire screen flashes inverse for 1/2 of a second. If any attack is received in that time, the attack is cancelled and the enemy is staggered, then impaled by an assault of glimmering white spears that culminate in a gigantic sword launching the enemy straight down for HP damage, almost guaranteeing a ground smash. 	[Close] Counter. The entire screen flashes inverse for 1/2 of a second. If any attack is received in that time, the attack is cancelled and the enemy is staggered, then impaled by an assault of glimmering white spears that culminate in a gigantic sword launching the enemy straight down for HP damage, almost guaranteeing a ground smash.
===Brave-to-Brave Attack===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Rapture 	Ground 	 	 	 	 	Magical 	Level 15
Rapture 	[Chain] Ground bravery chain from Silver Comet. Conjures sweeping elemental waves of fire, wind, and ice that rend the enemy several times for bravery damage. Finishes with a lightning bolt that launches the enemy straight down, guaranteeing a bravery ground smash.
Chains into Divine Purge (Ground), triggered just before the final hit.	[Chain] Ground bravery chain from Silver Comet. Conjures sweeping elemental waves of fire, wind, and ice that rend the enemy several times for bravery damage. Finishes with a lightning bolt that launches the enemy straight down, guaranteeing a bravery ground smash.
Chains into Divine Purge (Ground), triggered just before the final hit.	[Chain] Ground bravery chain from Silver Comet. Conjures sweeping elemental waves of fire, wind, and ice that rend the enemy several times for bravery damage. Finishes with a lightning bolt that launches the enemy straight down, guaranteeing a bravery ground smash.
Chains into Divine Purge (Ground), triggered just before the final hit.	[Chain] Ground bravery chain from Silver Comet. Conjures sweeping elemental waves of fire, wind, and ice that rend the enemy several times for bravery damage. Finishes with a lightning bolt that launches the enemy straight down, guaranteeing a bravery ground smash.
Chains into Divine Purge (Ground), triggered just before the final hit.	[Chain] Ground bravery chain from Silver Comet. Conjures sweeping elemental waves of fire, wind, and ice that rend the enemy several times for bravery damage. Finishes with a lightning bolt that launches the enemy straight down, guaranteeing a bravery ground smash.
Chains into Divine Purge (Ground), triggered just before the final hit.	[Chain] Ground bravery chain from Silver Comet. Conjures sweeping elemental waves of fire, wind, and ice that rend the enemy several times for bravery damage. Finishes with a lightning bolt that launches the enemy straight down, guaranteeing a bravery ground smash.
Chains into Divine Purge (Ground), triggered just before the final hit.	[Chain] Ground bravery chain from Silver Comet. Conjures sweeping elemental waves of fire, wind, and ice that rend the enemy several times for bravery damage. Finishes with a lightning bolt that launches the enemy straight down, guaranteeing a bravery ground smash.
Chains into Divine Purge (Ground), triggered just before the final hit.
Last Wish 	Ground 	 	 	 	 	Magical 	Level 25
Last Wish 	[Chain] Ground bravery chain from Savage Dance. After the last hit, the enemy is tossed about wildly by swipes of spontaneously manifesting white blades of energy. If the enemy is thrown into a wall at any point, the enemy is wall smashed, and the other attacks (probably) miss.	[Chain] Ground bravery chain from Savage Dance. After the last hit, the enemy is tossed about wildly by swipes of spontaneously manifesting white blades of energy. If the enemy is thrown into a wall at any point, the enemy is wall smashed, and the other attacks (probably) miss.	[Chain] Ground bravery chain from Savage Dance. After the last hit, the enemy is tossed about wildly by swipes of spontaneously manifesting white blades of energy. If the enemy is thrown into a wall at any point, the enemy is wall smashed, and the other attacks (probably) miss.	[Chain] Ground bravery chain from Savage Dance. After the last hit, the enemy is tossed about wildly by swipes of spontaneously manifesting white blades of energy. If the enemy is thrown into a wall at any point, the enemy is wall smashed, and the other attacks (probably) miss.	[Chain] Ground bravery chain from Savage Dance. After the last hit, the enemy is tossed about wildly by swipes of spontaneously manifesting white blades of energy. If the enemy is thrown into a wall at any point, the enemy is wall smashed, and the other attacks (probably) miss.	[Chain] Ground bravery chain from Savage Dance. After the last hit, the enemy is tossed about wildly by swipes of spontaneously manifesting white blades of energy. If the enemy is thrown into a wall at any point, the enemy is wall smashed, and the other attacks (probably) miss.	[Chain] Ground bravery chain from Savage Dance. After the last hit, the enemy is tossed about wildly by swipes of spontaneously manifesting white blades of energy. If the enemy is thrown into a wall at any point, the enemy is wall smashed, and the other attacks (probably) miss.
Visions of Torment	Ground 	 	 	 	 	Magical 	Level 55
Visions of Torment	[Chain] Ground bravery chain from Predilection. Zadimortis sweeps his hand out laterally, and several white blades manifest and impale the enemy, culminating in a sweep that launches the enemy toward Zadimortis. The attack animation leaves Zadimortis to move and attack freely while the damage occurs.
Chains to Final Star (Ground), triggered just before the final hit.	[Chain] Ground bravery chain from Predilection. Zadimortis sweeps his hand out laterally, and several white blades manifest and impale the enemy, culminating in a sweep that launches the enemy toward Zadimortis. The attack animation leaves Zadimortis to move and attack freely while the damage occurs.
Chains to Final Star (Ground), triggered just before the final hit.	[Chain] Ground bravery chain from Predilection. Zadimortis sweeps his hand out laterally, and several white blades manifest and impale the enemy, culminating in a sweep that launches the enemy toward Zadimortis. The attack animation leaves Zadimortis to move and attack freely while the damage occurs.
Chains to Final Star (Ground), triggered just before the final hit.	[Chain] Ground bravery chain from Predilection. Zadimortis sweeps his hand out laterally, and several white blades manifest and impale the enemy, culminating in a sweep that launches the enemy toward Zadimortis. The attack animation leaves Zadimortis to move and attack freely while the damage occurs.
Chains to Final Star (Ground), triggered just before the final hit.	[Chain] Ground bravery chain from Predilection. Zadimortis sweeps his hand out laterally, and several white blades manifest and impale the enemy, culminating in a sweep that launches the enemy toward Zadimortis. The attack animation leaves Zadimortis to move and attack freely while the damage occurs.
Chains to Final Star (Ground), triggered just before the final hit.	[Chain] Ground bravery chain from Predilection. Zadimortis sweeps his hand out laterally, and several white blades manifest and impale the enemy, culminating in a sweep that launches the enemy toward Zadimortis. The attack animation leaves Zadimortis to move and attack freely while the damage occurs.
Chains to Final Star (Ground), triggered just before the final hit.	[Chain] Ground bravery chain from Predilection. Zadimortis sweeps his hand out laterally, and several white blades manifest and impale the enemy, culminating in a sweep that launches the enemy toward Zadimortis. The attack animation leaves Zadimortis to move and attack freely while the damage occurs.
Chains to Final Star (Ground), triggered just before the final hit.
Crisis 	Aerial 	 	 	 	 	Magical 	Level 60
Crisis 	[Chain] Aerial chain of Faith. Shoots the remainder of the six stars surrounding the enemy at them, stunning them and keeping them airborne for a second. Like Visions of Torment, Zadimortis is free to move and attack while the damage occurs. 	[Chain] Aerial chain of Faith. Shoots the remainder of the six stars surrounding the enemy at them, stunning them and keeping them airborne for a second. Like Visions of Torment, Zadimortis is free to move and attack while the damage occurs. 	[Chain] Aerial chain of Faith. Shoots the remainder of the six stars surrounding the enemy at them, stunning them and keeping them airborne for a second. Like Visions of Torment, Zadimortis is free to move and attack while the damage occurs. 	[Chain] Aerial chain of Faith. Shoots the remainder of the six stars surrounding the enemy at them, stunning them and keeping them airborne for a second. Like Visions of Torment, Zadimortis is free to move and attack while the damage occurs. 	[Chain] Aerial chain of Faith. Shoots the remainder of the six stars surrounding the enemy at them, stunning them and keeping them airborne for a second. Like Visions of Torment, Zadimortis is free to move and attack while the damage occurs. 	[Chain] Aerial chain of Faith. Shoots the remainder of the six stars surrounding the enemy at them, stunning them and keeping them airborne for a second. Like Visions of Torment, Zadimortis is free to move and attack while the damage occurs. 	[Chain] Aerial chain of Faith. Shoots the remainder of the six stars surrounding the enemy at them, stunning them and keeping them airborne for a second. Like Visions of Torment, Zadimortis is free to move and attack while the damage occurs.
===Brave-to-HP Attack===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Divine Purge 	Ground 	 	 	 	 	Magical 	Level 30
Divine Purge 	[Chain] Ground HP chain of Rapture, must fire before the final hit. Condenses the elemental energy of Rapture on the enemy in a single large burst. No bravery damage and no wall smash, but deals more total damage than Book of Death if timed correctly and no wall smash is available. 	[Chain] Ground HP chain of Rapture, must fire before the final hit. Condenses the elemental energy of Rapture on the enemy in a single large burst. No bravery damage and no wall smash, but deals more total damage than Book of Death if timed correctly and no wall smash is available. 	[Chain] Ground HP chain of Rapture, must fire before the final hit. Condenses the elemental energy of Rapture on the enemy in a single large burst. No bravery damage and no wall smash, but deals more total damage than Book of Death if timed correctly and no wall smash is available. 	[Chain] Ground HP chain of Rapture, must fire before the final hit. Condenses the elemental energy of Rapture on the enemy in a single large burst. No bravery damage and no wall smash, but deals more total damage than Book of Death if timed correctly and no wall smash is available. 	[Chain] Ground HP chain of Rapture, must fire before the final hit. Condenses the elemental energy of Rapture on the enemy in a single large burst. No bravery damage and no wall smash, but deals more total damage than Book of Death if timed correctly and no wall smash is available. 	[Chain] Ground HP chain of Rapture, must fire before the final hit. Condenses the elemental energy of Rapture on the enemy in a single large burst. No bravery damage and no wall smash, but deals more total damage than Book of Death if timed correctly and no wall smash is available. 	[Chain] Ground HP chain of Rapture, must fire before the final hit. Condenses the elemental energy of Rapture on the enemy in a single large burst. No bravery damage and no wall smash, but deals more total damage than Book of Death if timed correctly and no wall smash is available.
Book of Death 	Aerial 	 	 	 	 	Magical 	Level 30
Book of Death 	[Chain] Aerial HP chain of Silver Comet. Opens a black portal over the enemy's head and looses a thick, shimmering silver beam that zaps the enemy several times before launching the enemy down in a final HP hit. If the enemy is close enough to the ground, can ground rush. 	[Chain] Aerial HP chain of Silver Comet. Opens a black portal over the enemy's head and looses a thick, shimmering silver beam that zaps the enemy several times before launching the enemy down in a final HP hit. If the enemy is close enough to the ground, can ground rush. 	[Chain] Aerial HP chain of Silver Comet. Opens a black portal over the enemy's head and looses a thick, shimmering silver beam that zaps the enemy several times before launching the enemy down in a final HP hit. If the enemy is close enough to the ground, can ground rush. 	[Chain] Aerial HP chain of Silver Comet. Opens a black portal over the enemy's head and looses a thick, shimmering silver beam that zaps the enemy several times before launching the enemy down in a final HP hit. If the enemy is close enough to the ground, can ground rush. 	[Chain] Aerial HP chain of Silver Comet. Opens a black portal over the enemy's head and looses a thick, shimmering silver beam that zaps the enemy several times before launching the enemy down in a final HP hit. If the enemy is close enough to the ground, can ground rush. 	[Chain] Aerial HP chain of Silver Comet. Opens a black portal over the enemy's head and looses a thick, shimmering silver beam that zaps the enemy several times before launching the enemy down in a final HP hit. If the enemy is close enough to the ground, can ground rush. 	[Chain] Aerial HP chain of Silver Comet. Opens a black portal over the enemy's head and looses a thick, shimmering silver beam that zaps the enemy several times before launching the enemy down in a final HP hit. If the enemy is close enough to the ground, can ground rush.
Final Star 	Ground 	 	 	 	 	Magical 	Level 75
Final Star 	[Chain] Ground chain from Visions of Torment, must fire before the final hit. The white blades of energy convalesce together into a single large burst that deals HP damage and launches the enemy laterally. 	[Chain] Ground chain from Visions of Torment, must fire before the final hit. The white blades of energy convalesce together into a single large burst that deals HP damage and launches the enemy laterally. 	[Chain] Ground chain from Visions of Torment, must fire before the final hit. The white blades of energy convalesce together into a single large burst that deals HP damage and launches the enemy laterally. 	[Chain] Ground chain from Visions of Torment, must fire before the final hit. The white blades of energy convalesce together into a single large burst that deals HP damage and launches the enemy laterally. 	[Chain] Ground chain from Visions of Torment, must fire before the final hit. The white blades of energy convalesce together into a single large burst that deals HP damage and launches the enemy laterally. 	[Chain] Ground chain from Visions of Torment, must fire before the final hit. The white blades of energy convalesce together into a single large burst that deals HP damage and launches the enemy laterally. 	[Chain] Ground chain from Visions of Torment, must fire before the final hit. The white blades of energy convalesce together into a single large burst that deals HP damage and launches the enemy laterally.
Book of Life 	Aerial 	 	 	 	 	Magical 	Level 55
Book of Life 	[Chain] Aerial chain from Predilection. Opens a large portal underneath the enemy that fires a giant silver beam upwards, dealing several hits of bravery before a final HP hit and launch upward. Can ceiling rush if close enough. 	[Chain] Aerial chain from Predilection. Opens a large portal underneath the enemy that fires a giant silver beam upwards, dealing several hits of bravery before a final HP hit and launch upward. Can ceiling rush if close enough. 	[Chain] Aerial chain from Predilection. Opens a large portal underneath the enemy that fires a giant silver beam upwards, dealing several hits of bravery before a final HP hit and launch upward. Can ceiling rush if close enough. 	[Chain] Aerial chain from Predilection. Opens a large portal underneath the enemy that fires a giant silver beam upwards, dealing several hits of bravery before a final HP hit and launch upward. Can ceiling rush if close enough. 	[Chain] Aerial chain from Predilection. Opens a large portal underneath the enemy that fires a giant silver beam upwards, dealing several hits of bravery before a final HP hit and launch upward. Can ceiling rush if close enough. 	[Chain] Aerial chain from Predilection. Opens a large portal underneath the enemy that fires a giant silver beam upwards, dealing several hits of bravery before a final HP hit and launch upward. Can ceiling rush if close enough. 	[Chain] Aerial chain from Predilection. Opens a large portal underneath the enemy that fires a giant silver beam upwards, dealing several hits of bravery before a final HP hit and launch upward. Can ceiling rush if close enough.
World's Collapse	Ground 	 	 	 	 	Magical 	Level 90
World's Collapse	[Chain] HP chain of Savage Rush, can only trigger if the very first hit lands (the lunge forward). Zadimortis grabs the enemy's head in his hand and focuses all his holy energy into it, impaling his hand and the enemy with dozens of colossal white spears before erupting in an explosion that automatically ground rushes.	[Chain] HP chain of Savage Rush, can only trigger if the very first hit lands (the lunge forward). Zadimortis grabs the enemy's head in his hand and focuses all his holy energy into it, impaling his hand and the enemy with dozens of colossal white spears before erupting in an explosion that automatically ground rushes.	[Chain] HP chain of Savage Rush, can only trigger if the very first hit lands (the lunge forward). Zadimortis grabs the enemy's head in his hand and focuses all his holy energy into it, impaling his hand and the enemy with dozens of colossal white spears before erupting in an explosion that automatically ground rushes.	[Chain] HP chain of Savage Rush, can only trigger if the very first hit lands (the lunge forward). Zadimortis grabs the enemy's head in his hand and focuses all his holy energy into it, impaling his hand and the enemy with dozens of colossal white spears before erupting in an explosion that automatically ground rushes.	[Chain] HP chain of Savage Rush, can only trigger if the very first hit lands (the lunge forward). Zadimortis grabs the enemy's head in his hand and focuses all his holy energy into it, impaling his hand and the enemy with dozens of colossal white spears before erupting in an explosion that automatically ground rushes.	[Chain] HP chain of Savage Rush, can only trigger if the very first hit lands (the lunge forward). Zadimortis grabs the enemy's head in his hand and focuses all his holy energy into it, impaling his hand and the enemy with dozens of colossal white spears before erupting in an explosion that automatically ground rushes.	[Chain] HP chain of Savage Rush, can only trigger if the very first hit lands (the lunge forward). Zadimortis grabs the enemy's head in his hand and focuses all his holy energy into it, impaling his hand and the enemy with dozens of colossal white spears before erupting in an explosion that automatically ground rushes.
==EX Mode==
Zadimortis's EX Mode is Harbinger of the Silver Comet. While in this state, he becomes covered head to toe in solid silvery-white planar, nondescript armor, and he gains several benefits:
- Regen
- Lachesism: Zadimortis becomes immune to flinching and staggering.
Zadimortis's EX Burst is The Meaning of Life. He conjures dozens and dozens of white spears, swords, and orbs, and hurls them at the enemy one by one. The screen fills with these weapons, and each one is tied to a button, direction, or trigger. As soon as you press one, it is replaced with a new button, so you can never run out. Each spear sent at the enemy deals bravery damage. There is a prompt bar along the bottom that slowly fills with each spear you attack with. Based on how much you fill the bar, his final attack is different:
- Less than 50%: Shadow Punch: Zadimortis hurls himself at the enemy with his fist, dealing a final hit of HP damage with no bravery damage.
- 51-90%: Final Reverse: Zadimortis pulls the weapons sent into the enemy back out, dealing several small hits of bravery damage followed by a final collapse of HP damage.
- 91%+: Unfulfillment: Zadimortis heaves forward, and all the spears manifested impale the enemy at once, then he expends all his energy to summon a gigantic white star above his head that crashes into the energy for several more hits of bravery damage followed by HP damage.
It is not possible to fill the bar entirely; each attack entered past 50% fills the bar a constantly reducing amount, never reaching 100%.
==Equipment==
===Exclusive Weapons===
Name 	Level	Description
Silver Comet's Fragment	50 	ATK+30, DEF-10, Minor "Riposte" Effect
Silver Comet's Core 	90 	ATK+60, DEF-20, "Riposte" Effect
The Last Light 	100 	ATK+90, DEF-30, Major "Riposte" Effect, Minor "Anti-EX" Effect
"Is fighting the endless fight a sign of bravery or idiocy...?"
===Related Accessories===
Accessory 	Description/Effect	Description/Effect	Acquired
 	 	LUK+4 	Shop, Duel Colosseum Lunar Whale Course
 	 	LUK+4 	Battlegen from the ??? Friend Card
Alienist's Desire	N/A 	LUK+1 	Battlegen
Alienist's Dream 	N/A 	LUK+2 	Battlegen
Alienist's Hopes 	N/A 	LUK+3 	Battlegen
==Musical Themes==
*Main Theme: Dusk and Dawn
*World Map Theme: Scarlet Skies, Shadowed Plains
*Dungeon Theme: The Divine
*Normal Battle: Keepers of the Wild
*Boss Battle: Kindred Cry
*Final Boss Battle: Echoes of Creation
===Rival Battle===
*Vs Shantotto: Feast of the Ladies
*Vs Terranova: Tough Battle #2
==Quotes==
===Encounter===
* On with it, then.
* You wish to be saved? There are none left who can save.
* The rapture has come and gone. All that remains is cleansing.
* I have no truths to show you here.
* Hah! HAH! Break me! Break me down!<BR>— If HP is low
* Nothing sacrificed, nothing gained...<BR>— If HP is low
* You don't think...?<BR>— If opponent is stronger
* Come, surprise me.<BR>— If opponent is stronger
* You challenge the wrong sorcerer.<BR>— If opponent is weaker
* Petulant fool.<BR>— If opponent is weaker	
===Victory===
* Worthless.
* A waste of my time.
* You shan't have tried.
* Seek blame on none but yourself.
* Just like every other time...<BR>— If HP is low
* Perhaps I'm not as far gone as I thought...<BR>— If HP is low
* Alas, another waste.<BR>— If opponent is stronger
* And still no answer...<BR>— If opponent is stronger
* A waste of my time!<BR>— If opponent is weaker
* Milksop drivel.<BR>— If opponent is weaker	
===Defeat===
* A... minor setback.
* What is this... strange feeling...
* How surprising...
* There exists power greater...?
* No! NO! And I was so close...<BR>— If opponent is stronger
* Perhaps... there really is... nothing left...<BR>— If opponent is stronger
* Hah... HAHAHAH!!<BR>— If opponent is weaker
* Of course... there was no meaning after all...<BR>— If opponent is weaker
===Default Specific===
=== Boss Specific ===
*Ragnarok: "You save no one but yourself."
*Genesis: "You... you hold the meaning...!!"	
*Eris: "This... This is my fate if I fail, isn't it..."
*The Embodiment: "Now things are just getting confusing..."	
*Amaterasu:
===DLC Specific===
===Story Specific===
Category:Characters