Delta/NT

<tabber>Mystic Robes=|-|Fusionist Attire=</tabber>	<tabber>Mystic Robes=|-|Fusionist Attire=</tabber>
Delta 	Delta
Character Type: 	Specialist
Origin: 	Alto
Miscellanous: 	NT Events
<tabber>
General=
==Background==
One of Alto's volunteer councilmen and a powerful mage. Originally he sought to bring prosperity to his home by removing its complacency, believing that humanity thrives best in chaos. In DCI NT, however, his awareness of the Amaterasu's dream has turned him into an omnicidal nihilist. He now seeks to destroy anything he considers a falsehood, and has very little regard for even his own life. His story revolves around his attempt to either recruit or siphon power off of the summons, thinking that if he can use them as a boost he can force awaken Amaterasu. If not kill her outright.
==Outfits==
*Mystic Robes: Based on Crono artwork. He wears heavy robes and a cloak that almost completely conceal his body. Only pointed shoes are clearly shown, with the bottom of his pants and the collar of his shirt being possibly visible. Though his hands appearing from the long sleeves when spellcasting. His head, however, is almost completely shown. Chin length, unkempt brown hair and a mask hides his face. A large triangle, his chosen namesake, is embellished on the front of his cloak. A chain is attached to both ends of the cloak, but it's actually kept together with an attachment to his robes. 
*Fusionist Attire: Based on Nelo art. He wears a hooded coat with the bottom parts separated into five distinct parts, with a plain undershirt and close fitting pants adorning two belts. The coat is held open by a collar piece that displays a large triangle, his namesake. Beneath the hood only his neck and mask can be seen, though it's implied he has shorter hair with this outfit. His only other clothing is pauldron-like fabrics attached to the coat and shoes. When spellcasting his hands light up and the sleeves of his coat begin to emit magical veins based on the spell he's casting.
==Weapons==
*Mystic Visage: Mask based on Crono art. Made from an ivory-like material with indents and etchings to make it emulate a human face.
*Fusionist Visage: Mask based on Nelo art. Glossy and etched in more detail, with blackened eye sockets and markings around the eyes. Enchanted so that the eyes move about, making it more clear where he's looking.
*True Visage: Technically not a weapon, as Delta removes his mask rather than replace it, but can be quipped as his weapon skin. While his mask is removed Delta has a noticeably higher pitch voice.
==Titles==
*Character Level 10: Awakened Fusionist
*Offline Crystal Rank: Lucid Dreamer
*100 Ranked Wins: Budding Strategist
*500 Ranked Wins: Harbinger of Entropy
*1000 Ranked Wins: Mastery over Sigils
==Musical Themes==
*Story: The Masked Magus
*Overworld: A World of Falsehood
*Dungeon: March of the Madman
*Battle: Facing Chaos
*Boss: Rampant Nihilism
|-|
Gameplay=
==Overview==
===Special===
Move 	Type 	Input 	Priority 	Effect 	 	 	
Activate Sigil 	EX-Skill 	 	N/A 	 	 	 	
Activate Sigil 	
Delta increases the numbers of sigils he can have active, with the maximum amount of sigils he can have being four.
If Delta already has four sigils active when using this ability, he instead gains a buff that increases the active time of all sigils over the next 30s. This buff also increases the amount of time his traps are on the field, if Expel Sigil is used.
Has a 30 second cooldown that resets when Delta is knocked out.	
Delta increases the numbers of sigils he can have active, with the maximum amount of sigils he can have being four.
If Delta already has four sigils active when using this ability, he instead gains a buff that increases the active time of all sigils over the next 30s. This buff also increases the amount of time his traps are on the field, if Expel Sigil is used.
Has a 30 second cooldown that resets when Delta is knocked out.	
Delta increases the numbers of sigils he can have active, with the maximum amount of sigils he can have being four.
If Delta already has four sigils active when using this ability, he instead gains a buff that increases the active time of all sigils over the next 30s. This buff also increases the amount of time his traps are on the field, if Expel Sigil is used.
Has a 30 second cooldown that resets when Delta is knocked out.	
Delta increases the numbers of sigils he can have active, with the maximum amount of sigils he can have being four.
If Delta already has four sigils active when using this ability, he instead gains a buff that increases the active time of all sigils over the next 30s. This buff also increases the amount of time his traps are on the field, if Expel Sigil is used.
Has a 30 second cooldown that resets when Delta is knocked out.	
Delta increases the numbers of sigils he can have active, with the maximum amount of sigils he can have being four.
If Delta already has four sigils active when using this ability, he instead gains a buff that increases the active time of all sigils over the next 30s. This buff also increases the amount of time his traps are on the field, if Expel Sigil is used.
Has a 30 second cooldown that resets when Delta is knocked out.	
Delta increases the numbers of sigils he can have active, with the maximum amount of sigils he can have being four.
If Delta already has four sigils active when using this ability, he instead gains a buff that increases the active time of all sigils over the next 30s. This buff also increases the amount of time his traps are on the field, if Expel Sigil is used.
Has a 30 second cooldown that resets when Delta is knocked out.	
Delta increases the numbers of sigils he can have active, with the maximum amount of sigils he can have being four.
If Delta already has four sigils active when using this ability, he instead gains a buff that increases the active time of all sigils over the next 30s. This buff also increases the amount of time his traps are on the field, if Expel Sigil is used.
Has a 30 second cooldown that resets when Delta is knocked out.
Priority Switch	Special 	L3 	N/A 	Priority Switch 	 	 	
Priority Switch	At any point in time, Delta can switch between using his oldest sigils for HP attacks, and his newest ones. Before a battle, the player can choose which mode he starts in.	At any point in time, Delta can switch between using his oldest sigils for HP attacks, and his newest ones. Before a battle, the player can choose which mode he starts in.	At any point in time, Delta can switch between using his oldest sigils for HP attacks, and his newest ones. Before a battle, the player can choose which mode he starts in.	At any point in time, Delta can switch between using his oldest sigils for HP attacks, and his newest ones. Before a battle, the player can choose which mode he starts in.	At any point in time, Delta can switch between using his oldest sigils for HP attacks, and his newest ones. Before a battle, the player can choose which mode he starts in.	At any point in time, Delta can switch between using his oldest sigils for HP attacks, and his newest ones. Before a battle, the player can choose which mode he starts in.	At any point in time, Delta can switch between using his oldest sigils for HP attacks, and his newest ones. Before a battle, the player can choose which mode he starts in.
===Bravery===
Move 	Type 	Input 	Priority 	Effect 	 	 	
Scorched Earth	Ground 	,  	Melee Moderate 	[Self] Fire Sigil 	 	 	
Scorched Earth	Delta slashes horizontally, then upward with a conjured blade of fire. Short reach, but extremely quick. 	Delta slashes horizontally, then upward with a conjured blade of fire. Short reach, but extremely quick. 	Delta slashes horizontally, then upward with a conjured blade of fire. Short reach, but extremely quick. 	Delta slashes horizontally, then upward with a conjured blade of fire. Short reach, but extremely quick. 	Delta slashes horizontally, then upward with a conjured blade of fire. Short reach, but extremely quick. 	Delta slashes horizontally, then upward with a conjured blade of fire. Short reach, but extremely quick. 	Delta slashes horizontally, then upward with a conjured blade of fire. Short reach, but extremely quick.
Stormfront 	Ground 	↑+ 	Ranged Potent 	[Self] Air Sigil 	 	 	
Stormfront 	Delta conjures winds in front of him, sending forward three small tornadoes that slowly fan out in front of him. 	Delta conjures winds in front of him, sending forward three small tornadoes that slowly fan out in front of him. 	Delta conjures winds in front of him, sending forward three small tornadoes that slowly fan out in front of him. 	Delta conjures winds in front of him, sending forward three small tornadoes that slowly fan out in front of him. 	Delta conjures winds in front of him, sending forward three small tornadoes that slowly fan out in front of him. 	Delta conjures winds in front of him, sending forward three small tornadoes that slowly fan out in front of him. 	Delta conjures winds in front of him, sending forward three small tornadoes that slowly fan out in front of him.
Geo-Breaker 	Ground 	↓+ 	Ranged Moderate 	[Self] Earth Sigil 	 	 	
Geo-Breaker 	Earth cracks near his opponent before rocks blast upwards, launching them vertically. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking.	Earth cracks near his opponent before rocks blast upwards, launching them vertically. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking.	Earth cracks near his opponent before rocks blast upwards, launching them vertically. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking.	Earth cracks near his opponent before rocks blast upwards, launching them vertically. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking.	Earth cracks near his opponent before rocks blast upwards, launching them vertically. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking.	Earth cracks near his opponent before rocks blast upwards, launching them vertically. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking.	Earth cracks near his opponent before rocks blast upwards, launching them vertically. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking.
Tidal Shift 	Ground Dash 	R1+ 	Guard Moderate
Ranged Moderate 	[Self] Water Sigil 	 	 	
Tidal Shift 	Delta conjures water around him, sending it upwards in a hexagon of geysers. Protects him while launching enemies hit by it up and away from him. 	Delta conjures water around him, sending it upwards in a hexagon of geysers. Protects him while launching enemies hit by it up and away from him. 	Delta conjures water around him, sending it upwards in a hexagon of geysers. Protects him while launching enemies hit by it up and away from him. 	Delta conjures water around him, sending it upwards in a hexagon of geysers. Protects him while launching enemies hit by it up and away from him. 	Delta conjures water around him, sending it upwards in a hexagon of geysers. Protects him while launching enemies hit by it up and away from him. 	Delta conjures water around him, sending it upwards in a hexagon of geysers. Protects him while launching enemies hit by it up and away from him. 	Delta conjures water around him, sending it upwards in a hexagon of geysers. Protects him while launching enemies hit by it up and away from him.
Burning Skies 	Aerial 	 	Melee Moderate 	[Self] Fire Sigil 	 	 	
Burning Skies 	Delta sends a hail of embers out in front of him. Fast and covers a wide range ahead of him, but has a short reach. 	Delta sends a hail of embers out in front of him. Fast and covers a wide range ahead of him, but has a short reach. 	Delta sends a hail of embers out in front of him. Fast and covers a wide range ahead of him, but has a short reach. 	Delta sends a hail of embers out in front of him. Fast and covers a wide range ahead of him, but has a short reach. 	Delta sends a hail of embers out in front of him. Fast and covers a wide range ahead of him, but has a short reach. 	Delta sends a hail of embers out in front of him. Fast and covers a wide range ahead of him, but has a short reach. 	Delta sends a hail of embers out in front of him. Fast and covers a wide range ahead of him, but has a short reach.
Wind Bolt 	Aerial 	↑+ 	Ranged Potent 	[Self] Air Sigil 	 	 	
Wind Bolt 	Detla fires forward a bolt of air. Can be charged to increase it's range, damage, and homing strength. 	Detla fires forward a bolt of air. Can be charged to increase it's range, damage, and homing strength. 	Detla fires forward a bolt of air. Can be charged to increase it's range, damage, and homing strength. 	Detla fires forward a bolt of air. Can be charged to increase it's range, damage, and homing strength. 	Detla fires forward a bolt of air. Can be charged to increase it's range, damage, and homing strength. 	Detla fires forward a bolt of air. Can be charged to increase it's range, damage, and homing strength. 	Detla fires forward a bolt of air. Can be charged to increase it's range, damage, and homing strength.
Dust Devil 	Aerial 	↓+ 	Ranged Moderate 	[Self] Earth Sigil 	 	 	
Dust Devil 	Dust kicks up around the opponent, dealing multiple hits of damage. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking. 	Dust kicks up around the opponent, dealing multiple hits of damage. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking. 	Dust kicks up around the opponent, dealing multiple hits of damage. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking. 	Dust kicks up around the opponent, dealing multiple hits of damage. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking. 	Dust kicks up around the opponent, dealing multiple hits of damage. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking. 	Dust kicks up around the opponent, dealing multiple hits of damage. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking. 	Dust kicks up around the opponent, dealing multiple hits of damage. If dodge, guard, or jump canceled, Delta can regain movement before the attack ends, allowing him to stun opponents temporarily while multitasking.
Dancing Waves 	Aerial Dash 	R1+ 	Guard Moderate
Ranged Moderate 	[Self] Water Sigil 	 	 	
Dancing Waves 	Delta conjures water around him, defending him from harm while rapidly damaging anybody within close range of him. 	Delta conjures water around him, defending him from harm while rapidly damaging anybody within close range of him. 	Delta conjures water around him, defending him from harm while rapidly damaging anybody within close range of him. 	Delta conjures water around him, defending him from harm while rapidly damaging anybody within close range of him. 	Delta conjures water around him, defending him from harm while rapidly damaging anybody within close range of him. 	Delta conjures water around him, defending him from harm while rapidly damaging anybody within close range of him. 	Delta conjures water around him, defending him from harm while rapidly damaging anybody within close range of him.
===HP===
Move 	Obtained	Input	Priority 	Effect 			
Sigil Crash 	Lv.1 	 	Melee Mighty	[Self] Removes Sigils			
Sigil Crash 	
Delta expends a sigil he has to deal HP damage as a frontal explosion. Can be charged to expend more sigils, increasing its range. Each sigils used adds a status debuff to the opponent on hit, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.	
Delta expends a sigil he has to deal HP damage as a frontal explosion. Can be charged to expend more sigils, increasing its range. Each sigils used adds a status debuff to the opponent on hit, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.	
Delta expends a sigil he has to deal HP damage as a frontal explosion. Can be charged to expend more sigils, increasing its range. Each sigils used adds a status debuff to the opponent on hit, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.	
Delta expends a sigil he has to deal HP damage as a frontal explosion. Can be charged to expend more sigils, increasing its range. Each sigils used adds a status debuff to the opponent on hit, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.	
Delta expends a sigil he has to deal HP damage as a frontal explosion. Can be charged to expend more sigils, increasing its range. Each sigils used adds a status debuff to the opponent on hit, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.	
Delta expends a sigil he has to deal HP damage as a frontal explosion. Can be charged to expend more sigils, increasing its range. Each sigils used adds a status debuff to the opponent on hit, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.	
Delta expends a sigil he has to deal HP damage as a frontal explosion. Can be charged to expend more sigils, increasing its range. Each sigils used adds a status debuff to the opponent on hit, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.
Expel Sigil 	Lv.2 	 	Range Mighty	[Self] Removes Sigils			
Expel Sigil 	
Delta expends a sigil he has to place a trap. Should anyone walk into it, they will be dealt a small amount of BRV damage before hit with an HP damaging explosion. He can manually detonate all placed sigils by holding . Each sigils inflicts a different a status debuff on opponents caught in the trap, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.
Delta can have the same number of Sigil Traps as he currently has Sigil Slots.	
Delta expends a sigil he has to place a trap. Should anyone walk into it, they will be dealt a small amount of BRV damage before hit with an HP damaging explosion. He can manually detonate all placed sigils by holding . Each sigils inflicts a different a status debuff on opponents caught in the trap, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.
Delta can have the same number of Sigil Traps as he currently has Sigil Slots.	
Delta expends a sigil he has to place a trap. Should anyone walk into it, they will be dealt a small amount of BRV damage before hit with an HP damaging explosion. He can manually detonate all placed sigils by holding . Each sigils inflicts a different a status debuff on opponents caught in the trap, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.
Delta can have the same number of Sigil Traps as he currently has Sigil Slots.	
Delta expends a sigil he has to place a trap. Should anyone walk into it, they will be dealt a small amount of BRV damage before hit with an HP damaging explosion. He can manually detonate all placed sigils by holding . Each sigils inflicts a different a status debuff on opponents caught in the trap, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.
Delta can have the same number of Sigil Traps as he currently has Sigil Slots.	
Delta expends a sigil he has to place a trap. Should anyone walk into it, they will be dealt a small amount of BRV damage before hit with an HP damaging explosion. He can manually detonate all placed sigils by holding . Each sigils inflicts a different a status debuff on opponents caught in the trap, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.
Delta can have the same number of Sigil Traps as he currently has Sigil Slots.	
Delta expends a sigil he has to place a trap. Should anyone walk into it, they will be dealt a small amount of BRV damage before hit with an HP damaging explosion. He can manually detonate all placed sigils by holding . Each sigils inflicts a different a status debuff on opponents caught in the trap, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.
Delta can have the same number of Sigil Traps as he currently has Sigil Slots.	
Delta expends a sigil he has to place a trap. Should anyone walk into it, they will be dealt a small amount of BRV damage before hit with an HP damaging explosion. He can manually detonate all placed sigils by holding . Each sigils inflicts a different a status debuff on opponents caught in the trap, as follows.
*Fire: Inflicts Burning, dealing 200 BRV damage over the next ten seconds.
*Water: Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Earth: Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Wind: Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.
Delta can have the same number of Sigil Traps as he currently has Sigil Slots.
Extreme Arts	Lv.5 	 	 	[Self] Removes Sigils			
Extreme Arts	
Delta expends sigils to utilize more powerful version of the elements. If multiple sigils of the same element are available, they will override the first sigil on his currently selected priority.
*Fire: Inferno. Creates a barrier of flames around him, with it's guard strength and duration scaling based on how many sigils were used. Inflicts Burning, dealing BRV damage over the next ten seconds. If Delta uses any attack while the shield is active, it will dissipate prematurely. However he can still use his EX-Skill and Priority Switch freely.
*Water: Ice. Delta summons a giant icicle and throws it at his opponent, with its homing strength and speed scaling based on the amount of sigils used. Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Eath: Stone. Detla drops boulders from above the opponent, with the range and boulder size scaling based on how many sigils were used. Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Air: Whirlwind. Delta throws two tornados ahead of him, chasing after his locked on opponent, with their duration and travel speed scaling based on sigils used. Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.	
Delta expends sigils to utilize more powerful version of the elements. If multiple sigils of the same element are available, they will override the first sigil on his currently selected priority.
*Fire: Inferno. Creates a barrier of flames around him, with it's guard strength and duration scaling based on how many sigils were used. Inflicts Burning, dealing BRV damage over the next ten seconds. If Delta uses any attack while the shield is active, it will dissipate prematurely. However he can still use his EX-Skill and Priority Switch freely.
*Water: Ice. Delta summons a giant icicle and throws it at his opponent, with its homing strength and speed scaling based on the amount of sigils used. Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Eath: Stone. Detla drops boulders from above the opponent, with the range and boulder size scaling based on how many sigils were used. Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Air: Whirlwind. Delta throws two tornados ahead of him, chasing after his locked on opponent, with their duration and travel speed scaling based on sigils used. Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.	
Delta expends sigils to utilize more powerful version of the elements. If multiple sigils of the same element are available, they will override the first sigil on his currently selected priority.
*Fire: Inferno. Creates a barrier of flames around him, with it's guard strength and duration scaling based on how many sigils were used. Inflicts Burning, dealing BRV damage over the next ten seconds. If Delta uses any attack while the shield is active, it will dissipate prematurely. However he can still use his EX-Skill and Priority Switch freely.
*Water: Ice. Delta summons a giant icicle and throws it at his opponent, with its homing strength and speed scaling based on the amount of sigils used. Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Eath: Stone. Detla drops boulders from above the opponent, with the range and boulder size scaling based on how many sigils were used. Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Air: Whirlwind. Delta throws two tornados ahead of him, chasing after his locked on opponent, with their duration and travel speed scaling based on sigils used. Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.	
Delta expends sigils to utilize more powerful version of the elements. If multiple sigils of the same element are available, they will override the first sigil on his currently selected priority.
*Fire: Inferno. Creates a barrier of flames around him, with it's guard strength and duration scaling based on how many sigils were used. Inflicts Burning, dealing BRV damage over the next ten seconds. If Delta uses any attack while the shield is active, it will dissipate prematurely. However he can still use his EX-Skill and Priority Switch freely.
*Water: Ice. Delta summons a giant icicle and throws it at his opponent, with its homing strength and speed scaling based on the amount of sigils used. Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Eath: Stone. Detla drops boulders from above the opponent, with the range and boulder size scaling based on how many sigils were used. Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Air: Whirlwind. Delta throws two tornados ahead of him, chasing after his locked on opponent, with their duration and travel speed scaling based on sigils used. Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.	
Delta expends sigils to utilize more powerful version of the elements. If multiple sigils of the same element are available, they will override the first sigil on his currently selected priority.
*Fire: Inferno. Creates a barrier of flames around him, with it's guard strength and duration scaling based on how many sigils were used. Inflicts Burning, dealing BRV damage over the next ten seconds. If Delta uses any attack while the shield is active, it will dissipate prematurely. However he can still use his EX-Skill and Priority Switch freely.
*Water: Ice. Delta summons a giant icicle and throws it at his opponent, with its homing strength and speed scaling based on the amount of sigils used. Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Eath: Stone. Detla drops boulders from above the opponent, with the range and boulder size scaling based on how many sigils were used. Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Air: Whirlwind. Delta throws two tornados ahead of him, chasing after his locked on opponent, with their duration and travel speed scaling based on sigils used. Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.	
Delta expends sigils to utilize more powerful version of the elements. If multiple sigils of the same element are available, they will override the first sigil on his currently selected priority.
*Fire: Inferno. Creates a barrier of flames around him, with it's guard strength and duration scaling based on how many sigils were used. Inflicts Burning, dealing BRV damage over the next ten seconds. If Delta uses any attack while the shield is active, it will dissipate prematurely. However he can still use his EX-Skill and Priority Switch freely.
*Water: Ice. Delta summons a giant icicle and throws it at his opponent, with its homing strength and speed scaling based on the amount of sigils used. Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Eath: Stone. Detla drops boulders from above the opponent, with the range and boulder size scaling based on how many sigils were used. Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Air: Whirlwind. Delta throws two tornados ahead of him, chasing after his locked on opponent, with their duration and travel speed scaling based on sigils used. Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.	
Delta expends sigils to utilize more powerful version of the elements. If multiple sigils of the same element are available, they will override the first sigil on his currently selected priority.
*Fire: Inferno. Creates a barrier of flames around him, with it's guard strength and duration scaling based on how many sigils were used. Inflicts Burning, dealing BRV damage over the next ten seconds. If Delta uses any attack while the shield is active, it will dissipate prematurely. However he can still use his EX-Skill and Priority Switch freely.
*Water: Ice. Delta summons a giant icicle and throws it at his opponent, with its homing strength and speed scaling based on the amount of sigils used. Inflicts Soften, reducing Defence by 20% over the next ten seconds.
*Eath: Stone. Detla drops boulders from above the opponent, with the range and boulder size scaling based on how many sigils were used. Inflicts Heavy, reducing Speed by 20% over the next ten seconds.
*Air: Whirlwind. Delta throws two tornados ahead of him, chasing after his locked on opponent, with their duration and travel speed scaling based on sigils used. Inflicts Whiplash, reducing Attack by 20% over the next ten seconds.
Fusion Arts 	Lv.10 	 	Special 	[Self] Removes Sigils			
Fusion Arts 	
Delta expends his sigils to fuse them together. Can be charged to increased the number of sigils used. Cannot be used with only one Sigil active. While he only uses the first two in his Priority order, can be held to increase the number of sigils used at the expense of increasing the channeling period of the attack.
See the following chart for all sigil combinations.	
Delta expends his sigils to fuse them together. Can be charged to increased the number of sigils used. Cannot be used with only one Sigil active. While he only uses the first two in his Priority order, can be held to increase the number of sigils used at the expense of increasing the channeling period of the attack.
See the following chart for all sigil combinations.	
Delta expends his sigils to fuse them together. Can be charged to increased the number of sigils used. Cannot be used with only one Sigil active. While he only uses the first two in his Priority order, can be held to increase the number of sigils used at the expense of increasing the channeling period of the attack.
See the following chart for all sigil combinations.	
Delta expends his sigils to fuse them together. Can be charged to increased the number of sigils used. Cannot be used with only one Sigil active. While he only uses the first two in his Priority order, can be held to increase the number of sigils used at the expense of increasing the channeling period of the attack.
See the following chart for all sigil combinations.	
Delta expends his sigils to fuse them together. Can be charged to increased the number of sigils used. Cannot be used with only one Sigil active. While he only uses the first two in his Priority order, can be held to increase the number of sigils used at the expense of increasing the channeling period of the attack.
See the following chart for all sigil combinations.	
Delta expends his sigils to fuse them together. Can be charged to increased the number of sigils used. Cannot be used with only one Sigil active. While he only uses the first two in his Priority order, can be held to increase the number of sigils used at the expense of increasing the channeling period of the attack.
See the following chart for all sigil combinations.	
Delta expends his sigils to fuse them together. Can be charged to increased the number of sigils used. Cannot be used with only one Sigil active. While he only uses the first two in his Priority order, can be held to increase the number of sigils used at the expense of increasing the channeling period of the attack.
See the following chart for all sigil combinations.
===Fusion Arts===
Move 	Obtained 	Input 	Priority 	Effect 	 	 	
Magma 	Fire + Water 	 	Ranged Mighty 	[Self] Remove Sigils 	 	 	
Magma 	Delta fuses two sigils together, forming a magma bubble that slowly chases after his target. Lasts for a long duration and has excellent tracking, but will explode upon hitting anything. 	Delta fuses two sigils together, forming a magma bubble that slowly chases after his target. Lasts for a long duration and has excellent tracking, but will explode upon hitting anything. 	Delta fuses two sigils together, forming a magma bubble that slowly chases after his target. Lasts for a long duration and has excellent tracking, but will explode upon hitting anything. 	Delta fuses two sigils together, forming a magma bubble that slowly chases after his target. Lasts for a long duration and has excellent tracking, but will explode upon hitting anything. 	Delta fuses two sigils together, forming a magma bubble that slowly chases after his target. Lasts for a long duration and has excellent tracking, but will explode upon hitting anything. 	Delta fuses two sigils together, forming a magma bubble that slowly chases after his target. Lasts for a long duration and has excellent tracking, but will explode upon hitting anything. 	Delta fuses two sigils together, forming a magma bubble that slowly chases after his target. Lasts for a long duration and has excellent tracking, but will explode upon hitting anything.
Lightning 	Fire + Air 	 	Melee Mighty 	[Self] Remove Sigils 	 	 	
Lightning 	Delta fuses two sigils, emitting lightning from his hands that drain the opponent of their BRV for a brief period before exploding into energy. 	Delta fuses two sigils, emitting lightning from his hands that drain the opponent of their BRV for a brief period before exploding into energy. 	Delta fuses two sigils, emitting lightning from his hands that drain the opponent of their BRV for a brief period before exploding into energy. 	Delta fuses two sigils, emitting lightning from his hands that drain the opponent of their BRV for a brief period before exploding into energy. 	Delta fuses two sigils, emitting lightning from his hands that drain the opponent of their BRV for a brief period before exploding into energy. 	Delta fuses two sigils, emitting lightning from his hands that drain the opponent of their BRV for a brief period before exploding into energy. 	Delta fuses two sigils, emitting lightning from his hands that drain the opponent of their BRV for a brief period before exploding into energy.
Metal 	Fire + Earth 	 	 	[Self] Remove Sigils 	 	 	
Metal 	Delta fuses two sigils to make an iron shield, pretecting him from frontal attacks, before he punches it forward a medium distance. 	Delta fuses two sigils to make an iron shield, pretecting him from frontal attacks, before he punches it forward a medium distance. 	Delta fuses two sigils to make an iron shield, pretecting him from frontal attacks, before he punches it forward a medium distance. 	Delta fuses two sigils to make an iron shield, pretecting him from frontal attacks, before he punches it forward a medium distance. 	Delta fuses two sigils to make an iron shield, pretecting him from frontal attacks, before he punches it forward a medium distance. 	Delta fuses two sigils to make an iron shield, pretecting him from frontal attacks, before he punches it forward a medium distance. 	Delta fuses two sigils to make an iron shield, pretecting him from frontal attacks, before he punches it forward a medium distance.
Fog 	Water + Air 	 	Ranged Mighty 	[Self] Remove Sigils 	 	 	
Fog 	Delta fuses two sigils together, forming a wide fog around the opponent that'll rapidly close in for HP damage. Should it catch multiple opponents, it will close in on them as well. 	Delta fuses two sigils together, forming a wide fog around the opponent that'll rapidly close in for HP damage. Should it catch multiple opponents, it will close in on them as well. 	Delta fuses two sigils together, forming a wide fog around the opponent that'll rapidly close in for HP damage. Should it catch multiple opponents, it will close in on them as well. 	Delta fuses two sigils together, forming a wide fog around the opponent that'll rapidly close in for HP damage. Should it catch multiple opponents, it will close in on them as well. 	Delta fuses two sigils together, forming a wide fog around the opponent that'll rapidly close in for HP damage. Should it catch multiple opponents, it will close in on them as well. 	Delta fuses two sigils together, forming a wide fog around the opponent that'll rapidly close in for HP damage. Should it catch multiple opponents, it will close in on them as well. 	Delta fuses two sigils together, forming a wide fog around the opponent that'll rapidly close in for HP damage. Should it catch multiple opponents, it will close in on them as well.
Mud 	Water + Earth 	 	Ranged Mighty 	[Self] Remove Sigils 	 	 	
Mud 	Delta fuses two sigils together to form a ball of mud, throwing them forward at his opponent. Very fast, but has poor tracking. 	Delta fuses two sigils together to form a ball of mud, throwing them forward at his opponent. Very fast, but has poor tracking. 	Delta fuses two sigils together to form a ball of mud, throwing them forward at his opponent. Very fast, but has poor tracking. 	Delta fuses two sigils together to form a ball of mud, throwing them forward at his opponent. Very fast, but has poor tracking. 	Delta fuses two sigils together to form a ball of mud, throwing them forward at his opponent. Very fast, but has poor tracking. 	Delta fuses two sigils together to form a ball of mud, throwing them forward at his opponent. Very fast, but has poor tracking. 	Delta fuses two sigils together to form a ball of mud, throwing them forward at his opponent. Very fast, but has poor tracking.
Ash 	Earth + Air 	 	Ranged Mighty 	[Self] Remove Sigils 	 	 	
Ash 	Delta fuses two sigils together, summonging a tornado of ash around his opponent, dealing multiple hits of Brave damage before sending them skyward. Should it miss, the tornado will linger on the field for the same amount of time as it normally would. 	Delta fuses two sigils together, summonging a tornado of ash around his opponent, dealing multiple hits of Brave damage before sending them skyward. Should it miss, the tornado will linger on the field for the same amount of time as it normally would. 	Delta fuses two sigils together, summonging a tornado of ash around his opponent, dealing multiple hits of Brave damage before sending them skyward. Should it miss, the tornado will linger on the field for the same amount of time as it normally would. 	Delta fuses two sigils together, summonging a tornado of ash around his opponent, dealing multiple hits of Brave damage before sending them skyward. Should it miss, the tornado will linger on the field for the same amount of time as it normally would. 	Delta fuses two sigils together, summonging a tornado of ash around his opponent, dealing multiple hits of Brave damage before sending them skyward. Should it miss, the tornado will linger on the field for the same amount of time as it normally would. 	Delta fuses two sigils together, summonging a tornado of ash around his opponent, dealing multiple hits of Brave damage before sending them skyward. Should it miss, the tornado will linger on the field for the same amount of time as it normally would. 	Delta fuses two sigils together, summonging a tornado of ash around his opponent, dealing multiple hits of Brave damage before sending them skyward. Should it miss, the tornado will linger on the field for the same amount of time as it normally would.
Volcano 	Fire + Water + Earth 	 	Ranged Mighty 	[Self] Remove Sigils 	 	 	
Volcano 	Delta fuses three sigils together before slamming them into the earth, opening a fissure that rains down molten rock erratically all around it. 	Delta fuses three sigils together before slamming them into the earth, opening a fissure that rains down molten rock erratically all around it. 	Delta fuses three sigils together before slamming them into the earth, opening a fissure that rains down molten rock erratically all around it. 	Delta fuses three sigils together before slamming them into the earth, opening a fissure that rains down molten rock erratically all around it. 	Delta fuses three sigils together before slamming them into the earth, opening a fissure that rains down molten rock erratically all around it. 	Delta fuses three sigils together before slamming them into the earth, opening a fissure that rains down molten rock erratically all around it. 	Delta fuses three sigils together before slamming them into the earth, opening a fissure that rains down molten rock erratically all around it.
Steam 	Fire + Water + Air 	 	Ranged Mighty 	[Self] Remove Sigils 	 	 	
Steam 	Delta fuses three sigils together to form a ball of scalding hot water, sending it out after his opponent. Travels slowly at first before piciking up speed, exploding into a ball of steam once it either hit something or reaches maximum distance. 	Delta fuses three sigils together to form a ball of scalding hot water, sending it out after his opponent. Travels slowly at first before piciking up speed, exploding into a ball of steam once it either hit something or reaches maximum distance. 	Delta fuses three sigils together to form a ball of scalding hot water, sending it out after his opponent. Travels slowly at first before piciking up speed, exploding into a ball of steam once it either hit something or reaches maximum distance. 	Delta fuses three sigils together to form a ball of scalding hot water, sending it out after his opponent. Travels slowly at first before piciking up speed, exploding into a ball of steam once it either hit something or reaches maximum distance. 	Delta fuses three sigils together to form a ball of scalding hot water, sending it out after his opponent. Travels slowly at first before piciking up speed, exploding into a ball of steam once it either hit something or reaches maximum distance. 	Delta fuses three sigils together to form a ball of scalding hot water, sending it out after his opponent. Travels slowly at first before piciking up speed, exploding into a ball of steam once it either hit something or reaches maximum distance. 	Delta fuses three sigils together to form a ball of scalding hot water, sending it out after his opponent. Travels slowly at first before piciking up speed, exploding into a ball of steam once it either hit something or reaches maximum distance.
Brimstone 	Fire + Earth + Air 	 	Ranged Mighty 	[Self] Remove Sigils 	 	 	
Brimstone 	Delta fuses three sigils to open up a portal above his opponent, raining down a torrent of meteors. Stays active for a short time, tracking it's target slowly. 	Delta fuses three sigils to open up a portal above his opponent, raining down a torrent of meteors. Stays active for a short time, tracking it's target slowly. 	Delta fuses three sigils to open up a portal above his opponent, raining down a torrent of meteors. Stays active for a short time, tracking it's target slowly. 	Delta fuses three sigils to open up a portal above his opponent, raining down a torrent of meteors. Stays active for a short time, tracking it's target slowly. 	Delta fuses three sigils to open up a portal above his opponent, raining down a torrent of meteors. Stays active for a short time, tracking it's target slowly. 	Delta fuses three sigils to open up a portal above his opponent, raining down a torrent of meteors. Stays active for a short time, tracking it's target slowly. 	Delta fuses three sigils to open up a portal above his opponent, raining down a torrent of meteors. Stays active for a short time, tracking it's target slowly.
Quicksilver 	Water + Earth + Air 	 	 	[Self] Remove Sigils 	 	 	
Quicksilver 	Delta fuses three sigils together to conjure a blade of liquid metal, whipping it around himself to deal BRV damage before throwing it at his locked on opponent. 	Delta fuses three sigils together to conjure a blade of liquid metal, whipping it around himself to deal BRV damage before throwing it at his locked on opponent. 	Delta fuses three sigils together to conjure a blade of liquid metal, whipping it around himself to deal BRV damage before throwing it at his locked on opponent. 	Delta fuses three sigils together to conjure a blade of liquid metal, whipping it around himself to deal BRV damage before throwing it at his locked on opponent. 	Delta fuses three sigils together to conjure a blade of liquid metal, whipping it around himself to deal BRV damage before throwing it at his locked on opponent. 	Delta fuses three sigils together to conjure a blade of liquid metal, whipping it around himself to deal BRV damage before throwing it at his locked on opponent. 	Delta fuses three sigils together to conjure a blade of liquid metal, whipping it around himself to deal BRV damage before throwing it at his locked on opponent.
Primordial Chaos	Four unique Sigils 	 	Ranged Mighty 	[Self] Remove Sigils 	 	 	
Primordial Chaos	The four elemental sigils float around Delta as he starts laughing, spinning faster until they turn into an orange goo that rapidly damages everything within the immediate vicinity of their caster before exploding into a perfect barrier of primordial energy.	The four elemental sigils float around Delta as he starts laughing, spinning faster until they turn into an orange goo that rapidly damages everything within the immediate vicinity of their caster before exploding into a perfect barrier of primordial energy.	The four elemental sigils float around Delta as he starts laughing, spinning faster until they turn into an orange goo that rapidly damages everything within the immediate vicinity of their caster before exploding into a perfect barrier of primordial energy.	The four elemental sigils float around Delta as he starts laughing, spinning faster until they turn into an orange goo that rapidly damages everything within the immediate vicinity of their caster before exploding into a perfect barrier of primordial energy.	The four elemental sigils float around Delta as he starts laughing, spinning faster until they turn into an orange goo that rapidly damages everything within the immediate vicinity of their caster before exploding into a perfect barrier of primordial energy.	The four elemental sigils float around Delta as he starts laughing, spinning faster until they turn into an orange goo that rapidly damages everything within the immediate vicinity of their caster before exploding into a perfect barrier of primordial energy.	The four elemental sigils float around Delta as he starts laughing, spinning faster until they turn into an orange goo that rapidly damages everything within the immediate vicinity of their caster before exploding into a perfect barrier of primordial energy.
|-|
Quotes=
Quotes 	Note
Greetings 	Greetings
"Greetings." 	Hello
"Farewell." 	Goodbye
"I'll remember this." 	Thank you
"I've faltered." 	I'm sorry
"Of course." 	Yes
"Afraid not." 	No
Custom 	Custom
"You're arrogance shall become your destruction!" 	Generic
"Oh, but I come bearing gifts." 	Generic
"How can you stand such a fake world?" 	Generic
"If all is but a dream, why not just simply wake up?" 	Generic
"This world shall one day end. Do not forget this." 	Generic
Before/After Battle 	Before/After Battle
"This wasn't as simply as I'd thought." 	Change of strategy
"Time to part." 	Leaving
"You still need guidance" 	Not leaving yet.
"I shall reform my sigils." 	Try something new.
"Show me your might, so I may best utilize it." 	Show me how you fight.
"That was not unlike the chaos I seek." 	That was a good fight.
"A pleasant surprise." 	Well done (to a specific character)
"I hope to guide you well." 	Response to thanks
Entrance/Exit 	Entrance/Exit
"Are you here to stop the flow of Chaos?" 	Entrance
"What hostility could you have with a man like me?" 	Entrance
"So you refuse to stand aside. So be it." 	Entrance
"Such an outcome was long since predicted." 	Victory
"Tell me, do you have regrets?" 	Victory
"You aren't allowed death. Yours is a wonderful power to help me spread Chaos." 	Victory
"Please, might you give mercy to a frail wizard?" 	Defeat
"Such strength, wasted on fighting the inevitable!" 	Defeat
"You two! Why did you allow this to happen!" 	Defeat/Highest score among his allies
"No! Don't fade from me!" 	Knocked out
"You shall know my wrath!" 	Reviving
During Battle 	During Battle
"The Core shall grant me strength!" 	Summon Core
"Eldritch beings, come to me!" 	Summoning
"I shall rip that one asunder," 	Targeting (line shared between all enemies)
"Your pleas have been heard." 	Helping (line shared between allies)
"Pay me your dues!" 	Help me
"Break them." 	Press the advantage
"Go on ahead." 	I must retreat
"Chaos is stirring against us." 	Something bad is coming
I'm almost finished." 	Please wait
"My sigils have been prepared." 	I am ready
"This is not how it was supposed to be." 	Apology
"Nevermind that." 	Ignore what I said
"This world is coming to a close." 	Running out of time
"Push the offensive." 	We're winning
"Ignore pain and weakness, you have my faith." 	Psyche up
"Ignore pain and weakness, you have my faith." 	Response to apology
"We're on the cusp of victory." 	We're just about to win
"I shall now show you my true strength!" 	I'm going all out
"Am I to be left alone?" 	Come to me
"Do not bunch up." 	Go away from me.
"May darkness spread forth and consume this world!" 	Summoning DiAbOlOs
"None can stop my dreams of entropy!" 	Summoning White bird
"O' mighty serpent, come forth and drown the insolent." 	Summoning Lotan
"Judgement is upon us all!" 	Summoning Keruziel
"Let the very world itself bleed." 	Summoning Azazel
"My Queen, let us expand your kingdom!" 	Summoning Ghost-who-was-Queen
"Oh Jeff, could you do your dear friend a favor?" 	Summoning Jeff
"All have assembled." 	Upon gaining all four Sigil slots
"Away!" 	Sigil Crash
"Here is good." 	Expel Sigil
"Who shall this catch?" 	Expel Sigil
"Come into my web..." 	Expel Sigil, once all four are placed.
"Extreme art!" 	Extreme Art
"Fusion Art!"​​​​ 	Fusion Art
"True Fusion: Primordial Chaos! Ahahahahaha!" 	Fusion Art: Primordial Chaos
Summon Battle 	Summon Battle
"You are not the first demon I have disposed of." 	Against DiAbOlOs
"Hold still. Soon we shall be as one." 	Against White bird
"Both of us may wish to end the suffering of this dying God, but my solution is far more permanent." 	Against Lotan
"You know this world is fake. Why, then, must you be such a nuisance?" 	Against Keruziel
" 	Against Azazel
"Go back to sleep. Your kingdom has long since fallen." 	Against Ghost-who-was-Queen
"Would you really hurt a friend?" 	Against Jeff
Character-Specific Encounter 	Character-Specific Encounter
"If you find a way to leave this place, perhaps we should allow others to evacuate as well." 	Against Clair
" 	Against Annabelle
 	Against Blade
"Is this dream idyllic, or a nightmare in disguise?" 	Against Sorrow
"Do you not wish to end your suffering?" 	Against Joy
"Your kingdom will mean nothing once it expires." 	Against Saturnius
"Were this a real world, I seek your wisdom on managing complacency." 	Against Caesura
"Are you, too, a falsehood? Merely the collective dreams of those who were sacrificed to create you?" 	Against Solace
"Do you really feel in control?" 	Against Sabik
"Why do you continue to pursue that which you have no love for?" 	Against Sorrell
 	Against Edna
"I wonder how your life would be different, if only you had a mask like mine." 	Against S-Eyu
"Could you even tell the difference between a dream and reality?" 	Against Ragya-Vara
"You should cherish that you've naught left to lose." 	Against Varcadia
"How do you know that you've become sane?" 	Against Qinzua
 	Against Colt
"What is the worth of knowledge when you cannot act upon it?" 	Against Logan
"I see you, too, possess the ability to wield multiple forms of magic. Shall I take you under my wing?"	Against Nora
"I sympathize with your plight, but not your methods." 	Against Aldin
"Perhaps your services could be of use to me. Just don't try to con another mage." 	Against Kaia
"Your stench is not unlike the summons here. Why is that?" 	Against Blood Lord
"I can't tell. Are you simply air headed, or is this a ruse of some sort?" 	Against Amakir
"How can you be so leisurely in a place like this?" 	Against Betty & Alice
"And you have a superiority complex, so what's your point?" 	Against Julian
 	Against Ava
"Yours is a pointless gambit. One day all shall simply cease to be. 	Against Mother
 	Against Ellie
"Are you comfortable using the blood of a demon?" 	Against Alyssa
"How can you take this false world with such carelessness?" 	Against Iocus
"What cruelty, that you be summoned in a world that couldn't care less." 	Against Loeve
"I wonder how different our ideals truly are." 	Against Inohime
"To have those divine powers stripped away..." 	Against Genesis
"A pathetic attempt to defeat death." 	Against Concord
"You have the air of a mage, yet you come at me head on." 	Against Reni
"Those fae will not aid you here." 	Against Iae
 	Against Evon
"What is this... childlike wonder I sense from you?" 	Against Card Plüss
"Have you not noticed? Your patron is gone." 	Against Kaeber
 	Against Charleigh
"You know the true nature of this place, yet it doesn't phase you. Why is this?" 	Against Nam Mo
"Were I to try and control others to make ends meet, I'd be not better than your caste." 	Against Noltia
"This damn dream makes a mockery of me!" 	Against Delta
"Stay out of my way. I will fulfill my dreams of entropy." 	Against Ruger
|-|
Boss=
Delta can be fought as a boss for several characters, most notably Ruger and [TBD]. During a standard boss encounter his health is increased to 5k and he has three lives. Delta rarely fights with allies. He usually fights equipped with Fusion Arts as his HP attack and the standard EX-Skill Esunaga, with his second EX-Skill depending on the opponent fighting him [TBD].
===Final Form===
After failed attempts at capturing the summons' powers and his meeting with Gero, Delta can be fought as a boss in the Alto shard. Here he is fought in a unique stage known as Tower's Peak, which acts as a purely neutral fighting ground.
As per nomal, his boss only has one health gauge while he needs to eliminate three players to succeed. His stats are altered: having 10k health instead of the standard 3.5k, his base BRV increased to 2.5k, and recovers bravery at double the speed. He has all four HP attacks equipped, and can use all four regardless of vertical positioning, and starts with all four Sigil starts unlocked from the beginning. Finally, his Sigils no longer dissipate over time, EX-Skills have reduced cooldown, and he's equipped with the standard EX-Skills Dispel and Esunaga.
He also has a few new abilities. Most notably, his EX-Skill changes to "Conjure Sigils": which grants him four random sigils on use, which are shown in the animation of the ability, and produces a shock wave that knock opponents back and dissipates projectiles. Due to his EX-Skill recharge speed being increased, this EX-Skill has only a 10s cool down. He can also use all of his BRV attacks regardless of his vertical position, with the following adjustments.
*Scorched Earth: When used in the air, he slashes downward with the second blade instead. 
*Geo-Breaker: When used in the air, acts like a downward angled version of Burning Skies that grants an Earth Sigil.
*Tidal Shift: Geysers have greater vertical reach on the ground, and reach both upward and downward when used in the air.
*Dancing Waves: Now has absorption.
Delta's AI will be focused on whoever's pressuring him the most, but he will switch targets rapidly and play mostly defensively with BRV attacks. His HP attacks, by contrast, are much more aggressive and often aimed at whoever has the least amount of health before he focuses back on defending himself. 
Special variants of this boss can be activated based on party composition, however this only changes the cutscenes related to the fight and who he targets most. Special variants exist if the team has Ruger, Delta, Noltia, or [TBD]. If a combination of these heroes exist, it will be based on who's selected as the player character (or P1, in multiplayer co-op).
</tabber>