Sarge (Shadow Fight)

<tabber>
|-|Main Plane▾=
|-|Transformation: June's Plane▾=
|-|Transformation: Itu's Plane▾=
</tabber>
==Summary==
Otto Heim, commonly known as Sarge, is one of Legion's most notorious veteran soldiers. He is a tough fighter and a former heir to an ancient Northern clan who went to serve in the Legion after having a quarrel with his kind. Heim almost instantly made a reputation for himself and began to quickly ascend through the ranks in spite of getting into altercations with Legion officials, always managing to get away scot-free due to his great loyalty to the queen of the Legion granting him shelter from the wrath of the Elders. In his prime he was leading a whole platoon of purists and, unfortunately, became addicted to the use of Shadow Energy. This was only defaming his reputation, as he was not good at hiding this addiction. When losing his temper, Shadow Energy would get into his head and cause him to reveal his recklessness. Because of this, his constant display of lack of proper discipline such as committing excess of power and agression crimes would eventually raise discussions about his decommission from Legion's army and his exectuion, in spite of his great show of talent. The queen took pity on him and gave him another chance, promoting him instead to the rank of Sergeant of the Second Shadow Squad so that he would put his Shadow Energy powers to use and lead the Legion to victory. He would eventually lose control and let the Shadow Energy corrupt his mind again when facing his best student, bringing about the stripping of his military ranks and supposed execution. He was protected by the queen once again though, and instead he was made a prison guard.
==Powers and Stats==
Tier: | | 
Name: Otto Heim, Sergeant Heim (Chapter I), Sarge (Chapter I - VI, Transformation: June's Plane), Sad Otto (Transformation: Itu's Plane)
Origin: Shadow Fight 3
Gender: Male
Age: In his 40's during Chapter I - VI, Transformation: June's Plane and Transformation: Itu's Plane.
Classification: Human, Shadow, Northerner, Legionary, Veteran, Warmonger, Trainer, Shadow Squad Sergeant (Chapter I), Prison Guard (Chapter VI), Alliance Sergeant (Transformation: June's Plane), Isolation Floor Guard (Transformation: Itu's Plane)
Powers and Abilities:
<tabber>
|-|Main Plane▾=
|-|Transformation: June's Plane▾=
|-|Transformation: Itu's Plane▾=
</tabber>
Attack Potency: Building level+ (Can fight on par with Events Plane Descendant, who is supposedly a lot stronger than Scout, who could take hits from Proximus and hurt him with his attacks, with Proximus being stated to be stronger than Descendant. Shadow Squad Sargeant Heim should be as strong as his future, Prison Guard self, who can fight on equal footing alongside Descendant and Marcus) | Building level+ (Can fight on par with the Princess, who not longer after their Alliance Tournament duel defeated the Shadow Beast that was the Emperor, with Shadow Beasts being able to harm Shadow with their attacks) | Building level+ (Can fight on par with Proximus)
Speed: Massively Hypersonic (Can keep up with Events Plane Descendant in combat. Shadow Squad Sargeant Heim should be comparable to his Prison Guard self, who can fight on equal footing alongside Descendant and Marcus), higher with Shadow Form (While in Shadow Form his speed increases, but it is unknown by how much) | Massively Hypersonic (Can keep up with the Princess in combat), higher with Shadow Form | Massively Hypersonic (Can keep up with Proximus in combat), higher with Shadow Form
Lifting Strength: Peak Human (With little issue can grab and throw Descendant, who wears heavy steel armor. Comparable to Descendant, who can swing around Giant Swords and Guandaos with little issue) | Peak Human (Comparable to the Princess, who can swing around Guandaos with little issue) | Peak Human (Comparable to his Main Plane and June's Plane selves)
Striking Strength: Building level+ (Can trade blows with Events Plane Descendant. Prison Guard Sarge can harm enemies who can take hits from Descendant) | Building level+ (Can trade blows with the Princess) | Building level+ (Can trade blows with Proximus)
Durability: Building level+ (Can take hits from Events Plane Descendant. Prison Guard Sarge can take hits from enemies who can harm Descendant) | Building level+ (Can take hits from the Princess) | Building level+ (Can take hits from Proximus)
Stamina: Superhuman (Can fight up to three rounds against Descendant while sustaining heavy battle wounds before getting tired. Should be comparable to Descendant, who was able to endure a nightwatch on his own against invading Dyanstian soldiers. While in Shadow Form he gains more stamina) | Superhuman (Same as before) | Superhuman (Same as before)
Range: Standard Melee Range with Bonecrushers, Spikes. Several Meters with Gilded Blades. 5 - 18.3 Kilometers with Mash, Bonds. | Standard Melee Range with Bonecrushers, Spikes. Several Meters with Gilded Hatchets. 5 - 18.3 Kilometers with Mash, Tide. | Standard Melee Range with Steel Sai. 5 - 18.3 Kilometers with Clutch.
Standard Equipment: Bonecrushers, Gilded Blades | Bonecrushers, Gilded Hatchets | Steel Sai, Death Grip
<tabber>
|-|Gear=
</tabber>
Intelligence: Gifted in combat. Average normally (Sarge is one of the most notorious and talented Legion commanders to have ever lived. Right after he joined the Legion's army he almost intantly made a reputation for himself and began to ascend through the ranks. He has proven multiple times to be able to command whole platoons of soldiers on his own, and he can lead the Legion's army to victory even when all he can work with are squads of rookies whom he trains into becoming talented soldiers. In spite of all this, especially due to his Northerner lineage, Sarge tends to share a common trait found among the majority of noble and unnoble Legionnaires - that being their narrow-minded and overly conservative points of view, often times rejecting intellectual developement in the fields of, for example, science)
Weaknesses: Sarge's main strenght - his recklessness -, while proving to grant him raw benefits, is also very much his own adversary, often leading him into situations that defame him and put his life into danger due to it causing him to lose all thought and act without thinking about following consequences. He also seems to not quite be able to learn from his mistakes, every time during combat ending up losing his temper and having the Shadow Energy take its toll on him and make him act without caution or analysis of his situation at hand | Same as before. | None notable.
Notable Attacks/Techniques:
<tabber>
|-|Perks=
*Head Hit: Landing a strike on the enemy's head triggers a Head Hit, making it deal 60% more damage.
*Critical Hit: Any unblocked hit has a chance to be a Critical Hit, which deals 50% more damage and makes the enemy fall to the ground.
*Shock: Dealing a Head Hit to the enemy has a small chance to result in a Shock, which will disarm the enemy and make them fall to the ground, forcing them to fight barehanded afterwards for the rest of the round.
*Block: Sarge can enter defensive stances to block incoming attacks from the enemy, greatly reducing their damage dealt.
*Temporary Uninterruption Interval: When performing some attacks with Broncrushers, there will be a short interval occuring, indicated by Sarge glowing white. During the interval, any hit taken will not cause Sarge to lose balance, allowing him to finish his attack. Sarge will still take the damage, and the interval cannot protect him from Critical Hit, Shock knockback, or Shadow Abilities.
*Critical Charge: Steel Sai have a unique mechanic in making Critical Hits called Critical Charge. Different from the other factions' weapons, Heralds' weapons charge their Critical power for up to 7 - 15 seconds. While in the middle of charging, Sarge cannot make any Critical Hits. Once fully charged, the Steel Sai will glow in red hot energy. Any attacks delivered (weapon slashes or kicks) while in full charge will be a guaranteed Critical Hit, dealing much higher damage than even normal Critical Hits. The Critical Charge strike ignores blocks, although the block-bypassing hit does not result in a Critical Hit. The charge disappears if Sarge does not deal any successful attack in 5 seconds.
*Basher (Weapon): A 26% chance to stun his enemy for 3 seconds with a hit.
*Interference (Weapon): A 26% chance to forbid the enemy to use block for 7 seconds with a hit.
*Prepared Strike (Weapon): First hit to his enemy during the first 4 seconds of the round deals 100% more damage.
*Shadow Leech (Weapon): A 14% chance to steal 120% of his opponent's Shadow Energy.
*Damage Return (Armor): A 80% chance to deal 40% of incoming Body hit damage to his enemy.
*Rock (Armor): A 100% chance to withstand a Critical hit without falling, reducing its damage by 50%.
*Damage Return (Helm): A 80% chance to deal 40% of incoming Head hit damage to his enemy.
*Warmonger: Enemy attacks made during his unbreakable attacks restore his Shadow Energy by 25%. In Shadow Form he gains a strengthened shadow armor, and thus receives reduced damage and ignores regular melee and ranged attacks, but will not get bonus Shadow Energy if he is hit. Attacks made by the enemy to him while he is in Shadow Form will cause them to stagger and become vulnerable. 
*Vampire: Sarge restores his own health with every unblocked hit delivered to his enemy.
*Dangerous Vampire: Sarge restores his own health with every hit delivered to his enemy, regardless of his attack being blocked.
|-|Shadow Abilities=
ShadowSargeWalk_(1).gif|Gigas Walk
ShadowMash_(1).gif|Mash
ShadowDash.gif|Dash
ShadowRam_(1).gif|Ram
ShadowSpikes_(1).gif|Spikes
ShadowBonds_(1).gif|Bonds
ShadowTide.gif|Tide
ShadowClutch.gif|Clutch
*Gigas Walk: Sarge strengthens his armor with Shadow Energy and walks forward for 5 seconds. Once Sarge gets close enough to the enemy, he smashes their stomach and then smacks their head with one of his Bonecrushers. While walking, Sarge will not lose balance and cannot be knocked down when attacked, but he can still take full damage from attacks.
*Mash: Sarge throws a Bonecrusher backwards off-screen, then throws the other Bonecrusher towards the enemy. The first Bonecrusher will teleport behind the enemy and continue to fly into them, crushing the enemy between the two Bonecrushers and dealing damage.
*Dash: Sarge amplifies his own speed and dashes through the enemy at a high speed, dealing damage.
*Ram: Sarge amplifies his own speed and shoulder charges towards the enemy, knocking them down on impact and dealing damage. Sarge is unbreakable during the usage of this Shadow Ability, and can proc his Basher, Interference, Prepared Strike and Shadow Leech Perks with it.
*Spikes: Sarge quickly crouches slightly and turns his back at the enemy, growing shadow spikes out of his back that prick the enemy on contact, dealing damage.
*Bonds: Sarge charges a Gilded Blade with Shadow Energy and throws it towards the enemy. On contact with the enemy, the Gilded Blade will deal damage to them and transform into shadow chains that shackle the enemy, restricting their movements for a few seconds before the chains shatter off of them.
*Tide: Sarge charges a Gilded Hatchet with Shadow Energy and throws it on the ground. The Gilded Hatchet will spin on the ground towards and through the enemy, dealing damage on contact with them.
*Clutch: Sarge charges both of his arms with Shadow Energy while opening up a shadow portal at the enemy's location below them. Sarge then quickly raises both of his arms and a Shadow Beast's jaws come out of the portal, biting and swallowing the enemy and dealing damage to them.
|-|Historical Importance Index=
Historical Importance Index is a mechanism in the Shadow Fight world which allows all people to change the course of world history processes with their wishes, thus being able to change the face of the world based on their personality. Because everybody has access to this power, more often than not their wishes will intercept and clash with each other over which one gets to become reality. The winner whose wish will triumph over the one of his adversary is the one who is simply more important to the world than the other. This is why people who are very important will change the fate of the world with their wishes so suddenly they won't even know how they succeeded so easily, because they don't even have to try much, while those who are less important than the previously mentioned won't be able to change the world with their wishes even if they try harder than the more important people to make them reality, their wishes getting completely overwritten by those of the more important individuals. One's historical importance index is as high as how many other lives they impacted, and how dramatically. The higher the index of historical importance of a person is, the more "luck" they get in all their plans, the more of their wishes will come true.
</tabber>
Key: Chapters I - VI: Main Plane | Transformation: June's Plane | Transformation: Itu's Plane
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:Characters
Category:Adults
Category:Loyal Characters
Category:Reformed Characters
Category:Male Characters
Category:Fantasy Characters
Category:Fighting Game Characters
Category:Science Fantasy Characters
Category:Game Bosses
Category:Game Characters
Category:Video Game Characters
Category:Captains
Category:Criminals
Category:Guardians
Category:Knights
Category:Leaders
Category:Military Characters
Category:Soldiers
Category:Teachers
Category:Warriors
Category:Body Control Users
Category:Damage Boost Users
Category:Damage Reduction Users
Category:Damage Transferal Users
Category:Intangibility Users
Category:Empathic Manipulation Users
Category:Empowerment Users
Category:Energy Users
Category:Energy Projection Users
Category:Enhanced Senses Users
Category:Fate Users
Category:Forcefield Users
Category:Immortals
Category:Incorporeal Characters
Category:Magic Users
Category:Martial Artists
Category:Multiple Selves Users
Category:Paralysis Users
Category:Power Nullification Users
Category:Reactive Evolution Users
Category:Darkness Users
Category:Statistics Amplification Users
Category:Status Effect Users
Category:Telekinesis Users
Category:Teleportation Users
Category:Unholy Users
Category:Weapon Masters
Category:Healers
Category:Life Users
Category:Electricity Users
Category:Magnetism Users
Category:Fear Users
Category:Madness Users
Category:Summoners
Category:Antagonists
Category:Humans
Category:Berserkers
Category:Brawlers
Category:Drug Addicts
Category:Honorable Characters
Category:Married Characters
Category:Tragic Characters
Category:Traitors
Category:Shadow Fight (Verse)
Category:Axe Users
Category:Blade Users
Category:Chain Users
Category:Dual Wielders
Category:Gauntlet Users
Category:Hammer Users
Category:Knife Users
Category:Sai Users
Category:Thrown Weapon Users
Category:Trap Users
Category:Weapon Users