Master (Shadow Fight)

==Summary==
Master is the second bodyguard of Titan met by Shadow in Act VII: "Revelation". He is one of Shadow's doubles from a parallel world who, too, survived the Gates of Shadows' powerful Shadow Energy emission, but lacked the will to hold so much energy, and thus turned evil from its dark forces. After supposedly defeating Hermit in combat and then killing him, the corruption of Shadow Energy took its toll on him, causing him to consider himself the greatest Master of the Orient. Thus, not wanting to be forgotten, he founded a great school in order to have his name be remembered and pronounced gushingly. He belives that mastery of combat is above all else, and claims to have no match seeing as the rare disciple who gets to have an audience with him only reminds him of his superiority. And so, in order to excel himself, he decided to go through the Gates of Shadows and arrive in the world of shadows in order to become one of Titan's bodyguards so that he could fight Shadow, whom he calls "the Eternity", but was defeated.
==Powers and Stats==
Tier: 
Name: Master of the Orient
Origin: Shadow Fight 2
Gender: Male
Age: Unknown
Classification: Human, Warrior, Teacher, The Greatest Master of the Orient, Titan's Bodyguard, Shadow's Double, Fallen Hero
Powers and Abilities: Superhuman Physical Characteristics, Acrobatics, Chi Manipulation (with Wrath of Flame Amulet), Damage Boost (via Head Hit, Critical Hit, Avenger, Helm Breaker, Overheat), Damage Reduction (via Block, Shielding), Empathic Manipulation (via Shock), Empowerment (via Avenger), Energy Manipulation (via Magic Recharge), Fate Manipulation (via Historical Importance Index), Fire Manipulation (via Overheat; with Wrath of Flame), Flight (with Wrath of Flame), Healing (via Regeneration), Magic (via Enchantments; with Wrath of Flame Amulet), Martial Arts, Non-Physical Interaction (Can harm disembodied and intanglible shadows), Paralysis Inducement (via Concussion), Power Nullification (via Shock, Concussion), Probability Manipulation (via Steel Foot), Regeneration (Low-Mid), Statistics Amplification (via Full Power), Status Effect Inducement (via Concussion, Helm Breaker), Temperature Manipulation (via Overheat), Weapon Mastery (Skilled Whip Sword and Throwing Weapons user), Resistance to Transmutation, Empathic Manipulation, Mind Manipulation, Disease Manipulation, Perception Manipulation, Poison Manipulation (Resisted the effects of the Gates of Shadows' Shadow Energy emission), possibly Immunity to Soul Manipulation (Possibly had his soul drained by the Gates' Shadow Energy emission)
Attack Potency: Building level+ (Fought Shadow who previously overcame Ancient and defeated Shroud in combat. Supposedly killed Hermit in his world)
Speed: Massively Hypersonic (Can keep up with Shadow in combat after the previous dodged Hermit's cloud-to-earth lightning)
Lifting Strength: Peak Human (With little issue he can grab and throw Shadow who wears heavy steel armor and who also holds an extremely heavy weapon at the same time)
Striking Strength: Building level+
Durability: Building level+
Stamina: At least Peak Human (Can fight up to three rounds against Shadow while sustaining heavy battle wounds)
Range: Extended Melee Range with his Composite Sword. Several Meters with Mortal Thorns. Standard Melee Range with Wrath of Flame.
Standard Equipment: Composite Sword, Mortal Thorns, Wrath of Flame Amulet
Intelligence: Gifted (He is the greatest martial artist in the east, having a mastery of combat greater than that of Hermit's. He is Shadow from a parallel world, and thus he is just as well instructed in the art of fighting as the hero)
Weaknesses: None notable.
Notable Attacks/Techniques:
Wrath of Flame Magic SF2.gif|Wrath of Flame
===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: Master can enter defensive stances to block incoming attacks from the enemy, greatly reducing their damage dealt.
*Avenger: A 20% chance to trigger Avenger, which grants a Critical Hit with 138% damage for 5 seconds after receiving a Critical Hit.
*Concussion: A 35% chance to prevent enemy use of magic or ranged weapons for 8 seconds after a Head Hit.
*Steel Foot: A 25% chance to knock down his enemy with a kick. This chance is doubled if he's in the air.
*Full Power: A 60% chance to increase his magic damage by +56% for 4 seconds after his magic is fully charged.
*Helm Breaker: A 60% chance to increase his Head Hit damage by 51% for 5 seconds after dealing a Head Hit.
===Enchantments===
*Magic Recharge: Master's Composite Sword is enchanted with Magic Recharge, giving him a chance to increase the magic energy he would gain from each hit performed by said Weapon by 300%.
*Regeneration: Master's Armor is enchanted with Regeneration, giving him a chance to regenerate 4.5% of his health for 5 seconds after being hit in the body.
*Shielding: Master's Helm is enchanted with Regeneration, giving him a chance to reduce incoming damage by 75% for 7 seconds after being hit in the head.
*Overheat: Master's Mortal Thorns are enchanted with Overheat. Each strike dealt with said Ranged Weapon has a chance to put a buff on him that makes his next strike inflict 200% more damage.
===Magic===
*Wrath of Flame: Master levitates and forms a flame aura around himself, before expanding the fire aura in all directions.
===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.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
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