Lady Efrideet

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==Summary==
Lady Efrideet is a female Hunter and prominent member of the Iron Lords. She joined them after defending a village from Fallen together with Lord Saladin Forge. Unlike the rest of the Iron Lords, she wasn't present at the battle of Site-6, and as such was spared from Rasputin's onslaught. Tired of the vicious circle of violence, Efrideet took up a life of pacifism and joined a group of Lightbearers in a non-military colony past Jupiter. She temporarily came back to the Last City on Earth on two separate occasions: once after the SIVA Crisis, assuming Saladin's responsibility as handler of the Iron Banner, and a second time during the Red War, taking up arms to defend the Last City and reclaim the Light.
==Powers and Stats==
Tier: , at least physically, higher with abilities, up to with super abilities and weapons, at most 
Name: Lady Efrideet
Origin: Destiny
Gender: Female
Age: Hundreds of years
Classification: Human, Lightbearer, Iron Lord, Guardian, Hunter
Powers and Abilities:
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Superhuman Physical Characteristics, Weapon Mastery and Martial Arts (Guardians are combat experts), Superhuman Precision (Efrideet has extremely precise aim, with a reputation for never having missed), Acrobatics, Vehicular Mastery, Limited Spatial Manipulation (Guardian jumpships can warp space for fast travelNLS Drive), Instinctive Reaction,Symmetry Fang II"Act on Instinct" Analytical Prediction,Cinder Pinion Cowl Accelerated Development (Guardians quickly grow far more capable, despite not even knowing what a gun is after their first resurrectionGhost Fragment: Abilities), Enhanced Senses (Via their radar. If a Guardian's Light is strong enough they can pick up on things they otherwise couldn'tGhost Fragment: Hive 4), Extrasensory Perception,Chrysura MeloA Matter of TrustCharge of Light - Tier IIIArcstrider (Season of Plunder)Astral Alignment | Charge the Compass: "The Air Hums With Energy" | Season of the Lost Information Analysis (Guardians can subconsciously analyze things at the molecular levelStarfire Protocol), Blessed, Acausality (Type 4; Lightbearers are paracausal entitiesCreation's WindIII - Cold Forgingact|choose|reactDestiny 2: Season of the Lost - EmbodiedasudeMThe Witch), Empowerment, Immortality (Types 1, 3, 4, 7, and 8; dependent on her Ghost), Regeneration (Low-Godly; can regenerate from her Light even if she undergoes complete physical destruction), Non-Physical Interaction (Can interact with ontology), Purification,Test Your BladeEris Morn - The Encroaching Nightmare Aura, Statistics Amplification, Subjective Reality (The Light and Darkness are ontological forces that grant power over that which is real, and that which isn’tQuest: The Other Side, SpellboundDestiny 2: Season of Arrivals: The Reckoning), Reality Warping and Law Manipulation (Every demiurge of every race, is a ruler maker, which changes reality to their power/will.A Thousand Wings Lightbearers regularly warp reality to suit their needsInsigne Shade BootsInsigne Shade BondWarlockScalpel WingThe Gate), Conceptual Manipulation (Type 1 [combat inapplicable]; Guardians utilize the Light, which is an ontological force), Mathematics Manipulation (Paracausal entities are capable of manipulating mathematics to change realityThe Taken), Creation and Weapon Creation (Guardians can create constructs and weapons from their Light), Absorption (Guardians can absorb energy and power sourcesThe Menagerie - The ArkbornNightstalkerAdventure: Postmodern Prometheus), Forcefield Creation (All Guardians have a protective shield around them), Quantum Manipulation (The Light can manipulate quantum fields and quantaSavinSolar), Physics Manipulation (Efrideet can manipulate electromagnetic and nuclear forcesForces of the Universe | Arc — Osiris's Interpretation | LightfallArcRaiju's HarnessForces of the Universe | Solar — Osiris's Interpretation | Lightfall), Energy Manipulation, Matter Manipulation (Macro-Quantum; the Light can be used to manipulate matter, including quanta: elementary particlesFeeling SuperArc CalibrationRedrix's ClaymoreShard of the Traveler (Striker)Arc Soul), Electricity Manipulation and Magnetism Manipulation (Arc Light can create and manipulate electromagnetic phenomenaStormcaller), Paralysis Inducement and Pain Manipulation (Arc Light can cause great pain by directly afflicting the nervous systemRide the LightningAstral HorizonShadow's BondRobes of the Fulminator), Explosion Manipulation, Homing Attack, Weather Manipulation (Arc Light can create storms and manipulate clouds and air pressureCloudstrike), Radiation Manipulation, Light Manipulation and Temperature Manipulation (Solar Light can manipulate electromagnetic radiationHome, pt. IVFlame ThrowerIrradiant ContenderUp in FlamesActions of Mutual Friends), Fire Manipulation, Plasma Manipulation (Arc and Solar Light can create and manipulate plasmaKnockoutShock BladePyrrhic Ascent Vest), Healing, and Limited Vector Manipulation (Can bend momentum to jump again mid-airDouble Jump)
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Acausality (Type 4), Levitation, Enhanced Senses (Ghosts can detect quarksEight Million Tales in the City: Miasma, Swamp), Extrasensory Perception,Ghost Fragment: Hive 2 Limited Invulnerability (With the exception of extremely high firepower, Ghosts can only be hurt by paracausal and ontological attacksThe Murder of Cayde-6), Body Control,Frontier Shell Information Analysis, Analytical Prediction,I: Sparky and the Scrivener Incorporeality (Ghosts can decompile into data points of LightLegacy), Creation and Weapon Creation (Ghosts can reproduce a Guardian's equipmentFirecrest), Technology Manipulation (Ghosts can repair and manipulate technologyThe Machinist), Hacking, Limited Magic (Ghosts can destroy or nullify Hive runesAdventure: Deathless), Telepathy (Ghosts can telepathically communicate with their GuardianCloak Judgement (CODA)), Data Manipulation and Information Manipulation (Ghosts can manipulate data and decode and encrypt engramsAna: Frayed), Resurrection and Healing (Ghosts bring back their Guardians from death and heal them), Teleportation via transmat
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Resistance to Power Mimicry, Information Analysis and Analytical Prediction (Paracausal entities resist the Vex’ analytical abilities and can’t be simulated normallyXXXIX: open your eye : go into itOsirisAdventure: Deep Conversation), Power Absorption and Power Modification (Paracausal powers have proven extremely difficult to directly affect), Subjective Reality, Reality Warping, Law Manipulation, Existence Erasure, Heat Manipulation, Energy Manipulation, Fire Manipulation, Quantum Manipulation, Space-Time Manipulation, Gravity Manipulation, Matter Manipulation (Macro-Quantum), Electricity Manipulation, Magnetism Manipulation, Life-Absorption, Limited Resistance to Absolute Zero (Can survive being frozen by Stasis and break out), Physics Manipulation (Guardians are aberrations of physics and the Light is superordinate to material physicsApproaching InfinityXVI: The Sword Logic), Mathematics Manipulation, Information Manipulation, Conceptual Manipulation (Type 2), Void Manipulation, Mind Manipulation and Possession (Guardians can resist the effects of the Taken blight, though they do take damage over time), Disease Manipulation (Guardians seem far less susceptible to diseases), Poison Manipulation (Guardians are unaffected by high concentrations of methaneSloane: Overseer), Sleep Manipulation (Guardians don't need to sleepEgo Talon Bond), and Soul Manipulation (Damage to or destruction of Guardian souls is not particularly important to Guardians, as they regularly endure such effects)
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Attack Potency: Varies (A Guardian's capabilities with the Light at any given moment may varyHidden Dossier), at least Small Building level physically (On par with Warlocks, who can turn others into ash and vaporize them with a handshake.The GoneMonolith Bleed IV Can physically harm other Guardians), higher with abilities, up to City Block level with super abilities and weapons (Guardians can take out combat vehicles, such as the Goliath Tank, with super abilities and powerful weaponryThe DreadnaughtArcus and SagitaVoid, Nowhere ProhibitedSolstice Hood (Rekindled)), at most Small Town level (Efrideet is one of the most prominent Iron Lords and, together with Saladin Forge, one of the only surviving ones.Lady Efrideet During the Great Hunt she hunted Ahamkaras, which were capable of blasting and paving entire regions of Venus.TransfigurationPlate of the Great Hunt Should be comparable to Eris Morn, who created a small storm together with Ikora ReyStrides of the Great Hunt)
Speed: Varies, at least Subsonic (Even unremarkable Guardians can easily blitz humans even though humans in Destiny have a faster reaction time than humans in the real worldLiar's HandshakeKing's Wrath), at most Supersonic (Should at least be as fast as Saladin when he caught a bullet from a rifleIII - Plea Deal), up to Massively Hypersonic+ attack speed with Arc Light (Arc Light users can use lightning attacks and manipulate natural lightningLightning Fast), her attack speed Varies with weapons
Lifting Strength: Varies, at least Class 1, likely Class 5 (Hunters frequently incorporate Titan armor componenets into their own gearRustburner 1.5. Titan helmets are heavy enough to snap a human neckDestiny 2 2017 and other armor pieces are heavy enough to break skullsKnight Type 1 and rocksFieldplate through sheer mass), at most Class M (Was able to throw Saladin from a mountain, hitting a Fallen Walker twenty miles awayMark of RemembranceShard of the Traveler (Sunbreaker))
Striking Strength: Varies, at least Small Building level, higher with abilities, at most Small Town level (Guardians enhance their physical characteristics with the Light)
Durability: Varies, at least Small Building level (Comparable to Titans, who can tank a Centurion's weapon shots with decent armorMonitor Type 2. These shots can disintegrate small vehicles like sparrowsComrades in Arms), higher with abilities, at most Small Town level (Her durability should be comparable to her AP)
Stamina: Superhuman (Guardians can fight for an entire dayVest of the Great Hunt)
Range: Standard Melee Range, up to Hundreds of Meters with weapons and abilities, up to Hundreds of Kilometers with her Ghost
Standard Equipment:
*Ghost: For a Guardian, their Ghost serves as a companion, scout, librarian, and mechanic, able to activate ancient machinery and act as a codebreaker. Ghosts can support Guardians by performing certain actions such as illuminating darkened areas, repairing technology, scanning for and informing Guardians of incoming hostile threats, and providing communications. Most importantly, Ghosts may revive Guardians from death. As long as the Ghost survives, barring special circumstances, Guardians are effectively immortal and can be resurrected fully intact from any form of death without consequences. The death does not have to be immediate, nor do they have to be revived in the same place they died. Ghosts may also repair any injury a Guardian suffers in a matter of seconds.
*Sparrow: A Sparrow is a single-passenger, all-terrain antigravity bike with one purpose: moving from objective to objective with unmatched speed. Sparrows are quick, quiet, and simple to transmat.
*Weapons: Nearly all Guardians always have some form of armaments at hand, either carrying them with them or being able to summon them through transmat.
*Jumpship: A jumpship is flying vehicle that can travel both through the atmospheres of planets and the vacuum of space. They make use of NLS Drives to jump between planets.
Intelligence: At least Above Average (Efrideet is a talented Guardian and extremely capable fighter who has never missed an attack. Guardians are quick learners as well)
Weaknesses: If she loses her Ghost Efrideet can't revive anymore.
Feats:
Notable Attacks/Techniques:
*Arc Light: The element of motion and conduction, created when the electromagnetic forces of the universe struggle to achieve balance. It can be used to generate and manipulate electricity, manipulate magnetic fields, channel Arc as pure energy, cause fission, manipulate the weather, and much more.
*Solar Light: The element that utilizes the power of the sun. It can be used to harness nuclear forces for destructive and healing purposes. Solar light annihilates enemies with combustion and heat, while empowering allies.
*High Jump: Efrideet jumps again while airborne to get more altitude.
*Stafe Jump: Efrideet jumps again while airborne with more directional control.
*Triple Jump: Efrideet can perform two jumps while airborne.
*Marksman's Dodge: A swift dodging maneuver that allows Efrideet to quickly reload his weapon.
*Gambler's Dodge: A swift dodging maneuver that allows Efrideet to recover melee energy more often.
==Gallery==
File:EfrideetGrimoire.jpg
File:EfrideetArt.jpg
File:EfrideetRedWar.jpg
==Notable Matchups==
Victories:
Losses:
Inconclusive:
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