Galuf Halm Baldesion

==Summary==
Galuf Halm Baldesion, also known as Galuf Doe, is a playable character in Final Fantasy V. He is the king of Castle of Bal and one of the four Warriors of Dawn.
Galuf's full name is never spoken in the game, but the Final Fantasy 20th Anniversary Ultimania identifies him as Galuf Halm Baldesion. He is named Galuf Doe in the Final Fantasy V Advance manual, because Doe is a placeholder name. This may be because Galuf initially suffers from amnesia and doesn't recall his full name, as well as to conceal spoilers about his identity.
==Powers and Stats==
Tier: | | At least 
Name: Galuf Halm Baldesion
Origin: Final Fantasy V
Gender: Male
Age: 60
Classification: Human, King of Bal, Dawn Warrior, Light Warrior: Earth
Powers and Abilities: 
<tabber>
|-|Innate=
|-|Equipment=
|-|Magic=Magic, Conceptual Manipulation (Type 2), and Space-Time Manipulation (Magic is shown in the novels to remove concepts and warp space and time itself, like the Devil's road, which the concept of time was lost,Final Fantasy IV Novel 1, chapter 5, page 199 and time and space were twisted to the pointFinal Fantasy IV: The After Years Novel, chapter 1, page 67 the past, present and futureFinal Fantasy IV: The After Years Novel, chapter 1, page 73 existed as oneFinal Fantasy IV: The After Years Novel, chapter 3, page 147), Law Manipulation (Magic is stated to rewrite the natural order of thingsFinal Fantasy IV Novel 1, chapter 5, page 198), Subjective Reality (Magic,Final Fantasy IV Novel 1, chapter 1, page 29 in its basest form,Final Fantasy IV Novel 1, chapter 3, page 107 is projecting one's innerFinal Fantasy IV: The After Years Novel, chapter 2, page 109 mind onto realityFinal Fantasy IV: The After Years, and is powered by intelligence and mental strength), Durability Reduction (Magic ignores durability to physical attacks requiring specific resistances to reduce the damage of), Forcefield Negation and Intangibility (Magic negates conventional physical durability, barriers, and armor, requiring specific defense against magic which is powered by the mind and spirit), Power Modification (Including Duplication, Fusionism, Statistics Amplification, Size Manipulation, Homing Attack, Danmaku, Aura, Breath Attack, and Energy Manipulation, Magic users across the games have consistently shown the ability to manipulate the shape and properties of their own magical abilities, with even higher tiers of spells simply being considered stronger versions of the same basic ability), Non-Physical Interaction (Magic as a whole is shown to affect a wide variety of different beings, from intangible/immaterial beings to non corporeal beings, to abstract concepts like Chronodia, who's the Final Fantasy I, to Nonexistent beings like Exdeath and Cloud of Darkness),
|-|Job Abilities=
|-|Dissidia=
</tabber>
Attack Potency: Multi-Continent level (While only possessing shards from one of the four crystals, can defeat the esper Shiva, who is comparable to Ifrit) | Low Multiverse level (Defeated base Exdeath by himself, and overpowered one of The Crystals) | At least Multiverse level+ (Borrows powers from the gods of the cycle. Contributed to the defeat of the Planesgorgers and Shinryu)
Speed: Massively Hypersonic (Can dodge lightning magic) | Massively FTL+ (Kept pace with Base Gilgamesh) | Massively FTL+
Lifting Strength: Superhuman | At least Superhuman | Immeasurable (Is comparable to Bartz Klauser and the other Warriors of Light)
Striking Strength: Multi-Continent level | Low Multiverse level | At least Multiverse level+ 
Durability: Multi-Continent level (While only possessing shards from a few of the crystals, can survive attacks from the likes of Ifrit and Shiva) | Low Multiverse level (Endured torture from one of the crystals and was able to continue fighting despite Exdeath unloading his most powerful magic at him) | At least Multiverse level+ (Borrows powers from the gods of the cycle. Contributed to the defeat of the Planesgorgers and Shinryu) 
Stamina: Very high (Was able to continue fighting despite Exdeath unloading his most powerful magic at him. )
Range: Extended Melee Range with weapons Multiverse level+ with magic (Magic as a whole is shown to affect omnipresent beings such as Exdeath when he's become one with the Void itself, which spans across the entire Final Fantasy Multiverse, can even banish foes into the Void with the Warp ability)
Standard Equipment: The shards of the Wind, Water, Fire, and Earth crystals. An immense variety of different weapons and armor | Same as before, with more weaponry and armor
*Fuma Shuriken: A large shuriken made for ninja, that can be used with the throw command. It inflicts more damage than his melee attacks tend to.
*Scrolls: Three different types of scrolls that can be used with the throw command. They summon elemental storms that inflict fire, thunder, and water damage respectively.
*Ribbon: A simple ribbon, that protects the user against all status effects in his game, including Old, Death, Petrification, Toad, Berserk, Silence, Poison, and Blindness.
Intelligence: High (Has enough experience to efficiently rule a kingdom and lead it to war, has also has a good deal of experience against a wide assortment of foes, expert pun user)
Weaknesses: Limited MP, and requires consumable items to recover it | Limited MP, though he can recover it easily with a variety of sources
Note 1: This profile assumes mastery of all jobs and collection of all equipment.
Note 2: Due to the nature of Geomancy, the location of the fight should be specified when making a Versus Thread.
Notable Attacks and Techniques:
Job Skills:
<tabber>
|-|Wind Crystal=
Knight: Valiant warriors who protect allies low on HP.
* Cover: Passively takes hits from allies who are low on HP regardless of class, at Galuf's own risk.
* Guard: Galuf can completely absorb a direct physical attack, nullifying its damage even against enemies strong enough to one-shot him.
* Two-Handed: Allows Galuf to wield almost any weapon two-handed, sacrificing the use of shields for greater attack power.
* Equip Shields: Lets Galuf equip shields, regardless of what job class he is.
* Equip Armor: Lets Galuf wear heavy armor, regardless of what job class he is.
* Equip Swords: Lets Galuf equip swords, regardless of what job class he is.
Monk: Masters of hand-to-hand combat who intuitively counterattack.
* Focus: Galuf focuses his energies to deal out a hit with twice the attack power.
* Barehanded: Grants Galuf the same strength barehanded that a monk would have, regardless of class.
* Chakra: Healing energies recover Galuf's HP, clearing his body of poison and blindness.
* Counter: Automatically counters attacks when hit.
* HP +30%: Increases Galuf's maximum vitality.
Thief: Expert bandits who espy secret passages and foil back attacks.
* Find Passages: Enhances Galuf's senses, allowing him to detect hidden passages.
* Flee: Instantly escapes from a battle.
* Sprint: Doubles Galuf's speed, allowing him to run twice as fast.
* Steal: Steals items and treasure from an enemy, adding them to Galuf's stock.
* Vigilance: A passive ability that prevents back attacks.
* Mug: An upgrade to the steal ability, allowing Galuf to attack and steal at the same time.
* Artful Dodger: Passively gains the same speed and agility as a thief, regardless of class.
Blue Mage: Mages with the ability to learn monsters' special attacks.
* Check: Allows Galuf to view an enemy's HP.
* Learning: A passive ability that lets Galuf learn abilities he is hit with.
* Blue Magic: Allows Galuf to cast blue magic, spells learned by being hit with enemy abilities.
* Scan: Scans an enemy, seeing their level, HP, weaknesses, and current condition.
White Mage: Priests who use white magic to heal and protect allies.
* White Magic: Allows Galuf to cast white magic, spells that focus on healing abilities.
* MP + 10%: Passively increases Galuf's maximum magic stores.
Black Mage: Wizards whose powerful black magic strikes fear into enemies.
* Black Magic: Allows Galuf to cast black magic, spells that focus on inflicting damage.
* MP + 30%: Passively increases Galuf's maximum magic stores.
|-|Water Crystal=
Mystic Knight: Able to enchant swords, these magical warriors automatically cast Shell when HP is low.
* Spellblade: The signature ability of the Mystic Knight. This allows Galuf to enchant swords with Black Magic, giving his physical attacks the properties of black magic.
* Magic Shell: When Galuf is badly wounded, he will automatically be shielded by shell.
Berserker: Always berserk in battle, these feral warriors sacrifice commands to gain attack strength and power.
* Berserk: Automatically berserks Galuf, causing him to attack wildly in battle but granting him greater attack power.
* Equip Axes: Allows Galuf to equip axes, regardless of job.
Time Mage: Masters of time and space, these mages easily bend all dimension to their will.
* Time Magic: Allows Galuf to cast time magic, spells that bend Time and Space.
* Equip Rods: Allows Galuf to equip rods, regardless of job.
Red Mage: Versatile mages, versed in both black and white magic.
* Red Magic: Allows Galuf to cast Red Magic, giving him limited access to both white and black spells. However, he can only use half of each type, making this magic's use rather limited.
* Dualcast: Galuf can cast two spells at the same time with Dualcast, letting him barrage the enemy with twice the magical power, or split damage and healing into the same turn.
Summoner: Sorcerers with the ability to summon magical beings and harness their power.
* Summon: Allows Galuf to cast summon magic, spells that summon magical beasts for different attacks.
* Call: Summons a random summon that Galuf has access to for no MP cost.
|-|Fire Crystal=
Ninja: Stealthy fighters who excel at surprising enemies and can wield two weapons at once.
* Smoke: Using a smoke bomb, escapes from battle and disorients enemies.
* Image: Galuf forms two images of himself to disorient foes, each of which can absorb one attack before dissipating.
* First Strike: Passively increases Galuf's chances of having the first strike.
* Throw: Throws a weapon at an enemy. Though Scrolls and Shuriken are made for this, Galuf can theoretically throw any weapon.
* Dual Wield: Allows Galuf to wield two weapons at once, regardless of class. The only exceptions are bows and harps.
Beastmaster: Trainers whose open hearts and strong wills allow them to capture and control enemy monsters.
* Calm: Calms beasts, stopping them from attacking or taking actions. This does not work on human or mechanical opponents.
* Contol: Takes control of a monster, allowing Galuf to control the entirety of their actions and force them to heal Galuf or attack themselves. Physical attacks can break the control, but magical attacks cannot.
* Equip Whips: Allows Galuf to equip whips, regardless of class.
* Catch: Captures a weakened monster, sealing it within a gourd and later releasing it to have it perform an attack.
Geomancer: Harnessing the power of their surroundings, they easily avoid pits and floors with damaging effects.
* Gaia: Attacks enemies by channeling the terrain into an attack, which costs no MP to use. However, the effects are based on the current terrain.
** Forests: Summons weeds, creates storms of leaves, and fires branch spears.
** Deserts: Summons sandstorms, creates quicksand, and fires burning sand.
** Beaches and Oceans: Summons tsunamis, waterfalls, and whirlpools.
** Swampland: Sinks enemies in a bottomless bog and summons poison mist.
** Plains: Creates earthquakes, summons tornadoes, and manipulates the wind.
** Caves: Causes stalactites to fall and can summon cave-ins.
** Inside: Creates sonic booms and summons purple fire that inflicts confusion.
* Find Pits: Allows Galuf to passively avoid falling pit traps.
* Light Step: Passively avoids damaging floors.
Ranger: Nature-loving archers who can call on local wildlife for aid.
* Animals: Summons wildlife creatures to come to Galuf's aid.
* Aim: A standard attack with perfect accuracy, never missing unless he is blinded.
* Equip Bows: Allows Galuf to equip bows, regardless of class.
* Rapid Fire: One of his most famous job abilities, Galuf attacks four times with his equipped weapon. Each strike is weaker than a normal attack; However, it ignores the durability and evasion of targets.
** Spellblade Dual-Wield Rapid Fire: One of Galuf's most famous combinations, combining the powers of Ranger, Ninja, and Mystic Knight. By infusing dual swords with Flare, Bartz delivers a devastating series of eight strikes to the opponent that possess not only Flare's matter-manipulating properties but the durability negation of Rapid Fire.
Bard: Musicians whose dulcet tones soothe savage beasts... or kill them.
* Hide: Ducks out of sight to avoid attacks.
* Equip harps: Allows Galuf to equip harps, regardless of class.
* Sing: Allows Galuf to perform various magic-enhanced songs.
|-|Earth Crystal=
Dragoon: Dragon knights who specialize in jumping and lance attacks.
* Jump: Leaps into the air, coming back down and dealing twice the damage of a normal attack. Its power is doubled with a spear equipped.
* Lance: Summons a phantasmal lance to strike foes, restoring Galuf's HP and MP.
* Equip Lances: Allows Galuf to equip lances, regardless of class.
Samurai: Master swordsmen whose keen reflexes allow them to intercept and deflect enemy attacks.
* Iainuki: Galuf briefly stops attacking or moving to prepare for a single strike that hits all foes and instantly kills them with a single swipe of his blade.
* Mineuchi: Galuf stuns his foe by slapping them with the flat side of the blade.
* Shihradori: Galuf has the instinctive ability to catch oncoming physical attacks and stop them with his bare hands.
* Zeninage: Galuf tosses money to deal heavy damage to all enemies.
Dancer: Fighters whose smooth moves confuse enemies, leaving blood on the dance floor.
* Dance: Galuf is able to perform any number of dances to suit the situation, including:
* Flirt: Galuf flirts with his opponent, making them forget the reason they were fighting him before falling head over heels for him.
Chemist: Apothecaries who can mix powerful brews, and gain twice the benefit when drinking potions and ethers.
* Pharmacology: Galuf receives twice the benefit from healing items.
* Mix: Mixes two items together to create different items that perform different effects. A full list of mixes can be found here.
* Drink: Drinks special medicines that increase his stats in battle.
* Recover: Heals all status ailments for all allies with no MP cost.
* Revive: Revives a KOed ally to keep fighting with no MP cost.
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Magic:
<tabber>
|-|Black Magic=
* Bio: Galuf fills the area with noxious, poisonous gas bubbles that deal damage on contact and rapidly drain his foes of their fighting strength and health.
* Blizzaga: Galuf causes massive shards of ice to erupt all around the battlefield, dealing heavy ice-elemental damage.
* Break: Galuf instantly turns his foe to stone.
* Death: Galuf instantly kills his foe.
* Drain: Galuf drains the physical health of his foe to restore his own. However, this backfires against the undead, instead reversing the process.
* Firaga: Galuf creates a series of spontaneous explosions that deal heavy fire-elemental damage.
* Osmose: Galuf drains his foe's magical energy to restore his own. This spell will backfire and be reversed if used against the undead.
* Poison: Galuf poisons his foe.
* Sleep: Galuf puts his foe to sleep, leaving them vulnerable.
* Thundaga: Galuf calls down a barrage of lightning bolts at his target's location to deal heavy lightning-elemental damage.
* Toad: Galuf turns his foe into a powerless toad without the ability to cast magic or use special techniques or abilities. Alternatively, he can use the spell on an ally to cure them of similar afflictions.
|-|White Magic=
* Arise: Galuf revives an ally back to peak fighting strength. When used against the undead, it exorcises them instantly.
* Berserk: Galuf drives his target into a blind rage, increasing their physical strength but rendering them incapable of thinking properly.
* Blink: Galuf creates afterimages around himself or an ally as they move, making it far more difficult to hit them.
* Confuse: Galuf befuddles the mind of his foes, making them incapable of distinguishing between friend and foe, with the victim often turning on their allies or themselves.
* Curaga: Galuf rapidly heals himself and his allies. If used on the undead, it deals heavy holy-elemental damage instead.
* Dispel: Galuf dispels any status enhancements his foe might have, such as boosts to strength, speed, and durability.
* Esuna: Galuf cures himself or an ally of status ailments such as blindness, poison, paralysis, and petrification.
* Libra: Galuf scans the target for their strengths and weaknesses, learning their overall fighting strength, magical energy, status effects, and any weak points they may have.
* Mini: Galuf shrinks his foe, making them so small that they can be easily stomped on as they lose a proportionate amount of their physical strength and durability. However, this spell does not affect the power of the victim's spells. This spell can also be used to cure himself or an ally of similar afflictions.
* Protect: Galuf creates a barrier that reduces the effectiveness of enemy physical attacks.
* Reflect: Galuf erects a barrier around himself or some other target that bounces oncoming spells back to their owners. However, the spells can only rebound once.
* Shell: Galuf erects a barrier that reduces the effectiveness of enemy spells, decreasing the amount of damage they deal.
* Silence: Galuf mutes a single foe, rendering them incapable of using abilities that involve the use of one's voice, such as verbal magic.
|-|Blue Magic=
* ????: Galuf instantly deals damage equal to the amount he has already taken to his foe, ignoring attack reflection abilities.
* 1000 Needles: Galuf flings one thousand Cactuar needles at his foe. Each one deals minuscule damage, but it can cause great harm in numbers and bypasses effects that would otherwise reduce the amount of damage they deal.
* Aeroga: Galuf attacks his foes with multiple powerful cyclones to deal heavy wind-elemental damage.
* Aqua Breath: Galuf exhales a stream of bubbles and that deal non-elemental damage but are drastically increased in effectiveness against foes native to the desert.
* Dark Spark: Galuf "halves" his foes current "level", greatly reducing their overall abilities.
* Death Claw: A powerful swipe that instantly leaves his foe on the verge of death regardless of their durability and paralyzes them to render them incapable of any action.
* Doom: Galuf curses a target to instantly die after thirty seconds pass.
* Flash: Galuf creates a burst of light that blinds all foes who see it.
* Goblin Punch: Galuf rapidly punches his foe the way a Goblin would, dealing physical damage. This attack's power drastically increases if Galuf and his foe are equal in overall strength and ignores the effects of distance and special effects (such as the minuscule damage dealt by Excalipoor) on its overall power. Thus this attack's damage will remain unchanged no matter how far away Galuf is from his foe when he uses it.
* Magic Hammer: Galuf creates a hammer above his foe that hits them on the head, halving their magical reserves in the process.
* Moon Flute: Galuf drives himself and all of his allies berserk.
* Off-Guard: Galuf halves the defense of his target.
* Self-Destruct: Galuf self-destructs, killing himself and damaging all foes proportional to his overall health prior to using this spell.
* Time Slip: Galuf rapidly ages the target and puts them to sleep.
* Vampire: Galuf drains his foe's health to quickly heal a maximum of a half of his current wounds, dealing a proportionate amount of damage to his foe in the process.
* White Wind: Galuf heals himself and his allies proportionally to Galuf's health remaining. If he is unharmed and healthy, he can rapidly mend the wounds of others. If he is weakened, he will only be able to heal minor wounds.
|-|Time Magic=
* Comet: Galuf calls down a barrage of comets from the sky to slam into his foes.
* Float: Galuf allows himself and his allies to levitate off the ground.
* Graviga: Galuf greatly increases the strength of gravity in a specified area.
* Hastega: Galuf speeds up his own time relative to his foes, drastically increasing his effective movement and combat speed.
* Old: Galuf rapidly ages his foe to eventually render them incapable of fighting as their strength, speed, durability, and intelligence all wane.
* Regen: Galuf manipulates time to allow his body to heal at a faster rate, closing his wounds over time.
* Return: Galuf returns the state of the battle back to how it was at the beginning, allowing him to effectively redo the fight should he find himself losing.
* Quick: Galuf freezes time for everyone and everything but himself, allowing him to do as he pleases until it wears off.
* Slow: Galuf slows down time around his foes, drastically lowering their effective movement and combat speed.
* Stop: Galuf freezes time around a single foe, preventing them from taking any action until it wears off.
* Teleport: Galuf teleports himself and his allies to flee battles and quickly exit dungeons and traps.
|-|Summoning=
* Catoblepas: Galuf summons the demon Catoblepas to paralyze his foes with its Demon Eye.
* Golem: Galuf summons Golem to erect an Earthen Wall to impede an oncoming an attack.
* Ifrit: Galuf summons the djinn Ifrit to scorch the battlefield with his signature Hellfire attack.
* Ramora: Galuf summons Ramora, a large electric fish, to attack and paralyze his foes.
* Ramuh: Galuf summons the wizard Ramuh to call down his signature Judgment Bolt attack to deal heavy lightning-elemental damage.
* Shiva: Galuf summons the avatar of ice herself to freeze his foes solid with her Diamond Dust attack, dealing heavy ice-elemental damage.
* Sylph: Galuf summons Sylph to use her Whisperwind attack, damaging foes and restoring a proportionate amount of health to Galuf and his allies, with the healing effects being divided amongst them.
* Titan: Galuf summons the enormous Titan to shake the earth with his Gaia's Wrath technique.
|-|Songs=
* Alluring Air: Galuf plays an alluring song that turns all of his foes against each other.
* Mighty March: Galuf plays a marching tune that increases his regeneration rate and that of his allies.
* Requiem: Galuf plays a mourning song that exorcises the undead.
* Romeo's Ballad: Galuf sings a love ballad that freezes his opponents in time.
* Swift Song: Galuf sings a song that increases the speed of all of his allies.
|-|Animals=
* Mysidian Rabbit: Summons a Mysidian Rabbit that does nothing.
* Squirrel: Summons a squirrel to deliver a weak attack.
* Bee Swarm: Summons a swarm of bees to attack enemies.
* Nightingale: Summons a nightingale that heals his allies and cures Blindness and Poison.
* Falcon: Summons a falcon that deals damage to an enemy equal to half of their current HP.
* Skunk: Summons a skunk that blinds and poisons enemies.
* Wild Boar: Summons a wild boar to deal heavy damage to a single enemy.
* Unicorn: Summons a unicorn that completely heals the HP and MP of all allies.
|-|Dances=
* Jitterbug Duet: Galuf drains life energy from his opponent with a jittery dance.
* Mystery Waltz: Galuf drains mana from his opponent with a mysterious waltz.
* Sword Dance: A mixture of dance and swordplay that deals four times Galuf's normal attack power to his foe.
* Tempting Tango: A tango that confuses the opponent, causing them to either attack themselves or their allies randomly.
</tabber>Key: Bartz's World | Galuf's World | Dissidia
Note: This profile is based on Galuf as a Freelancer with all his powers unlocked.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Characters
Category:Male Characters
Category:Game Characters
Category:Heroes
Category:Protagonists
Category:Primary Protagonists
Category:Final Fantasy
Category:Final Fantasy V
Category:Energy Users
Category:Time Users
Category:Teleportation Users
Category:Summoners
Category:Gravity Users
Category:Corrosion Users
Category:Pain Users
Category:Matter Users
Category:Radiation Users
Category:Clairvoyance Users
Category:Extrasensory Perception Users
Category:Humans
Category:Subjective Reality Users
Category:Non-Physical Interaction Users
Category:Durability Negation Users
Category:Biology Users
Category:Power Modification Users
Category:Duplication Users
Category:Statistics Amplification Users
Category:Homing Attack Users
Category:Fusionism Users
Category:Size Users
Category:Danmaku Users
Category:Aura Users
Category:Breath Attack Users
Category:Energy Users
Category:Energy Projection Users
Category:Darkness Users
Category:Gravity Users
Category:Life Users
Category:Telekinesis Users
Category:Summoners
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Category:Absorption Users
Category:Sleep Users
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Category:Rage Users
Category:Transmutation Users
Category:Poison Users
Category:Reactive Power Level Users
Category:Perception Users
Category:Power Nullification Users
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Category:Morality Users
Category:Matter Users
Category:Pain Users
Category:BFR Users
Category:Existence Erasure Users
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Category:Martial Artists
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Category:Law Users
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Category:Water Users
Category:Air Users
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Category:Forcefield Users
Category:Mind Users
Category:Necromancers
Category:Statistics Amplification Users
Category:Statistics Reduction Users
Category:Status Effect Users
Category:Healers
Category:Instinctive Action Users
Category:Resistance Negation Users
Category:Space Users
Category:Self-Destruction Users
Category:Curse Users
Category:Light Users
Category:Flight Users
Category:Death Users
Category:Absorption Users
Category:Attack Reflection Users
Category:Empathic Manipulation Users
Category:Homing Attack Users
Category:Non-Physical Interaction Users
Category:Supernatural Willpower Users
Category:Reactive Power Level Users
Category:Dimensional Travel Users
Category:Creation Users
Category:Immortals
Category:Radiation Users
Category:Deconstruction Users
Category:Self-Destruction Users