Delta

Delta is a DLC character in Dissidia Calamitas Infinita, originating from Alto. A powerful mage who has discovered how to fuse together magical powers akin to component alchemy. He comes from a world opposite to that of Sundry, and sees this new land as a nightmarish future his ideals of a humanity thriving in chaos could produce. Ultimately he works towards the goals of his summoned goddess, seeing it as an appropriate punishment for his lack of foresight, but he does so reluctantly. His schemes and ambitions come first. 
For Delta's DCI NT appearance, please see Delta/NT
==Appearance==
Delta wears thick, brown robes with his emblem embroidered on the chest and back. It has silver trimming along the sleeves and bottom, and is laced with a special material that glows when using magic. The design of this special material is similar to veins of blood or magic that crawl along his robes, glowing the same color as the magic he is using. While the hood of the robes are normally up, if put down he is revealed to be wearing a simple mask made of ivory that hides his facial features.
Little of what Delta looks like beneath his robes is known.
==Story==
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==Battle==
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DeltaArcane Fusionist – Harness the elements, and combine them together to unleash their destructive power.
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Delta is a mid-to-long range keepaway fighter, not unlike most mages, but with a small twist. Above his HP bar, and next to his EX-Gauge, he has two blank Sigils. Using his Brave attacks fill up these sigils with either Fire, Water, Earth or Wind sigils; depending on the Brave attack used. Each sigil will fade after 2.5 seconds. Should his Sigil slots already be full, the oldest one is pushed out with the new Brave attack.
These sigils are used in conjunction with Delta's only HP Attack: Mystic Art. Should no Sigils be filled, Mystic Art is simply a close range offensive barrier. However, filling the sigils can turn it into Extreme Art or Fusion Art, allowing him to cast a wide variety of spells to deal HP damage to his opponent.
===Brave Attack===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Fire Sigil 	Ground/Aerial 	20 (10) 	100 	Melee Low 	Wall Rush 	Magic 	Initial
Fire Sigil 	[Close] Flame crawls along Delta's sleeve, forming a blade that he swings forward in a single, incredibly fast swipe. Adds a Fire Sigil. 	[Close] Flame crawls along Delta's sleeve, forming a blade that he swings forward in a single, incredibly fast swipe. Adds a Fire Sigil. 	[Close] Flame crawls along Delta's sleeve, forming a blade that he swings forward in a single, incredibly fast swipe. Adds a Fire Sigil. 	[Close] Flame crawls along Delta's sleeve, forming a blade that he swings forward in a single, incredibly fast swipe. Adds a Fire Sigil. 	[Close] Flame crawls along Delta's sleeve, forming a blade that he swings forward in a single, incredibly fast swipe. Adds a Fire Sigil. 	[Close] Flame crawls along Delta's sleeve, forming a blade that he swings forward in a single, incredibly fast swipe. Adds a Fire Sigil. 	[Close] Flame crawls along Delta's sleeve, forming a blade that he swings forward in a single, incredibly fast swipe. Adds a Fire Sigil.
Water Sigil	Ground/Aerial 	20 (10) 	100 	Ranged Low 	N/A 	Magic 	Level 10
Water Sigil	[Mid] Water dances around Delta, shielding him while attempting to drown anyone that gets close to it. Adds a Water sigil. 	[Mid] Water dances around Delta, shielding him while attempting to drown anyone that gets close to it. Adds a Water sigil. 	[Mid] Water dances around Delta, shielding him while attempting to drown anyone that gets close to it. Adds a Water sigil. 	[Mid] Water dances around Delta, shielding him while attempting to drown anyone that gets close to it. Adds a Water sigil. 	[Mid] Water dances around Delta, shielding him while attempting to drown anyone that gets close to it. Adds a Water sigil. 	[Mid] Water dances around Delta, shielding him while attempting to drown anyone that gets close to it. Adds a Water sigil. 	[Mid] Water dances around Delta, shielding him while attempting to drown anyone that gets close to it. Adds a Water sigil.
Earth Sigil	Ground/Aerial 	20 (10) 	100 	Ranged Mid 	N/A 	Magic 	Initial
Earth Sigil	[Far] Dust kicks up around the opponent, no matter how far they are, and attempts to collapse in on them. Adds an Earth sigil. 	[Far] Dust kicks up around the opponent, no matter how far they are, and attempts to collapse in on them. Adds an Earth sigil. 	[Far] Dust kicks up around the opponent, no matter how far they are, and attempts to collapse in on them. Adds an Earth sigil. 	[Far] Dust kicks up around the opponent, no matter how far they are, and attempts to collapse in on them. Adds an Earth sigil. 	[Far] Dust kicks up around the opponent, no matter how far they are, and attempts to collapse in on them. Adds an Earth sigil. 	[Far] Dust kicks up around the opponent, no matter how far they are, and attempts to collapse in on them. Adds an Earth sigil. 	[Far] Dust kicks up around the opponent, no matter how far they are, and attempts to collapse in on them. Adds an Earth sigil.
Air Sigil 	Ground/Aerial 	20 (10) 	100 	Ranged Low 	Chase 	Magic 	Level 10
Air Sigil 	[Mid] Delta thrusts forth an open hand, causing a bolt of wind to rush forth towards the enemy at high speeds. Adds an Air sigil. 	[Mid] Delta thrusts forth an open hand, causing a bolt of wind to rush forth towards the enemy at high speeds. Adds an Air sigil. 	[Mid] Delta thrusts forth an open hand, causing a bolt of wind to rush forth towards the enemy at high speeds. Adds an Air sigil. 	[Mid] Delta thrusts forth an open hand, causing a bolt of wind to rush forth towards the enemy at high speeds. Adds an Air sigil. 	[Mid] Delta thrusts forth an open hand, causing a bolt of wind to rush forth towards the enemy at high speeds. Adds an Air sigil. 	[Mid] Delta thrusts forth an open hand, causing a bolt of wind to rush forth towards the enemy at high speeds. Adds an Air sigil. 	[Mid] Delta thrusts forth an open hand, causing a bolt of wind to rush forth towards the enemy at high speeds. Adds an Air sigil.
Expel Sigil	Ground/Aerial 	20 (10) 	100 	Melee Mid 	Counter, Wall Rush 	Magic 	Level 17
Expel Sigil	[Special] Delta solidifies his sigil, leaving a trace of it on the battlefield. Should the sigil be hit, it will release a wave of energy based on it's element; although the differences in elements are purely cosmetic. Removes the oldest Sigil.	[Special] Delta solidifies his sigil, leaving a trace of it on the battlefield. Should the sigil be hit, it will release a wave of energy based on it's element; although the differences in elements are purely cosmetic. Removes the oldest Sigil.	[Special] Delta solidifies his sigil, leaving a trace of it on the battlefield. Should the sigil be hit, it will release a wave of energy based on it's element; although the differences in elements are purely cosmetic. Removes the oldest Sigil.	[Special] Delta solidifies his sigil, leaving a trace of it on the battlefield. Should the sigil be hit, it will release a wave of energy based on it's element; although the differences in elements are purely cosmetic. Removes the oldest Sigil.	[Special] Delta solidifies his sigil, leaving a trace of it on the battlefield. Should the sigil be hit, it will release a wave of energy based on it's element; although the differences in elements are purely cosmetic. Removes the oldest Sigil.	[Special] Delta solidifies his sigil, leaving a trace of it on the battlefield. Should the sigil be hit, it will release a wave of energy based on it's element; although the differences in elements are purely cosmetic. Removes the oldest Sigil.	[Special] Delta solidifies his sigil, leaving a trace of it on the battlefield. Should the sigil be hit, it will release a wave of energy based on it's element; although the differences in elements are purely cosmetic. Removes the oldest Sigil.
===HP Attack===
Move 	Type 	CP (Mastered)	AP 	Priority 	Effect 	Damage type	Obtained
Sigil Crash	Ground/Aerial	40 (20) 	100	Melee Mid	Wall Rush	Magic 	Initial
Sigil Crash	
[Close-Mid] Delta summons two blank sigils at his side, slamming them into each other. Can be charged to increase priority and explosion radius.	
[Close-Mid] Delta summons two blank sigils at his side, slamming them into each other. Can be charged to increase priority and explosion radius.	
[Close-Mid] Delta summons two blank sigils at his side, slamming them into each other. Can be charged to increase priority and explosion radius.	
[Close-Mid] Delta summons two blank sigils at his side, slamming them into each other. Can be charged to increase priority and explosion radius.	
[Close-Mid] Delta summons two blank sigils at his side, slamming them into each other. Can be charged to increase priority and explosion radius.	
[Close-Mid] Delta summons two blank sigils at his side, slamming them into each other. Can be charged to increase priority and explosion radius.	
[Close-Mid] Delta summons two blank sigils at his side, slamming them into each other. Can be charged to increase priority and explosion radius.
Extreme Art	Ground/Aerial	40 (20) 	100	N/A 	N/A 	Magic 	Level 8
Extreme Art	
[Special] Expend Sigils to use an overcharged version of basic elements. If multiple sigil slots have the same element, it will use that element and can be charged to expend more sigils to enhance it's effect. Otherwise, uses oldest sigil. See Extreme Art chart for all possible effects.	
[Special] Expend Sigils to use an overcharged version of basic elements. If multiple sigil slots have the same element, it will use that element and can be charged to expend more sigils to enhance it's effect. Otherwise, uses oldest sigil. See Extreme Art chart for all possible effects.	
[Special] Expend Sigils to use an overcharged version of basic elements. If multiple sigil slots have the same element, it will use that element and can be charged to expend more sigils to enhance it's effect. Otherwise, uses oldest sigil. See Extreme Art chart for all possible effects.	
[Special] Expend Sigils to use an overcharged version of basic elements. If multiple sigil slots have the same element, it will use that element and can be charged to expend more sigils to enhance it's effect. Otherwise, uses oldest sigil. See Extreme Art chart for all possible effects.	
[Special] Expend Sigils to use an overcharged version of basic elements. If multiple sigil slots have the same element, it will use that element and can be charged to expend more sigils to enhance it's effect. Otherwise, uses oldest sigil. See Extreme Art chart for all possible effects.	
[Special] Expend Sigils to use an overcharged version of basic elements. If multiple sigil slots have the same element, it will use that element and can be charged to expend more sigils to enhance it's effect. Otherwise, uses oldest sigil. See Extreme Art chart for all possible effects.	
[Special] Expend Sigils to use an overcharged version of basic elements. If multiple sigil slots have the same element, it will use that element and can be charged to expend more sigils to enhance it's effect. Otherwise, uses oldest sigil. See Extreme Art chart for all possible effects.
Fusion Art 	Ground/Aerial	40 (20) 	100	N/A 	N/A 	Magic 	Level 10
Fusion Art 	
[Special] Expend Sigils to use powerful, unorthodox magic. Can only be used if at least two different sigils are active. See Extreme Art chart for all possible effects.
During EX-Mode it prioritizes the oldest two sigils, but can be charged to use all three Sigils if there are no repeating elements. See EX-Mode Ability chart below for all possible effects.	
[Special] Expend Sigils to use powerful, unorthodox magic. Can only be used if at least two different sigils are active. See Extreme Art chart for all possible effects.
During EX-Mode it prioritizes the oldest two sigils, but can be charged to use all three Sigils if there are no repeating elements. See EX-Mode Ability chart below for all possible effects.	
[Special] Expend Sigils to use powerful, unorthodox magic. Can only be used if at least two different sigils are active. See Extreme Art chart for all possible effects.
During EX-Mode it prioritizes the oldest two sigils, but can be charged to use all three Sigils if there are no repeating elements. See EX-Mode Ability chart below for all possible effects.	
[Special] Expend Sigils to use powerful, unorthodox magic. Can only be used if at least two different sigils are active. See Extreme Art chart for all possible effects.
During EX-Mode it prioritizes the oldest two sigils, but can be charged to use all three Sigils if there are no repeating elements. See EX-Mode Ability chart below for all possible effects.	
[Special] Expend Sigils to use powerful, unorthodox magic. Can only be used if at least two different sigils are active. See Extreme Art chart for all possible effects.
During EX-Mode it prioritizes the oldest two sigils, but can be charged to use all three Sigils if there are no repeating elements. See EX-Mode Ability chart below for all possible effects.	
[Special] Expend Sigils to use powerful, unorthodox magic. Can only be used if at least two different sigils are active. See Extreme Art chart for all possible effects.
During EX-Mode it prioritizes the oldest two sigils, but can be charged to use all three Sigils if there are no repeating elements. See EX-Mode Ability chart below for all possible effects.	
[Special] Expend Sigils to use powerful, unorthodox magic. Can only be used if at least two different sigils are active. See Extreme Art chart for all possible effects.
During EX-Mode it prioritizes the oldest two sigils, but can be charged to use all three Sigils if there are no repeating elements. See EX-Mode Ability chart below for all possible effects.
===Extreme Art===
Move 	Sigils	Priority 	Effect 	Damage type			
Inferno 	Fire 	Melee Mid 	N/A 	Magic 			
Inferno 	
[Close] Fire Sigil(s) erupt into intense flame around Delta, granting him a mobile shield for 1 second. While the shield is active he moves at an increased speed, but preforming any ability will end it prematurely.
*Two Sigils increases Priority to Melee High.
*Three Sigils allows Delta to glide freely while it's active.	
[Close] Fire Sigil(s) erupt into intense flame around Delta, granting him a mobile shield for 1 second. While the shield is active he moves at an increased speed, but preforming any ability will end it prematurely.
*Two Sigils increases Priority to Melee High.
*Three Sigils allows Delta to glide freely while it's active.	
[Close] Fire Sigil(s) erupt into intense flame around Delta, granting him a mobile shield for 1 second. While the shield is active he moves at an increased speed, but preforming any ability will end it prematurely.
*Two Sigils increases Priority to Melee High.
*Three Sigils allows Delta to glide freely while it's active.	
[Close] Fire Sigil(s) erupt into intense flame around Delta, granting him a mobile shield for 1 second. While the shield is active he moves at an increased speed, but preforming any ability will end it prematurely.
*Two Sigils increases Priority to Melee High.
*Three Sigils allows Delta to glide freely while it's active.	
[Close] Fire Sigil(s) erupt into intense flame around Delta, granting him a mobile shield for 1 second. While the shield is active he moves at an increased speed, but preforming any ability will end it prematurely.
*Two Sigils increases Priority to Melee High.
*Three Sigils allows Delta to glide freely while it's active.	
[Close] Fire Sigil(s) erupt into intense flame around Delta, granting him a mobile shield for 1 second. While the shield is active he moves at an increased speed, but preforming any ability will end it prematurely.
*Two Sigils increases Priority to Melee High.
*Three Sigils allows Delta to glide freely while it's active.	
[Close] Fire Sigil(s) erupt into intense flame around Delta, granting him a mobile shield for 1 second. While the shield is active he moves at an increased speed, but preforming any ability will end it prematurely.
*Two Sigils increases Priority to Melee High.
*Three Sigils allows Delta to glide freely while it's active.
Ice 	Water 	Ranged Mid	Wall Rush 	Magic 			
Ice 	
[Mid] Delta conjures Water Sigil(s) forth into a blade of ice before ramming it forth towards the opponent.
*Two Sigils doubles it's speed.
*Three Sigils gives it a homing effect.	
[Mid] Delta conjures Water Sigil(s) forth into a blade of ice before ramming it forth towards the opponent.
*Two Sigils doubles it's speed.
*Three Sigils gives it a homing effect.	
[Mid] Delta conjures Water Sigil(s) forth into a blade of ice before ramming it forth towards the opponent.
*Two Sigils doubles it's speed.
*Three Sigils gives it a homing effect.	
[Mid] Delta conjures Water Sigil(s) forth into a blade of ice before ramming it forth towards the opponent.
*Two Sigils doubles it's speed.
*Three Sigils gives it a homing effect.	
[Mid] Delta conjures Water Sigil(s) forth into a blade of ice before ramming it forth towards the opponent.
*Two Sigils doubles it's speed.
*Three Sigils gives it a homing effect.	
[Mid] Delta conjures Water Sigil(s) forth into a blade of ice before ramming it forth towards the opponent.
*Two Sigils doubles it's speed.
*Three Sigils gives it a homing effect.	
[Mid] Delta conjures Water Sigil(s) forth into a blade of ice before ramming it forth towards the opponent.
*Two Sigils doubles it's speed.
*Three Sigils gives it a homing effect.
Stone 	Earth 	Range High	Ground Rush	Magic 			
Stone 	
[Far] Delta conjures Earth Sigil(s) above the opponent, raining boulders down upon them.
*Two Sigils grants it mild tracking.
*Three Sigils increases how long it's active and further boosts it's tracking.	
[Far] Delta conjures Earth Sigil(s) above the opponent, raining boulders down upon them.
*Two Sigils grants it mild tracking.
*Three Sigils increases how long it's active and further boosts it's tracking.	
[Far] Delta conjures Earth Sigil(s) above the opponent, raining boulders down upon them.
*Two Sigils grants it mild tracking.
*Three Sigils increases how long it's active and further boosts it's tracking.	
[Far] Delta conjures Earth Sigil(s) above the opponent, raining boulders down upon them.
*Two Sigils grants it mild tracking.
*Three Sigils increases how long it's active and further boosts it's tracking.	
[Far] Delta conjures Earth Sigil(s) above the opponent, raining boulders down upon them.
*Two Sigils grants it mild tracking.
*Three Sigils increases how long it's active and further boosts it's tracking.	
[Far] Delta conjures Earth Sigil(s) above the opponent, raining boulders down upon them.
*Two Sigils grants it mild tracking.
*Three Sigils increases how long it's active and further boosts it's tracking.	
[Far] Delta conjures Earth Sigil(s) above the opponent, raining boulders down upon them.
*Two Sigils grants it mild tracking.
*Three Sigils increases how long it's active and further boosts it's tracking.
Whirlwind	Air 	Range Low 	N/A 	Magic 			
Whirlwind	
[Mid] Delta conjures Air Sigil(s) around his opponent, causing razor winds to dance around them for rapid damage. 
*Two Sigils increases it's priority to Range Mid
*Three Sigils allows it to travel along the stage for a short period of time, weakly chasing the opponent.	
[Mid] Delta conjures Air Sigil(s) around his opponent, causing razor winds to dance around them for rapid damage. 
*Two Sigils increases it's priority to Range Mid
*Three Sigils allows it to travel along the stage for a short period of time, weakly chasing the opponent.	
[Mid] Delta conjures Air Sigil(s) around his opponent, causing razor winds to dance around them for rapid damage. 
*Two Sigils increases it's priority to Range Mid
*Three Sigils allows it to travel along the stage for a short period of time, weakly chasing the opponent.	
[Mid] Delta conjures Air Sigil(s) around his opponent, causing razor winds to dance around them for rapid damage. 
*Two Sigils increases it's priority to Range Mid
*Three Sigils allows it to travel along the stage for a short period of time, weakly chasing the opponent.	
[Mid] Delta conjures Air Sigil(s) around his opponent, causing razor winds to dance around them for rapid damage. 
*Two Sigils increases it's priority to Range Mid
*Three Sigils allows it to travel along the stage for a short period of time, weakly chasing the opponent.	
[Mid] Delta conjures Air Sigil(s) around his opponent, causing razor winds to dance around them for rapid damage. 
*Two Sigils increases it's priority to Range Mid
*Three Sigils allows it to travel along the stage for a short period of time, weakly chasing the opponent.	
[Mid] Delta conjures Air Sigil(s) around his opponent, causing razor winds to dance around them for rapid damage. 
*Two Sigils increases it's priority to Range Mid
*Three Sigils allows it to travel along the stage for a short period of time, weakly chasing the opponent.
===Fusion Art===
Move 	Sigils 	Priority 	Effect 	Damage type 	 	 	 	
Magma 	Fire/Water 	Ranged Mid 	Homing, Trap 	Magic 	 	 	 	
Magma 	[Mid] Delta fuses Fire and Water Sigils to form a large Magma bubble that floats towards the opponent. Slow, but lasts a long time. 	[Mid] Delta fuses Fire and Water Sigils to form a large Magma bubble that floats towards the opponent. Slow, but lasts a long time. 	[Mid] Delta fuses Fire and Water Sigils to form a large Magma bubble that floats towards the opponent. Slow, but lasts a long time. 	[Mid] Delta fuses Fire and Water Sigils to form a large Magma bubble that floats towards the opponent. Slow, but lasts a long time. 	[Mid] Delta fuses Fire and Water Sigils to form a large Magma bubble that floats towards the opponent. Slow, but lasts a long time. 	[Mid] Delta fuses Fire and Water Sigils to form a large Magma bubble that floats towards the opponent. Slow, but lasts a long time. 	[Mid] Delta fuses Fire and Water Sigils to form a large Magma bubble that floats towards the opponent. Slow, but lasts a long time. 	
Lightning	Fire/Air 	Ranged High 	Wall Rush 	Magic 	 	 	 	
Lightning	[Close] Delta fuses Fire and Air Sigils together, releasing a stream of electrical energy from his hands; draining the opponent's Bravery until it explodes. 	[Close] Delta fuses Fire and Air Sigils together, releasing a stream of electrical energy from his hands; draining the opponent's Bravery until it explodes. 	[Close] Delta fuses Fire and Air Sigils together, releasing a stream of electrical energy from his hands; draining the opponent's Bravery until it explodes. 	[Close] Delta fuses Fire and Air Sigils together, releasing a stream of electrical energy from his hands; draining the opponent's Bravery until it explodes. 	[Close] Delta fuses Fire and Air Sigils together, releasing a stream of electrical energy from his hands; draining the opponent's Bravery until it explodes. 	[Close] Delta fuses Fire and Air Sigils together, releasing a stream of electrical energy from his hands; draining the opponent's Bravery until it explodes. 	[Close] Delta fuses Fire and Air Sigils together, releasing a stream of electrical energy from his hands; draining the opponent's Bravery until it explodes. 	
Metal 	Fire/Earth 	Melee High 	Counter 	Magic 	 	 	 	
Metal 	[Close] Delta fuses Fire and Earth Sigils together into a shield. After a brief moment he will punch the shield with Magic to expell a blade from it. Should it block an attack, he will instead launch the shield at the opponent.	[Close] Delta fuses Fire and Earth Sigils together into a shield. After a brief moment he will punch the shield with Magic to expell a blade from it. Should it block an attack, he will instead launch the shield at the opponent.	[Close] Delta fuses Fire and Earth Sigils together into a shield. After a brief moment he will punch the shield with Magic to expell a blade from it. Should it block an attack, he will instead launch the shield at the opponent.	[Close] Delta fuses Fire and Earth Sigils together into a shield. After a brief moment he will punch the shield with Magic to expell a blade from it. Should it block an attack, he will instead launch the shield at the opponent.	[Close] Delta fuses Fire and Earth Sigils together into a shield. After a brief moment he will punch the shield with Magic to expell a blade from it. Should it block an attack, he will instead launch the shield at the opponent.	[Close] Delta fuses Fire and Earth Sigils together into a shield. After a brief moment he will punch the shield with Magic to expell a blade from it. Should it block an attack, he will instead launch the shield at the opponent.	[Close] Delta fuses Fire and Earth Sigils together into a shield. After a brief moment he will punch the shield with Magic to expell a blade from it. Should it block an attack, he will instead launch the shield at the opponent.	
Fog 	Water/Air 	Ranged Low 	N/A 	Magic 	 	 	 	
Fog 	[Long] Delta fuses Water and Air Sigils to create a fog around the opponent that rapidly closes in, dealing HP damage immediately. 	[Long] Delta fuses Water and Air Sigils to create a fog around the opponent that rapidly closes in, dealing HP damage immediately. 	[Long] Delta fuses Water and Air Sigils to create a fog around the opponent that rapidly closes in, dealing HP damage immediately. 	[Long] Delta fuses Water and Air Sigils to create a fog around the opponent that rapidly closes in, dealing HP damage immediately. 	[Long] Delta fuses Water and Air Sigils to create a fog around the opponent that rapidly closes in, dealing HP damage immediately. 	[Long] Delta fuses Water and Air Sigils to create a fog around the opponent that rapidly closes in, dealing HP damage immediately. 	[Long] Delta fuses Water and Air Sigils to create a fog around the opponent that rapidly closes in, dealing HP damage immediately. 	[Long] Delta fuses Water and Air Sigils to create a fog around the opponent that rapidly closes in, dealing HP damage immediately.
Mud 	
Water/Earth 	Ranged Mid 	N/A 	Magic 	 	 	 	
Mud 	[Mid] Delta fuses Water and Earth Sigils together to fire off a bolt of Mud at the oppoinent for single hit HP damage. Fast, but has poor tracking. 	[Mid] Delta fuses Water and Earth Sigils together to fire off a bolt of Mud at the oppoinent for single hit HP damage. Fast, but has poor tracking. 	[Mid] Delta fuses Water and Earth Sigils together to fire off a bolt of Mud at the oppoinent for single hit HP damage. Fast, but has poor tracking. 	[Mid] Delta fuses Water and Earth Sigils together to fire off a bolt of Mud at the oppoinent for single hit HP damage. Fast, but has poor tracking. 	[Mid] Delta fuses Water and Earth Sigils together to fire off a bolt of Mud at the oppoinent for single hit HP damage. Fast, but has poor tracking. 	[Mid] Delta fuses Water and Earth Sigils together to fire off a bolt of Mud at the oppoinent for single hit HP damage. Fast, but has poor tracking. 	[Mid] Delta fuses Water and Earth Sigils together to fire off a bolt of Mud at the oppoinent for single hit HP damage. Fast, but has poor tracking. 	[Mid] Delta fuses Water and Earth Sigils together to fire off a bolt of Mud at the oppoinent for single hit HP damage. Fast, but has poor tracking.
Ash 	Earth/Air 	Ranged Low 	Absorbtion 	Magic 	 	 	 	
Ash 	[Long] Delta fuses Earth and Air Sigils to summon a whirlwind of Ash around the opponent, rapidly damaging them before blasting them into the sky. 	[Long] Delta fuses Earth and Air Sigils to summon a whirlwind of Ash around the opponent, rapidly damaging them before blasting them into the sky. 	[Long] Delta fuses Earth and Air Sigils to summon a whirlwind of Ash around the opponent, rapidly damaging them before blasting them into the sky. 	[Long] Delta fuses Earth and Air Sigils to summon a whirlwind of Ash around the opponent, rapidly damaging them before blasting them into the sky. 	[Long] Delta fuses Earth and Air Sigils to summon a whirlwind of Ash around the opponent, rapidly damaging them before blasting them into the sky. 	[Long] Delta fuses Earth and Air Sigils to summon a whirlwind of Ash around the opponent, rapidly damaging them before blasting them into the sky. 	[Long] Delta fuses Earth and Air Sigils to summon a whirlwind of Ash around the opponent, rapidly damaging them before blasting them into the sky. 	[Long] Delta fuses Earth and Air Sigils to summon a whirlwind of Ash around the opponent, rapidly damaging them before blasting them into the sky.
==EX Mode==
Delta's EX Mode is Trinity Destruction. 
EX Effects:
*Trifold: Grants Delta a third Sigil slot, giving him access to more Fusion Arts and stronger Extreme Arts. See the following chart for new Fusion Arts.
*Overflow: Removes the decay timer for Sigils, making it so they can only be expended with abilities.
===EX-Only Fusion Arts.===
Move 	Sigils 	Priority 	Effect 	Damage type 	 	 	
Volcano 	Fire/Water/Earth 	Ranged High 	Trap 	Magic 	 	 	
Volcano 	[Long] Delta fuses three Sigils together, causing the ground below the opponent to burst open, spitting up molten rock hot air from deep within the earth. Long sustain, but poor vertical tracking. 	[Long] Delta fuses three Sigils together, causing the ground below the opponent to burst open, spitting up molten rock hot air from deep within the earth. Long sustain, but poor vertical tracking. 	[Long] Delta fuses three Sigils together, causing the ground below the opponent to burst open, spitting up molten rock hot air from deep within the earth. Long sustain, but poor vertical tracking. 	[Long] Delta fuses three Sigils together, causing the ground below the opponent to burst open, spitting up molten rock hot air from deep within the earth. Long sustain, but poor vertical tracking. 	[Long] Delta fuses three Sigils together, causing the ground below the opponent to burst open, spitting up molten rock hot air from deep within the earth. Long sustain, but poor vertical tracking. 	[Long] Delta fuses three Sigils together, causing the ground below the opponent to burst open, spitting up molten rock hot air from deep within the earth. Long sustain, but poor vertical tracking. 	[Long] Delta fuses three Sigils together, causing the ground below the opponent to burst open, spitting up molten rock hot air from deep within the earth. Long sustain, but poor vertical tracking.
Steam 	Fire/Water/Air 	Range Mid 	Homing, Trap, Wall Rush 	Magic 	 	 	
Steam 	[Long] Delta fuses three Sigils together, forming a scalding hot ball of water that quickly travels towards the opponent. Should it hit, the orb will explode into steam. 	[Long] Delta fuses three Sigils together, forming a scalding hot ball of water that quickly travels towards the opponent. Should it hit, the orb will explode into steam. 	[Long] Delta fuses three Sigils together, forming a scalding hot ball of water that quickly travels towards the opponent. Should it hit, the orb will explode into steam. 	[Long] Delta fuses three Sigils together, forming a scalding hot ball of water that quickly travels towards the opponent. Should it hit, the orb will explode into steam. 	[Long] Delta fuses three Sigils together, forming a scalding hot ball of water that quickly travels towards the opponent. Should it hit, the orb will explode into steam. 	[Long] Delta fuses three Sigils together, forming a scalding hot ball of water that quickly travels towards the opponent. Should it hit, the orb will explode into steam. 	[Long] Delta fuses three Sigils together, forming a scalding hot ball of water that quickly travels towards the opponent. Should it hit, the orb will explode into steam.
Brimstone 	Fire/Earth/Air 	Ranged Mid 	Ground Rush 	Magic 	 	 	
Brimstone 	[Long] Delta fuses three Sigils together, opening a portal above the opponent to rain flaming rocks down upon them. Follows the opponent for a short time, with long vertical range. 	[Long] Delta fuses three Sigils together, opening a portal above the opponent to rain flaming rocks down upon them. Follows the opponent for a short time, with long vertical range. 	[Long] Delta fuses three Sigils together, opening a portal above the opponent to rain flaming rocks down upon them. Follows the opponent for a short time, with long vertical range. 	[Long] Delta fuses three Sigils together, opening a portal above the opponent to rain flaming rocks down upon them. Follows the opponent for a short time, with long vertical range. 	[Long] Delta fuses three Sigils together, opening a portal above the opponent to rain flaming rocks down upon them. Follows the opponent for a short time, with long vertical range. 	[Long] Delta fuses three Sigils together, opening a portal above the opponent to rain flaming rocks down upon them. Follows the opponent for a short time, with long vertical range. 	[Long] Delta fuses three Sigils together, opening a portal above the opponent to rain flaming rocks down upon them. Follows the opponent for a short time, with long vertical range.
Quicksilver	Water/Earth/Air 	Melee High 	Wall Rush 	Magic 	 	 	
Quicksilver	[Mid] Delta fuses three Sigils together to make a blade of Liquid metal, whipping it around him as an offensive defense before sending it straight towards towards his opponent. Has good tracking until thrown.	[Mid] Delta fuses three Sigils together to make a blade of Liquid metal, whipping it around him as an offensive defense before sending it straight towards towards his opponent. Has good tracking until thrown.	[Mid] Delta fuses three Sigils together to make a blade of Liquid metal, whipping it around him as an offensive defense before sending it straight towards towards his opponent. Has good tracking until thrown.	[Mid] Delta fuses three Sigils together to make a blade of Liquid metal, whipping it around him as an offensive defense before sending it straight towards towards his opponent. Has good tracking until thrown.	[Mid] Delta fuses three Sigils together to make a blade of Liquid metal, whipping it around him as an offensive defense before sending it straight towards towards his opponent. Has good tracking until thrown.	[Mid] Delta fuses three Sigils together to make a blade of Liquid metal, whipping it around him as an offensive defense before sending it straight towards towards his opponent. Has good tracking until thrown.	[Mid] Delta fuses three Sigils together to make a blade of Liquid metal, whipping it around him as an offensive defense before sending it straight towards towards his opponent. Has good tracking until thrown.
Delta's EX Burst is Chaos Arts.
Delta expels raw energy from himself to bring the opponent into the EX-Zone. Once inside, four blank sigil slots appear around the opponent. A series of four buttons will appear, and pressing quickly and in the correct order will have them fuse together around the opponent to have Delta cast his ultimate spell: True Fusion: Primordial Chaos. If entered incorrectly, the summoned elements will merely crash into the opponent to deal HP damage without any additional Brave damage.
==Equipment==
===Exclusive Weapons===
Name 	Level	Description
Magic Sigil 	1 	Some magic requires a focal point.
Split Sigil 	30 	Without multiple components, it can hardly be called fusion.
Trinity Sigil	90 	Three is a magical number, do not underestimate it's power.
Chaos Sigil 	100 	All worlds are destined to return to primordial chaos.
===Related Accessories===
Accessory 	Description/Effect	Description/Effect	Acquired
 	 	LUK+4 	Shop, Duel Colosseum Lunar Whale Course
 	 	LUK+4 	Battlegen from the ??? Friend Card
Fusionist's Desire	N/A 	LUK+1 	Battlegen
Fusionist's Dream 	N/A 	LUK+2 	Battlegen
Fusionist's Hopes 	N/A 	LUK+3 	Battlegen
==Musical Themes==
*Main Theme: Torn Worlds
*World Map Theme: 
*Dungeon Theme: Zeal Palace
*Normal Battle: Battle A1 - Naruku
*Boss Battle: Suffer
*Final Boss Battle: Endless Despair
===Rival Battle===
*Vs X:
==Quotes==
===Encounter===
*"Is this a test of some sort?"
*"Are you supposed to impress me?"
*"Sigils, come forth."
*"Another warrior of this world?"
*"I haven't the time for these games!"— If HP is low
*"This world truly is like my own."— If HP is low
*"Finally, a challenge!"— If opponent is stronger
*"This will be a welcomed turn of events."— If opponent is stronger
*"Stand aside, for your sake."— If opponent is weaker
*"My powers would be wasted on you."— If opponent is weaker	
===Victory===
*"A predictable outcome."
*"Little lost, little gained."
*"I have no more use for you."
*"Come back again if you wish to be destroyed a second time."
*"Breathing room always seemed an unreasonable favor."— If HP is low
*"Lets hope you learned from this."— If HP is low
*"My powers grow further from your defeat."— If opponent is stronger
*"Pathetic."— If opponent is stronger
*"A decent training exercise."— If opponent is weaker
*"Precious time, wasted."— If opponent is weaker	
===Defeat===
*"Is this my fate?"
*"I refuse to fade."
*"You're strength was impressive."
*"Worry not, I wouldn't die that easily."
*"This is as it should be..."— If opponent is stronger
*"The strong are meant to rule."— If opponent is stronger
*"Impossible!"— If opponent is weaker
*"What kind of magic was that!?"— If opponent is weaker
===Default Specific===
=== Boss Specific ===
*Ragnarok: "If I find a place to hide you, will these cycles continue eternally?"
*Genesis: "This war needs new management, I'm afraid."	
*Eris: "You are no longer necessary."
*The Embodiment: "Machines have no place in the heart of a world."	
*Amaterasu: "If I kill you, do I gain your power?"
===DLC Specific===
===Story Specific===
Category:Characters