Elizabeth (Persona)

==Summary==
Elizabeth is the Velvet Room Attendant serving Igor during the events of Persona 3. Bubbly and carefree, she performs her duties faithfully until she falls in love with Minato Arisato. Determined to free his soul from the duty of keeping Nyx at bay, she leaves the Velvet Room to go on a journey in search of a power that can bring him salvation.
==Powers and Stats==
Tier: , higher with Willpower | , higher with Willpower
Key: Persona 3 | Arena / Ultimax
Name: Elizabeth
Origin: Persona 3
Gender: Female
Age: Unknown
Classification: Velvet Room Attendant (former), Eliza-Death, The Lethal Elevator Attendant, The Fool, Nurse, Elle-P, Velvet Blue, Zabby
Powers and Abilities: 
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|-|Persona 3=
|-|Arena/Ultimax=
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Attack Potency: Outerverse level (Serves as the “Ultimate Opponent”, existing within the Monad Depths, and is the final adversary before the fight against Nyx (Persona). Grew stronger after the events of Persona Q, growing to level 99 during the events of A Family Affair, when previously Zeus (Persona Q) could possess her without resistance despite a singular level gap in strength. Flawlessly wields powerful Personas such as Satan (Shin Megami Tensei) during Velvet Blue, and Masakado (Shin Megami Tensei) who in which an aspect of him could fare against Raidou Kuzunoha The XIV (Shin Megami Tensei). Killed Niades, an aspect of Nyx during the events of Velvet Blue), higher with Willpower | Outerverse level (Noted to train excessively, Elizabeth was capable of one-shotting Erebus (Persona) with mindless ease after the events of Persona 4. Overwhelmed Shadow Operatives Aigis at full power, humiliated Shadow Labrys and a Post-Persona 4 Golden Yu Narukami was advised and admitted to fight her with intent to kill, yet lost decisively), higher with Willpower 
Speed: Immeasurable, higher with Willpower | Immeasurable, higher with Willpower
Lifting Strength: Immeasurable, higher with Willpower | Immeasurable, higher with Willpower 
Striking Strength: Outerverse level, higher with Willpower | Outerverse level, higher with Willpower
Durability: Outerverse level (Comparable if not stronger than Lavenza, who could take strikes from Yaldabaoth. Superior to Caroline and Justine, who stomped Ren after defeating the Holy Grail), higher with willpower (all Persona-users can enhance their durability through being empowered by their strength of will) | Outerverse level (Took hits from Arena Yu and Aigis), higher with willpower
Stamina: Very High. Can fight for hours on end despite the constant use of physical and magic skills, which significantly drain physical and mental stamina respectively with every use. Capable of fighting The Reaper with her magic, Persona, and skills sealed off, and bind head to toe, and was stated to nearly win that fight. Often trains with Margaret, someone comparable to her.
Range: Outerversal with Magic attacks, portals, and clairvoyance.
Standard Equipment: The Persona Compendium, Tarot Cards, and the Omnipotent Orb
Intelligence: Combat Genius. Despite her cheery, inquisitive, friendly and silly behavior she is very serious and cunning when it comes to combat.
Weaknesses: None notable, will not use the Omnipotent Orb unless she believes she can handle her opponent.
Notable Attacks/Techniques:
Persona Summoning: The ability to summon and utilize Personas. Personas can move and attack independently of their users, allowing for concurrent attacks to be performed. They are summoned and directed through thought and instinct, and most attacks manifest just as quickly and are controlled through the same means; and it should be noted that Personas do not need to be summoned in order to use their skills. Each Persona has a unique set of statistics and elemental affinities, which also apply to their user while the Persona is equipped. The Personas that Elizabeth has access to are listed here.
Persona Skills: Personas are all able to use certain skills and spells related to the stories/mythologies of the figure they are based on. Persona-users and their Personas can use skills and spells independently of each other. These skills range from amplified physical attacks, highly-malleable elemental attacks, status buffs and debuffs, ailment infliction, passive defenses and more, can manifest instantly and with a thought, as well as affect the mind, soul, information and concept of the target. The complete list of skills that Elizabeth has access to are listed here. The skills listed below are particularly notable.
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|-|Offensive=
*Armor Breaker/Armor Destroyer: Physical attacks that lower defenses on contact.
*Kidney Smash/Weapon Crusher: Physical attacks that lower attack power on contact.
*Arm Chopper/Arm Crusher: Physical attacks that inflict Strength Bind.
*Holy Touch/Saint's Touch: Physical attacks that inflict Magic Bind.
*Leg Reaper/Achilles Reaper: Physical attacks that inflict Agility Bind.
*Dream Needle/Dormin Rush: Physical attacks that inflict Sleep.
*Calm Blade: Physical attacks that inflict Hex.
*Terror Claw/Bloodbath/Death Scythe: Physical attacks that inflict Fear.
*Headbutt/Memory Blow: Physical attacks that inflict Forget.
*Hysterical Slap/Oni Kagura: Physical attacks that inflict Rage.
*Brain Shake/Brain Buster: Physical attacks that inflict Brainwash.
*Sledgehammer/Flash Bomb: Physical attacks that inflict Dizzy.
*Skull Cracker: Physical attacks that inflict Confusion.
*Negative Pile/Bad Beat: Physical attacks that inflict Despair.
*Lucky/Miracle Punch/One-Shot Kill: Physical attacks that have a high critical rate.
*Hassou Tobi: A physical attack that multiplies speed by 8x to perform.
*Hamaon/Mudoon/Samsara/Die For Me: Death spells.
*Divine Judgement/Demonic Decree: Life-halving spells.
*Pralaya: A powerful Almighty attack that inflicts Death.
*Stagnant Air: Changes the air in the environment to make targets more susceptible to ailments.
*Ghastly Wail: An Almighty-based Death spell that instantly kills all enemies afflicted with Fear.
|-|Ailments/Binds/Circles=
*Makajama/Makajamaon: Inflicts Magic Bind to one/all enemies.
*Disarm: Inflicts Strength Bind to all enemies.
*Scarecrow: Inflicts Agility Bind to all enemies.
*Salome's Kiss: Inflicts Strength, Magic and Agility Binds to all enemies.
*Dormina/Lullaby: Inflicts Sleep.
*Evil Touch/Evil Smile: Inflicts Fear.
*Ominous Words/Abysmal Surge: Inflicts Despair.
*Marin Karin/Brain Jack: Inflicts Brainwash.
*Poisma/Poison Breath: Inflicts Poison.
*Pulinpa/Tentarafoo: Inflicts Confusion.
*Dazzler/Nocturnal Flash: Inflicts Dizzy.
*Taunt/Wage War: Inflicts Rage.
*Sleep Circle: Casts a persisting wide-area magic circle that inflicts Sleep to all enemies inside.
*Poison Circle: Casts a persisting wide-area magic circle that inflicts Poison to all enemies inside.
*Confusion Circle: Casts a persisting wide-area magic circle that inflicts Confusion to all enemies inside.
*Stun Circle: Casts a persisting wide-area magic circle that inflicts Paralysis to all enemies inside.
*Decay Circle: Casts a persisting wide-area magic circle that inflicts Strength Bind to all enemies inside.
*Silence Circle: Casts a persisting wide-area magic circle that inflicts Magic Bind to all enemies inside.
*Lethargy Circle: Casts a persisting wide-area magic circle that inflicts Agility Bind to all enemies inside.
|-|Support=
*Diarahan: Instantly heals all injuries and damage.
*Amrita Drop: Instantly cures all negative afflictions.
*Salvation: Instantly heals all injuries and negative afflictions for all allies.
*Samarecarm: Revives a target at full health.
*Holy Benevolence: Revives all allies at full health.
*Heat Riser: Amplifies attack power, defenses, speed and agility.
*Thermopylae: Amplifies attack power, defenses, speed and agility of all allies when disadvantaged.
*Debilitate: Cripples attack power, defenses, speed and agility of one enemy.
*Charge/Concentrate: Multiplies next physical/magical attack power by 2.5x.
*Tetrakarn/Makarakarn: Erects a shield that reflects one physical/magical attack.
*Tetraja: Erects a shield that nullifies one Death spell.
*Dekaja/Dekunda: Negates all positive stat-changes in enemy field / negative stat-changes in ally field.
*Tetra/Makara Break: Negates physical/magical barriers.
*Pure Memento: Casts a persisting wide-area magic circle that cures all afflictions for all allies inside.
*Free Memento: Casts a persisting wide-area magic circle that dispels all Binds for all allies inside.
*Rebel's Vanguard/Revolt Vanguard: Greatly increases critical rate of ally field.
*Binding Aura: Increases the affliction duration of Binds.
|-|Passive=
*Counter/Counterstrike/High Counter: Grants the ability to costlessly and instantly erect a reflective barrier against physical attacks that last a very brief time.
*Boost/Amp Skills: Amplifies the potency of certain types of magic, both offensive and those that inflict ailments.
*Ambient Aid: Greatly amplifies the potency of ailment-inducing spells under special weather conditions such as rain or snow.
*Adverse Resolve: Increases critical rates when disadvantaged.
*Arms/Spell Master: Halves the costs of physical/magical skills.
*Tyrant's Mind: Further amplifies the power of all offensive skills.
*First Star: Amplifies damage if attacking before the enemy does.
*Ailment Arts: Amplifies the potency of ailment-inducing spells.
*Bind Arts: Amplifies the potency of Binds.
*Null S/M/A-Bind: Negates the effects of Binds.
*Circle Recovery: Restore HP rapidly over time for as long as any Circle is present on the field.
|-|Navigation=
*Paths/Roads of Light: Restore HP/SP by moving.
*Clairvoyance/Farsight: Passively grants the user the ability to perceive their surroundings through clairvoyance, and should possess similar range as their other forms of magic.
</tabber>
==Notable Matchups==
Victories:
Losses:
Inconclusive:
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