May (Shadow Fight)

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|-|May=
|-|Justice=
|-|Void Room=
|-|Lonely Voice=
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==Summary==
May is a major character of Shadow Fight 2 and Shadow Fight 3.
She was the local best weapons and armor expert in the climes of the six provinces. One fateful day she met Shadow and asked him if she could work with him, to which the warrior accepted. She helps the hero by keeping his gear in good condition at all times and offers him lots of advice on any of his problems, over time forming a strong bond with each other. She follows the hero on his journey towards undoing his mistake by closing the Gates of Shadows and saving the world from peril. When they finally arrive at the Gates of Shadows, May decides to seal them herself, but a powerful stream of energy drags her towards the Gates and beyond before they get to close entirely. She arrived in the Shadow World and ended up getting mind controled by Titan and turned into one of his best soldiers, going by the codename "Justice". After a long period of time, Shadow finally arrives in the Shadow World to find and save her, and he ultimately reaches Titan's Citadel where the tyrant will force him to fight against May right before their final clash. May gets defeated by Shadow and turns back to her normal self after Titan's mind control wears off, and is escorted safely back to Earth, leaving Shadow behind to save the world from Titan. Shortly after Shadow defeats Titan and arrives back on Earth with his mortal body and soul regained, he marries May and lives off a peaceful and calm life with her.
That was until May soon became preganant and ill with a strange shadow disease called the Scourge. Her unborn child (simply named Shadow's Descendant) was carrying with him a sentient Shadow Energy being called the Shadow Mind, who was the source of May's sickness. The moment Shadow realized this he began recklessly trying to eliminate the Shadow Mind in hopes of saving May, but in the end he accidentally killed her and the baby, with Shadow Mind being the only survivor. In truth May did not truly die, but instead she transcended to an ethereal Shadow Energy state as a lonely mind at the end of the world, in an empty void between the worlds. She also saved her child from death and kept this a secret from everyone else. Because she exists between the worlds, she can faintly communicate with people from every single plane of existence. One of these people was Bolo, who decoded her messages that lead him to a desert. Bolo then built the Void Room - a void contained within walls of Shadow Energy which serves as an easier and more direct way for May to communicate with the world. Around the Void Room were built the captial of the Heralds and the Dome as a protective barrier. Over the years, the smartest Herald scientists departed from their bodies to attach their minds to May's, so that they could share part of her immortality. Thus May lost control over her immense power and was hidden in the sea of minds surrounding hers. The Void Room became the supreme authority of the Hearlds in some planes of existence, playing as a god-like being, while also being a neutral and mostly peaceful entity in other planes of existence simultaneously.
During the events of Itu's Plane, Nanami hacks the Void Room with the help of Bolo, who had the key to defeating it. He was the only one who knew the Void Room's true name - May -, and thus he was able to call her out and make her aware of her own existence. This weak spot of the Void Room allowed Shibata to start its disintegration, removing all Herald minds linked to May. And so, May finally gained her independence and started to help in defeating Shadow's Descendant, who turns out to want to bring nothing but suffering to the world. She pacifies Shadow away from being hellbent on the world's annihilation, gives hope to Shadow Mind to continue its Transformation journey and aids Descedant's copies and their companions.
At the end of Transformation Shadow Mind recreates the destroyed world in its image, in which May is alive and well.
==Powers and Stats==
Tier: | . with the Grand Arbitress, Arbiters, Judges, Bots, Shadow Creatures, Shadow Mind and Shadow. At least with Environmental Destruction. At least inside the Void Room.
Key: Justice | Void Room
Name: May, Justice, The Void Room, Empty Room, Nexus, Heart of the Forest, "Progenitor of Shadows"
Origin: Shadow Fight 2
Gender: Female
Age: In her 20's | Unknown
Classification: Human, Hero, Blacksmith, Titan's Bodyguard, Soldier | Lonely Voice, Goddess, Core of the Void Room, Heralds' Center of Knowledge, Heart of the Forest
Powers and Abilities:
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|-|Justice= Superhuman Physical Characteristics, Absorption (via Damage Absorption), Acrobatics, Aura (with Wrath of Flame), Chi Manipulation (with Wrath of Flame Amulet), Cosmic Awareness (May sees through time and space, but doesn't know it. As a human, even if she doesn't realize it, she can remember events from all timelines that her counterparts took part in. As such, like all other people, she is able to faintly remember individualss he has never met before due to her other selves from other timelines having met said people in her stead), Damage Boost (via Head Hit, Critical Hit, Avenger, Cobra, Helm Breaker; Overheat), Damage Reduction (via Block), Durability Negation (via Cobra), Energy Manipulation (via Magic Recharge), Fate Manipulation (via Historical Importance Index), Fire Manipulation (with Wrath of Flame; via Overheat), Healing (via Regeneration), Invisibility (via Invisibility), Invulnerability (with Wrath of Flame), Levitation (with Wrath of Flame), Magic (with Wrath of Flame Amulet; via Enchantments), Martial Arts, Non-Physical Interaction (Can harm incorporeal beings and physically interact with intangible shadows), Plasma Manipulation (with Blaster Tonfas), Power Nullification (via Shock, Block Breaker), Rage Power (via Avenger; Bloodrage), Regeneration (Mid-Low, not combat applicable), Smoke Manipulation (via Invisibility), Statistics Amplification (via Helm Breaker), Statistics Reduction (via Weakness), Status Effect Inducement (via Helm Breaker; Weakness), Teleportation (via Cyan Blink), Temperature Manipulation (via Overheat), Weapon Mastery (Skilled Blaster Tonfas wielder and Throwing Needles user), Resistance to Life Manipulation (Was unaffected by the Gates of Shadows' ability to passively drain the life energy of beings located in the realm next to them)
|-|Void Room / Heart of the Forest=
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Attack Potency: Building level+ (Fought on par with Shadow, who previously defeated Emperor and Ancient). Can ignore conventional durability with Cobra | Unknown (May exists as a disembodied mind and never interacts in direct combat with her enemies). Building level+ with the Grand Arbitress, Arbiters, Judges, Bots, Shadow Creatures, Shadow Mind and Shadow. At least Small City level with Environmental Destruction (The slight hit delivered by Shadow to the Void Room's building caused it to destroy half of the Dome city, and also generated and permanently sustained a thunderstorm that covered the entirety of the Dome). Can ignore conventional durability with Fragile Opponent. At least Universe level+ inside the Void Room (The Void Room can form space and time inside of itself in order to create any world it wishes. It was thus capable of creating thousands of worlds which it had stored inside of its system data, with them falling apart once the Void Room collapsed).
Speed: Massively Hypersonic (Can keep up with Shadow in combat) | Unknown, likely Massively Hypersonic (Similar to her previous self. Should be equivalent to the likes of Librarian Gen and Master Sakura)
Lifting Strength: At least Athletic Human (With little issue she can grab and throw Shadow who wears heavy steel armor and who holds an extremely heavy weapon at the same time) | Unknown (Cannot interact with physical objects on her own). At least Athletic Human with the Grand Arbitress (With little issue she can grab and throw Descendant, who wears heavy steel armor and holds an extremely heavy weapon at the same time)
Striking Strength: Building level+ (Could trade blows with Shadow) | Unknown. Building level+ with the Grand Arbitress, Arbiters, Judges, Bots, Shadow Creatures, Shadow Mind and Shadow.
Durability: Building level+ (Can take hits from Shadow) | Unknown. Building level+ with the Grand Arbitress, Arbiters, Judges, Bots, Shadow Creatures, Shadow Mind and Shadow.
Stamina: Peak Human (Does not show signs of needing to rest after sustaining major wounds for two rounds from Shadow such as deep blade wounds to vital areas, powerful blunt attacks that knock her unconscious, impalements, being burned by plasma and fire, getting paralyzed from high voltage electricity, bleeding heavily, having a bomb attached to her body explode, getting crippled and having her legs broken) | Peak Human, possibly higher (Grand Arbitress; She is capable of endurance feats comparable to those of Justice, and right after she got defeated by Proxy she was still able to continue to fight in another timeline). Infinite (Void Room lacks a true physical body)
Range: Standard Melee Range, up to Hundreds of Meters with Blaster Tonfas. Several Meters with Mortal Thorns. Standard Melee Range with Wrath of Flame | Standard Melee Range with Blast (Grand Arbitress). Extended Melee Range with Fate's End and Windmill (Grand Arbitress). Several Meters with Dragonfly's Bite, Eruption and Porcupine (Grand Arbitress). Hundreds of Meters with Heart of the Forest. At least 1-10 Kilometers with Environmental Destruction.
Standard Equipment:
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|-|Justice=
Blaster Tonfas SF2.png|Blaster Tonfas
Mortal Thorns SF2.png|Mortal Thorns
Wrath of Flame Amulet SF2.png|Wrath of Flame Amulet
*Blaster Tonfas: A pair of futuristic tonfas. Their main purpose does not differ at all from their medieval counterparts from Earth, as they are just as good for blunt attacks. However, one critical and unique feature that the Blaster Tonfas possess is a built-in cannon in each of them which have an infinite amount of ammunition and can shoot out plasma blasts.
*Mortal Thorns: A pair of three throwing needles.
*Wrath of Flame: This amulet allows its wearer to gather inner magical energy through combat and use it to form a fiery aura around themselves.
|-|Grand Arbitress=
Wpn katana scabbard 01 04.png|Fate's End
Rng needle 01 04.png|Dragonfly's Bite
*Fate's End: Grand Arbitress' Weapon of choice. With it, she can utilize the Critical Charge, Prepared Strike, Precision, Discharge, Interference and Time Bomb Perks, and the Windmill Shadow Ability.
*Dragonfly's Bite: Grand Arbitress' Ranged Weapon of choice. With it, she can utilize the Porcupine Shadow Ability.
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Intelligence: Above Average, possibly Gifted (Is very skilled at improving lots of different weapons, armors and helms. Some relatively short time after she became Justice she quickly rose through Titan's army ranks as one of his best units. She can also outsmart a fighter like Shadow in combat) | Extraordinary Genius, likely Supergenius (The Void Room is a collective mind that includes many Herald scientists from all fields of science. The Void Room's consciousness is located between the worlds, and thus is it connected to every single universe. Its predictions told to The Descendant are, in fact, statements, as everything happens for it at the same time - there is no past and no future from its perspective, with it being able to recreate the future and past of anyone who steps into it through simulations of people they met. The Void Room is also responsible for the already advanced technologies that both the Heralds of the Main Plane and Empire of Itu's Plane have, although it could give them more if it wanted to), and it is also the one that disclosed private information on time travels towards Bolo)
Weaknesses: The Grand Arbitress cannot come to a unified solution during a trial if she traces back one's guiltiness as being an effect of the Void Room's own actions, and thus she becomes unstable and unable to paralyze the enemy with her terrifying aura. Those who know the Nexus's true name - "May" - can use it to hack the Void Room and thus control it. The Void Room is prone to going insane sometimes due to sanity being a human concept, and the Void Room being a collective mind that includes many people means that not all of them always agree on the same things - a weakness that its enemy can use in order to win. Calling out May in the sea of Herald minds will cause her to regain awareness of her own being, and thus she will override the control that the Herald minds have upon the Grand Arbitress and the Void Room's powers. Activating the defragmentation of the Void Room causes it to desintegrate for some time, during which the Void Room will be agonizing with pain. The Void Room and the Grand Arbitress loses a lot of their power if Shadow escapes the Void Room's world simulation.
Notable Attacks/Techniques:
<tabber>
|-|Justice=
===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: Justice can enter defensive stances to block incoming attacks from the enemy, greatly reducing their damage dealt.
*Avenger: A 60% chance to trigger Avenger, which grants a Critical Hit with 141% damage for 5 seconds after receiving a Critical Hit.
*Helm Breaker: A 10% chance to increase her Head Hit damage by 59% for 5 seconds after dealing a Head Hit.
*Block Breaker: A 40% chance to bypass her enemy's blocks.
*Cobra: A 100% chance that during first 3 seconds of a round her First Strike would reduce the enemy's health by 25%.
===Enchantments===
*Magic Recharge: A chance to increase her magic recharge from a successful hit by 300%. Available on Blaster Tonfas.
*Overheat: Each strike dealt has a chance to put a buff on her that makes her next strike inflict 200% more damage. Available on Blaster Tonfas.
*Regeneration: A chance to regenerate 4.5% of her health for 5 seconds after being hit. This chance is proportional to the damage taken. Available on her Armor and Helm.
*Damage Absorption: A chance to absorb all damage dealt to her body or head by a single strike. Available on her Armor and Helm.
*Weakness: A chance to weaken her enemy's attacks by 75% for 5 seconds after a successful hit. Available on Mortal Thorns.
*Bloodrage: A chance that she will deal 200% more damage on her hit, but would also lose 30% of damage dealt in own health. This enchantment won't work if it would cause her to lose. Available on Mortal Thorns.
===Magic===
Wrath of Flame Magic SF2.gif|Wrath of Flame
Fatum_Invisibility(1).gif|Invisibility
Cyan Blink Magic SF2.gif|Cyan Blink
*Wrath of Flame: Justice levitates and forms a flame aura around herself, before expanding the fire aura in all directions. During the levitation Justice is invulnerable to attacks.
*Invisibility: Justice becomes invisible after throwing a smoke bomb to the ground and stays the same until the enemy damages her heavily.
*Cyan Blink: Justice disappears in the cyan glow coming from her Blaster Tonfas with a damaging flash and reappears behind the enemy with a second damaging slash.
|-|Void Room=
|-|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 influence the world timeline and 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 overridden by those of the more important individuals. Stranger explains how the index of importance works using a simple example. 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.
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Note: Credits to the Shadow Fight Wiki for most scans in the article and Notable Attacks section.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
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