Wayne S. Kingston

Wayne S. Kingston is a DLC character in Dissidia Calamitas Infinita, originating from Twilight Crystal 2. The son of an Asterian politician and a vanished father, Wayne began as a relatively well-adjusted (if simple minded) bodyguard for his mother - but after her murder thanks to a political overreaching, he begins to lose his mind and unwillingly adopts the power of necromancy hidden in his bloodline. 
In DCI, Wayne fights for the side of madness.
==Appearance==
Taking after his mother more than he does his father, Wayne is a tall man with long and straight black hair that he usually lets hang unchecked over his face. After the death of his mother, Wayne wears a basic black outfit consisting of dress pants, combat boots, and a double-breasted military jacket styled after his mother's. 
In his first alternate costume, "Innocent Son", Wayne wears a somewhat odd ensemble of a gray tank top, high-waisted navy satin shorts, black tights and a black arm sleeve, and white combat boots.
==Story==
==Battle==
__NOTOC__
Wayne S. KingstonInhumator – Charge through the coils of life with the arms of the dead. 
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Wayne is the Inhumator, fighting with a combination of brutal charge-dependent rushdown attacks and necromancy-infused trapping. He also uses a pistol named Rival in some of his moves in order to cover his mid-range weaknesses. He is very mobile and packs a punch, and summons parts of the undead spirit Domitian to aid him in battle. A good Wayne player knows how to utilize his speed to get into his sweet spot range and overwhelm the enemy with well-timed charges and projectiles. 
===Brave Attack===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Heart of Ice 	Ground/Aerial 	 	 	Melee Mid 	Physical 	Guard Crush (Charged) 	Initial
Heart of Ice 	[Close] A basic multi-hit attack. Wayne rushes forward and punches up to 4 times, with a 5th knocking enemies upward (launcher).
Charge: Faster output, final hit becomes a downward overhead with Guard Crush properties. 	[Close] A basic multi-hit attack. Wayne rushes forward and punches up to 4 times, with a 5th knocking enemies upward (launcher).
Charge: Faster output, final hit becomes a downward overhead with Guard Crush properties. 	[Close] A basic multi-hit attack. Wayne rushes forward and punches up to 4 times, with a 5th knocking enemies upward (launcher).
Charge: Faster output, final hit becomes a downward overhead with Guard Crush properties. 	[Close] A basic multi-hit attack. Wayne rushes forward and punches up to 4 times, with a 5th knocking enemies upward (launcher).
Charge: Faster output, final hit becomes a downward overhead with Guard Crush properties. 	[Close] A basic multi-hit attack. Wayne rushes forward and punches up to 4 times, with a 5th knocking enemies upward (launcher).
Charge: Faster output, final hit becomes a downward overhead with Guard Crush properties. 	[Close] A basic multi-hit attack. Wayne rushes forward and punches up to 4 times, with a 5th knocking enemies upward (launcher).
Charge: Faster output, final hit becomes a downward overhead with Guard Crush properties. 	[Close] A basic multi-hit attack. Wayne rushes forward and punches up to 4 times, with a 5th knocking enemies upward (launcher).
Charge: Faster output, final hit becomes a downward overhead with Guard Crush properties.
Hand of Death 	Ground/Aerial 	 	 	Ranged Mid 	Magical 	 	Initial
Hand of Death 	[Mid~Long] Domitian manifests behind Wayne, aiming at the enemy and firing a skeletal arrow. Has very quick start-up and can be either Delayed or Charged. Very useful for combos, and its delayed / charge properties make it very versatile.
Delay: Achieved by holding the input button; Domitian appears and aims at the enemy, only releasing his arrow once the input is lifted. Leaves Wayne anchored while the button is held. Sends a much faster projectile with longer range.
Charge: Achieved by tapping the input twice and holding it on the second press. Domitian is anchored and delays his shot by 3 seconds; Wayne, however, is free to move / continue attacking while his spirit is active.	[Mid~Long] Domitian manifests behind Wayne, aiming at the enemy and firing a skeletal arrow. Has very quick start-up and can be either Delayed or Charged. Very useful for combos, and its delayed / charge properties make it very versatile.
Delay: Achieved by holding the input button; Domitian appears and aims at the enemy, only releasing his arrow once the input is lifted. Leaves Wayne anchored while the button is held. Sends a much faster projectile with longer range.
Charge: Achieved by tapping the input twice and holding it on the second press. Domitian is anchored and delays his shot by 3 seconds; Wayne, however, is free to move / continue attacking while his spirit is active.	[Mid~Long] Domitian manifests behind Wayne, aiming at the enemy and firing a skeletal arrow. Has very quick start-up and can be either Delayed or Charged. Very useful for combos, and its delayed / charge properties make it very versatile.
Delay: Achieved by holding the input button; Domitian appears and aims at the enemy, only releasing his arrow once the input is lifted. Leaves Wayne anchored while the button is held. Sends a much faster projectile with longer range.
Charge: Achieved by tapping the input twice and holding it on the second press. Domitian is anchored and delays his shot by 3 seconds; Wayne, however, is free to move / continue attacking while his spirit is active.	[Mid~Long] Domitian manifests behind Wayne, aiming at the enemy and firing a skeletal arrow. Has very quick start-up and can be either Delayed or Charged. Very useful for combos, and its delayed / charge properties make it very versatile.
Delay: Achieved by holding the input button; Domitian appears and aims at the enemy, only releasing his arrow once the input is lifted. Leaves Wayne anchored while the button is held. Sends a much faster projectile with longer range.
Charge: Achieved by tapping the input twice and holding it on the second press. Domitian is anchored and delays his shot by 3 seconds; Wayne, however, is free to move / continue attacking while his spirit is active.	[Mid~Long] Domitian manifests behind Wayne, aiming at the enemy and firing a skeletal arrow. Has very quick start-up and can be either Delayed or Charged. Very useful for combos, and its delayed / charge properties make it very versatile.
Delay: Achieved by holding the input button; Domitian appears and aims at the enemy, only releasing his arrow once the input is lifted. Leaves Wayne anchored while the button is held. Sends a much faster projectile with longer range.
Charge: Achieved by tapping the input twice and holding it on the second press. Domitian is anchored and delays his shot by 3 seconds; Wayne, however, is free to move / continue attacking while his spirit is active.	[Mid~Long] Domitian manifests behind Wayne, aiming at the enemy and firing a skeletal arrow. Has very quick start-up and can be either Delayed or Charged. Very useful for combos, and its delayed / charge properties make it very versatile.
Delay: Achieved by holding the input button; Domitian appears and aims at the enemy, only releasing his arrow once the input is lifted. Leaves Wayne anchored while the button is held. Sends a much faster projectile with longer range.
Charge: Achieved by tapping the input twice and holding it on the second press. Domitian is anchored and delays his shot by 3 seconds; Wayne, however, is free to move / continue attacking while his spirit is active.	[Mid~Long] Domitian manifests behind Wayne, aiming at the enemy and firing a skeletal arrow. Has very quick start-up and can be either Delayed or Charged. Very useful for combos, and its delayed / charge properties make it very versatile.
Delay: Achieved by holding the input button; Domitian appears and aims at the enemy, only releasing his arrow once the input is lifted. Leaves Wayne anchored while the button is held. Sends a much faster projectile with longer range.
Charge: Achieved by tapping the input twice and holding it on the second press. Domitian is anchored and delays his shot by 3 seconds; Wayne, however, is free to move / continue attacking while his spirit is active.
Lifetouch 	Ground 	 	 	Melee Mid 	Physical 	 	Initial
Lifetouch 	[Close] A command grab. Wayne rushes forward toward the enemy, reaching for their neck and holding them up into the air before shooting them point-blank with his pistol, sending them sliding away. If Charged, the lunge has super armor, and Wayne absorbs 5% of the enemy's Brave. 	[Close] A command grab. Wayne rushes forward toward the enemy, reaching for their neck and holding them up into the air before shooting them point-blank with his pistol, sending them sliding away. If Charged, the lunge has super armor, and Wayne absorbs 5% of the enemy's Brave. 	[Close] A command grab. Wayne rushes forward toward the enemy, reaching for their neck and holding them up into the air before shooting them point-blank with his pistol, sending them sliding away. If Charged, the lunge has super armor, and Wayne absorbs 5% of the enemy's Brave. 	[Close] A command grab. Wayne rushes forward toward the enemy, reaching for their neck and holding them up into the air before shooting them point-blank with his pistol, sending them sliding away. If Charged, the lunge has super armor, and Wayne absorbs 5% of the enemy's Brave. 	[Close] A command grab. Wayne rushes forward toward the enemy, reaching for their neck and holding them up into the air before shooting them point-blank with his pistol, sending them sliding away. If Charged, the lunge has super armor, and Wayne absorbs 5% of the enemy's Brave. 	[Close] A command grab. Wayne rushes forward toward the enemy, reaching for their neck and holding them up into the air before shooting them point-blank with his pistol, sending them sliding away. If Charged, the lunge has super armor, and Wayne absorbs 5% of the enemy's Brave. 	[Close] A command grab. Wayne rushes forward toward the enemy, reaching for their neck and holding them up into the air before shooting them point-blank with his pistol, sending them sliding away. If Charged, the lunge has super armor, and Wayne absorbs 5% of the enemy's Brave.
Baneguard 	Aerial 	 	 	Melee Mid 	Physical 	 	Level 6
Baneguard 	[Mid] Bread and butter aerial attack. Wayne shoots a single bullet at the enemy; if it hits he rushes to them and pummels them with his fists before savagely kicking them to the ground. 
Charged: The initial attack is an arrow from Domitian, not a bullet, and has much longer range; the resulting combo also cannot be guarded against (if the first hit connects). 	[Mid] Bread and butter aerial attack. Wayne shoots a single bullet at the enemy; if it hits he rushes to them and pummels them with his fists before savagely kicking them to the ground. 
Charged: The initial attack is an arrow from Domitian, not a bullet, and has much longer range; the resulting combo also cannot be guarded against (if the first hit connects). 	[Mid] Bread and butter aerial attack. Wayne shoots a single bullet at the enemy; if it hits he rushes to them and pummels them with his fists before savagely kicking them to the ground. 
Charged: The initial attack is an arrow from Domitian, not a bullet, and has much longer range; the resulting combo also cannot be guarded against (if the first hit connects). 	[Mid] Bread and butter aerial attack. Wayne shoots a single bullet at the enemy; if it hits he rushes to them and pummels them with his fists before savagely kicking them to the ground. 
Charged: The initial attack is an arrow from Domitian, not a bullet, and has much longer range; the resulting combo also cannot be guarded against (if the first hit connects). 	[Mid] Bread and butter aerial attack. Wayne shoots a single bullet at the enemy; if it hits he rushes to them and pummels them with his fists before savagely kicking them to the ground. 
Charged: The initial attack is an arrow from Domitian, not a bullet, and has much longer range; the resulting combo also cannot be guarded against (if the first hit connects). 	[Mid] Bread and butter aerial attack. Wayne shoots a single bullet at the enemy; if it hits he rushes to them and pummels them with his fists before savagely kicking them to the ground. 
Charged: The initial attack is an arrow from Domitian, not a bullet, and has much longer range; the resulting combo also cannot be guarded against (if the first hit connects). 	[Mid] Bread and butter aerial attack. Wayne shoots a single bullet at the enemy; if it hits he rushes to them and pummels them with his fists before savagely kicking them to the ground. 
Charged: The initial attack is an arrow from Domitian, not a bullet, and has much longer range; the resulting combo also cannot be guarded against (if the first hit connects).
Bone Rival 	Ground/Aerial 	 	 	Ranged Low 	Physical 	Guard Crush (Charged) 	Level 10
Bone Rival 	[Mid] A quick shot from the pistol. Move OK during the entire move. By mashing /delaying the input button, Wayne can shoot up to 12 times, though after 6 shots he can no longer move (this even extends to stopping his aerial momentum). 	[Mid] A quick shot from the pistol. Move OK during the entire move. By mashing /delaying the input button, Wayne can shoot up to 12 times, though after 6 shots he can no longer move (this even extends to stopping his aerial momentum). 	[Mid] A quick shot from the pistol. Move OK during the entire move. By mashing /delaying the input button, Wayne can shoot up to 12 times, though after 6 shots he can no longer move (this even extends to stopping his aerial momentum). 	[Mid] A quick shot from the pistol. Move OK during the entire move. By mashing /delaying the input button, Wayne can shoot up to 12 times, though after 6 shots he can no longer move (this even extends to stopping his aerial momentum). 	[Mid] A quick shot from the pistol. Move OK during the entire move. By mashing /delaying the input button, Wayne can shoot up to 12 times, though after 6 shots he can no longer move (this even extends to stopping his aerial momentum). 	[Mid] A quick shot from the pistol. Move OK during the entire move. By mashing /delaying the input button, Wayne can shoot up to 12 times, though after 6 shots he can no longer move (this even extends to stopping his aerial momentum). 	[Mid] A quick shot from the pistol. Move OK during the entire move. By mashing /delaying the input button, Wayne can shoot up to 12 times, though after 6 shots he can no longer move (this even extends to stopping his aerial momentum).
Court of Death	Aerial 	 	 	Ranged Mid 	Magical 	 	Level 22
Court of Death	[Mid~Long] Domitian manifests above Wayne and rapidly fires a number of arrows in the direction of the enemy. These arrows fly forward a very short distance before halting, and fire a number of seconds later. Can be Delayed and Charged. Although this is a long range move, the arrows deal damage upon impact, so this move has its uses both in zoning and a useful close-range combo tool.
Delay: Achieved by holding the input button; Domitian appears anchored in the air and aims at the enemy, only releasing his arrows once the input is lifted. Only the first arrow need be delayed. These arrows remain frozen for 7 seconds, and do not dissipate if Wayne is struck before they fire.
Charge: Achieved by tapping the input twice and holding it on the second press. In this form Domitian continues to hover behind Wayne as he fires, allowing the player to decide from where arrows are fired.	[Mid~Long] Domitian manifests above Wayne and rapidly fires a number of arrows in the direction of the enemy. These arrows fly forward a very short distance before halting, and fire a number of seconds later. Can be Delayed and Charged. Although this is a long range move, the arrows deal damage upon impact, so this move has its uses both in zoning and a useful close-range combo tool.
Delay: Achieved by holding the input button; Domitian appears anchored in the air and aims at the enemy, only releasing his arrows once the input is lifted. Only the first arrow need be delayed. These arrows remain frozen for 7 seconds, and do not dissipate if Wayne is struck before they fire.
Charge: Achieved by tapping the input twice and holding it on the second press. In this form Domitian continues to hover behind Wayne as he fires, allowing the player to decide from where arrows are fired.	[Mid~Long] Domitian manifests above Wayne and rapidly fires a number of arrows in the direction of the enemy. These arrows fly forward a very short distance before halting, and fire a number of seconds later. Can be Delayed and Charged. Although this is a long range move, the arrows deal damage upon impact, so this move has its uses both in zoning and a useful close-range combo tool.
Delay: Achieved by holding the input button; Domitian appears anchored in the air and aims at the enemy, only releasing his arrows once the input is lifted. Only the first arrow need be delayed. These arrows remain frozen for 7 seconds, and do not dissipate if Wayne is struck before they fire.
Charge: Achieved by tapping the input twice and holding it on the second press. In this form Domitian continues to hover behind Wayne as he fires, allowing the player to decide from where arrows are fired.	[Mid~Long] Domitian manifests above Wayne and rapidly fires a number of arrows in the direction of the enemy. These arrows fly forward a very short distance before halting, and fire a number of seconds later. Can be Delayed and Charged. Although this is a long range move, the arrows deal damage upon impact, so this move has its uses both in zoning and a useful close-range combo tool.
Delay: Achieved by holding the input button; Domitian appears anchored in the air and aims at the enemy, only releasing his arrows once the input is lifted. Only the first arrow need be delayed. These arrows remain frozen for 7 seconds, and do not dissipate if Wayne is struck before they fire.
Charge: Achieved by tapping the input twice and holding it on the second press. In this form Domitian continues to hover behind Wayne as he fires, allowing the player to decide from where arrows are fired.	[Mid~Long] Domitian manifests above Wayne and rapidly fires a number of arrows in the direction of the enemy. These arrows fly forward a very short distance before halting, and fire a number of seconds later. Can be Delayed and Charged. Although this is a long range move, the arrows deal damage upon impact, so this move has its uses both in zoning and a useful close-range combo tool.
Delay: Achieved by holding the input button; Domitian appears anchored in the air and aims at the enemy, only releasing his arrows once the input is lifted. Only the first arrow need be delayed. These arrows remain frozen for 7 seconds, and do not dissipate if Wayne is struck before they fire.
Charge: Achieved by tapping the input twice and holding it on the second press. In this form Domitian continues to hover behind Wayne as he fires, allowing the player to decide from where arrows are fired.	[Mid~Long] Domitian manifests above Wayne and rapidly fires a number of arrows in the direction of the enemy. These arrows fly forward a very short distance before halting, and fire a number of seconds later. Can be Delayed and Charged. Although this is a long range move, the arrows deal damage upon impact, so this move has its uses both in zoning and a useful close-range combo tool.
Delay: Achieved by holding the input button; Domitian appears anchored in the air and aims at the enemy, only releasing his arrows once the input is lifted. Only the first arrow need be delayed. These arrows remain frozen for 7 seconds, and do not dissipate if Wayne is struck before they fire.
Charge: Achieved by tapping the input twice and holding it on the second press. In this form Domitian continues to hover behind Wayne as he fires, allowing the player to decide from where arrows are fired.	[Mid~Long] Domitian manifests above Wayne and rapidly fires a number of arrows in the direction of the enemy. These arrows fly forward a very short distance before halting, and fire a number of seconds later. Can be Delayed and Charged. Although this is a long range move, the arrows deal damage upon impact, so this move has its uses both in zoning and a useful close-range combo tool.
Delay: Achieved by holding the input button; Domitian appears anchored in the air and aims at the enemy, only releasing his arrows once the input is lifted. Only the first arrow need be delayed. These arrows remain frozen for 7 seconds, and do not dissipate if Wayne is struck before they fire.
Charge: Achieved by tapping the input twice and holding it on the second press. In this form Domitian continues to hover behind Wayne as he fires, allowing the player to decide from where arrows are fired.
Strike Fear 	Ground/Aerial 	 	 	Melee High 	Physical 	Wall Rush (Charged) 	Level 29
Strike Fear 	[Close] An uppercut. Wayne summons a skeletal hand to form around his and swiftly strikes upward. Aerial version goes much higher but has less horizontal range. Can be used to cancel out of Baneguard. Ground Charged version has virtually no reaction frames, leaving Wayne free to immediately continue attacking the recoiling enemy; aerial Charged version induces Wall Rush, making it a very effective finisher.	[Close] An uppercut. Wayne summons a skeletal hand to form around his and swiftly strikes upward. Aerial version goes much higher but has less horizontal range. Can be used to cancel out of Baneguard. Ground Charged version has virtually no reaction frames, leaving Wayne free to immediately continue attacking the recoiling enemy; aerial Charged version induces Wall Rush, making it a very effective finisher.	[Close] An uppercut. Wayne summons a skeletal hand to form around his and swiftly strikes upward. Aerial version goes much higher but has less horizontal range. Can be used to cancel out of Baneguard. Ground Charged version has virtually no reaction frames, leaving Wayne free to immediately continue attacking the recoiling enemy; aerial Charged version induces Wall Rush, making it a very effective finisher.	[Close] An uppercut. Wayne summons a skeletal hand to form around his and swiftly strikes upward. Aerial version goes much higher but has less horizontal range. Can be used to cancel out of Baneguard. Ground Charged version has virtually no reaction frames, leaving Wayne free to immediately continue attacking the recoiling enemy; aerial Charged version induces Wall Rush, making it a very effective finisher.	[Close] An uppercut. Wayne summons a skeletal hand to form around his and swiftly strikes upward. Aerial version goes much higher but has less horizontal range. Can be used to cancel out of Baneguard. Ground Charged version has virtually no reaction frames, leaving Wayne free to immediately continue attacking the recoiling enemy; aerial Charged version induces Wall Rush, making it a very effective finisher.	[Close] An uppercut. Wayne summons a skeletal hand to form around his and swiftly strikes upward. Aerial version goes much higher but has less horizontal range. Can be used to cancel out of Baneguard. Ground Charged version has virtually no reaction frames, leaving Wayne free to immediately continue attacking the recoiling enemy; aerial Charged version induces Wall Rush, making it a very effective finisher.	[Close] An uppercut. Wayne summons a skeletal hand to form around his and swiftly strikes upward. Aerial version goes much higher but has less horizontal range. Can be used to cancel out of Baneguard. Ground Charged version has virtually no reaction frames, leaving Wayne free to immediately continue attacking the recoiling enemy; aerial Charged version induces Wall Rush, making it a very effective finisher.
Phylactery 	Ground/Aerial 	 	 	Ranged High 	Magical 	Guard Crush 	Level 34
Phylactery 	[Close~Mid] Wayne conjures a floating magical skull in his hand and throws it toward the enemy. Explodes on contact with the enemy or the hitbox of an attack of Wayne's; lasts for 5 seconds. Generally swift output. Up to three Phylacteries can be active at once, and all of them dissipate upon Wayne being damaged. Charged versions have longer throw range, better homing, and explode upon Wayne being damaged. 	[Close~Mid] Wayne conjures a floating magical skull in his hand and throws it toward the enemy. Explodes on contact with the enemy or the hitbox of an attack of Wayne's; lasts for 5 seconds. Generally swift output. Up to three Phylacteries can be active at once, and all of them dissipate upon Wayne being damaged. Charged versions have longer throw range, better homing, and explode upon Wayne being damaged. 	[Close~Mid] Wayne conjures a floating magical skull in his hand and throws it toward the enemy. Explodes on contact with the enemy or the hitbox of an attack of Wayne's; lasts for 5 seconds. Generally swift output. Up to three Phylacteries can be active at once, and all of them dissipate upon Wayne being damaged. Charged versions have longer throw range, better homing, and explode upon Wayne being damaged. 	[Close~Mid] Wayne conjures a floating magical skull in his hand and throws it toward the enemy. Explodes on contact with the enemy or the hitbox of an attack of Wayne's; lasts for 5 seconds. Generally swift output. Up to three Phylacteries can be active at once, and all of them dissipate upon Wayne being damaged. Charged versions have longer throw range, better homing, and explode upon Wayne being damaged. 	[Close~Mid] Wayne conjures a floating magical skull in his hand and throws it toward the enemy. Explodes on contact with the enemy or the hitbox of an attack of Wayne's; lasts for 5 seconds. Generally swift output. Up to three Phylacteries can be active at once, and all of them dissipate upon Wayne being damaged. Charged versions have longer throw range, better homing, and explode upon Wayne being damaged. 	[Close~Mid] Wayne conjures a floating magical skull in his hand and throws it toward the enemy. Explodes on contact with the enemy or the hitbox of an attack of Wayne's; lasts for 5 seconds. Generally swift output. Up to three Phylacteries can be active at once, and all of them dissipate upon Wayne being damaged. Charged versions have longer throw range, better homing, and explode upon Wayne being damaged. 	[Close~Mid] Wayne conjures a floating magical skull in his hand and throws it toward the enemy. Explodes on contact with the enemy or the hitbox of an attack of Wayne's; lasts for 5 seconds. Generally swift output. Up to three Phylacteries can be active at once, and all of them dissipate upon Wayne being damaged. Charged versions have longer throw range, better homing, and explode upon Wayne being damaged.
===HP Attack===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Mark of the Outcast	Ground/Aerial 	 	 	Melee Mid 	 	Physical 	Initial
Mark of the Outcast	[Close~Mid] A command grab. His hand encased in a dark aura, Wayne shoots forward, thrusting his fist into the chest of the enemy. If it hits, he leaves a curse within them; the enemy crumples, but does not take HP damage until at least 5 seconds have passed. Charging the move increases the range of the lunge, but also the length of time before the enemy takes any damage.	[Close~Mid] A command grab. His hand encased in a dark aura, Wayne shoots forward, thrusting his fist into the chest of the enemy. If it hits, he leaves a curse within them; the enemy crumples, but does not take HP damage until at least 5 seconds have passed. Charging the move increases the range of the lunge, but also the length of time before the enemy takes any damage.	[Close~Mid] A command grab. His hand encased in a dark aura, Wayne shoots forward, thrusting his fist into the chest of the enemy. If it hits, he leaves a curse within them; the enemy crumples, but does not take HP damage until at least 5 seconds have passed. Charging the move increases the range of the lunge, but also the length of time before the enemy takes any damage.	[Close~Mid] A command grab. His hand encased in a dark aura, Wayne shoots forward, thrusting his fist into the chest of the enemy. If it hits, he leaves a curse within them; the enemy crumples, but does not take HP damage until at least 5 seconds have passed. Charging the move increases the range of the lunge, but also the length of time before the enemy takes any damage.	[Close~Mid] A command grab. His hand encased in a dark aura, Wayne shoots forward, thrusting his fist into the chest of the enemy. If it hits, he leaves a curse within them; the enemy crumples, but does not take HP damage until at least 5 seconds have passed. Charging the move increases the range of the lunge, but also the length of time before the enemy takes any damage.	[Close~Mid] A command grab. His hand encased in a dark aura, Wayne shoots forward, thrusting his fist into the chest of the enemy. If it hits, he leaves a curse within them; the enemy crumples, but does not take HP damage until at least 5 seconds have passed. Charging the move increases the range of the lunge, but also the length of time before the enemy takes any damage.	[Close~Mid] A command grab. His hand encased in a dark aura, Wayne shoots forward, thrusting his fist into the chest of the enemy. If it hits, he leaves a curse within them; the enemy crumples, but does not take HP damage until at least 5 seconds have passed. Charging the move increases the range of the lunge, but also the length of time before the enemy takes any damage.
Soulscour 	Ground 	 	 	Ranged High 	 	Magical 	Level 15
Soulscour 	[Mid~Long] Domitian is manifested behind Wayne and aims his bow straight upward; the spirit fires a number of arrows up that rain down in a storm around the enemy. If Charged, the spirit aims for up to 3 seconds longer and the storm will fall around Wayne, not the enemy. One of Wayne's few reliable long-range killing moves. 	[Mid~Long] Domitian is manifested behind Wayne and aims his bow straight upward; the spirit fires a number of arrows up that rain down in a storm around the enemy. If Charged, the spirit aims for up to 3 seconds longer and the storm will fall around Wayne, not the enemy. One of Wayne's few reliable long-range killing moves. 	[Mid~Long] Domitian is manifested behind Wayne and aims his bow straight upward; the spirit fires a number of arrows up that rain down in a storm around the enemy. If Charged, the spirit aims for up to 3 seconds longer and the storm will fall around Wayne, not the enemy. One of Wayne's few reliable long-range killing moves. 	[Mid~Long] Domitian is manifested behind Wayne and aims his bow straight upward; the spirit fires a number of arrows up that rain down in a storm around the enemy. If Charged, the spirit aims for up to 3 seconds longer and the storm will fall around Wayne, not the enemy. One of Wayne's few reliable long-range killing moves. 	[Mid~Long] Domitian is manifested behind Wayne and aims his bow straight upward; the spirit fires a number of arrows up that rain down in a storm around the enemy. If Charged, the spirit aims for up to 3 seconds longer and the storm will fall around Wayne, not the enemy. One of Wayne's few reliable long-range killing moves. 	[Mid~Long] Domitian is manifested behind Wayne and aims his bow straight upward; the spirit fires a number of arrows up that rain down in a storm around the enemy. If Charged, the spirit aims for up to 3 seconds longer and the storm will fall around Wayne, not the enemy. One of Wayne's few reliable long-range killing moves. 	[Mid~Long] Domitian is manifested behind Wayne and aims his bow straight upward; the spirit fires a number of arrows up that rain down in a storm around the enemy. If Charged, the spirit aims for up to 3 seconds longer and the storm will fall around Wayne, not the enemy. One of Wayne's few reliable long-range killing moves.
Court of Flesh 	Aerial 	 	 	Ranged High 	 	Magical 	Level 37
Court of Flesh 	[Close] Halting his aerial momentum, Wayne stretches out his hands and from behind him Domitian fires a barrage of arrows downward in the direction of the enemy. Always fires at a downward angle unless Charged, in which case the attack has much better homing. Very fast output, but deceptively short vertical range and has heavy recovery frames. 	[Close] Halting his aerial momentum, Wayne stretches out his hands and from behind him Domitian fires a barrage of arrows downward in the direction of the enemy. Always fires at a downward angle unless Charged, in which case the attack has much better homing. Very fast output, but deceptively short vertical range and has heavy recovery frames. 	[Close] Halting his aerial momentum, Wayne stretches out his hands and from behind him Domitian fires a barrage of arrows downward in the direction of the enemy. Always fires at a downward angle unless Charged, in which case the attack has much better homing. Very fast output, but deceptively short vertical range and has heavy recovery frames. 	[Close] Halting his aerial momentum, Wayne stretches out his hands and from behind him Domitian fires a barrage of arrows downward in the direction of the enemy. Always fires at a downward angle unless Charged, in which case the attack has much better homing. Very fast output, but deceptively short vertical range and has heavy recovery frames. 	[Close] Halting his aerial momentum, Wayne stretches out his hands and from behind him Domitian fires a barrage of arrows downward in the direction of the enemy. Always fires at a downward angle unless Charged, in which case the attack has much better homing. Very fast output, but deceptively short vertical range and has heavy recovery frames. 	[Close] Halting his aerial momentum, Wayne stretches out his hands and from behind him Domitian fires a barrage of arrows downward in the direction of the enemy. Always fires at a downward angle unless Charged, in which case the attack has much better homing. Very fast output, but deceptively short vertical range and has heavy recovery frames. 	[Close] Halting his aerial momentum, Wayne stretches out his hands and from behind him Domitian fires a barrage of arrows downward in the direction of the enemy. Always fires at a downward angle unless Charged, in which case the attack has much better homing. Very fast output, but deceptively short vertical range and has heavy recovery frames.
Devastate Undead 	Ground/Aerial 	 	 	Melee High 	Guard Crush 	Magical 	Level 44
Devastate Undead 	[Omni] Requires at least one Phylactery active. Wayne lets out an infernal howl and all active skulls explode, dealing unblockable HP damage. Cancels all active Domitian arrows upon activation. 	[Omni] Requires at least one Phylactery active. Wayne lets out an infernal howl and all active skulls explode, dealing unblockable HP damage. Cancels all active Domitian arrows upon activation. 	[Omni] Requires at least one Phylactery active. Wayne lets out an infernal howl and all active skulls explode, dealing unblockable HP damage. Cancels all active Domitian arrows upon activation. 	[Omni] Requires at least one Phylactery active. Wayne lets out an infernal howl and all active skulls explode, dealing unblockable HP damage. Cancels all active Domitian arrows upon activation. 	[Omni] Requires at least one Phylactery active. Wayne lets out an infernal howl and all active skulls explode, dealing unblockable HP damage. Cancels all active Domitian arrows upon activation. 	[Omni] Requires at least one Phylactery active. Wayne lets out an infernal howl and all active skulls explode, dealing unblockable HP damage. Cancels all active Domitian arrows upon activation. 	[Omni] Requires at least one Phylactery active. Wayne lets out an infernal howl and all active skulls explode, dealing unblockable HP damage. Cancels all active Domitian arrows upon activation.
==EX Mode==
Wayne's EX Mode is Demi-Lich. 
Wayne's EX Burst is Reign of the Black King. 
==Equipment==
===Exclusive Weapons===
Name 	Level	Description
Vic's Choker 	50 	
Arm of Domitian	90 	
Scarred Heart 	100 	
===Related Accessories===
Accessory 	Description/Effect	Description/Effect	Acquired
 	 	LUK+4 	Shop, Duel Colosseum Lunar Whale Course
 	 	LUK+4 	Battlegen from the Sister Friend Card
Desire 	N/A 	LUK+1 	Battlegen
Peacekeeper's Dream	N/A 	LUK+2 	Battlegen
Peacekeeper's Hopes	N/A 	LUK+3 	Battlegen
==Musical Themes==
*Main Theme: Black King's Heir, originally The Court of the Crimson King
*World Map Theme: 
*Dungeon Theme: 
*Normal Battle: 
*Boss Battle: 
===Rival Battle===
*Vs Avec:
==Quotes==
===Encounter===
*"Nothing will stop me."
*"Planned your funeral yet?"
*"You're in our way."
*"As I was commanded."
*"You think death could stop me?"<BR>— If HP is low
*"This... this is nothing!"<BR>— If HP is low
*"Let's see you conquer fate itself."<BR>— If opponent is stronger
*"I fear no mortal man!"<BR>— If opponent is stronger
*"You think I know of mercy?"<BR>— If opponent is weaker
*"This is your last chance to escape."<BR>— If opponent is weaker	
===Victory===
*"Are you proud, mother?"
*"The dead whisper to me..."
*"...Onto the next."
*"Every skeleton smiles."
*"I am the cursed avatar of doom."<BR>— If HP is low
*"Mama... You've saved me, yet again..."<BR>— If HP is low
*"Nothing is insurmountable."<BR>— If opponent is stronger
*"Did you see that, mama?"<BR>— If opponent is stronger
*"I'll kill anyone I have to."<BR>— If opponent is weaker
*"What a waste of time..."<BR>— If opponent is weaker	
===Defeat===
*"I'll return... We'll all return!"
*"Mama..."
*"This is because... I am unguided..."
*"If she were still here..."
*"Grh...!"<BR>— If opponent is stronger
*"A lesson in humility."<BR>— If opponent is stronger
*"Humiliated like this?!"<BR>— If opponent is weaker
*"I'm a disgrace to my name...!"<BR>— If opponent is weaker
===Default Specific===
=== Boss Specific ===
*Ragnarok: 
*Genesis:	
*Eris: 
*The Embodiment:	
*Amaterasu:
===DLC Specific===
===Story Specific===
Category:Characters
Category:Twilight Crystal characters