Ekram Schrine

Ekram Shrine is a DLC character in Dissidia Calamitas Infinita, originating from Twilight Crystal 2. The son of a politician-turned-entrepreneur, he grew up with a quiet passion for the hobbies his parents soon turned into industries. As the family business expanded, so too did Ekram's remote responsibilities. He was there at the start, when they cut the ribbon at the first Synthshrine factory. He was there during the trying times, hopping across borders to establish a foothold in a new world that did not know how to handle peace. He was there for the breakthroughs, refining his creations into a craft demonstrated across the continent.
He was not there for the two people he loved most when they needed him. Some distances are not so easily mended.
Ekram was fortunate to be supported through the guilt inevitably associated with loss. Time eventually brought him the grace he needed. Now more than ever, he is aware of how limited time is - and how important it is to truly live.
==Battle==
__NOTOC__
XThaumagonel – Prepare augmentations, then enter EX Mode to fire at and incinerate opponents at impressive range. 
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As a Thaumagonel, Ekram's playstyle differs greatly in and out of EX Mode, and revolves around the charging and expending of Aura Crystal in the Atman Chamber of his heavy cannon. This mechanic appears as a sequence of three slots () on the HUD; each slot is consecutively filled by Ekram's Meld ability (details in the specific move section). Once all three slots are filled, they are emptied and a bonus is awarded depending on the colors of each slot:
*If the three slots were not all the same color, Ekram gains 1/15th of his maximum EX Meter. This cannot fill the EX Meter past 40%.
*If the three slots were all the same color, Ekram gains 1/9th of his maximum EX Meter. In addition, a five-pointed Templetree flower Crystal of the same color appears below the slot sequence. Up to six Crystals can be stacked at once, with the most recent appearing on the left hand side. This cannot fill the EX Meter past 80%.
Templetree Crystals are utilized during Ekram's EX Mode, Synchronicity. Each color corresponds to one of his EX Mode HP attacks, and the most recent Crystal created is consumed whenever Ekram executes an HP attack, with effects as follows:
*If no Crystals remain, no bonus is awarded.
*If the Crystal consumed does not correspond to the attack executed, Ekram regains 1/6th of his maximum EX Meter when the attack is initiated. Should the attack connect, it deals 10% more damage than usual.
*If the Crystal consumed corresponds to the attack executed, Ekram regains 1/6th of his maximum EX Meter when the attack is initiated. Should the attack connect, it deals 33% more damage than normal. It also benefits from a small bonus (listed in each move section)
While in EX Mode, Ekram's cannon glows with the color of the next Crystal to be consumed. If no Crystals are available, the cannon glows white. While this does telegraph to the opponent, performing a different HP attack may be necessary in certain situations, or can even be used to trick the opponent into expecting a certain attack and failing to dodge the executed one. Though it is beneficial to generate as many Templetree Crystals as possible while not in EX Mode, Ekram has access to several other moves that charge the EX Meter if entering EX Mode quickly is a priority. Similarly, Meld can be spammed with disregard for acquiring Crystals if the player simply wishes to amass a respectable amount of EX Meter right away.
Overall, Ekram is a rather slow fighter that performs poorly against heavy melee pressure when not in EX Mode. While many of his attacks have the advantage of either being continuous projectiles (thus having a hitbox in front of him in addition to the target) or covering wide horizontal ranges, he has trouble adapting to swift opponents that can dodge his shots vertically. Consuming the appropriate Templetree Crystal during EX Mode does a decent job of alleviating this weakness, but requires skilled play. Though Ekram takes some time to get the guns going, he boasts above average Defense, allowing him to survive into EX Mode, where the fireworks really begin.
===Brave Attack===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Vallation 	Ground/Aerial 	 	 	 	 	 	Initial
Vallation 	Ekram braces the Mk. 1012 in front of him as a barrier, adopting a meditative defensive pose. All damage taken while the button is held is halved. The button may be released to perform a parry, filling Ekram's EX Meter and damaging the opponent. 	Ekram braces the Mk. 1012 in front of him as a barrier, adopting a meditative defensive pose. All damage taken while the button is held is halved. The button may be released to perform a parry, filling Ekram's EX Meter and damaging the opponent. 	Ekram braces the Mk. 1012 in front of him as a barrier, adopting a meditative defensive pose. All damage taken while the button is held is halved. The button may be released to perform a parry, filling Ekram's EX Meter and damaging the opponent. 	Ekram braces the Mk. 1012 in front of him as a barrier, adopting a meditative defensive pose. All damage taken while the button is held is halved. The button may be released to perform a parry, filling Ekram's EX Meter and damaging the opponent. 	Ekram braces the Mk. 1012 in front of him as a barrier, adopting a meditative defensive pose. All damage taken while the button is held is halved. The button may be released to perform a parry, filling Ekram's EX Meter and damaging the opponent. 	Ekram braces the Mk. 1012 in front of him as a barrier, adopting a meditative defensive pose. All damage taken while the button is held is halved. The button may be released to perform a parry, filling Ekram's EX Meter and damaging the opponent. 	Ekram braces the Mk. 1012 in front of him as a barrier, adopting a meditative defensive pose. All damage taken while the button is held is halved. The button may be released to perform a parry, filling Ekram's EX Meter and damaging the opponent.
Mikhail's Chisel	Ground/Aerial 	 	 	 	 	 	Level 10
Mikhail's Chisel	Dashes forward and swings the Mk. 1012 like an axe. The button may be held to charge the attack, increasing the homing of the dash, swath of the swing, and EX Meter gained upon hit. 	Dashes forward and swings the Mk. 1012 like an axe. The button may be held to charge the attack, increasing the homing of the dash, swath of the swing, and EX Meter gained upon hit. 	Dashes forward and swings the Mk. 1012 like an axe. The button may be held to charge the attack, increasing the homing of the dash, swath of the swing, and EX Meter gained upon hit. 	Dashes forward and swings the Mk. 1012 like an axe. The button may be held to charge the attack, increasing the homing of the dash, swath of the swing, and EX Meter gained upon hit. 	Dashes forward and swings the Mk. 1012 like an axe. The button may be held to charge the attack, increasing the homing of the dash, swath of the swing, and EX Meter gained upon hit. 	Dashes forward and swings the Mk. 1012 like an axe. The button may be held to charge the attack, increasing the homing of the dash, swath of the swing, and EX Meter gained upon hit. 	Dashes forward and swings the Mk. 1012 like an axe. The button may be held to charge the attack, increasing the homing of the dash, swath of the swing, and EX Meter gained upon hit.
Saanjh's Brew 	Ground/Aerial 	 	 	 	 	 	Initial
Saanjh's Brew 	Loads a flask of strange liquid into the cannon and fires. The projectile explodes at the location where the enemy was upon firing. The button may be held to charge the attack, increasing projectile speed, explosion radius, and EX Meter gained upon hit.	Loads a flask of strange liquid into the cannon and fires. The projectile explodes at the location where the enemy was upon firing. The button may be held to charge the attack, increasing projectile speed, explosion radius, and EX Meter gained upon hit.	Loads a flask of strange liquid into the cannon and fires. The projectile explodes at the location where the enemy was upon firing. The button may be held to charge the attack, increasing projectile speed, explosion radius, and EX Meter gained upon hit.	Loads a flask of strange liquid into the cannon and fires. The projectile explodes at the location where the enemy was upon firing. The button may be held to charge the attack, increasing projectile speed, explosion radius, and EX Meter gained upon hit.	Loads a flask of strange liquid into the cannon and fires. The projectile explodes at the location where the enemy was upon firing. The button may be held to charge the attack, increasing projectile speed, explosion radius, and EX Meter gained upon hit.	Loads a flask of strange liquid into the cannon and fires. The projectile explodes at the location where the enemy was upon firing. The button may be held to charge the attack, increasing projectile speed, explosion radius, and EX Meter gained upon hit.	Loads a flask of strange liquid into the cannon and fires. The projectile explodes at the location where the enemy was upon firing. The button may be held to charge the attack, increasing projectile speed, explosion radius, and EX Meter gained upon hit.
Mitra 	Ground/Aerial 	 	 	 	 	 	Initial
Mitra 	Ekram fires the detachable blade of his weapon forward a small distance. Hold the button to extend the blade's reach, but also the vulnerability window during its retraction upon missing. 	Ekram fires the detachable blade of his weapon forward a small distance. Hold the button to extend the blade's reach, but also the vulnerability window during its retraction upon missing. 	Ekram fires the detachable blade of his weapon forward a small distance. Hold the button to extend the blade's reach, but also the vulnerability window during its retraction upon missing. 	Ekram fires the detachable blade of his weapon forward a small distance. Hold the button to extend the blade's reach, but also the vulnerability window during its retraction upon missing. 	Ekram fires the detachable blade of his weapon forward a small distance. Hold the button to extend the blade's reach, but also the vulnerability window during its retraction upon missing. 	Ekram fires the detachable blade of his weapon forward a small distance. Hold the button to extend the blade's reach, but also the vulnerability window during its retraction upon missing. 	Ekram fires the detachable blade of his weapon forward a small distance. Hold the button to extend the blade's reach, but also the vulnerability window during its retraction upon missing.
===HP Attack===
Move	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Meld	Ground/Aerial 	 	 	 	 	Physical 	Initial
Meld	Activates the Atman Chamber of Ekram's weapon. The first slot begins to cycle through (Red → Yellow → Green → Cyan → Blue → Purple → Repeat), each color active for 1 second. Activating the move again locks in that color for the first slot, and then the cycle repeats for the second and third slots, beginning on a random color each time. When all three slots are filled, the Atman Chamber is emptied and a bonus is awarded as described above. Ekram can execute any command of Meld while performing another attack, dodging, or jumping. He cannot, however, do this while suffering from the effects of being hit by an enemy attack.	Activates the Atman Chamber of Ekram's weapon. The first slot begins to cycle through (Red → Yellow → Green → Cyan → Blue → Purple → Repeat), each color active for 1 second. Activating the move again locks in that color for the first slot, and then the cycle repeats for the second and third slots, beginning on a random color each time. When all three slots are filled, the Atman Chamber is emptied and a bonus is awarded as described above. Ekram can execute any command of Meld while performing another attack, dodging, or jumping. He cannot, however, do this while suffering from the effects of being hit by an enemy attack.	Activates the Atman Chamber of Ekram's weapon. The first slot begins to cycle through (Red → Yellow → Green → Cyan → Blue → Purple → Repeat), each color active for 1 second. Activating the move again locks in that color for the first slot, and then the cycle repeats for the second and third slots, beginning on a random color each time. When all three slots are filled, the Atman Chamber is emptied and a bonus is awarded as described above. Ekram can execute any command of Meld while performing another attack, dodging, or jumping. He cannot, however, do this while suffering from the effects of being hit by an enemy attack.	Activates the Atman Chamber of Ekram's weapon. The first slot begins to cycle through (Red → Yellow → Green → Cyan → Blue → Purple → Repeat), each color active for 1 second. Activating the move again locks in that color for the first slot, and then the cycle repeats for the second and third slots, beginning on a random color each time. When all three slots are filled, the Atman Chamber is emptied and a bonus is awarded as described above. Ekram can execute any command of Meld while performing another attack, dodging, or jumping. He cannot, however, do this while suffering from the effects of being hit by an enemy attack.	Activates the Atman Chamber of Ekram's weapon. The first slot begins to cycle through (Red → Yellow → Green → Cyan → Blue → Purple → Repeat), each color active for 1 second. Activating the move again locks in that color for the first slot, and then the cycle repeats for the second and third slots, beginning on a random color each time. When all three slots are filled, the Atman Chamber is emptied and a bonus is awarded as described above. Ekram can execute any command of Meld while performing another attack, dodging, or jumping. He cannot, however, do this while suffering from the effects of being hit by an enemy attack.	Activates the Atman Chamber of Ekram's weapon. The first slot begins to cycle through (Red → Yellow → Green → Cyan → Blue → Purple → Repeat), each color active for 1 second. Activating the move again locks in that color for the first slot, and then the cycle repeats for the second and third slots, beginning on a random color each time. When all three slots are filled, the Atman Chamber is emptied and a bonus is awarded as described above. Ekram can execute any command of Meld while performing another attack, dodging, or jumping. He cannot, however, do this while suffering from the effects of being hit by an enemy attack.	Activates the Atman Chamber of Ekram's weapon. The first slot begins to cycle through (Red → Yellow → Green → Cyan → Blue → Purple → Repeat), each color active for 1 second. Activating the move again locks in that color for the first slot, and then the cycle repeats for the second and third slots, beginning on a random color each time. When all three slots are filled, the Atman Chamber is emptied and a bonus is awarded as described above. Ekram can execute any command of Meld while performing another attack, dodging, or jumping. He cannot, however, do this while suffering from the effects of being hit by an enemy attack.
===Brave to Brave Attacks===
Move 	Chains from 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Ad Machina	Mitra 	 	 	 	 	N/A 	
Ad Machina	[Combo] Retract the blade with the enemy still impaled, bringing them towards Ekram. 	[Combo] Retract the blade with the enemy still impaled, bringing them towards Ekram. 	[Combo] Retract the blade with the enemy still impaled, bringing them towards Ekram. 	[Combo] Retract the blade with the enemy still impaled, bringing them towards Ekram. 	[Combo] Retract the blade with the enemy still impaled, bringing them towards Ekram. 	[Combo] Retract the blade with the enemy still impaled, bringing them towards Ekram. 	[Combo] Retract the blade with the enemy still impaled, bringing them towards Ekram.
Ex Machina	Mitra 	 	 	 	 	N/A 	
Ex Machina	[Combo] Fires a shockwave through the metal cable leading to the blade, blasting the opponent away from Ekram.	[Combo] Fires a shockwave through the metal cable leading to the blade, blasting the opponent away from Ekram.	[Combo] Fires a shockwave through the metal cable leading to the blade, blasting the opponent away from Ekram.	[Combo] Fires a shockwave through the metal cable leading to the blade, blasting the opponent away from Ekram.	[Combo] Fires a shockwave through the metal cable leading to the blade, blasting the opponent away from Ekram.	[Combo] Fires a shockwave through the metal cable leading to the blade, blasting the opponent away from Ekram.	[Combo] Fires a shockwave through the metal cable leading to the blade, blasting the opponent away from Ekram.
===EX Mode Brave Attack===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Tank Battery	Ground 	 	 	 	 	 	Initial
Tank Battery	[Mid]Fires a heavy shell straight forward that explodes in a wide horizontal swath upon contact with the enemy or terrain. 	[Mid]Fires a heavy shell straight forward that explodes in a wide horizontal swath upon contact with the enemy or terrain. 	[Mid]Fires a heavy shell straight forward that explodes in a wide horizontal swath upon contact with the enemy or terrain. 	[Mid]Fires a heavy shell straight forward that explodes in a wide horizontal swath upon contact with the enemy or terrain. 	[Mid]Fires a heavy shell straight forward that explodes in a wide horizontal swath upon contact with the enemy or terrain. 	[Mid]Fires a heavy shell straight forward that explodes in a wide horizontal swath upon contact with the enemy or terrain. 	[Mid]Fires a heavy shell straight forward that explodes in a wide horizontal swath upon contact with the enemy or terrain.
Spreader 	Ground 	 	 	 	Shock 	 	Level 10
Spreader 	[Long]Fires a laser that refracts in a random direction upon hitting terrain. 	[Long]Fires a laser that refracts in a random direction upon hitting terrain. 	[Long]Fires a laser that refracts in a random direction upon hitting terrain. 	[Long]Fires a laser that refracts in a random direction upon hitting terrain. 	[Long]Fires a laser that refracts in a random direction upon hitting terrain. 	[Long]Fires a laser that refracts in a random direction upon hitting terrain. 	[Long]Fires a laser that refracts in a random direction upon hitting terrain.
Magnum 	Ground 	 	 	 	 	 	Initial
Magnum 	[Omni]Charges a shot that rains down flame in a horizontal swath near the enemy. Depending on the duration of the charge, the row of flame can land either just in front of, right on top of, or just past the enemy's position.	[Omni]Charges a shot that rains down flame in a horizontal swath near the enemy. Depending on the duration of the charge, the row of flame can land either just in front of, right on top of, or just past the enemy's position.	[Omni]Charges a shot that rains down flame in a horizontal swath near the enemy. Depending on the duration of the charge, the row of flame can land either just in front of, right on top of, or just past the enemy's position.	[Omni]Charges a shot that rains down flame in a horizontal swath near the enemy. Depending on the duration of the charge, the row of flame can land either just in front of, right on top of, or just past the enemy's position.	[Omni]Charges a shot that rains down flame in a horizontal swath near the enemy. Depending on the duration of the charge, the row of flame can land either just in front of, right on top of, or just past the enemy's position.	[Omni]Charges a shot that rains down flame in a horizontal swath near the enemy. Depending on the duration of the charge, the row of flame can land either just in front of, right on top of, or just past the enemy's position.	[Omni]Charges a shot that rains down flame in a horizontal swath near the enemy. Depending on the duration of the charge, the row of flame can land either just in front of, right on top of, or just past the enemy's position.
Cursor Gun 	Aerial 	 	 	 	 	 	Level 10
Cursor Gun 	[Long]Charges a shot that fires multiple times, tracking the enemy's position. The longer the charge, the more numerous the shots, up to a maximum of four. 	[Long]Charges a shot that fires multiple times, tracking the enemy's position. The longer the charge, the more numerous the shots, up to a maximum of four. 	[Long]Charges a shot that fires multiple times, tracking the enemy's position. The longer the charge, the more numerous the shots, up to a maximum of four. 	[Long]Charges a shot that fires multiple times, tracking the enemy's position. The longer the charge, the more numerous the shots, up to a maximum of four. 	[Long]Charges a shot that fires multiple times, tracking the enemy's position. The longer the charge, the more numerous the shots, up to a maximum of four. 	[Long]Charges a shot that fires multiple times, tracking the enemy's position. The longer the charge, the more numerous the shots, up to a maximum of four. 	[Long]Charges a shot that fires multiple times, tracking the enemy's position. The longer the charge, the more numerous the shots, up to a maximum of four.
Vulcan 	Aerial 	 	 	 	 	 	Initial
Vulcan 	[Mid]Ekram begins rapid-firing a set distance in front of him. While the button is held, Ekram can move slowly in any direction, continuing to fire at the exact same spot. 	[Mid]Ekram begins rapid-firing a set distance in front of him. While the button is held, Ekram can move slowly in any direction, continuing to fire at the exact same spot. 	[Mid]Ekram begins rapid-firing a set distance in front of him. While the button is held, Ekram can move slowly in any direction, continuing to fire at the exact same spot. 	[Mid]Ekram begins rapid-firing a set distance in front of him. While the button is held, Ekram can move slowly in any direction, continuing to fire at the exact same spot. 	[Mid]Ekram begins rapid-firing a set distance in front of him. While the button is held, Ekram can move slowly in any direction, continuing to fire at the exact same spot. 	[Mid]Ekram begins rapid-firing a set distance in front of him. While the button is held, Ekram can move slowly in any direction, continuing to fire at the exact same spot. 	[Mid]Ekram begins rapid-firing a set distance in front of him. While the button is held, Ekram can move slowly in any direction, continuing to fire at the exact same spot.
Airshot 	Aerial 	 	 	 	Wall RushSlow 	 	Level 10
Airshot 	[Long]Ekram fires a projectile that does no Brave damage, but knocks the opponent back. Should they collide with terrain, they are inflicted with Slow. 	[Long]Ekram fires a projectile that does no Brave damage, but knocks the opponent back. Should they collide with terrain, they are inflicted with Slow. 	[Long]Ekram fires a projectile that does no Brave damage, but knocks the opponent back. Should they collide with terrain, they are inflicted with Slow. 	[Long]Ekram fires a projectile that does no Brave damage, but knocks the opponent back. Should they collide with terrain, they are inflicted with Slow. 	[Long]Ekram fires a projectile that does no Brave damage, but knocks the opponent back. Should they collide with terrain, they are inflicted with Slow. 	[Long]Ekram fires a projectile that does no Brave damage, but knocks the opponent back. Should they collide with terrain, they are inflicted with Slow. 	[Long]Ekram fires a projectile that does no Brave damage, but knocks the opponent back. Should they collide with terrain, they are inflicted with Slow.
===EX Mode HP Attack===
Move 	Type 	CP (Mastered)	AP	Priority	Effect	Damage type	Obtained
Stellar Shot 	Ground	 	 	 	 	 	Initial
Stellar Shot 	[Omni] A thin ring of light with a wide radius appears around the enemy, initially harmless. Simply tapping the button calls down a single dark blue laser from the sky that falls in a random position within the ring, splashing into a star pattern upon reaching the ring's level. By holding the command, Ekram can call down up to five lasers that all splash in random positions within the ring.
*Blue Crystal Bonus: The ring of light follows the opponent as they move with a respectable speed.	[Omni] A thin ring of light with a wide radius appears around the enemy, initially harmless. Simply tapping the button calls down a single dark blue laser from the sky that falls in a random position within the ring, splashing into a star pattern upon reaching the ring's level. By holding the command, Ekram can call down up to five lasers that all splash in random positions within the ring.
*Blue Crystal Bonus: The ring of light follows the opponent as they move with a respectable speed.	[Omni] A thin ring of light with a wide radius appears around the enemy, initially harmless. Simply tapping the button calls down a single dark blue laser from the sky that falls in a random position within the ring, splashing into a star pattern upon reaching the ring's level. By holding the command, Ekram can call down up to five lasers that all splash in random positions within the ring.
*Blue Crystal Bonus: The ring of light follows the opponent as they move with a respectable speed.	[Omni] A thin ring of light with a wide radius appears around the enemy, initially harmless. Simply tapping the button calls down a single dark blue laser from the sky that falls in a random position within the ring, splashing into a star pattern upon reaching the ring's level. By holding the command, Ekram can call down up to five lasers that all splash in random positions within the ring.
*Blue Crystal Bonus: The ring of light follows the opponent as they move with a respectable speed.	[Omni] A thin ring of light with a wide radius appears around the enemy, initially harmless. Simply tapping the button calls down a single dark blue laser from the sky that falls in a random position within the ring, splashing into a star pattern upon reaching the ring's level. By holding the command, Ekram can call down up to five lasers that all splash in random positions within the ring.
*Blue Crystal Bonus: The ring of light follows the opponent as they move with a respectable speed.	[Omni] A thin ring of light with a wide radius appears around the enemy, initially harmless. Simply tapping the button calls down a single dark blue laser from the sky that falls in a random position within the ring, splashing into a star pattern upon reaching the ring's level. By holding the command, Ekram can call down up to five lasers that all splash in random positions within the ring.
*Blue Crystal Bonus: The ring of light follows the opponent as they move with a respectable speed.	[Omni] A thin ring of light with a wide radius appears around the enemy, initially harmless. Simply tapping the button calls down a single dark blue laser from the sky that falls in a random position within the ring, splashing into a star pattern upon reaching the ring's level. By holding the command, Ekram can call down up to five lasers that all splash in random positions within the ring.
*Blue Crystal Bonus: The ring of light follows the opponent as they move with a respectable speed.
Crystal Sting 	Ground	 	 	 	 	 	Level 10
Crystal Sting 	[Close] Ekram fires his cannon downwards, launching himself into the air and setting a Templetree explosive trap, which appears as a small purple seed. This seed lasts for 30 seconds and gradually sends tendrils across the ground during its lifespan, expanding its trigger radius. Should the opponent step on the trap, the tendrils combust into branches of purple flame.
*Purple Crystal Bonus: The trap reaches maximum radius immediately.	[Close] Ekram fires his cannon downwards, launching himself into the air and setting a Templetree explosive trap, which appears as a small purple seed. This seed lasts for 30 seconds and gradually sends tendrils across the ground during its lifespan, expanding its trigger radius. Should the opponent step on the trap, the tendrils combust into branches of purple flame.
*Purple Crystal Bonus: The trap reaches maximum radius immediately.	[Close] Ekram fires his cannon downwards, launching himself into the air and setting a Templetree explosive trap, which appears as a small purple seed. This seed lasts for 30 seconds and gradually sends tendrils across the ground during its lifespan, expanding its trigger radius. Should the opponent step on the trap, the tendrils combust into branches of purple flame.
*Purple Crystal Bonus: The trap reaches maximum radius immediately.	[Close] Ekram fires his cannon downwards, launching himself into the air and setting a Templetree explosive trap, which appears as a small purple seed. This seed lasts for 30 seconds and gradually sends tendrils across the ground during its lifespan, expanding its trigger radius. Should the opponent step on the trap, the tendrils combust into branches of purple flame.
*Purple Crystal Bonus: The trap reaches maximum radius immediately.	[Close] Ekram fires his cannon downwards, launching himself into the air and setting a Templetree explosive trap, which appears as a small purple seed. This seed lasts for 30 seconds and gradually sends tendrils across the ground during its lifespan, expanding its trigger radius. Should the opponent step on the trap, the tendrils combust into branches of purple flame.
*Purple Crystal Bonus: The trap reaches maximum radius immediately.	[Close] Ekram fires his cannon downwards, launching himself into the air and setting a Templetree explosive trap, which appears as a small purple seed. This seed lasts for 30 seconds and gradually sends tendrils across the ground during its lifespan, expanding its trigger radius. Should the opponent step on the trap, the tendrils combust into branches of purple flame.
*Purple Crystal Bonus: The trap reaches maximum radius immediately.	[Close] Ekram fires his cannon downwards, launching himself into the air and setting a Templetree explosive trap, which appears as a small purple seed. This seed lasts for 30 seconds and gradually sends tendrils across the ground during its lifespan, expanding its trigger radius. Should the opponent step on the trap, the tendrils combust into branches of purple flame.
*Purple Crystal Bonus: The trap reaches maximum radius immediately.
Marble Dome 	Ground	 	 	 	 	 	Initial
Marble Dome 	[Close~Mid] Ekram fires a flare straight upwards that detonates upon reaching a certain distance or when the command is input again. The resulting explosion creates a hemisphere of deep red flame that rains down in a circle around Ekram.
*Red Crystal Bonus: Instead of a single falling shower of flame, the hemisphere burns in its entire hitbox for the full duration of the move, reflecting Low Priority moves.	[Close~Mid] Ekram fires a flare straight upwards that detonates upon reaching a certain distance or when the command is input again. The resulting explosion creates a hemisphere of deep red flame that rains down in a circle around Ekram.
*Red Crystal Bonus: Instead of a single falling shower of flame, the hemisphere burns in its entire hitbox for the full duration of the move, reflecting Low Priority moves.	[Close~Mid] Ekram fires a flare straight upwards that detonates upon reaching a certain distance or when the command is input again. The resulting explosion creates a hemisphere of deep red flame that rains down in a circle around Ekram.
*Red Crystal Bonus: Instead of a single falling shower of flame, the hemisphere burns in its entire hitbox for the full duration of the move, reflecting Low Priority moves.	[Close~Mid] Ekram fires a flare straight upwards that detonates upon reaching a certain distance or when the command is input again. The resulting explosion creates a hemisphere of deep red flame that rains down in a circle around Ekram.
*Red Crystal Bonus: Instead of a single falling shower of flame, the hemisphere burns in its entire hitbox for the full duration of the move, reflecting Low Priority moves.	[Close~Mid] Ekram fires a flare straight upwards that detonates upon reaching a certain distance or when the command is input again. The resulting explosion creates a hemisphere of deep red flame that rains down in a circle around Ekram.
*Red Crystal Bonus: Instead of a single falling shower of flame, the hemisphere burns in its entire hitbox for the full duration of the move, reflecting Low Priority moves.	[Close~Mid] Ekram fires a flare straight upwards that detonates upon reaching a certain distance or when the command is input again. The resulting explosion creates a hemisphere of deep red flame that rains down in a circle around Ekram.
*Red Crystal Bonus: Instead of a single falling shower of flame, the hemisphere burns in its entire hitbox for the full duration of the move, reflecting Low Priority moves.	[Close~Mid] Ekram fires a flare straight upwards that detonates upon reaching a certain distance or when the command is input again. The resulting explosion creates a hemisphere of deep red flame that rains down in a circle around Ekram.
*Red Crystal Bonus: Instead of a single falling shower of flame, the hemisphere burns in its entire hitbox for the full duration of the move, reflecting Low Priority moves.
Crow's Alibi 	Aerial	 	 	 	 	 	Level 10
Crow's Alibi 	[Close~Omni] Ekram executes a vicious uppercut swing with his weapon, wreathing the blade in green flame and firing a discreet black projectile into the sky. The opponent's lock-on is forcibly switched to the rising projectile for a short duration before it disappears. Ekram then swings the Templetree back down in an arc of flame.
*Green Crystal Bonus: Anytime within the next 10 seconds, inputting the command again calls the projectile back, falling onto the enemy and exploding into a rain of shrapnel.	[Close~Omni] Ekram executes a vicious uppercut swing with his weapon, wreathing the blade in green flame and firing a discreet black projectile into the sky. The opponent's lock-on is forcibly switched to the rising projectile for a short duration before it disappears. Ekram then swings the Templetree back down in an arc of flame.
*Green Crystal Bonus: Anytime within the next 10 seconds, inputting the command again calls the projectile back, falling onto the enemy and exploding into a rain of shrapnel.	[Close~Omni] Ekram executes a vicious uppercut swing with his weapon, wreathing the blade in green flame and firing a discreet black projectile into the sky. The opponent's lock-on is forcibly switched to the rising projectile for a short duration before it disappears. Ekram then swings the Templetree back down in an arc of flame.
*Green Crystal Bonus: Anytime within the next 10 seconds, inputting the command again calls the projectile back, falling onto the enemy and exploding into a rain of shrapnel.	[Close~Omni] Ekram executes a vicious uppercut swing with his weapon, wreathing the blade in green flame and firing a discreet black projectile into the sky. The opponent's lock-on is forcibly switched to the rising projectile for a short duration before it disappears. Ekram then swings the Templetree back down in an arc of flame.
*Green Crystal Bonus: Anytime within the next 10 seconds, inputting the command again calls the projectile back, falling onto the enemy and exploding into a rain of shrapnel.	[Close~Omni] Ekram executes a vicious uppercut swing with his weapon, wreathing the blade in green flame and firing a discreet black projectile into the sky. The opponent's lock-on is forcibly switched to the rising projectile for a short duration before it disappears. Ekram then swings the Templetree back down in an arc of flame.
*Green Crystal Bonus: Anytime within the next 10 seconds, inputting the command again calls the projectile back, falling onto the enemy and exploding into a rain of shrapnel.	[Close~Omni] Ekram executes a vicious uppercut swing with his weapon, wreathing the blade in green flame and firing a discreet black projectile into the sky. The opponent's lock-on is forcibly switched to the rising projectile for a short duration before it disappears. Ekram then swings the Templetree back down in an arc of flame.
*Green Crystal Bonus: Anytime within the next 10 seconds, inputting the command again calls the projectile back, falling onto the enemy and exploding into a rain of shrapnel.	[Close~Omni] Ekram executes a vicious uppercut swing with his weapon, wreathing the blade in green flame and firing a discreet black projectile into the sky. The opponent's lock-on is forcibly switched to the rising projectile for a short duration before it disappears. Ekram then swings the Templetree back down in an arc of flame.
*Green Crystal Bonus: Anytime within the next 10 seconds, inputting the command again calls the projectile back, falling onto the enemy and exploding into a rain of shrapnel.
Cinder Rocket 	Aerial	 	 	 	 	 	Initial
Cinder Rocket 	[Mid] Ekram fires a moderately homing missile that leaves a thick cloud of black smoke in its wake. Re-input and hold the button to render the missile incorporeal and indestructible for up to 1.5 seconds, during which it continues to follow the enemy. Release to detonate it in a cloud of black smoke and yellow sparks.
*Yellow Crystal Bonus: Homing ability increased. Missile can be rendered incorporeal for up to 3 seconds.	[Mid] Ekram fires a moderately homing missile that leaves a thick cloud of black smoke in its wake. Re-input and hold the button to render the missile incorporeal and indestructible for up to 1.5 seconds, during which it continues to follow the enemy. Release to detonate it in a cloud of black smoke and yellow sparks.
*Yellow Crystal Bonus: Homing ability increased. Missile can be rendered incorporeal for up to 3 seconds.	[Mid] Ekram fires a moderately homing missile that leaves a thick cloud of black smoke in its wake. Re-input and hold the button to render the missile incorporeal and indestructible for up to 1.5 seconds, during which it continues to follow the enemy. Release to detonate it in a cloud of black smoke and yellow sparks.
*Yellow Crystal Bonus: Homing ability increased. Missile can be rendered incorporeal for up to 3 seconds.	[Mid] Ekram fires a moderately homing missile that leaves a thick cloud of black smoke in its wake. Re-input and hold the button to render the missile incorporeal and indestructible for up to 1.5 seconds, during which it continues to follow the enemy. Release to detonate it in a cloud of black smoke and yellow sparks.
*Yellow Crystal Bonus: Homing ability increased. Missile can be rendered incorporeal for up to 3 seconds.	[Mid] Ekram fires a moderately homing missile that leaves a thick cloud of black smoke in its wake. Re-input and hold the button to render the missile incorporeal and indestructible for up to 1.5 seconds, during which it continues to follow the enemy. Release to detonate it in a cloud of black smoke and yellow sparks.
*Yellow Crystal Bonus: Homing ability increased. Missile can be rendered incorporeal for up to 3 seconds.	[Mid] Ekram fires a moderately homing missile that leaves a thick cloud of black smoke in its wake. Re-input and hold the button to render the missile incorporeal and indestructible for up to 1.5 seconds, during which it continues to follow the enemy. Release to detonate it in a cloud of black smoke and yellow sparks.
*Yellow Crystal Bonus: Homing ability increased. Missile can be rendered incorporeal for up to 3 seconds.	[Mid] Ekram fires a moderately homing missile that leaves a thick cloud of black smoke in its wake. Re-input and hold the button to render the missile incorporeal and indestructible for up to 1.5 seconds, during which it continues to follow the enemy. Release to detonate it in a cloud of black smoke and yellow sparks.
*Yellow Crystal Bonus: Homing ability increased. Missile can be rendered incorporeal for up to 3 seconds.
Cerulean Culverin	Aerial	 	 	 	 	 	Level 10
Cerulean Culverin	[Long]Ekram fires an extremely precise, high-velocity shot with a blue Aether trail that deals more damage the farther the opponent is from him.
*Cyan Crystal Bonus: Increases projectile speed even further.	[Long]Ekram fires an extremely precise, high-velocity shot with a blue Aether trail that deals more damage the farther the opponent is from him.
*Cyan Crystal Bonus: Increases projectile speed even further.	[Long]Ekram fires an extremely precise, high-velocity shot with a blue Aether trail that deals more damage the farther the opponent is from him.
*Cyan Crystal Bonus: Increases projectile speed even further.	[Long]Ekram fires an extremely precise, high-velocity shot with a blue Aether trail that deals more damage the farther the opponent is from him.
*Cyan Crystal Bonus: Increases projectile speed even further.	[Long]Ekram fires an extremely precise, high-velocity shot with a blue Aether trail that deals more damage the farther the opponent is from him.
*Cyan Crystal Bonus: Increases projectile speed even further.	[Long]Ekram fires an extremely precise, high-velocity shot with a blue Aether trail that deals more damage the farther the opponent is from him.
*Cyan Crystal Bonus: Increases projectile speed even further.	[Long]Ekram fires an extremely precise, high-velocity shot with a blue Aether trail that deals more damage the farther the opponent is from him.
*Cyan Crystal Bonus: Increases projectile speed even further.
==EX Mode==
Ekram's EX Mode is Synchronicity. He gains Regen and access to the vast majority of his moveset. In addition, the R + ability Trailblaze is available, and can only be used once per duration of EX Mode. Trailblaze increases Ekram's ground movement speed for 20 seconds and converts the next Templetree Crystal into an Orange Crystal, which always grants an HP Attack's matching color bonus.
Ekram's EX Burst is State of Grace.
==Equipment==
===Exclusive Weapons===
Name	Level	Description
 	50 	
 	90 	
 	100 	
===Related Accessories===
Accessory 	Description/Effect	Description/Effect	Acquired
 	 	LUK+4 	Shop, Duel Colosseum Lunar Whale Course
 	 	LUK+4 	Battlegen from the Lyndaj Friend Card
X's Desire	N/A 	LUK+1 	Battlegen
X's Dream 	N/A 	LUK+2 	Battlegen
X's Hopes 	N/A 	LUK+3 	Battlegen
==Musical Themes==
*Main Theme: Theme X
*World Map Theme: Vaishnava Jana To (Medieval)
*Normal Battle: Shine in the Dark
*Boss Battle: Surge of Power
*Final Boss Battle:
===Rival Battle===
*Vs Caesura: Damien Robot
==Quotes==
===Encounter===
*One second... [/primes cannon] ...perfect.
*Let's get started.
*Nothing was ever achieved without ample testing.
*I don't miss. Well, sometimes.
*Don't fail me now.<BR>— If HP is low
*It is enough.<BR>— If HP is low
*Empty shells make the most noise.<BR>— If opponent is stronger
*I'm going to get a lot of mileage from you.<BR>— If opponent is stronger
*The Templetree doesn't have a handicap setting.<BR>— If opponent is weaker
*This one is in the bag.<BR>— If opponent is weaker	
===Victory===
*Grace in everything.
*I hope you didn't need that.
*Boom boom.
*Excellent.
*Doesn't matter if it's enough.<BR>— If HP is low
*Where's that flask...?<BR>— If HP is low
*Technique perfected!<BR>— If opponent is stronger
*Just going to... siphon a little more from you...<BR>— If opponent is stronger
*Well, at least that was clean.<BR>— If opponent is weaker
*Not worth the expenditure...<BR>— If opponent is weaker	
===Defeat===
*Hey, you broke...!
*It's... it's fine. Everything is fine.
*Everything can be corrected. Except maybe this.
*Do you know how much an Aura-converting Synthshrine artillery piece is worth!?
*Happens to some of us more than others, I suppose.<BR>— If opponent is stronger
*Would you consider sharing some information...?<BR>— If opponent is stronger
*There goes my reputation.<BR>— If opponent is weaker
*Rusty...<BR>— If opponent is weaker
===Default Specific===
=== Boss Specific ===
*Ragnarok: 
*Genesis: I'll find meaning in my own life.	
*Eris: 
*The Embodiment:	
*Amaterasu:
===DLC Specific===
===Story Specific===
Category:Characters
Category:Twilight Crystal characters