Hinako Kujou

==Summary==
Hinako Kujou is a character from Devil Survivor 2.
==Powers and Stats==
Tier: , higher with Willpower | , higher with Willpower | , higher with Willpower | , higher with Willpower | , higher with Willpower | , higher with Willpower
Key: Early-Game | Mid-Game | Late-Game | End-Game | Triangulum Arc | With Canopus's Four Prime Factors
Name: Hinako Kujou
Origin: Shin Megami Tensei: Devil Survivor 2 Record Breaker
Gender: Female
Age: 19
Classification: High-school Student, Demon-Tamer, Dancer
Powers and Abilities:
<tabber>
|-|Innate Abilities=
Superhuman Physical Characteristics, Power Mimicry, Power Absorption, Clairvoyance, Information Analysis, Data Manipulation, Fusionism, and Summoning via the Demon Summoning App (Can copy or remove a foes ability after defeating them, fuse and summon demons and see someone's death in the future with the App), Accelerated Development and Reactive Evolution (Battle, Leveling, and Training; Physical Stats, Magic, and Improved Resistances. Humans are able to get more powerful after defeating strong demons or even as they are in the middle of battle, even against opponents ontologically superior to them, are able to grow massively in strength in the span of merely a day's time or less, either through resolve, the threat of death, or training, or the bonds they hold dear), Observation (Type 1; Observation is a power intrinsic to human souls, with the power to manipulate the world), Non-Physical Interaction, Durability Negation, Healing Nullification, Immortality Negation (Type 2, 3, and 7), and Invulnerability Negation (Capable of interacting with Demons, which are invisible beings comprised of data and information, the fulcrum of the entire verse proper, a concept synonymous to souls, minds, and even concepts. Even entities devoid of time and space, and nonexistent bodies such as The White can be struck down. Can completely negate their invulnerability to conventional weaponry, and the requirement of needing to be on a specific informational frequency to harm, as well as Septentriones, which require spiritual attacks to harm, and as well as killing undead beings and regenerative entities, such as Nagas and Blobs)
|-|Inherited Skills=
Elemental Manipulation (Can emit and control Fire, Air, Lightning, Ice, and Absolute Zero), Resistance Negation and Existence Erasure (Can use Almighty Attacks, which bypass all barriers and reflectors, invulnerability, and resistances. Can even negate an opponents resistance to resistance negation with Pierce. Almighty attacks are able to hurt someone wielding the Omnipotent Orb, which bends the rules of reality to defend the user from attacks, and Reason Bearers, who are able to enforce rules into reality to protect themselves from attacks. The Megi- line of spells is capable of obliterating opponents with a light that erases them "beyond death"), Healing & Resurrection (Can heal himself, and allies with Dia skills. Can revive allies with Recarm skills), Statistics Amplification and Reduction (Can drastically increase attacks to where casual attacks do fatal damage, increase defenses to the point where devastating attacks become hindrances, and increase speed to blitz opponents was previously on par with. Can decrease opponents attack to the point where stomps become fair fights, stone wall defenses can be damaged, and blitzes become equalized in speed), Damage Boost and Damage Reduction (Can increase the strength of attacks with Boost and Amp skills, and reduce damage with Race-D skills), Instinctive Reaction (Can automatically avoid Physical Attacks with Dodge), Limited Invulnerability (Can survive one fatal blow with one HP), Forcefield Creation and Attack Reflection (Can reflect Physical Skills with Tetrakarn, and Magic Skills with Tetrakarn), Life and Magic Absorption (Can absorb an opponent's vitality and magic reserves), Mind and Status Effect Inducement (Can directly attack the mind of his opponents. Can utilize paralyze, petrify, curse, charm, poison, and make his opponents forget their abilities), Power Nullification (Can prevent passive abilities from activating with Null Auto)
|-|Resistances=
|-|Demon Powers=
Various Demon Affinities and Cognitive Physiology (Invulnerability, Reflection and Absorption of Physical and Gun-based attacks, Fire, Ice, Electricity, Wind, Energy, Curse, Darkness, Holy, Mind, Light, and Death)
|-|Using the Four Prime Factors=
All previous abilities on an insurmountable scale, plus: Abstract Existence (Type 1 for the factors, as the Four Prime Factors are in and of themselves Space, Heat, Gravity, and Time, and encompass all things), increased Durability Negation, Resistance Negation, Reality Warping, Time Manipulation, Heat Manipulation, Gravity Manipulation, Spatial Manipulation, Void Manipulation, Fire Manipulation, Conceptual Manipulation, Power Nullification, Curse Manipulation, Petrification, Electricity Manipulation, Durability Negation, Paralysis Inducement, Holy Manipulation, Ice Manipulation, Sleep Manipulation, Air Manipulation, Absorption, Dream Manipulation, Poison Manipulation, Empathic Manipulation, Death Manipulation, Sealing, Memory Manipulation, Attack Reflection, Darkness Manipulation, Mind Manipulation, Reality Warping, Fate Manipulation, Causality Manipulation, Physics Manipulation, Soul Manipulation, Information Manipulation, Matter Manipulation, Law Manipulation, Memory Manipulation, Technological Manipulation, Data Manipulation, Probability Manipulation, Chaos Manipulation, Light Manipulation, Energy Manipulation, Elemental Manipulation, Existence Erasure, Illusion Creation, Telepathy, Transmutation, Telekinesis, Water Manipulation, Magic, Disease Manipulation, Fusionism, Information Analysis, Precognition, Magnetism Manipulation and many more (With the Four Prime Factors, she encompasses everything in the DeSu2 multiverse and can use it to attack foes, with their blows always being the most effective due to being “everything”, with all their attacks being comparable to “water dousing fire” on a much higher level, allowing them to always defeat a foe in a single blow), Invulnerability and Immunity to Time Manipulation, Heat Manipulation, Gravity Manipulation, Spatial Manipulation, Void Manipulation, Fire Manipulation, Conceptual Manipulation, Resistance Negation, Power Nullification, Curse Manipulation, Petrification, Statistics Reduction, Status Effect Inducement, Sleep Manipulation, Ice Manipulation, Electricity Manipulation, Durability Negation, Paralysis Inducement, Holy Manipulation, Air Manipulation, Absorption, Dream Manipulation, Poison Manipulation, Empathic Manipulation, Death Manipulation, Sealing, Memory Manipulation, Attack Reflection, Darkness Manipulation, Mind Manipulation, Reality Warping, Fate Manipulation, Causality Manipulation, Physics Manipulation, Soul Manipulation, Information Manipulation, Matter Manipulation, Law Manipulation, Memory Manipulation, Technological Manipulation, Data Manipulation, Probability Manipulation, Chaos Manipulation, Light Manipulation, Energy Manipulation, Elemental Manipulation, Existence Erasure, Illusion Creation, Telepathy, Transmutation, Telekinesis, Water Manipulation, Magic, Disease Manipulation, Fusionism, Information Analysis, Precognition, Magnetism Manipulation, and many more (With the Four Prime Factors, nothing known in the Devil Survivor multiverse can harm or affect them in any capacity, as it is merely like “fire trying to burn fire”)
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Attack Potency: Multi-Continent level (Can defeat Septentriones such as Megrez, who is vastly superior to Elemental Spirits such as Erthys, who are the respective personifications of all of the world's winds and earth, being the cause of all phenomena related to their element as dictated by human understanding, and thus should both be capable of reproducing effects of this scale, along with King Frost, who is stated to be capable of freezing the entire world) higher, with Willpower | Outerverse level (Should be comparable to Hibiki, who defeated and coerced Kama, who pierced Shiva's skin with his arrow), higher, with Willpower | Outerverse level (Contributed to the deaths of Mizar, Benetnasch, and Alcor's Black Frost, in succession, in only 3 day's time, along with several other JPs members, depending on the route), higher, with Willpower | Outerverse level (Fought Alcor, the strongest of the Septentriones, before going onto challenge, and defeat, Polaris for good in the Kingsmaker ending), higher, with Willpower | Outerverse level (Defeated Arcturus, the "worst of the Triangulum" and new Administrator, and it's evolved state, and then going on to fight and defeat Car Caroli, the Sword of Canopus), higher, with Willpower | Outerverse level (Destroyed the Divine Order of the Universe, Canopus, along with his Four Prime Factors, absorbing it), higher, with Willpower, far higher, with the Four Prime Factors (Capable of using the Universe in it's entirety, and all of it's concepts to strike the opponent at once, effectively negating any form of defense, always resulting in fatal strikes)
Speed: Speed of Light (Capable of fighting Plasma, a Demon that uses EM waves to attack), FTL, with Willpower | Immeasurable, higher, with Willpower | Immeasurable, higher, with Willpower | Immeasurable, higher, with Willpower | Immeasurable, higher, with Willpower, | Immeasurable (Could fight with Canopus), higher, with Willpower
Lifting Strength: Unknown | Immeasurable, higher, with Willpower | Immeasurable, higher, with Willpower | Immeasurable, higher, with Willpower | Immeasurable, higher, with Willpower | Immeasurable, higher, with Willpower | Immeasurable, higher, with Willpower | Immeasurable, higher, with Willpower
Striking Strength: Multi-Continent level, higher, with Willpower | Outerverse level, higher, with Willpower | Outerverse level, higher, with Willpower | Outerverse level, higher, with Willpower | Outerverse level | Outerverse level, higher, with Willpower | Outerverse level higher, with Willpower, far higher with the Four Prime Factors
Durability: Multi-Continent level (Can take blows from Megrez) higher, with Willpower | Outerverse level (Can likely take hits from Kama and Alioth), higher, with Willpower | Outerverse level (Withstood attacks from Mizar, Benetsnatch, Alcor's Black Frost, and even his fellow JPs members depending on the route), higher, with Willpower | Outerverse level (Took hits from Alcor and Polaris), higher, with Willpower | Outerverse level (Capable of withstanding Arcturus attacks, along with the pain of everyone else's damage being drawn into him), higher, with Willpower | Outerverse level (Withstood attacks from Canopus' factors, and later Canopus himself), higher, with Willpower, far higher with the Four Prime Factors (Being the embodiment of the Universe itself, any attack against the user is meaningless, so far as being referred to as "infinite defenses")
Stamina: Average, higher, with Willpower | Very High, higher, with Willpower | Very High, higher, with Willpower | Very High, higher, with Willpower | Very High, higher, with Willpower | Very High, higher, with Willpower
Range: Standard Melee Range, Several Meters with Magic, Country level with Demons | Same as before, several dozens meters with Magic, Outerversal with Demons | Same as before, Several Meters with Magic, Outerversal with Demons | Same as before, Several Meters with Magic, Outerversal with Demons | Same as before, Several Meters with Magic, Outerversal with Demons | Same as before, Several Meters with Magic, Outerversal with Demons | Same as before, Several Meters with Magic, Outerversal with Demons 
Standard Equipment: Demon Summoning Program | Demon Summoning Program, and the Four Prime Factors
Intelligence: Average
Weaknesses: None notable
Notable Attacks/Techniques:
Buffs and Debuffs: A set of skills that, as the name implies, allows the caster to greatly amplify their own physical attributes and reduce that of their foes, thus allowing one to stand up to much stronger opponents by closing or even reversing the gap in power between them. Outside of gameplay limitations, they can be stacked indefinitely, and sufficient usages of buffs allow the caster to survive attacks that would otherwise obliterate them with only minor injuries and amplify their speed to the point of completely outspeeding opponents that could previously predict all of their movements, while debuffs have a directly proportional effect on the enemy's statistics.
* Tarukaja: Increases both his own attack power and that of allies by one rank.
* Makakaja: Increases both his own magical power and that of allies by one rank.
* Rakukaja: Increases both his own defensive abilities and that of allies by one rank.
* Sukukaja: Increases both his own speed and that of allies by one rank.
* Dekunda: Nullifies all negative statistic modifications inflicted upon herself and allies.
* Luster Candy: Increases all statistics of an entire party (Strength, speed and durability) by one rank.
* Debilitate: Decreases all statistics of an entire party (Strength, speed and durability) by one rank.
Almighty Attacks: The highest class of spells in the Megami Tensei franchise, consisting largely of powerful non-elemental attacks that have the special property of completely bypassing any resistances or immunities that a target may possess, be them innate or magically enforced, with the latter of which including anything from reflective barriers to items that distort the very laws of the universe in order to protect the user from all forms of damage, and they are likewise unable to blocked, drained or generally defended against.
* Megidolaon: Unleashes a wave of destructive energy which deals heavy damage to all foes, tapping into the pale light of divinity that reigns over destruction itself and engulfing them in "the complete annihilation beyond death."
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|-|Physical Skills=
*Extra Cancel: Inflicts light Physical damage on one enemy, removes its Extra Turn, and bestows an Extra Turn to the user if the target had an Extra Turn.
*Snipe: Inflicts light unavoidable Physical damage on one enemy.
*Fatal Strike: Inflicts heavy unavoidable Physical damage on one enemy, but cannot kill it unless it has 1 HP.
*Anger Hit: Guaranteed critical hit on one enemy, with 50% accuracy. Deals reduced damage.
*Power Hit: Inflicts heavy Physical damage on one enemy.
*Mighty Hit: Guaranteed critical hit on one enemy.
*Final Hit: Reduces user's HP to 1, then inflicts that much Almighty damage on one enemy.
*Piercing Hit: Inflicts moderate Physical damage on one enemy. Cannot be resisted, nulled, or absorbed.
*Holy Strike: Inflicts Strength-relative Almighty damage on one enemy.
*Brutal Hit: Inflicts HP-dependent Physical damage on one enemy.
*Hassohappa: Inflicts HP-dependent Physical damage on all enemies.
*Multi-Hit: Inflicts light Physical damage to one enemy 2-7 times. Number of hits depends on how much more Agility the user has than the target.
*Assassinate: Inflicts heavy Physical damage on one enemy. Ignores ally defense bonus and deals increased damage when used against enemy team leaders.
*Mow Down: Inflicts moderate Physical damage on all enemies.
*Berserk	Strike: Inflicts HP-dependent Physical damage on random targets. Hits 2-5 times total, max 3 times on one enemy.
*Multi-Hit: Inflicts light Physical damage to one enemy 2-7 times. Number of hits depends on how much more Agility the user has than the target.
*Multi-Strike: Inflicts light Physical damage to all enemies 2-7 times. Number of hits depends on how much more Agility the user has than the target.
*Weak Kill: Inflicts moderate Physical damage on one enemy with increased power if the target is suffering from an ailment.
*Death Call: Instantly kills all enemies suffering from Poison, Paralyze, Stone, or Charm ailment.
|-|Ailment Skills=
*Nigayomogi: Moderate chance of inflicting Poison ailment to all enemies.
*Paral Eyes: Moderate chance of inflicting Paralyze ailment to all enemies.
*Sexy Gaze: Moderate chance of inflicting Charm ailment to all enemies.
*Marin Karin: High chance of inflicting Charm ailment to one enemy.
*Petra Eyes: Moderate chance of inflicting Petrify ailment to all enemies.
*Gigajama: High chance of inflicting Forget ailment to one enemy.
|-|Magic Skills=
*Agi: Inflicts light Fire damage on one enemy.
*Agidyne: Inflicts heavy Fire damage on one enemy.
*Fire Dance: Inflicts Magic-relative Fire damage on random targets. Hits 2-5 times total, max 3 times on one enemy.
*Maragi: Inflicts light Fire damage on all enemies.
*Maragidyne: Inflicts heavy Fire damage on all enemies.
*Inferno: Inflicts heavy Fire damage on self, allies and enemies.
*Bufu: Inflicts light Ice damage on one enemy.
*Bufudyne: Inflicts heavy Ice damage on one enemy.
*Ice Dance: Inflicts Magic-relative Ice damage on random targets. Hits 2-5 times total, max 3 times on one enemy.
*Mabufu: Inflicts light Ice damage on all enemies.
*Mabufudyne: Inflicts heavy Ice damage on all enemies.
*Zio: Inflicts light Electric damage on one enemy.
*Ziodyne: Inflicts heavy Electric damage on one enemy.
*Elec Dance: Inflicts Magic-relative Electric damage on random targets. Hits 2-5 times total, max 3 times on one enemy.
*Mazio: Inflicts light Electric damage on all enemies.
*Maziodyne: Inflicts heavy Electric damage on all enemies.
*Zan: Inflicts light Force damage on one enemy.
*Zandyne: Inflicts heavy Force damage on one enemy.
*Force Dance: Inflicts Magic-relative Force damage on random targets. Hits 2-5 times total, max 3 times on one enemy.
*Mazan: Inflicts light Force damage on all enemies.
*Mazandyne: Inflicts heavy Force damage on all enemies.
*Holy Dance: Inflicts Magic-relative Almighty damage on random targets. Hits 2-5 times total, max 3 times on one enemy.
*Megido: Inflicts moderate Almighty damage on all enemies.
*Megidolaon: Inflicts heavy Almighty damage on all enemies.
*Drain: Steals HP and MP from one enemy.
*Judgement: Inflicts Curse damage on all enemies equal to about half their current HP.
*Life Drain: Steals HP from one enemy. Power increases at lower HP.
*Tetrakarn: Reflects one Physical attack for each team member.
*Makarakarn: Reflects one non-Almighty magic attack for each team member.
|-|Passive Skills=
*Leader Soul: If a team member would take a mortal blow, and the damage is less than the leader's current HP, the equipping leader will take the hit instead. Cannot be set onto demons.
*+Poison: Physical attacks may inflict the Poison ailment.
*+Paralyze: Physical attacks may inflict the Paralyze ailment.
*+Stone: Physical attacks may inflict the Petrify ailment.
*+Forget: Physical attacks may inflict the Forget ailment.
*Drain Hit: Physical hits restore HP equal to 25% of damage done.
*Life Bonus: Max HP +10%.
*Life Surge: Max HP +30%.
*Life Stream: Max HP +50%.
*Mana Bonus: MP +10%.
*Mana Surge: MP +30%.
*Mana Stream: Max MP +50%.
*Spirit Gain: Max HP and MP +20%.
*Hero Aid: Critical rate +25%.
*Ares Aid: Critical rate +50%.
*Crit Up	Strike: Increases damage dealt by critical hits by 50%, making the critical multiplier x2 instead of x1.5.
*Quick Move: Increases speed during a skirmish.
**Swift Step: Greatly increases speed during a skirmish.
*Attack All: Regular attack hits all enemies. Compatible with Double Strike and Ultimate Hit.
*Double Strike: Converts regular attack into Double Strike, which adds a small attack (25% damage) in addition to the regular attack. If combined with Ultimate Hit, the attack becomes Twin Ultimate. Compatible with Attack All and Ultimate Hit.
*Extra Bonus: Increases chance of removing Extra Turns. Neutral-hitting attacks by the user may randomly gain or remove Extra Turns.
*Preserve Extra: Reduces chance of character's Extra Turns being removed. Neutral-hitting attacks by the user may randomly gain or remove Extra Turns.
*Pierce Phys: Physical attacks cannot be resisted, nullified, or absorbed.
*Counter	Phys: Low chance of retaliating when struck with a physical attack.
*Retaliate Phys: Moderate chance of retaliating when struck with a physical attack.
*Avenge Phys: High chance of retaliating when struck with a physical attack.
*Dual Shadow: 5% chance of the character repeating the attack they just performed.
*Extra One: The character always has an Extra Turn in battle.
*Phys Up: Physical damage +10%.
*Phys Boost: Physical damage +20%.
*Phys Amp: Physical damage +50%.
*Fire Boost:	Fire damage +20%.
*Fire Amp: Fire damage +50%.
*Ice Boost: Ice damage +20%.
*Ice Amp: Ice damage +50%.
*Elec Boost: Elec damage +20%.
*Elec Amp: Elec damage +50%.
*Force Boost: Force damage +20%.
*Force Amp: Force damage +50%.
*Grimoire: Greatly increases chance of inflicting status ailments.
*Race-O: Damage done to an opponent of the same race as the character +50%.
*Race-D: Damage taken from an opponent of the same race as the character -50%.
*Ultimate Hit: Converts regular attack to Ultimate Hit, which has the Almighty attribute. If combined with Double Strike, the attack becomes Twin Ultimate. Compatible with Double Strike and Attack All.
*Anti-Phys: Resists damage from Physical attacks.
*Anti-Fire: Vi5	Resists damage from Fire attacks.
*Anti-Ice: Resists damage from Ice attacks.
*Anti-Elec: Resists damage from Electric attacks.
*Anti-Force: Resists damage from Force attacks.
*Anti-Curse: Resists damage from Curse attacks, reduces chance of suffering from Curse-based ailments.
*Anti-Most: Resists damage from all attacks and Curse-based ailments except for Physical and Almighty attacks.
*Anti-All: Resists damage from all attacks and Curse-based ailments except Almighty attacks.
*Null Phys: Provides immunity to Physical attacks.
*Null Fire: Provides immunity to Fire attacks.
*Null Ice: Provides immunity to Ice attacks.
*Null Elec: Provides immunity to Electric attacks.
*Null Force: Provides immunity to Force attacks.
*Null Curse: Provides immunity to Curse attacks and Curse-based ailments.
*Phys Drain: Absorbs Physical attacks.
*Fire Drain: Absorbs Fire attacks.
*Ice Drain: Absorbs Ice attacks.
*Elec Drain: Absorbs Electric attacks.
*Force Drain: Absorbs Force attacks.
*Phys Repel: Reflects Physical attacks.
*Fire Repel: Reflects Fire attacks.
*Ice Repel: Reflects Ice attacks.
*Elec Repel: Reflects Electric attacks.
*Force Repel: Reflects Force attacks.
*Anti-Ailment: Reduces chances of suffering from any ailment.
*Anti-Almighty: Reduces damage taken from Almighty attacks.
*Endure: Withstand one fatal blow once per skirmish with 1 HP remaining.
*Dodge: Increases evasion against Physical attacks.
*Watchful: Character gains a small additional portion of EXP earned by the main character while not assigned to a team.
*Vigilant: Character gains 96% (Demons gain 80%) of EXP earned by the main character when not assigned to a team; Character gains 120% EXP when deployed in combat.
*Moneybags: Team gains 20% more Macca after each skirmish.
*Life Aid: 10% max HP is restored at the end of every skirmish.
*Life Lift: 20% max HP is restored at the end of every skirmish.
*Mana Aid: 10% max MP is restored at the end of every skirmish.
*Victory Cry: 25% max HP and 13% max MP is restored at the end of every skirmish.
|-|Auto Skills=
*Blitzkrieg: Offense +25%.
*Weaken: Enemy defense -25%.
*Debilitate: Enemy hit rate, evasion, and defense -25%.
*Hustle: Hit rate and evasion +25%.
*Fortify: Defense +25%.
*Tailwind: Agility +5.
*Wall: Tetrakarn at the start of the skirmish.
*Barrier: Casts Makarakarn at the start of the skirmish.
*Strengthen: Neutralizes all elemental weaknesses within the team.
*Ban Phys: Cancels the first Physical attack during the skirmish.
*Ban Fire: Cancels the first Fire attack during the skirmish.
*Ban Ice: Cancels the first Ice attack during the skirmish.
*Ban Elec: Cancels the first Elec attack during the skirmish.
*Ban Force: Cancels the first Force attack during the skirmish.
*Ban Curse: Cancels the first Curse attack during the skirmish.
*Rage Soul: Doubles damage output, but normal attack can only be selected.
*Pierce+: Team members gain Pierce.
*Full Might: Casts Might Call at the start of the skirmish.
*Marksman: Physical attacks cannot miss.
*Grimoire: Team members gain Grimoire.
*Desperation: Team gains speed bonus in battle, but loses all initial Extra Turns.
*Null Auto: Prevents enemy Auto Skills from activating.
*Battle Aura: Blocks all attacks that do 50 damage or less per hit.
*Endure+: Team members gain Endure.
*Magic Yang: MP costs for both teams halved.
*Magic Yin: Magic damage by team +50%, but MP costs are doubled and Physical attacks cannot be made.
*Health Save: HP costs for both teams reduced by 75%.
*Alter Pain: Team members regenerate a small amount of MP relative to the damage they have taken.
*Revive: Casts Recarm on any fallen team members at the start of the skirmish.
*Healing: Casts Media at the start of the skirmish if any team members are injured.
*Rejuvenate: Casts Diarahan on a heavily injured team member at the start of the skirmish.
*Grace: Casts Prayer at the start of the skirmish if any team members are heavily injured or suffering from an ailment.
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==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:Characters
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