Korem Taylan

Korem Taylan is a DLC character in Dissidia Calamitas Infinita, originating from Conquest. 
==Appearance==
===Gallery===
File:SC Korem.png|SHIRUBAKURONO artwork.
File:Korem mask detail.png|Yuan mask rendition.
==Story==
<tabber>
Xth Cycle=
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Xth Cycle=
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Xth Cycle=
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Xth Cycle=
</tabber>
==Battle==
__NOTOC__
<tabber>
Original=
KoremWroth – Leave no shadow unscathed in your crusade. 
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Wielding two flexible light crescents and possessing apex martial ability, Korem is a force to be reckoned with, especially in aerial close combat. His main strength lies in the ability to quickly chain and cancel Brave attacks, which slowly increase the luminosity of his crescents. When a crescent fully charges, it becomes Illuminated. This is cued by a bell sound, followed by the crescent visually glowing in bright golden light. Pressing R between these cues causes both crescents to become Illuminated if none currently are. If one crescent is already Illuminated when the input is performed successfully, Korem gains 20% of his maximum EX Gauge.
Illuminated crescents provide bonuses and can be extinguished in several ways, as illustrated below.
===Brave Attack===
Move 	Type 	CP (Mastered)	AP	Priority	Effect	Damage type	Obtained
Rainment 	Ground/Aerial	 	 	 	 	 	Initial
Rainment 	[Close]Korem spins the crescents around him, reflecting all projectiles and blocking all Light Priority moves for a short duration. Followup input can cause the crescents to switch between curving behind Korem or in front of him (default position is in the back), granting a passive bonus:
Justice: — ↑ + : Crescents move to the back, illuminating 50% faster compared to the front.
Wrath: — ↓ + : Crescents move to the front, Each Illuminated crescent provides one stack of Super Armor; the crescent is extinguished when the Super Armor is broken. Attacks that involve movement of the crescents in front of Korem have a slightly shorter startup time.	[Close]Korem spins the crescents around him, reflecting all projectiles and blocking all Light Priority moves for a short duration. Followup input can cause the crescents to switch between curving behind Korem or in front of him (default position is in the back), granting a passive bonus:
Justice: — ↑ + : Crescents move to the back, illuminating 50% faster compared to the front.
Wrath: — ↓ + : Crescents move to the front, Each Illuminated crescent provides one stack of Super Armor; the crescent is extinguished when the Super Armor is broken. Attacks that involve movement of the crescents in front of Korem have a slightly shorter startup time.	[Close]Korem spins the crescents around him, reflecting all projectiles and blocking all Light Priority moves for a short duration. Followup input can cause the crescents to switch between curving behind Korem or in front of him (default position is in the back), granting a passive bonus:
Justice: — ↑ + : Crescents move to the back, illuminating 50% faster compared to the front.
Wrath: — ↓ + : Crescents move to the front, Each Illuminated crescent provides one stack of Super Armor; the crescent is extinguished when the Super Armor is broken. Attacks that involve movement of the crescents in front of Korem have a slightly shorter startup time.	[Close]Korem spins the crescents around him, reflecting all projectiles and blocking all Light Priority moves for a short duration. Followup input can cause the crescents to switch between curving behind Korem or in front of him (default position is in the back), granting a passive bonus:
Justice: — ↑ + : Crescents move to the back, illuminating 50% faster compared to the front.
Wrath: — ↓ + : Crescents move to the front, Each Illuminated crescent provides one stack of Super Armor; the crescent is extinguished when the Super Armor is broken. Attacks that involve movement of the crescents in front of Korem have a slightly shorter startup time.	[Close]Korem spins the crescents around him, reflecting all projectiles and blocking all Light Priority moves for a short duration. Followup input can cause the crescents to switch between curving behind Korem or in front of him (default position is in the back), granting a passive bonus:
Justice: — ↑ + : Crescents move to the back, illuminating 50% faster compared to the front.
Wrath: — ↓ + : Crescents move to the front, Each Illuminated crescent provides one stack of Super Armor; the crescent is extinguished when the Super Armor is broken. Attacks that involve movement of the crescents in front of Korem have a slightly shorter startup time.	[Close]Korem spins the crescents around him, reflecting all projectiles and blocking all Light Priority moves for a short duration. Followup input can cause the crescents to switch between curving behind Korem or in front of him (default position is in the back), granting a passive bonus:
Justice: — ↑ + : Crescents move to the back, illuminating 50% faster compared to the front.
Wrath: — ↓ + : Crescents move to the front, Each Illuminated crescent provides one stack of Super Armor; the crescent is extinguished when the Super Armor is broken. Attacks that involve movement of the crescents in front of Korem have a slightly shorter startup time.	[Close]Korem spins the crescents around him, reflecting all projectiles and blocking all Light Priority moves for a short duration. Followup input can cause the crescents to switch between curving behind Korem or in front of him (default position is in the back), granting a passive bonus:
Justice: — ↑ + : Crescents move to the back, illuminating 50% faster compared to the front.
Wrath: — ↓ + : Crescents move to the front, Each Illuminated crescent provides one stack of Super Armor; the crescent is extinguished when the Super Armor is broken. Attacks that involve movement of the crescents in front of Korem have a slightly shorter startup time.
Sanctus 	Ground/Aerial	 	 	 	 	 	Level 10
Sanctus 	[Close]Korem's fastest move. Executes a quick knee strike with limited range.
Silence: — ↑ + : Follows up immediately with the point of a crescent to the opponent's neck.
Cacophony: — ↓ + : A slower chain. The crescents shatter into twelve pieces in a ring around Korem, and begin to flail wildly, uplifting themselves and Korem.	[Close]Korem's fastest move. Executes a quick knee strike with limited range.
Silence: — ↑ + : Follows up immediately with the point of a crescent to the opponent's neck.
Cacophony: — ↓ + : A slower chain. The crescents shatter into twelve pieces in a ring around Korem, and begin to flail wildly, uplifting themselves and Korem.	[Close]Korem's fastest move. Executes a quick knee strike with limited range.
Silence: — ↑ + : Follows up immediately with the point of a crescent to the opponent's neck.
Cacophony: — ↓ + : A slower chain. The crescents shatter into twelve pieces in a ring around Korem, and begin to flail wildly, uplifting themselves and Korem.	[Close]Korem's fastest move. Executes a quick knee strike with limited range.
Silence: — ↑ + : Follows up immediately with the point of a crescent to the opponent's neck.
Cacophony: — ↓ + : A slower chain. The crescents shatter into twelve pieces in a ring around Korem, and begin to flail wildly, uplifting themselves and Korem.	[Close]Korem's fastest move. Executes a quick knee strike with limited range.
Silence: — ↑ + : Follows up immediately with the point of a crescent to the opponent's neck.
Cacophony: — ↓ + : A slower chain. The crescents shatter into twelve pieces in a ring around Korem, and begin to flail wildly, uplifting themselves and Korem.	[Close]Korem's fastest move. Executes a quick knee strike with limited range.
Silence: — ↑ + : Follows up immediately with the point of a crescent to the opponent's neck.
Cacophony: — ↓ + : A slower chain. The crescents shatter into twelve pieces in a ring around Korem, and begin to flail wildly, uplifting themselves and Korem.	[Close]Korem's fastest move. Executes a quick knee strike with limited range.
Silence: — ↑ + : Follows up immediately with the point of a crescent to the opponent's neck.
Cacophony: — ↓ + : A slower chain. The crescents shatter into twelve pieces in a ring around Korem, and begin to flail wildly, uplifting themselves and Korem.
Oblation 	Ground 	 	 	 	 	 	Initial
Oblation 	[Close]Korem launches at the opponent with a dragon kick that brings him briefly airborne, trailing a tear of light that hits in a wide arc. After the kick and before landing, the followup commands can be input:
Purification: — ↑ + : Korem jumps forward again after landing, swinging the crescents in an overhead motion and ending the move airborne.
Corruption: — ↓ + : Korem slams his hands to the ground upon landing, sinking the crescents into the earth and shattering them. They emerge from the ground a second later, jutting out in a huge array of crystalline spikes angled towards the enemy, before reforming.	[Close]Korem launches at the opponent with a dragon kick that brings him briefly airborne, trailing a tear of light that hits in a wide arc. After the kick and before landing, the followup commands can be input:
Purification: — ↑ + : Korem jumps forward again after landing, swinging the crescents in an overhead motion and ending the move airborne.
Corruption: — ↓ + : Korem slams his hands to the ground upon landing, sinking the crescents into the earth and shattering them. They emerge from the ground a second later, jutting out in a huge array of crystalline spikes angled towards the enemy, before reforming.	[Close]Korem launches at the opponent with a dragon kick that brings him briefly airborne, trailing a tear of light that hits in a wide arc. After the kick and before landing, the followup commands can be input:
Purification: — ↑ + : Korem jumps forward again after landing, swinging the crescents in an overhead motion and ending the move airborne.
Corruption: — ↓ + : Korem slams his hands to the ground upon landing, sinking the crescents into the earth and shattering them. They emerge from the ground a second later, jutting out in a huge array of crystalline spikes angled towards the enemy, before reforming.	[Close]Korem launches at the opponent with a dragon kick that brings him briefly airborne, trailing a tear of light that hits in a wide arc. After the kick and before landing, the followup commands can be input:
Purification: — ↑ + : Korem jumps forward again after landing, swinging the crescents in an overhead motion and ending the move airborne.
Corruption: — ↓ + : Korem slams his hands to the ground upon landing, sinking the crescents into the earth and shattering them. They emerge from the ground a second later, jutting out in a huge array of crystalline spikes angled towards the enemy, before reforming.	[Close]Korem launches at the opponent with a dragon kick that brings him briefly airborne, trailing a tear of light that hits in a wide arc. After the kick and before landing, the followup commands can be input:
Purification: — ↑ + : Korem jumps forward again after landing, swinging the crescents in an overhead motion and ending the move airborne.
Corruption: — ↓ + : Korem slams his hands to the ground upon landing, sinking the crescents into the earth and shattering them. They emerge from the ground a second later, jutting out in a huge array of crystalline spikes angled towards the enemy, before reforming.	[Close]Korem launches at the opponent with a dragon kick that brings him briefly airborne, trailing a tear of light that hits in a wide arc. After the kick and before landing, the followup commands can be input:
Purification: — ↑ + : Korem jumps forward again after landing, swinging the crescents in an overhead motion and ending the move airborne.
Corruption: — ↓ + : Korem slams his hands to the ground upon landing, sinking the crescents into the earth and shattering them. They emerge from the ground a second later, jutting out in a huge array of crystalline spikes angled towards the enemy, before reforming.	[Close]Korem launches at the opponent with a dragon kick that brings him briefly airborne, trailing a tear of light that hits in a wide arc. After the kick and before landing, the followup commands can be input:
Purification: — ↑ + : Korem jumps forward again after landing, swinging the crescents in an overhead motion and ending the move airborne.
Corruption: — ↓ + : Korem slams his hands to the ground upon landing, sinking the crescents into the earth and shattering them. They emerge from the ground a second later, jutting out in a huge array of crystalline spikes angled towards the enemy, before reforming.
Epiclesis 	Aerial 	 	 	 	 	 	Level 10
Epiclesis 	[Mid]Korem calls the crescents around to brace his arms, then swings them down in an X-shaped pattern.
Loyalty: — ↑ + : Korem recovers the crescents immediately, arranging them into a +-shaped pattern and forcing them forward a moderate distance.
Treachery: — ↓ + : Korem allows the crescents to continue their falling trajectory for as long as the command is held. Upon release, the crescents gain speed rapidly and swerve to home in on the opponent's location.	[Mid]Korem calls the crescents around to brace his arms, then swings them down in an X-shaped pattern.
Loyalty: — ↑ + : Korem recovers the crescents immediately, arranging them into a +-shaped pattern and forcing them forward a moderate distance.
Treachery: — ↓ + : Korem allows the crescents to continue their falling trajectory for as long as the command is held. Upon release, the crescents gain speed rapidly and swerve to home in on the opponent's location.	[Mid]Korem calls the crescents around to brace his arms, then swings them down in an X-shaped pattern.
Loyalty: — ↑ + : Korem recovers the crescents immediately, arranging them into a +-shaped pattern and forcing them forward a moderate distance.
Treachery: — ↓ + : Korem allows the crescents to continue their falling trajectory for as long as the command is held. Upon release, the crescents gain speed rapidly and swerve to home in on the opponent's location.	[Mid]Korem calls the crescents around to brace his arms, then swings them down in an X-shaped pattern.
Loyalty: — ↑ + : Korem recovers the crescents immediately, arranging them into a +-shaped pattern and forcing them forward a moderate distance.
Treachery: — ↓ + : Korem allows the crescents to continue their falling trajectory for as long as the command is held. Upon release, the crescents gain speed rapidly and swerve to home in on the opponent's location.	[Mid]Korem calls the crescents around to brace his arms, then swings them down in an X-shaped pattern.
Loyalty: — ↑ + : Korem recovers the crescents immediately, arranging them into a +-shaped pattern and forcing them forward a moderate distance.
Treachery: — ↓ + : Korem allows the crescents to continue their falling trajectory for as long as the command is held. Upon release, the crescents gain speed rapidly and swerve to home in on the opponent's location.	[Mid]Korem calls the crescents around to brace his arms, then swings them down in an X-shaped pattern.
Loyalty: — ↑ + : Korem recovers the crescents immediately, arranging them into a +-shaped pattern and forcing them forward a moderate distance.
Treachery: — ↓ + : Korem allows the crescents to continue their falling trajectory for as long as the command is held. Upon release, the crescents gain speed rapidly and swerve to home in on the opponent's location.	[Mid]Korem calls the crescents around to brace his arms, then swings them down in an X-shaped pattern.
Loyalty: — ↑ + : Korem recovers the crescents immediately, arranging them into a +-shaped pattern and forcing them forward a moderate distance.
Treachery: — ↓ + : Korem allows the crescents to continue their falling trajectory for as long as the command is held. Upon release, the crescents gain speed rapidly and swerve to home in on the opponent's location.
Intercession	Ground/Aerial	 	 	 	 	 	Level 10
Intercession	[Mid]Korem flings the crescents forwards in a scooping motion, curving underneath the enemy and knocking them away. The following inputs can be performed at different times:
Redemption: — ↑ + : Available only on successful hit. The crescents recurve around the enemy and knock them towards Korem instead.
Punishment: — ↓ + : Requires and extinguishes an Illuminated crescent, and can be input at any time. Korem blinks behind the enemy and begins executing a vicious series of kicks and chops for as long as the input is held. The crescents continue their original scooping motion, then return to Korem, dealing additional damage.	[Mid]Korem flings the crescents forwards in a scooping motion, curving underneath the enemy and knocking them away. The following inputs can be performed at different times:
Redemption: — ↑ + : Available only on successful hit. The crescents recurve around the enemy and knock them towards Korem instead.
Punishment: — ↓ + : Requires and extinguishes an Illuminated crescent, and can be input at any time. Korem blinks behind the enemy and begins executing a vicious series of kicks and chops for as long as the input is held. The crescents continue their original scooping motion, then return to Korem, dealing additional damage.	[Mid]Korem flings the crescents forwards in a scooping motion, curving underneath the enemy and knocking them away. The following inputs can be performed at different times:
Redemption: — ↑ + : Available only on successful hit. The crescents recurve around the enemy and knock them towards Korem instead.
Punishment: — ↓ + : Requires and extinguishes an Illuminated crescent, and can be input at any time. Korem blinks behind the enemy and begins executing a vicious series of kicks and chops for as long as the input is held. The crescents continue their original scooping motion, then return to Korem, dealing additional damage.	[Mid]Korem flings the crescents forwards in a scooping motion, curving underneath the enemy and knocking them away. The following inputs can be performed at different times:
Redemption: — ↑ + : Available only on successful hit. The crescents recurve around the enemy and knock them towards Korem instead.
Punishment: — ↓ + : Requires and extinguishes an Illuminated crescent, and can be input at any time. Korem blinks behind the enemy and begins executing a vicious series of kicks and chops for as long as the input is held. The crescents continue their original scooping motion, then return to Korem, dealing additional damage.	[Mid]Korem flings the crescents forwards in a scooping motion, curving underneath the enemy and knocking them away. The following inputs can be performed at different times:
Redemption: — ↑ + : Available only on successful hit. The crescents recurve around the enemy and knock them towards Korem instead.
Punishment: — ↓ + : Requires and extinguishes an Illuminated crescent, and can be input at any time. Korem blinks behind the enemy and begins executing a vicious series of kicks and chops for as long as the input is held. The crescents continue their original scooping motion, then return to Korem, dealing additional damage.	[Mid]Korem flings the crescents forwards in a scooping motion, curving underneath the enemy and knocking them away. The following inputs can be performed at different times:
Redemption: — ↑ + : Available only on successful hit. The crescents recurve around the enemy and knock them towards Korem instead.
Punishment: — ↓ + : Requires and extinguishes an Illuminated crescent, and can be input at any time. Korem blinks behind the enemy and begins executing a vicious series of kicks and chops for as long as the input is held. The crescents continue their original scooping motion, then return to Korem, dealing additional damage.	[Mid]Korem flings the crescents forwards in a scooping motion, curving underneath the enemy and knocking them away. The following inputs can be performed at different times:
Redemption: — ↑ + : Available only on successful hit. The crescents recurve around the enemy and knock them towards Korem instead.
Punishment: — ↓ + : Requires and extinguishes an Illuminated crescent, and can be input at any time. Korem blinks behind the enemy and begins executing a vicious series of kicks and chops for as long as the input is held. The crescents continue their original scooping motion, then return to Korem, dealing additional damage.
Doxology 	Ground/Aerial	 	 	 	 	 	Level 10
Doxology 	[Long]After a short delay, Korem sweeps his arm forward, creating a quick arc of light that travels to the enemy's position The following commands may be input at any time:
Tranquility: — ↑ + : Creates a light rail from Korem to the arc's current position that only he can use. Korem can only travel on the rail once, increasing the rate of crescent charging as he does so. Performing this move again overwrites the created light rail.
Disquietude: — ↓ + : Korem recalls the arc to him and combines it with a crescent, then flings the crescent at the enemy like a frisbee.	[Long]After a short delay, Korem sweeps his arm forward, creating a quick arc of light that travels to the enemy's position The following commands may be input at any time:
Tranquility: — ↑ + : Creates a light rail from Korem to the arc's current position that only he can use. Korem can only travel on the rail once, increasing the rate of crescent charging as he does so. Performing this move again overwrites the created light rail.
Disquietude: — ↓ + : Korem recalls the arc to him and combines it with a crescent, then flings the crescent at the enemy like a frisbee.	[Long]After a short delay, Korem sweeps his arm forward, creating a quick arc of light that travels to the enemy's position The following commands may be input at any time:
Tranquility: — ↑ + : Creates a light rail from Korem to the arc's current position that only he can use. Korem can only travel on the rail once, increasing the rate of crescent charging as he does so. Performing this move again overwrites the created light rail.
Disquietude: — ↓ + : Korem recalls the arc to him and combines it with a crescent, then flings the crescent at the enemy like a frisbee.	[Long]After a short delay, Korem sweeps his arm forward, creating a quick arc of light that travels to the enemy's position The following commands may be input at any time:
Tranquility: — ↑ + : Creates a light rail from Korem to the arc's current position that only he can use. Korem can only travel on the rail once, increasing the rate of crescent charging as he does so. Performing this move again overwrites the created light rail.
Disquietude: — ↓ + : Korem recalls the arc to him and combines it with a crescent, then flings the crescent at the enemy like a frisbee.	[Long]After a short delay, Korem sweeps his arm forward, creating a quick arc of light that travels to the enemy's position The following commands may be input at any time:
Tranquility: — ↑ + : Creates a light rail from Korem to the arc's current position that only he can use. Korem can only travel on the rail once, increasing the rate of crescent charging as he does so. Performing this move again overwrites the created light rail.
Disquietude: — ↓ + : Korem recalls the arc to him and combines it with a crescent, then flings the crescent at the enemy like a frisbee.	[Long]After a short delay, Korem sweeps his arm forward, creating a quick arc of light that travels to the enemy's position The following commands may be input at any time:
Tranquility: — ↑ + : Creates a light rail from Korem to the arc's current position that only he can use. Korem can only travel on the rail once, increasing the rate of crescent charging as he does so. Performing this move again overwrites the created light rail.
Disquietude: — ↓ + : Korem recalls the arc to him and combines it with a crescent, then flings the crescent at the enemy like a frisbee.	[Long]After a short delay, Korem sweeps his arm forward, creating a quick arc of light that travels to the enemy's position The following commands may be input at any time:
Tranquility: — ↑ + : Creates a light rail from Korem to the arc's current position that only he can use. Korem can only travel on the rail once, increasing the rate of crescent charging as he does so. Performing this move again overwrites the created light rail.
Disquietude: — ↓ + : Korem recalls the arc to him and combines it with a crescent, then flings the crescent at the enemy like a frisbee.
===HP Attack===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Flash Arc 	Ground 	 	 	 	 	 	Initial
Flash Arc 	[Long]Korem extends his palm and fires three successive arcs of light; the first fires straight at the opponent, the second curves horizontally to the left, and the third curves horizontally to the right. The latter two home in on the opponent after their initial trajectories. 	[Long]Korem extends his palm and fires three successive arcs of light; the first fires straight at the opponent, the second curves horizontally to the left, and the third curves horizontally to the right. The latter two home in on the opponent after their initial trajectories. 	[Long]Korem extends his palm and fires three successive arcs of light; the first fires straight at the opponent, the second curves horizontally to the left, and the third curves horizontally to the right. The latter two home in on the opponent after their initial trajectories. 	[Long]Korem extends his palm and fires three successive arcs of light; the first fires straight at the opponent, the second curves horizontally to the left, and the third curves horizontally to the right. The latter two home in on the opponent after their initial trajectories. 	[Long]Korem extends his palm and fires three successive arcs of light; the first fires straight at the opponent, the second curves horizontally to the left, and the third curves horizontally to the right. The latter two home in on the opponent after their initial trajectories. 	[Long]Korem extends his palm and fires three successive arcs of light; the first fires straight at the opponent, the second curves horizontally to the left, and the third curves horizontally to the right. The latter two home in on the opponent after their initial trajectories. 	[Long]Korem extends his palm and fires three successive arcs of light; the first fires straight at the opponent, the second curves horizontally to the left, and the third curves horizontally to the right. The latter two home in on the opponent after their initial trajectories.
Empty Hour 	Ground/Aerial 	 	 	 	 	 	Level 10
Empty Hour 	[Close]Korem blinks out of existence for a split second, reappearing slightly closer to the opponent and executing a force palm. 	[Close]Korem blinks out of existence for a split second, reappearing slightly closer to the opponent and executing a force palm. 	[Close]Korem blinks out of existence for a split second, reappearing slightly closer to the opponent and executing a force palm. 	[Close]Korem blinks out of existence for a split second, reappearing slightly closer to the opponent and executing a force palm. 	[Close]Korem blinks out of existence for a split second, reappearing slightly closer to the opponent and executing a force palm. 	[Close]Korem blinks out of existence for a split second, reappearing slightly closer to the opponent and executing a force palm. 	[Close]Korem blinks out of existence for a split second, reappearing slightly closer to the opponent and executing a force palm.
Invitation to Heresy	Ground 	 	 	 	 	 	Initial
Invitation to Heresy	[Close]Korem cloaks himself in shadow, rendering himself invisible and untargetable (but not invincible) for 0.75 seconds. Any enemy moves in progress that have homing capabilities lose track of Korem's position for the duration. When the invisibility ends, a sharp chime sound is heard. Inputting the command again at this time causes Korem to blink back to the position he was at upon first using the move, projecting a sphere of light a short distance around him. Inputting the command early causes Korem to reappear and project the sphere at his current position.
This move consumes an Illuminated crescent if one is active, doubling the available cloaked time to 1.5 seconds and causing the sphere to exude a vacuum effect that pulls a nearby enemy in. All other mechanics of the move remain the same, including the option to reappear early.	[Close]Korem cloaks himself in shadow, rendering himself invisible and untargetable (but not invincible) for 0.75 seconds. Any enemy moves in progress that have homing capabilities lose track of Korem's position for the duration. When the invisibility ends, a sharp chime sound is heard. Inputting the command again at this time causes Korem to blink back to the position he was at upon first using the move, projecting a sphere of light a short distance around him. Inputting the command early causes Korem to reappear and project the sphere at his current position.
This move consumes an Illuminated crescent if one is active, doubling the available cloaked time to 1.5 seconds and causing the sphere to exude a vacuum effect that pulls a nearby enemy in. All other mechanics of the move remain the same, including the option to reappear early.	[Close]Korem cloaks himself in shadow, rendering himself invisible and untargetable (but not invincible) for 0.75 seconds. Any enemy moves in progress that have homing capabilities lose track of Korem's position for the duration. When the invisibility ends, a sharp chime sound is heard. Inputting the command again at this time causes Korem to blink back to the position he was at upon first using the move, projecting a sphere of light a short distance around him. Inputting the command early causes Korem to reappear and project the sphere at his current position.
This move consumes an Illuminated crescent if one is active, doubling the available cloaked time to 1.5 seconds and causing the sphere to exude a vacuum effect that pulls a nearby enemy in. All other mechanics of the move remain the same, including the option to reappear early.	[Close]Korem cloaks himself in shadow, rendering himself invisible and untargetable (but not invincible) for 0.75 seconds. Any enemy moves in progress that have homing capabilities lose track of Korem's position for the duration. When the invisibility ends, a sharp chime sound is heard. Inputting the command again at this time causes Korem to blink back to the position he was at upon first using the move, projecting a sphere of light a short distance around him. Inputting the command early causes Korem to reappear and project the sphere at his current position.
This move consumes an Illuminated crescent if one is active, doubling the available cloaked time to 1.5 seconds and causing the sphere to exude a vacuum effect that pulls a nearby enemy in. All other mechanics of the move remain the same, including the option to reappear early.	[Close]Korem cloaks himself in shadow, rendering himself invisible and untargetable (but not invincible) for 0.75 seconds. Any enemy moves in progress that have homing capabilities lose track of Korem's position for the duration. When the invisibility ends, a sharp chime sound is heard. Inputting the command again at this time causes Korem to blink back to the position he was at upon first using the move, projecting a sphere of light a short distance around him. Inputting the command early causes Korem to reappear and project the sphere at his current position.
This move consumes an Illuminated crescent if one is active, doubling the available cloaked time to 1.5 seconds and causing the sphere to exude a vacuum effect that pulls a nearby enemy in. All other mechanics of the move remain the same, including the option to reappear early.	[Close]Korem cloaks himself in shadow, rendering himself invisible and untargetable (but not invincible) for 0.75 seconds. Any enemy moves in progress that have homing capabilities lose track of Korem's position for the duration. When the invisibility ends, a sharp chime sound is heard. Inputting the command again at this time causes Korem to blink back to the position he was at upon first using the move, projecting a sphere of light a short distance around him. Inputting the command early causes Korem to reappear and project the sphere at his current position.
This move consumes an Illuminated crescent if one is active, doubling the available cloaked time to 1.5 seconds and causing the sphere to exude a vacuum effect that pulls a nearby enemy in. All other mechanics of the move remain the same, including the option to reappear early.	[Close]Korem cloaks himself in shadow, rendering himself invisible and untargetable (but not invincible) for 0.75 seconds. Any enemy moves in progress that have homing capabilities lose track of Korem's position for the duration. When the invisibility ends, a sharp chime sound is heard. Inputting the command again at this time causes Korem to blink back to the position he was at upon first using the move, projecting a sphere of light a short distance around him. Inputting the command early causes Korem to reappear and project the sphere at his current position.
This move consumes an Illuminated crescent if one is active, doubling the available cloaked time to 1.5 seconds and causing the sphere to exude a vacuum effect that pulls a nearby enemy in. All other mechanics of the move remain the same, including the option to reappear early.
Northern Sky 	Ground/Aerial 	 	 	 	 	 	Level 10
Northern Sky 	[Close]A four part combo that begins with an overhead lunge. Each time Korem makes contact, an orb of light appears on the opponent 0.3 - 0.8 seconds later, signaling the proper time to reinput the command for the next strike. Korem follows the lunge with a knee strike, an force palm, and finally an uppercut.
This move consumes an Illuminated crescent if one is active, resulting in the orbs of light appearing much faster and with more consistent timing. Korem repeats the chain of attacks for a total of 12 strikes, with a bit of a mix-up after the 10th strike. The penultimate attack will inflict Shock, followed by Korem leaping above the opponent and impaling them through the neck with the points of both crescents.	[Close]A four part combo that begins with an overhead lunge. Each time Korem makes contact, an orb of light appears on the opponent 0.3 - 0.8 seconds later, signaling the proper time to reinput the command for the next strike. Korem follows the lunge with a knee strike, an force palm, and finally an uppercut.
This move consumes an Illuminated crescent if one is active, resulting in the orbs of light appearing much faster and with more consistent timing. Korem repeats the chain of attacks for a total of 12 strikes, with a bit of a mix-up after the 10th strike. The penultimate attack will inflict Shock, followed by Korem leaping above the opponent and impaling them through the neck with the points of both crescents.	[Close]A four part combo that begins with an overhead lunge. Each time Korem makes contact, an orb of light appears on the opponent 0.3 - 0.8 seconds later, signaling the proper time to reinput the command for the next strike. Korem follows the lunge with a knee strike, an force palm, and finally an uppercut.
This move consumes an Illuminated crescent if one is active, resulting in the orbs of light appearing much faster and with more consistent timing. Korem repeats the chain of attacks for a total of 12 strikes, with a bit of a mix-up after the 10th strike. The penultimate attack will inflict Shock, followed by Korem leaping above the opponent and impaling them through the neck with the points of both crescents.	[Close]A four part combo that begins with an overhead lunge. Each time Korem makes contact, an orb of light appears on the opponent 0.3 - 0.8 seconds later, signaling the proper time to reinput the command for the next strike. Korem follows the lunge with a knee strike, an force palm, and finally an uppercut.
This move consumes an Illuminated crescent if one is active, resulting in the orbs of light appearing much faster and with more consistent timing. Korem repeats the chain of attacks for a total of 12 strikes, with a bit of a mix-up after the 10th strike. The penultimate attack will inflict Shock, followed by Korem leaping above the opponent and impaling them through the neck with the points of both crescents.	[Close]A four part combo that begins with an overhead lunge. Each time Korem makes contact, an orb of light appears on the opponent 0.3 - 0.8 seconds later, signaling the proper time to reinput the command for the next strike. Korem follows the lunge with a knee strike, an force palm, and finally an uppercut.
This move consumes an Illuminated crescent if one is active, resulting in the orbs of light appearing much faster and with more consistent timing. Korem repeats the chain of attacks for a total of 12 strikes, with a bit of a mix-up after the 10th strike. The penultimate attack will inflict Shock, followed by Korem leaping above the opponent and impaling them through the neck with the points of both crescents.	[Close]A four part combo that begins with an overhead lunge. Each time Korem makes contact, an orb of light appears on the opponent 0.3 - 0.8 seconds later, signaling the proper time to reinput the command for the next strike. Korem follows the lunge with a knee strike, an force palm, and finally an uppercut.
This move consumes an Illuminated crescent if one is active, resulting in the orbs of light appearing much faster and with more consistent timing. Korem repeats the chain of attacks for a total of 12 strikes, with a bit of a mix-up after the 10th strike. The penultimate attack will inflict Shock, followed by Korem leaping above the opponent and impaling them through the neck with the points of both crescents.	[Close]A four part combo that begins with an overhead lunge. Each time Korem makes contact, an orb of light appears on the opponent 0.3 - 0.8 seconds later, signaling the proper time to reinput the command for the next strike. Korem follows the lunge with a knee strike, an force palm, and finally an uppercut.
This move consumes an Illuminated crescent if one is active, resulting in the orbs of light appearing much faster and with more consistent timing. Korem repeats the chain of attacks for a total of 12 strikes, with a bit of a mix-up after the 10th strike. The penultimate attack will inflict Shock, followed by Korem leaping above the opponent and impaling them through the neck with the points of both crescents.
Tidal Lock 	Ground/Aerial 	 	 	 	 	 	Initial
Tidal Lock 	[Omni]Korem creates a third crescent of light that revolves around the opponent slowly, always staying vertically aligned with them. The crescent maintains its distance from the opponent with a small amount of lag, so if the opponent moves too quickly towards the crescent's current position, they will collide with it. Lasts for 6 seconds and has a 12 second cooldown after initial use. Input the command again while the crescent is active to lock it in its current position, refreshing its duration and causing it to reflect all enemy projectiles.	[Omni]Korem creates a third crescent of light that revolves around the opponent slowly, always staying vertically aligned with them. The crescent maintains its distance from the opponent with a small amount of lag, so if the opponent moves too quickly towards the crescent's current position, they will collide with it. Lasts for 6 seconds and has a 12 second cooldown after initial use. Input the command again while the crescent is active to lock it in its current position, refreshing its duration and causing it to reflect all enemy projectiles.	[Omni]Korem creates a third crescent of light that revolves around the opponent slowly, always staying vertically aligned with them. The crescent maintains its distance from the opponent with a small amount of lag, so if the opponent moves too quickly towards the crescent's current position, they will collide with it. Lasts for 6 seconds and has a 12 second cooldown after initial use. Input the command again while the crescent is active to lock it in its current position, refreshing its duration and causing it to reflect all enemy projectiles.	[Omni]Korem creates a third crescent of light that revolves around the opponent slowly, always staying vertically aligned with them. The crescent maintains its distance from the opponent with a small amount of lag, so if the opponent moves too quickly towards the crescent's current position, they will collide with it. Lasts for 6 seconds and has a 12 second cooldown after initial use. Input the command again while the crescent is active to lock it in its current position, refreshing its duration and causing it to reflect all enemy projectiles.	[Omni]Korem creates a third crescent of light that revolves around the opponent slowly, always staying vertically aligned with them. The crescent maintains its distance from the opponent with a small amount of lag, so if the opponent moves too quickly towards the crescent's current position, they will collide with it. Lasts for 6 seconds and has a 12 second cooldown after initial use. Input the command again while the crescent is active to lock it in its current position, refreshing its duration and causing it to reflect all enemy projectiles.	[Omni]Korem creates a third crescent of light that revolves around the opponent slowly, always staying vertically aligned with them. The crescent maintains its distance from the opponent with a small amount of lag, so if the opponent moves too quickly towards the crescent's current position, they will collide with it. Lasts for 6 seconds and has a 12 second cooldown after initial use. Input the command again while the crescent is active to lock it in its current position, refreshing its duration and causing it to reflect all enemy projectiles.	[Omni]Korem creates a third crescent of light that revolves around the opponent slowly, always staying vertically aligned with them. The crescent maintains its distance from the opponent with a small amount of lag, so if the opponent moves too quickly towards the crescent's current position, they will collide with it. Lasts for 6 seconds and has a 12 second cooldown after initial use. Input the command again while the crescent is active to lock it in its current position, refreshing its duration and causing it to reflect all enemy projectiles.
Makara 	Aerial 	 	 	 	 	 	Level 10
Makara 	[Mid]Korem extends his arms to the side, and from his face a beam of light twists forward in a ♑ pattern. If the command is held, the light reverses upon reaching the end of its path, returning to Korem's face. Korem is completely immobile while the light moves forward and while the button is held; releasing the button causes the light to dissipate immediately but frees Korem to act again. Should the light return completely to Korem, he gains 33% increased crescent charge rate and EX Gauge fill rate for 12 seconds. 	[Mid]Korem extends his arms to the side, and from his face a beam of light twists forward in a ♑ pattern. If the command is held, the light reverses upon reaching the end of its path, returning to Korem's face. Korem is completely immobile while the light moves forward and while the button is held; releasing the button causes the light to dissipate immediately but frees Korem to act again. Should the light return completely to Korem, he gains 33% increased crescent charge rate and EX Gauge fill rate for 12 seconds. 	[Mid]Korem extends his arms to the side, and from his face a beam of light twists forward in a ♑ pattern. If the command is held, the light reverses upon reaching the end of its path, returning to Korem's face. Korem is completely immobile while the light moves forward and while the button is held; releasing the button causes the light to dissipate immediately but frees Korem to act again. Should the light return completely to Korem, he gains 33% increased crescent charge rate and EX Gauge fill rate for 12 seconds. 	[Mid]Korem extends his arms to the side, and from his face a beam of light twists forward in a ♑ pattern. If the command is held, the light reverses upon reaching the end of its path, returning to Korem's face. Korem is completely immobile while the light moves forward and while the button is held; releasing the button causes the light to dissipate immediately but frees Korem to act again. Should the light return completely to Korem, he gains 33% increased crescent charge rate and EX Gauge fill rate for 12 seconds. 	[Mid]Korem extends his arms to the side, and from his face a beam of light twists forward in a ♑ pattern. If the command is held, the light reverses upon reaching the end of its path, returning to Korem's face. Korem is completely immobile while the light moves forward and while the button is held; releasing the button causes the light to dissipate immediately but frees Korem to act again. Should the light return completely to Korem, he gains 33% increased crescent charge rate and EX Gauge fill rate for 12 seconds. 	[Mid]Korem extends his arms to the side, and from his face a beam of light twists forward in a ♑ pattern. If the command is held, the light reverses upon reaching the end of its path, returning to Korem's face. Korem is completely immobile while the light moves forward and while the button is held; releasing the button causes the light to dissipate immediately but frees Korem to act again. Should the light return completely to Korem, he gains 33% increased crescent charge rate and EX Gauge fill rate for 12 seconds. 	[Mid]Korem extends his arms to the side, and from his face a beam of light twists forward in a ♑ pattern. If the command is held, the light reverses upon reaching the end of its path, returning to Korem's face. Korem is completely immobile while the light moves forward and while the button is held; releasing the button causes the light to dissipate immediately but frees Korem to act again. Should the light return completely to Korem, he gains 33% increased crescent charge rate and EX Gauge fill rate for 12 seconds.
===Brave to Brave Attacks===
Chains From	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Ardor 	Any except Rainment 	 	 	 	 	 	Initial
Ardor 	[Combo] Korem repeats the previous Brave attack. Can be canceled up to two times into any other Brave attack, with the exception of Rainment. 	[Combo] Korem repeats the previous Brave attack. Can be canceled up to two times into any other Brave attack, with the exception of Rainment. 	[Combo] Korem repeats the previous Brave attack. Can be canceled up to two times into any other Brave attack, with the exception of Rainment. 	[Combo] Korem repeats the previous Brave attack. Can be canceled up to two times into any other Brave attack, with the exception of Rainment. 	[Combo] Korem repeats the previous Brave attack. Can be canceled up to two times into any other Brave attack, with the exception of Rainment. 	[Combo] Korem repeats the previous Brave attack. Can be canceled up to two times into any other Brave attack, with the exception of Rainment. 	[Combo] Korem repeats the previous Brave attack. Can be canceled up to two times into any other Brave attack, with the exception of Rainment.
Fervor 	Any except Rainment 	 	 	 	 	 	Level 10
Fervor 	[Combo] Korem repeats the previous attack Brave attack once, with moderately increased area of effect. Can be canceled once into any other Brave attack, with the exception of Rainment. The attack ultimately executed deals 150% damage. Fervor requires and extinguishes an Illuminated crescent.	[Combo] Korem repeats the previous attack Brave attack once, with moderately increased area of effect. Can be canceled once into any other Brave attack, with the exception of Rainment. The attack ultimately executed deals 150% damage. Fervor requires and extinguishes an Illuminated crescent.	[Combo] Korem repeats the previous attack Brave attack once, with moderately increased area of effect. Can be canceled once into any other Brave attack, with the exception of Rainment. The attack ultimately executed deals 150% damage. Fervor requires and extinguishes an Illuminated crescent.	[Combo] Korem repeats the previous attack Brave attack once, with moderately increased area of effect. Can be canceled once into any other Brave attack, with the exception of Rainment. The attack ultimately executed deals 150% damage. Fervor requires and extinguishes an Illuminated crescent.	[Combo] Korem repeats the previous attack Brave attack once, with moderately increased area of effect. Can be canceled once into any other Brave attack, with the exception of Rainment. The attack ultimately executed deals 150% damage. Fervor requires and extinguishes an Illuminated crescent.	[Combo] Korem repeats the previous attack Brave attack once, with moderately increased area of effect. Can be canceled once into any other Brave attack, with the exception of Rainment. The attack ultimately executed deals 150% damage. Fervor requires and extinguishes an Illuminated crescent.	[Combo] Korem repeats the previous attack Brave attack once, with moderately increased area of effect. Can be canceled once into any other Brave attack, with the exception of Rainment. The attack ultimately executed deals 150% damage. Fervor requires and extinguishes an Illuminated crescent.
==EX Mode==
Korem's EX Mode is Ghost of Fury. The green of his clothing changes to black, and becomes ripped and ragged as in Crono's artwork. Ornate patterns appear on his mask as in Yuan's artwork, and glow with a harsh golden light. While in EX Mode, Korem enjoys 50% increased crescent charge rate, and Fervor no longer consumes an Illuminated crescent. His attack and speed increase dramatically, and he gains an extra air jump. Korem moves twice as fast when interacting with the stage using .
Korem's EX Burst is Total Consecration.
==Equipment==
===Exclusive Weapons===
Name 	Level	Description
Athroza 	50 	The end is woven in the window: a cracked glass, and silence.
Adrammelech	90 	The light is asleep, and tears of blood are burning in my eyes.
Ao 	100 	You left me only words, a shelter in the shadows.
===Related Accessories===
Accessory 	Description/Effect	Description/Effect	Acquired
 	 	LUK+4 	Shop, Duel Colosseum Lunar Whale Course
 	 	LUK+4 	Battlegen from the Zhanar Friend Card
Wroth's Desire	N/A 	LUK+1 	Battlegen
Wroth's Dream 	N/A 	LUK+2 	Battlegen
Wroth's Hopes 	N/A 	LUK+3 	Battlegen
|-|
NT=
:Type: Marksman
Move 	Damage 	Input	Type 	Power 					 	 	 	
Ukande 	Bravery 	 	Ground 	Weak 					 	 	 	
Ukande 	 	 	 	 					 	 	 	
Hiraite	Bravery 	↑ + 	Ground 	Weak 					 	 	 	
Hiraite	 	 	 	 					 	 	 	
 	Bravery 	↓ + 	Ground 	Weak 					 	 	 	
 	 	 	 	 					 	 	 	
 	Bravery 	R1 + 	Ground Dash 	Weak 					 	 	 	
 	 	 	 	 					 	 	 	
 	Bravery 	 	Aerial 	Weak 					 	 	 	
 	 	 	 	 					 	 	 	
 	Bravery 	↑ + 	Aerial 	Weak 					 	 	 	
 	 	 	 	 					 	 	 	
 	Bravery 	↓ + 	Aerial 	Weak 					 	 	 	
 	 	 	 	 					 	 	 	
 	Bravery 	R1 + 	Aerial Dash 	Weak 					 	 	 	
 	 	 	 	 					 	 	 	
 	HP 	 	Ground+Aerial	Mighty					 	 	 	
 	 	 	 	 					 	 	 	
 	HP 	 	Ground+Aerial	Mighty					 	 	 	
 	 	 	 	 					 	 	 	
 	HP 	 	Ground+Aerial	Mighty					 	 	 	
 	 	 	 	 					 	 	 	
 	HP 	 	Ground+Aerial	 					 	 	 	
 	 	 	 	 					Other	L3	Ground+Aerial	N/A
 	 	 	 	 					 	 	 	
 	EX Skill	 	Ground+Aerial	N/A 					 	 	 	
 	 	 	 	 					 	 	 	
===Titles===
*Character Level 10:
*Offline Crystal Rank: Star of the Northern Sky
*100 Ranked Wins: Furious Departed Emperor
*500 Ranked Wins: 
*1000 Ranked Wins: 
</tabber>
==Musical Themes==
*Main Theme: Dark Night of the Soul
*World Map Theme: Lux Æterna
*Dungeon Theme: Seis
*Zhanar and Korem: Moonrise
*Normal Battle: UTAKATA
*Boss Battle: Unseen Abyss
*Final Boss Battle:
===Rival Battle===
*Vs X:
==Quotes==
<tabber>
Original=
===Encounter===
*I am the Wrath of God.
*Each hour is precious. This is your last.
*Without pause.
*Without a sound.
*Beware the waning moon.<BR>— If HP is low
*...Mm.<BR>— If HP is low
*The strength of men means nothing.<BR>— If opponent is stronger
*The strength of God means everything.<BR>— If opponent is stronger
*If you wish to offer yourself up...<BR>— If opponent is weaker
*This is not your night.<BR>— If opponent is weaker	
===Victory===
*All things, in time.
*God willing.
*For the glory of the sky.
*Life is prison. You are free.
*The moon looms red.<BR>— If HP is low
*You can learn faith at the end of a blade.<BR>— If opponent is stronger
*Lacking.<BR>— If opponent is weaker	
===Defeat===
*What God gives, It takes...
*So transient...
*Mm...
*No... I swore that...!
*Found unworthy...<BR>— If opponent is stronger
*A test of faith.<BR>— If opponent is weaker
===Default Specific===
=== Boss Specific ===
*Ragnarok: "Through conflict, one's nature is revealed."
*Genesis: "I know my end. It is not yours."	
*Eris: "You are but a tiny scar on the hand of God."
*The Embodiment: "I am but one man, but I will give all that God has given me."	
*Amaterasu: "The night approaches. Sleep."
===DLC Specific===
|-|
NT=
Quotes 	Note
Greetings 	Greetings
Without a sound. 	Hello
Farewell. 	Goodbye
My thanks. 	Thank you
Forgive me. 	I'm sorry
Let it be done. 	Yes
Denied. 	No
Custom 	Custom
 	Generic
 	Generic
 	Generic
 	Generic
 	Generic
Before/After Battle 	Before/After Battle
 	Change of strategy
 	Leaving
 	Not leaving yet.
 	Try something new.
 	Show me how you fight.
 	That was a good fight.
 	Well done (to a specific character)
 	Response to thanks
Entrance/Exit 	Entrance/Exit
 	Entrance Animation
 	Entrance
 	Entrance
 	Entrance
 	Victory Animation
 	Victory
 	Victory
 	Victory/Highest score
 	Defeat Animation
 	Defeat
 	Knocked out
 	Reviving
During Battle 	During Battle
 	Summon Core
 	Summoning
 	Targeting (line shared between all enemies)
 	Helping (line shared between allies)
 	Help me
 	Press the advantage
 	I must retreat
 	Something bad is coming
 	Please wait
 	I am ready
 	Apology
 	Ignore what I said
 	Running out of time
 	We're winning
 	Psyche up
 	Response to apology
 	We're just about to win
 	I'm going all out
 	Come to me
 	Go away from me.
 	Summoning DiAbOlOs
 	Summoning White bird
 	Summoning Lotan
Come, Flame of Belias! 	Summoning Keruziel
 	Summoning Azazel
 	Summoning Ghost-who-was-Queen
 	Summoning Jeff
 	Ability
 	Ability
 	Ability
Summon Battle 	Summon Battle
What should I believe, in a night like this...?	Against DiAbOlOs
Everything that lives is designed to end. 	Against White bird
There is no room for a god without believers. 	Against Lotan
To the One that has given all, we shall return.	Against Keruziel
 	Against Azazel
 	Against Ghost-who-was-Queen
 	Against Jeff
 	Against [Rival]
Character-Specific Encounter 	Character-Specific Encounter
 	Against Clair
 	Against Annabelle
 	Against Blade
Stagnation is regression. 	Against Sorrow
How difficult it is to walk the balance... 	Against Joy
Autonomy is arrogance. 	Against Saturnius
 	Against Caesura
 	Against Solace
 	Against Sabik
 	Against Sorrell
 	Against Edna
 	Against S-Eyu
 	Against Ragya-Vara
 	Against Varcadia
 	Against Quinzua
 	Against Colt
 	Against Logan
 	Against Nora
 	Against Aldin
 	Against Kaia
 	Against Blood Lord
 	Against Amakir
 	Against Betty & Alice
 	Against Julian
 	Against Ava
 	Against Mother
 	Against Ellie
 	Against Alyssa
 	Against Iocus
 	Against Loeve
 	Against Inohime
 	Against Genesis
 	Against Concord
 	Against Reni
 	Against Iae
 	Against Evon
 	Against Card Plüss
 	Against Kaeber
 	Against Charleigh
 	Against Nam Mo
 	Against Noltia
 	Against Delta
 	Against Ruger
Category:Characters
Category:Conquest characters