Zeph

Zeph, full name Zephen Sal, is a character in Dissidia Calamitas Infinita. A member of the Nomad race, the descendants of the fallen Seers of Ksudawn, he made a living by wandering the continent's icy wastelands and tropical islands looking for machinery to salvage and sell, the long periods of isolation leaving him with incredibly poor interpersonal skills. He is currently possessed by Savant, one of the original Nomads who seeks vengeance against the Seers for his kind's disgrace and exile at their hands.
==Appearance==
Zeph has pale skin, grey eyes, and silver hair, his long bangs parted to both sides. His right arm is fully mechanical. In his first outfit, Savant, he wears lots of scarfs. In his second outfit, Zephen Sal, he has a new outfit (still heavy on the scarfs) and wears snow goggles around his neck. In his third outfit, Ancient Seer, he has another new outfit (now without scarfs), while also wearing a mask and carrying a spear on his back.
==Battle==
__NOTOC__
ZephVengeful Savant – The coldest flame. 
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===Bravery Attack (regular stance)===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Nomad Uppercut	Ground 	30 (15) 	100 	Melee Low 	ChaseMagic Block 	Physical 	Initial
Nomad Uppercut	[Short] Zeph performs an upwards punch with his robotic arm, the hand spinning to create a multi-hitting wind drill. 	[Short] Zeph performs an upwards punch with his robotic arm, the hand spinning to create a multi-hitting wind drill. 	[Short] Zeph performs an upwards punch with his robotic arm, the hand spinning to create a multi-hitting wind drill. 	[Short] Zeph performs an upwards punch with his robotic arm, the hand spinning to create a multi-hitting wind drill. 	[Short] Zeph performs an upwards punch with his robotic arm, the hand spinning to create a multi-hitting wind drill. 	[Short] Zeph performs an upwards punch with his robotic arm, the hand spinning to create a multi-hitting wind drill. 	[Short] Zeph performs an upwards punch with his robotic arm, the hand spinning to create a multi-hitting wind drill.
Dull Luster 	Ground 	30 (15) 	100 	Grab-Unblockable 	Wall Rush 	Physical 	
Dull Luster 	[Short] Zeph grabs the opponent's neck with his mechanical hand before twisting them around and kicking them away. Can only hit ground opponents.	[Short] Zeph grabs the opponent's neck with his mechanical hand before twisting them around and kicking them away. Can only hit ground opponents.	[Short] Zeph grabs the opponent's neck with his mechanical hand before twisting them around and kicking them away. Can only hit ground opponents.	[Short] Zeph grabs the opponent's neck with his mechanical hand before twisting them around and kicking them away. Can only hit ground opponents.	[Short] Zeph grabs the opponent's neck with his mechanical hand before twisting them around and kicking them away. Can only hit ground opponents.	[Short] Zeph grabs the opponent's neck with his mechanical hand before twisting them around and kicking them away. Can only hit ground opponents.	[Short] Zeph grabs the opponent's neck with his mechanical hand before twisting them around and kicking them away. Can only hit ground opponents.
Lost Luster 	Ground 	30 (15) 	100 	Grab-Unblockable 	Wall Rush 	Physical 	
Lost Luster 	[Short] Zeph grabs the opponent's legs with both hands before slamming them against the ground. Can only hit aerial opponents. 	[Short] Zeph grabs the opponent's legs with both hands before slamming them against the ground. Can only hit aerial opponents. 	[Short] Zeph grabs the opponent's legs with both hands before slamming them against the ground. Can only hit aerial opponents. 	[Short] Zeph grabs the opponent's legs with both hands before slamming them against the ground. Can only hit aerial opponents. 	[Short] Zeph grabs the opponent's legs with both hands before slamming them against the ground. Can only hit aerial opponents. 	[Short] Zeph grabs the opponent's legs with both hands before slamming them against the ground. Can only hit aerial opponents. 	[Short] Zeph grabs the opponent's legs with both hands before slamming them against the ground. Can only hit aerial opponents.
Pathfinder 	Ground 	30 (15) 	100 	Melee Mid 	Wall Rush 	Physical 	
Pathfinder 	[Mid] Zeph charges toward the opponent before performing a circular sword slash. Leaves Zeph in sword stance. 	[Mid] Zeph charges toward the opponent before performing a circular sword slash. Leaves Zeph in sword stance. 	[Mid] Zeph charges toward the opponent before performing a circular sword slash. Leaves Zeph in sword stance. 	[Mid] Zeph charges toward the opponent before performing a circular sword slash. Leaves Zeph in sword stance. 	[Mid] Zeph charges toward the opponent before performing a circular sword slash. Leaves Zeph in sword stance. 	[Mid] Zeph charges toward the opponent before performing a circular sword slash. Leaves Zeph in sword stance. 	[Mid] Zeph charges toward the opponent before performing a circular sword slash. Leaves Zeph in sword stance.
Wonder Lost 	Aerial 	30 (15) 	100 	Melee Low 	Chase 	Physical 	
Wonder Lost 	[Short] Zeph performs an upwards punch with his non-mechanical arm. 	[Short] Zeph performs an upwards punch with his non-mechanical arm. 	[Short] Zeph performs an upwards punch with his non-mechanical arm. 	[Short] Zeph performs an upwards punch with his non-mechanical arm. 	[Short] Zeph performs an upwards punch with his non-mechanical arm. 	[Short] Zeph performs an upwards punch with his non-mechanical arm. 	[Short] Zeph performs an upwards punch with his non-mechanical arm.
Journey 	Aerial 	20 (10) 	80 	Ranged Low 	N/A 	Physical 	
Journey 	[Long] Zeph fires his mechanical hand in a selected direction in an attempt to hook it onto something. If it succeeds, he pulls himself to it. 	[Long] Zeph fires his mechanical hand in a selected direction in an attempt to hook it onto something. If it succeeds, he pulls himself to it. 	[Long] Zeph fires his mechanical hand in a selected direction in an attempt to hook it onto something. If it succeeds, he pulls himself to it. 	[Long] Zeph fires his mechanical hand in a selected direction in an attempt to hook it onto something. If it succeeds, he pulls himself to it. 	[Long] Zeph fires his mechanical hand in a selected direction in an attempt to hook it onto something. If it succeeds, he pulls himself to it. 	[Long] Zeph fires his mechanical hand in a selected direction in an attempt to hook it onto something. If it succeeds, he pulls himself to it. 	[Long] Zeph fires his mechanical hand in a selected direction in an attempt to hook it onto something. If it succeeds, he pulls himself to it.
===Bravery Attack (sword stance)===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Dacia 	Ground 	30 (15) 	100 	Melee Mid 	ChaseMagic Block 	Physical 	
Dacia 	[Mid] Zeph charges forward with his mechanical arm extended and sword-hand spinning, hitting up to eight times. 	[Mid] Zeph charges forward with his mechanical arm extended and sword-hand spinning, hitting up to eight times. 	[Mid] Zeph charges forward with his mechanical arm extended and sword-hand spinning, hitting up to eight times. 	[Mid] Zeph charges forward with his mechanical arm extended and sword-hand spinning, hitting up to eight times. 	[Mid] Zeph charges forward with his mechanical arm extended and sword-hand spinning, hitting up to eight times. 	[Mid] Zeph charges forward with his mechanical arm extended and sword-hand spinning, hitting up to eight times. 	[Mid] Zeph charges forward with his mechanical arm extended and sword-hand spinning, hitting up to eight times.
Wayward Frost	Ground 	30 (15) 	100 	Ranged Low 	N/A 	Magical 	
Wayward Frost	[Mid] Zeph hops backwards with a sword swing that creates a slash-shaped projectile of white flames that slowly travels forward. Pressing again will have him create another one and leaves him his regular stance. 	[Mid] Zeph hops backwards with a sword swing that creates a slash-shaped projectile of white flames that slowly travels forward. Pressing again will have him create another one and leaves him his regular stance. 	[Mid] Zeph hops backwards with a sword swing that creates a slash-shaped projectile of white flames that slowly travels forward. Pressing again will have him create another one and leaves him his regular stance. 	[Mid] Zeph hops backwards with a sword swing that creates a slash-shaped projectile of white flames that slowly travels forward. Pressing again will have him create another one and leaves him his regular stance. 	[Mid] Zeph hops backwards with a sword swing that creates a slash-shaped projectile of white flames that slowly travels forward. Pressing again will have him create another one and leaves him his regular stance. 	[Mid] Zeph hops backwards with a sword swing that creates a slash-shaped projectile of white flames that slowly travels forward. Pressing again will have him create another one and leaves him his regular stance. 	[Mid] Zeph hops backwards with a sword swing that creates a slash-shaped projectile of white flames that slowly travels forward. Pressing again will have him create another one and leaves him his regular stance.
Home Ward 	Aerial 	30 (15) 	100 	Melee Low 	Wall Rush 	Physical 	
Home Ward 	[Short, Dive] Zeph floats in any direction with his mechanical arm raised and sword-hand spinning, hitting up to eight times. Pressing again will have him descend to the floor while swinging his sword downwards, inflicting a Wall Rush against the floor and leaving him in his regular stance.	[Short, Dive] Zeph floats in any direction with his mechanical arm raised and sword-hand spinning, hitting up to eight times. Pressing again will have him descend to the floor while swinging his sword downwards, inflicting a Wall Rush against the floor and leaving him in his regular stance.	[Short, Dive] Zeph floats in any direction with his mechanical arm raised and sword-hand spinning, hitting up to eight times. Pressing again will have him descend to the floor while swinging his sword downwards, inflicting a Wall Rush against the floor and leaving him in his regular stance.	[Short, Dive] Zeph floats in any direction with his mechanical arm raised and sword-hand spinning, hitting up to eight times. Pressing again will have him descend to the floor while swinging his sword downwards, inflicting a Wall Rush against the floor and leaving him in his regular stance.	[Short, Dive] Zeph floats in any direction with his mechanical arm raised and sword-hand spinning, hitting up to eight times. Pressing again will have him descend to the floor while swinging his sword downwards, inflicting a Wall Rush against the floor and leaving him in his regular stance.	[Short, Dive] Zeph floats in any direction with his mechanical arm raised and sword-hand spinning, hitting up to eight times. Pressing again will have him descend to the floor while swinging his sword downwards, inflicting a Wall Rush against the floor and leaving him in his regular stance.	[Short, Dive] Zeph floats in any direction with his mechanical arm raised and sword-hand spinning, hitting up to eight times. Pressing again will have him descend to the floor while swinging his sword downwards, inflicting a Wall Rush against the floor and leaving him in his regular stance.
Exiled 	Aerial 	30 (15) 	100 	Melee Low 	Wall Rush 	Physical 	
Exiled 	[Short] Zeph performs two sword swings in an x-shape. 	[Short] Zeph performs two sword swings in an x-shape. 	[Short] Zeph performs two sword swings in an x-shape. 	[Short] Zeph performs two sword swings in an x-shape. 	[Short] Zeph performs two sword swings in an x-shape. 	[Short] Zeph performs two sword swings in an x-shape. 	[Short] Zeph performs two sword swings in an x-shape.
===HP Attack===
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Exscindo 	Ground/Aerial 	40 (20) 	150 	Melee High 	Wall RushMagic Block 	N/A 	Initial
Exscindo 	[Mid~Long] Zeph performs an empowered homing punch with his mechanical arm covered in white flames. Can be delayed to increase the damage and distance traveled. Gains Armor that shrugs off mid-or-lower priority Bravery attacks while active, with each absorbed hit increasing the damage.	[Mid~Long] Zeph performs an empowered homing punch with his mechanical arm covered in white flames. Can be delayed to increase the damage and distance traveled. Gains Armor that shrugs off mid-or-lower priority Bravery attacks while active, with each absorbed hit increasing the damage.	[Mid~Long] Zeph performs an empowered homing punch with his mechanical arm covered in white flames. Can be delayed to increase the damage and distance traveled. Gains Armor that shrugs off mid-or-lower priority Bravery attacks while active, with each absorbed hit increasing the damage.	[Mid~Long] Zeph performs an empowered homing punch with his mechanical arm covered in white flames. Can be delayed to increase the damage and distance traveled. Gains Armor that shrugs off mid-or-lower priority Bravery attacks while active, with each absorbed hit increasing the damage.	[Mid~Long] Zeph performs an empowered homing punch with his mechanical arm covered in white flames. Can be delayed to increase the damage and distance traveled. Gains Armor that shrugs off mid-or-lower priority Bravery attacks while active, with each absorbed hit increasing the damage.	[Mid~Long] Zeph performs an empowered homing punch with his mechanical arm covered in white flames. Can be delayed to increase the damage and distance traveled. Gains Armor that shrugs off mid-or-lower priority Bravery attacks while active, with each absorbed hit increasing the damage.	[Mid~Long] Zeph performs an empowered homing punch with his mechanical arm covered in white flames. Can be delayed to increase the damage and distance traveled. Gains Armor that shrugs off mid-or-lower priority Bravery attacks while active, with each absorbed hit increasing the damage.
Algos 	Ground/Aerial 	40 (20) 	150 	Special 	Magic Block 	Magical 	
Algos 	[Block~Long] Zeph summons a cloak of white flames around himself, nullifying nearby projectiles for a short period of time. If at least one projectile was destroyed, white embers fall from above like snow over a wide area around him. 	[Block~Long] Zeph summons a cloak of white flames around himself, nullifying nearby projectiles for a short period of time. If at least one projectile was destroyed, white embers fall from above like snow over a wide area around him. 	[Block~Long] Zeph summons a cloak of white flames around himself, nullifying nearby projectiles for a short period of time. If at least one projectile was destroyed, white embers fall from above like snow over a wide area around him. 	[Block~Long] Zeph summons a cloak of white flames around himself, nullifying nearby projectiles for a short period of time. If at least one projectile was destroyed, white embers fall from above like snow over a wide area around him. 	[Block~Long] Zeph summons a cloak of white flames around himself, nullifying nearby projectiles for a short period of time. If at least one projectile was destroyed, white embers fall from above like snow over a wide area around him. 	[Block~Long] Zeph summons a cloak of white flames around himself, nullifying nearby projectiles for a short period of time. If at least one projectile was destroyed, white embers fall from above like snow over a wide area around him. 	[Block~Long] Zeph summons a cloak of white flames around himself, nullifying nearby projectiles for a short period of time. If at least one projectile was destroyed, white embers fall from above like snow over a wide area around him.
Last Whisper	Ground/Aerial 	40 (20) 	150 	Ranged High 	Silence 	N/A 	
Last Whisper	[Self~Long] Zeph summons floating white orbs while the button is held, up to a maximum of five. Using this move again will cause them to all fly at the opponent, inflicting Silence for longer the more orbs make contact. 	[Self~Long] Zeph summons floating white orbs while the button is held, up to a maximum of five. Using this move again will cause them to all fly at the opponent, inflicting Silence for longer the more orbs make contact. 	[Self~Long] Zeph summons floating white orbs while the button is held, up to a maximum of five. Using this move again will cause them to all fly at the opponent, inflicting Silence for longer the more orbs make contact. 	[Self~Long] Zeph summons floating white orbs while the button is held, up to a maximum of five. Using this move again will cause them to all fly at the opponent, inflicting Silence for longer the more orbs make contact. 	[Self~Long] Zeph summons floating white orbs while the button is held, up to a maximum of five. Using this move again will cause them to all fly at the opponent, inflicting Silence for longer the more orbs make contact. 	[Self~Long] Zeph summons floating white orbs while the button is held, up to a maximum of five. Using this move again will cause them to all fly at the opponent, inflicting Silence for longer the more orbs make contact. 	[Self~Long] Zeph summons floating white orbs while the button is held, up to a maximum of five. Using this move again will cause them to all fly at the opponent, inflicting Silence for longer the more orbs make contact.
==EX Mode==
Zeph's EX Mode is Savant's Strength, where he is constantly surrounded by an aura of icy white flames. He gains the abilities "Regen" and "Critical Boost", as well as the ability "Wrath of Asharctis" which makes Zeph immune to weak enemy projectiles by automatically disintegrating them when close to him while also doubling the negation range of Algos, as well as the ability "White Brand" which greatly reduces the EX Force intake range of both himself and the opponent.
While in EX Mode, Zeph gains Frostfire Grasp, a unique HP attack performed with R + which causes a large storm of white flames to bombard the opponent's current location, dealing heavy magical damage and inflicting Freeze, as well as destroying any EX Force it touches.
Zeph's EX Burst is Winter of Ghosts.
==Equipment==
===Exclusive Weapons===
Name 	Level	Description
 	50 	
 	90 	
Pagos	100 	
===Related Accessories===
Accessory 	Description/Effect 	Description/Effect	Acquired
Ancient Grudge	To gain is to lose, and sometimes that's for the best. 	LUK+4 	Shop, Duel Colosseum Lunar Whale Course
Seer's Mask 	Masks worn by the warriors of a certain clan of Seers, visually resembling the Eon Zoire.	LUK+4 	Battlegen from the ??? Friend Card
Nomad's Desire	N/A 	LUK+1 	Battlegen
Nomad's Dream 	N/A 	LUK+2 	Battlegen
Nomad's Hopes 	N/A 	LUK+3 	Battlegen
==Musical Themes==
*Main Theme: 
*World Map Theme: 
*Normal Battle: 
*Boss Battle:
*Final Boss Battle:
===Rival Battle===
*Vs X:
==Quotes==
===Encounter===
*"Come."
*"Prepare yourself."
*"You cannot stop me."
*"Die."
*"I shall never surrender."<BR>— If HP is low
*"Our time runs short."<BR>— If HP is low
*<BR>— If opponent is stronger
*<BR>— If opponent is stronger
*"Fool."<BR>— If opponent is weaker
*"Scum."<BR>— If opponent is weaker	
===Victory===
*"Know your place."
*"A waste of time."
*"Now, if you'll excuse me."
*"Tch..."<BR>— If HP is low
*"Persistent."<BR>— If HP is low
*"Share in my fate."<BR>— If opponent is stronger
*"Blusterous fool!"<BR>— If opponent is stronger
*"Is that all?"<BR>— If opponent is weaker
*"Don't look so surprised."<BR>— If opponent is weaker	
===Defeat===
*"..."
*"...?"
*"Where... am...?"
===Default Specific===
=== Boss Specific ===
*Ragnarok: "A ghost who wears twilight like armour..."
*Genesis: "So you're here too, Reaper. Lose your cannon somewhere?"	
*Eris: "Your vengeance has no precedent over my own."
*The Embodiment: "I'm through haggling with so-called Gods."	
*Amaterasu:
===DLC Specific===
Category:Characters