The 15

Includes: No Diff, Evil Mix, High mix, High EZ, Soul1, Soul2, Turbo No Diff, Angel Mix, Reaper Mix, Turbo High EZ, Smart Mix, Evil Mix, Demon Mix, Dodge Mix.

Same design abilities and capabilities are in sync and have the same roles they are basically the same and different at the same time fifteen different beings all look the same.

Every power and ability

Attacking internal organs - Due to the manipulation of internal energy (or electricity), a character can directly target the internal organs, thereby ignoring the durability of the outer layers (such as leather, armor, etc.). Manipulation of threads is also included in this type, as even a single fibre, penetrated through a crack in the armor, can be fatal.

Energy Manipulation - An attack using energy can sometimes bypass physical durability. However, such an attack usually still requires more energy than the aforementioned durability and is also easily blocked by energy barriers.

Matter Manipulation - Manipulating atoms or molecules can ignore material durability, breaking the links between the particles (or converting, e.g., steel, into paper). However, such attacks act only on matter. In addition, it is possible to resist this ability if the material is reinforced with an armor-like layer of internal or external energy, which holds all the molecules and atoms in their original state.

Mind Control (To some degree) - Manipulating the opponent's mind can be used to bypass durability, because the user can either shut down the opponent's brain or control the opponent's mind to force it to commit suicide by his/her/its own powers.

Soul Manipulation - Those who manipulate souls, can bypass conventional durability. It can be resisted only by the strength of the soul. However, such attacks are effective only on those who have souls. Also, if for some reason soul manipulation fails, then this ability is completely futile.

Information Manipulation - Information Manipulation of the highest order, i.e. "hacking" the programming language of reality itself can easily bypass durability.

Space-Time Manipulation - Characters who have the ability to manipulate space and time, can easily bypass physical durability of objects. Conventional durability does not matter, because the matter is secondary in relation to space and time. For example, it's as easy to distort a material object by distorting a portion of the space in which it is located. Or even send the object (or part of it) back or forward in time. The effect on the object will be the same, whether it's a sheet of titanium or a piece of cardboard).

Reality Warping - Characters who can manipulate reality can ignore any target's durability, if the scale of the does not exceed the degree of reality warping of the user. For example, the user can transform matter, cut whole sections of space or even throw targets beyond reality (into the outer void / chaos / nothingness).

Conceptual Manipulation - Through the use of different concepts, one can easily circumvent any durability (not only physical). For example, you can penetrate any armor, using the concept of absolute weapon. Or just kill the enemy, using the concept of instant death.

Magic - Users that can both mimic the effects of the above manipulations, and work on completely different laws, also ignore durability.

Reality Warping: Users of this ability may be able to control the laws of reality, and high-level users may be able to even negate the current laws and enforce their own upon reality.

Physics Manipulation: The user may be able to alter the fundamental laws of physics.

Power Nullification: High-level users may be able to "prohibit" the use of certain power or abilities in a universe, rendering the users of said power powerless.

Causality Manipulation: By controlling the laws of cause and effect.

Mathematics Manipulation: The user may be able to alter the result of a mathematical equation, or the fundamental process behind it.

Chaos Manipulation: The user may be able to alter logical order.

Subjective Reality and/or Immersion: By manipulating reality and unreality.

Adaptation is the ability to survive and adapt to different situations and natural environments.

This can include developing abilities to breathe underwater or in air with variable compositions, withstand different atmospheric pressures, live in much colder or hotter climates, see in greater darkness, develop camouflage colouring to hide from threats, etcetera.

As opposed to Reactive Evolution, Adaptation only gives a character the ability to balance the resources of its current body, not to, for example, grow more durable or powerful.

Reactive Evolution is the ability to, in response to threats and adverse situations, adapt to grow better capable of dealing with any given issue; this can mean growing to become more resistant to certain methods of attack and certain abilities, developing new powers to better defend one's self, or just becoming more powerful to become an even greater threat.

A combination of Adaptation and Reactive Power Level, rather than adapting to better utilize their resources or rather than just growing stronger, the user improves in any number of ways to become more successful, durable, and powerful whenever their respective limits are tested.

Omniscience is the state of having all knowledge, or in other words, knowing everything. A character that is omniscient knows everything that their opponent is going to do before they do it, and exactly what to do to win any fight. An omniscient character is still capable of being overpowered and losing, however. Also knowledge of other fictions is not a requirement for omniscience, so a character that knows everything about their own fictional franchise is considered to be omniscient.

Technomagic - Essentially very advanced technology that allows to produce effects that are virtually indistinguishable from what we refer to as magic.

Elemental magic - Magic that enables manipulation of any of the principal (air, water, earth, fire) or additional (lightning, ice, etc.) elements. Generally includes not only to creation of an item from nothing, but give also giving it any desired shape (which in fact is a kind of manipulation of matter). This type of magic also includes summoning of elemental spirits.

Natural magic - Magic that allows control of various aspects of nature (weather, plants, animals, etc.). It also includes all kinds of summoning.

Light magic - The magic of good and light. Mainly specializes in a variety of spells such as purification, exorcism, all kinds of blessings, healing of the afflicted, and even the resurrection of the dead. Usually spells of this school is very effective against the dark forces (the undead, demons, etc.). In special cases, the magicians of light can appeal to a higher power, and they sometimes even respond to these prayers.

Dark magic - Magic of darkness and destruction. Contains spells which painfully kill living beings, curses for all occasions, necromancy and demonology. It also allows summoning all sorts of representatives of the forces of evil (from banal zombies to powerful dark gods).

Illusion Magic - Spells of this type are usually part of the above kinds of magic, but in some cases they are isolated in a separate class. Magic illusions can influence the mind, confuse, hide presences, and in some cases even translate imagination into reality.

Magic artifacts - A type of magic that allows you to use any of the above type of magic spells, but via special items called magical artifacts instead of directly. The disadvantage of it is the time and effort, spending on training with the artifact. However, when practice with it is finished, the user can gain incredible power. In fiction, a single magical artifact might easily destroy entire universes.

All other types of magic - Includes various manipulations of matter, space and time. In fact, many magic spells which do not fall into the above seven types are commonplace reality warping.

Concept Creation: The ability to create concepts. By using this ability, destroyed concepts can be restored or new ones created, giving the user the ability to create fundamental principles that govern reality and the world around them. With this power, one can create a concept that is unfathomable to the current mind, changing the world to match this new conceptual universal.

Concept Alteration: The ability to manipulate, alter, or change concepts. By using this ability, concepts themselves can be changed in a variety of ways. The concept can have have an object added to it, an object taken from it, or change the current principle of the concept. If a concept is changed, the world is altered in some way to fit this new conceptual definition, though the extent of this varies by the type of concept being manipulated.

Concept Destruction: The ability to destroy or remove a concept. By using the ability concepts are removed from reality. This can be wide-spread or very targeted, either erasing the concept of an overarching fundamental principle, such as space, or an individual. When destroyed at this level, nothing can be restored without using similarly powerful conceptual creation. Conventional regeneration or resurrection, no matter how powerful, would prove impossible as the very abstract concept of the character would not exist.

1. Independent Universal Concepts: Such concepts are completely independent from the part of reality they govern. These concepts shape all of reality within their area of influence and at whatever level that area exists in, and everything in it "participates" in these concepts. For example, a circular object is circular because it is "participating" in the concept of "circle-ness". In this way, the alteration of these concepts will change every object of the concept across all of their area of influence, while the opposite wouldn't affect the concept.

2. Dependent Concepts: Such concepts are abstract and govern all reality within their area of influence. These concepts shape everything, and changing them would either require the alteration of every object of the concept or, if manipulated directly, change all objects of the concept alongside the concept itself. These concepts, however, exist simultaneously with and are bound by the object of the concept. In this way, an abstract dependent concept can be destroyed by destroying all objects of the concept, restored by re-making an object of a previously existent concept, or changed by changing all objects of the concept across reality. This, however, does not qualify for this form of conceptual manipulation, and is rather treated as a by-product of another action akin to a "domino effect". This type of conceptual manipulation can only be obtained if the abstract concept itself is changed directly, and not by indirect methods. For example, destroying humanity and thus "ending the concept of humanity" would not qualify, while directly "ending the concept of humanity" and thus destroying humanity would qualify.

3. Lesser Fundamental Concepts: Concepts that don't meet the same standards as Type 1 or Type 2, such as personal concepts that continue to govern the object in question, merely on a more specific scale, or concepts whose nature is not elaborated upon. Case-by-case specifications and explanations are necessary for such concepts and examples, and they are likely not going to meet the same standards for abilities such as High-Godly regeneration that other concepts may. Conceptual manipulation of this type can be resisted by those who resist sufficiently similar abilities, even if the exact mechanics may differ.