Aaroy (Hero)

Official Render for The Luminary

**Aaroy (Hero) / The Luminary** is a playable character in *Madwatch 2: Elysium*.

## **Attributes**

[Character Overview]

WORK IN PROGRESS

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 * **Near Unparalleled Mobility**: Luminary boasts perhaps the greatest overall mobility in the gae, surpassed only by Mercury and even that is debatable due to Luminary's Irkalla Unleashed.
* **Every Move is a Combo Move**: Luminary is perhaps the most free form combo character in the entire game barring Elsa with her Roman Cancels. She has no singular defined combo structure, able to change almost any move into another due to her absurd speed and frame data.
* **Absurd Frame Data**: Despite being fairly disjointed with the majority of her moves, Luminary boasts perhaps the best frame data in the game, surpasing even her less ranged peers.
* **Strong Neutral and Advantage Stage**: With Irkalla Unleashed and Railgun along with her general frame data, Aaroy can quickly get in or out of any range fairly quickly and without too much commitment, making her hair to pin down and allow her to weave in and out of danger zones freely. This translates to her monstrous combo game as well, suffocating enemies and denying their escape options with her absurd chase potential.
* **Wall Run**: The Luminary trades a conventional recovery for the ability to run up walls. This frees up her Up Special for another versatile combo tool in the form of Domination Devil while also allowing her to mixup her recovery timing by running up and down walls and even weaving in an wall jump or air dodge to reach the ledge.
* **Scaling Power Levels**: Eventually, The Luminary becomes potentially the single most powerful character in the game if allowed to charge her Power Level to 90% or even ***100***%. At that point, she becomes near faultless, almost entire unable to be conventionally challenged by any other character in the game.
* **Precognition**: At 45% Power Level and above, Aaroy gains access to Precognition, greatly remedying her already decent disadvantage state to fantastic. It also has offensive usage, baiting out opponent attacks intentionally such as projectiles to freely close the distance between them while invincible.
* **Irkalla Unleashed**: Much like Melee's Reflect/"Shine", Aaroy's Irkalla Unleashed(called IU or Shine) is a frame 1 attack with brief invincibility and the ability to be jump cancelled post 15% Power Level. Incredibly versatile, IU defines Aaroy's neutral, disadvantage, and advantage states all at once and can outright invalidate the options of other characters. And if the opponent decides to fear IU too much and not approach Aaroy, she can freely use it to charge up her Power Level, creating a situation in which the opponent is forced to approach her and open themselves up.
* **Extremely Reliant on Irkalla Unleashed Power Levels**: While even as a base character The Luminary is servicable due to the sheer speed of her kit, enemies can and will live up to absurd percentages if she does not have the Power Level to actually close out their stocks. Additionally her game states all suffer without unlocking the boons from IU, such as the ability to Jump Cancel into other actions, meaning she is forced to slowly charge from afar to sit in the opponent's face to proc IU's charge gain.
* **Required to be in Last Stock Situation for Max Potential**: 100% Power Level Luminary is perhaps the most overpowered character in the game. However, this is only reachable when on the last stock at 50% damage of above, meaning that even with the notable damage reduction gained The Luminary is usually already on her last legs at the point and not able to take full advantage of the benefits.
* **Terrible Grab Game**: Aaroy has a solid combo throw in Up Throw and to a degree Down Throw, yes, but her grab range is piss poor even in a dash grab while offering extreme ending lag in turn as well. But worse than that, Aaroy actually ***GAINS*** a weakness to grabs as her Power Level progresses. Since Precognition frames can be grabbed, at 100%, while Aaroy can dance around strike attacks and projectiles, she no longer has any real answer to grabs as she CANNOT dodge them with Spotdodge, Airdodge, or Rolling in any way shape or form, being forced to physically run away from grab attacks which means she is more vulnerable to grabs than any other character.
* **Struggles to Close Out Stocks**: While the issue is alleviated as Power Level progresses, Aaroy will consistently struggle to actually FINISH an opponent, even at 90% in some cases. Her kill moves are traditionally unsafe, so she is forced to rely on edgeguarding to close stocks. While she can do this fairly consistently, misreading the opponent's DI can prove fatal in her combos as being left open so close to the blastzone(which she normally is during Wall of Pain combos) leaves up open to reversals stealing stocks from her.
* **Poor Endurance and Gimmick Recovery**: Luminary bares noticably below average weight, making her feel stray hits rather hard, especially with her gimmicky recovery. Semi-spikes in particular are her fatal weakness, able to kill Aaroy no matter her Power Level- if she can't touch the wall, she cannot recovery and NOTHING in her Power Levels do anything to alleviate this weakness. On certain stages lacking a long enough wall, being sent offstage is straight up a death sentence for Aaroy if she cannot recover high, which invites its own obvious vulnerabilities. Even with stages that have a high wall, Aaroy will typically not have any active hitboxes while recoverying, so while she can mix up her position and a bit of timing, there is scarcely anything preventing the enemy from simply attacking the wall with a fairly sized hitbox.
* **Brief Hitbox Durations**: While having fast attacks is a good thing, some of Aaroy's attacks have rather precise hitboxes in both size and duration, not lasting very long and making her whiff rather frequently. While she can be safe on shield on hit, she is usually rather open on whiff as a result and doesn't pack the endurance to make such mistakes often.

## **Irkalla Unleashed**

By usage of Irkalla Unleashed, Aaroy can raise her **Power Level** during the match, from 0% to 100%.

**0%**: Default. No changes

**15%**: Railgun gains the ability to be both quick launched as well as charged in addition. Irkalla Unleashed can be jump cancelled on successful hit.

**30%**: Failnaught(Side Special) will not render Aaroy helpless if she successfully hits an enemy. Irkalla Unleashed grants Aaroy projectile immunity while channeling.

**45%**: Gains access to ***Precognition***, which allows Aaroy to dodge attacks while putting enemies in slow motion at the cost of half damage. Down Aerial spikes instead of semi-spikes. Jab and Neutral Aerial cancel into attacks and jump on hit.

**60%**: Overall damage output increased by 20%. Up Special grants true invincibility on startup. Increases Midair Jumps to 2. +2 Parry frames during shield drop, but replaces Parry with Precognition. Irkalla Unleashed gains 1 Frame of Invincibility on startup.

***75%***: Railgun charge can be stored and maximum charge level increases. Final strike of Failnaught gains more knockback and damage. Irkalla Unleashed can be jump cancelled even on shield.

***90%***: Overall damage output increased by 30%. Forward Smash creates after images that strike all angles at once but with lesser damage per individual strike. Down Smash gains greatly increased knockback scaling. Projectile immune while standing still and during Failnaught.

**100%**: Overall damage output increased by 40%, 20% damage reduction from incoming attacks. Smash Attacks can be charged to up to double the increased damage value, and can hold charge indefinitely. Entire dodge active frames trigger ***Precognition***. Projectile immune while walking.

**The maximum Power Level The Luminary/Aaroy can reach to depends on her current amount of Stocks and Damage.**

* **3+**: 60%
* **2**: 75%
* **1**: 90%
* **1 Stock and 50% Damage**: 100%

## **Trivia**

* If Alexander copies an ability from Aaroy (Hero), she will also copy the current Power Level at the time of copying.