Furina de Fontaine vs. Wooper and Quagsire (Genshin Impact vs. Pokemon) - Debate Blog #2

Furina de Fontaine, the acting Hydro Archon of the Fontaine nation.

Wooper & Quagsire, the Water Fish Pokemon from the Johto Region.

There's no shortage when it comes to characters who can manipulate the waters. These two just happen to be some of the cutest amongst the bunch. Will this dopey Pokemon best Fotanine's flamboyant Archon? Let's find out in this Debate Blog!

BEFORE WE BEGIN

For Wooper and Quagsire, I will make them a composite of the main games, anime, manga, and other relevant spin-offs. They will also be treated as a high-level Wild encounter, so only moves, items, etc. that they can receive as a Wild Pokemon will count (even though I REALLY want to give Wooper Ice Punch...).  I will add Egg Moves, as they are something that's a bit more natural to the Quagsire line than something like TM's, TR's, or HM's.

For Furina, obviously, the main focus will be Genshin Impact. Any official statements and other valid sources will be used as supplementary information.  

 "Wooper is THAT strong?! | Pokémon in Debate Blog"

"Woopah! Quuuaaaag!" 

BACKGROUND 

  • Classification: The Water Fish Pokémon

  • Pokedex Number: Wooper -  #194, Quagsire - #195

  • Water and Ground type  

  • Height and Weight: Wooper - 0.4m / 8.5kg , Quagsire - 1.4m /  75 kg

  • Lives in clean bodies of freshwater or muddy swamps

  • Wears a beanie (hell yeah)

Originating from the Johto Region, Wooper and Quagsire, officially designated the Water Fish Pokémon spends its days in cold waters, usually hunting for food at the water's surface. Occasionally, they can come out of the safety of the water; however, with their defense being only a film of toxic goo that surrounds their body, they have to be wary whenever they do. Although just like their Paldean counterparts, they do live in a herd. The Quagsire line has become popular online for their dopey personalities and adorable, hilarious designs. Wooper, in particular, has gained some popularity in recent times, as the little axolotl's cute design and anime cry captured the hearts of thousands of Pokémon fans.

SKILL & EXPERIENCE

 

The Quagsire line isn't really known for being that intelligent. Quagsire hunts by leaving its mouth open at the water's surface. They often drift away when they do this, though, causing them to bump their heads onto a hull of a boat, boulders, or just anything... And they're fine, somehow. Yet somehow, a group of Quagsire is smart enough to celebrate a festival that they created. Wooper may seem even dumber (and they are, they have zero thoughts up there), but they're apparently smart enough to know how to skate properly. Look at him go. Also, despite having no arms, Wooper can learn Ice Punch. What are they hiding... 

ARSENAL

Roller Skate

a cartoon axolotl is standing next to a roller skate 

Look at him go... 

Multiple Round Objects

a group of cartoon characters are sitting in a body of water 

Some Quagsire have stolen multiple round objects such as balls, street lamps, and even the GS Ball. They do bring them back afterwards, though.

ABILITIES 

Physiology

a cartoon drawing of a hippopotamus swimming in a river 

The film of goo that surrounds a Wooper's body is toxic, making it dangerous to touch with bare skin. This slimy substance also means they're challenging to get off you once they latch on, for some reason... Quagsire's thick body also means it's pretty good at absorbing blunt hits. 

Wooper and Quagsire's Abilities 

r/pokemon - The opponent's pokemon: *Has 3+ Attack and Defense My pokemon with Unaware: Damn. kinda don't care 

Damp: Prevents all Pokémon in the field from using moves like Self-Destruct and Explosion, including themselves. 

Water Absorb: Water-Type Attacks will heal Wooper and Quagsire. Moves that strike more than once will not trigger this ability. 

Unaware (Hidden Ability): If a Pokémon with this Ability uses a damaging move or is targeted by a damaging move, the other Pokémon's stat stages are ignored during damage and accuracy calculation. 

 Pokemon Conquest Abilities

QuagsireWooper 

Gulp: Restores HP when the Pokémon is standing in water. 

Deep Sleep: Restores HP while sleeping. 

Water Absorb: Restores HP if hit by a Water-type move.  

Shackle: Reduces Range of hit enemies by 1, to a minimum of 1 (before snow penalty).  

TCG Abilities 

Laid-Back: Any damage done to this Pokemon by attacks is reduced by 20 (after applying Weakness and Resistance).

 

Wash Out: As often as you like during your turn (before your attack), you may move a Water Energy from 1 of your Benched Pokemon to your Active Pokemon.

Poke-Body Abilities

 

 

Saturation: When you attach a Water Energy card from your hand to Wooper, remove all Special Conditions and 1 damage counter from Wooper (or 2 damage counters from Quagsire).

 

Dense: Any damage done to Quagsire by attacks from your opponent's Evolved Pokémon is reduced by 20 (after applying Weakness and Resistance).

 

Submerge: As long as Quagsire (GL) is on your Bench, prevent all damage done to Quagsire (GL) by attacks (both yours and your opponent's).

Poke-Power Abilities 

 

Dig Up: Once during your turn, when you play Quagsire from your hand to evolve 1 of your Pokémon, you may search your discard pile for up to 2 Pokémon Tool cards, show them to your opponent, and put them into your hand.

 

Aqua Healing: Once during your turn (before your attack), if Quagsire is your Active Pokemon and the Defending Pokemon has any Water Energy attached to it, you may remove 3 damage counters from Quagsire. 

Quagsire line natural move pool:

Level-Up moves: 

Tail Whip: The user wags its tail cutely, making the foe less wary. The target's Defense stat is lowered.

Water Gun:  The foe is blasted with a forceful shot of water.

Rain Dance: The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.

Mud Shot: The user attacks by hurling a blob of mud at the target. This also lowers the target's Speed stat.

Mist: The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.

Haze: The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.

Slam: The target is slammed with a long tail, vines, or the like to inflict damage.

Yawn: The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Aqua Tail: The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Muddy Water: The user attacks by shooting muddy water at opposing Pokémon. This may also lower their accuracy.

Amnesia: The user temporarily empties its mind to forget its concerns. This sharply boosts the user's Sp. Def stat.

Toxic: A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Earthquake: The user sets off an earthquake that strikes every Pokémon around it.

Egg Moves:

 

Double Kick: The user attacks by kicking the target twice in a row using two feet.

Counter: A retaliatory attack that counters any physical move, inflicting double the damage taken. 

Recover: The user regenerates its cells, restoring its own HP by up to half its max HP.

Curse: A move that has different effects depending on whether the user is a Ghost type or not. Since Wooper and Quagsire aren't Ghost Types, Curse will instead drop their Speed stat by one stage and their Attack stat and Defense stat will rise by one stage each.  

Ancient Power: The user attacks with a prehistoric power. This may also boost all the user's stats at once.

Stockpile: The user stores power and boosts its Defense and Sp. Def stats. This move can be used up to three times.

Spit Up: The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the move's power.

Swallow: The power stored using the move Stockpile is absorbed by the user to restore its own HP. The more power is stored, the more HP is restored.

Acid Spray: The user attacks by spitting fluid that works to melt the target. This also harshly lowers the target's Sp. Def stat.

After You: The user helps the target and makes it use its move right after the user.

Pokémon GO moves:

Image 

Wooper:

Fast Attacks: Water Gun, Mud Shot

Charged Attacks: Mud Bomb, Dig, Body Slam

Quagsire: 

Fast Attacks: Water Gun, Mud Shot

Charged Attacks: Sludge Bomb, Earthquake, Stone Edge, Acid Spray, Mud Bomb, Drain Punch, Aqua Tail

Special Moves:

 

While these are moves only accessible by Wild Tera Quagsire, they are still Wild Quagsire…

Surf: The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water. This attack can hit Pokémon that are mid-Dive.

Earth Power: Earth Power inflicts damage and has a 10% chance of lowering the target's Special Defense stat by one stage.

TCG-Exclusive Moves:

 

Nap: Similar to the move Rest. Heals 20 damage from this Pokémon.  

 

Fickle Impact: If you have 2, 4, or 6 Prize Cards remaining, this attack does nothing.

 

Hydro Pump: This attack does 20 more damage times the amount of Water Energy attached to this Pokemon.

 

Mud Gun: If this Pokemon has any Fighting Energy attached to it, this attack does 30 damage.

 

Pump Out: If Quagsire has a Pokémon Tool card attached to it, this attack does 50 damage plus 20 more damage.

 

Rock Hurl: This attack's damage isn't affected by Resistance.

 

Punch and Run: You may switch Quagsire (GL) with 1 of your Benched Pokemon.

 

Landslide: This attack's damage isn't affected by Resistance.

 

Hyper Pump: Does 20 damage plus 20 more damage for each basic Energy Card attached to Quagsire but not used to pay for this attack's Energy cost. You can't add more than 60 damage in this way.

 

Splatter: Choose 1 of your opponent's Pokémon. This attack does 10 damage to that Pokémon. This attack's damage isn't affected by Weakness or Resistance.

Resistances

https://media.tenor.com/itakLej-vN8AAAAM/quagsire-pokemon.gif 

The Quagsire line is immune to Electric-type attacks and can resist damage from Poison, Steel, Fire, and Rock-type attacks.

STATS

Wooper

 

Quagsire

 

FEATS

Overall

a cartoon dolphin is swimming in the water with a sponge on its head 

Attack Potency/Strength:

a cartoon character is flying through the air with the words wooper mentality below him 

Speed:

a cartoon dinosaur is running through a grassy field holding a ball . 

  • Can dodge Florges' and other Bug-type Pokémon's attacks.

  • Can skate past cars.

  • Quagsire's swimming can outrun Ash and Pikachu. 

  • That's kinda it lol 

Durability:

a picture of a cartoon character with the words post this quagsire instantly on the bottom 

SCALING

Rhyperior Line: Since Quagsire can tank Pikachu's Electric Attacks while Pikachu managed to beat a Rhydon with Electric moves, they should be somewhat similar in power. 

 Golem Line: Same reasoning as the Rhyperior line. 

Other Pokémon: Quagsire is generally considered a low mid-tier Pokémon by most measures, so I will take a look at Pokémon considered to be around Quagsire's level of power (around their BST and to where they generally scale from the ones mentioned above).

 

FORMS

Dynamax 

I can't dynamax any pokémon - Miscellaneous Help - Project Pokemon Forums 

Forms that certain Pokémon can naturally get in the Galar region. Unfortunately for the Quagsire line, they did not receive a Gigantamax Form (which are stronger Dynamax Forms). However, they can still benefit from the powers gained from Dynamaxing such as increased stats and size. They can even create barriers that block attacks and lessen damage from super-effective moves. This form is not permanent, however.

Terastallization

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A form that Pokémon can get in the Paldea region and the land of Kitakami, oh and a whole ass university in the middle of the ocean, too. A Tera Pokémon gains a crystalline appearance as well as the ability to change into whatever type it chooses. Usually, it follows that a Pokémon's Tera Type would follow its natural typing, but Pokémon are able to have different Tera types from their own typing.

WEAKNESSES

a cartoon character with a bandage on its head 

I know that's not Johtonian Wooper but this was the best GIF I can find for this- 

Quagsire is horribly weak to Grass-type attacks, with a 4x weakness to them. Additionally, the Quagsire line is known for having little thoughts up top, so it would pretty easy to outsmart them. They are also kinda dopey and usually not aggressive, meaning that they are at their weakest when docile. If their poisonous film ever runs dry, they are at the risk of dehydrating.

"Furina deserves an Oscar ngl | Genshin Impact in Debate Blog"

"Witness my magnificence!" 

BACKGROUND 

  • Name: Furina de Fontaine 
  • Birthday: October 13 / Age: 500+ years old
  • 5-Star Hydro character 
  • Really just the Hydro Archon's human body and spirit
  • She's French bruh 

Over half a century ago, the Hydro Archon, Focalors, decided to separate her divinity from her humanity in hopes of preventing the prophecy that would doom all the people of Fontaine in a literal flooding to wash away the sin of their existence (Genshin has Bible scaling?!). This plan of hers left her human form and spirit in the world and manifested as Furina. Focalors instructed Furina to fool the people of Fontaine into believing that she was the Hydro Archon, as Focalors promised that Fontaine would be saved from the prophecy if she could successfully do so. Focalors also placed a curse upon Furina that forbade her from pursuing her own "happiness". Thus, Furina was left to fulfill her duty as the Hydro Archon's duty, and to her credit, 500 years of doing this is pretty impressive! Well, the fact that Furina being a really good actress as well as the two literally looking alike helps...

On the outside, Furina is all about the spotlight. She speaks with bravado and drama and gets into tantrums when things aren't going her way. Y'know, typical celebrity stuff. Deep down, however, Furina does genuinely care about the people of Fontaine, even researching how to stop the prophecy in her spare time. Additionally, the toll of being the acting Archon for over 500 years (as well as that curse that never really let her be herself) wore her mortal mind down, eventually leading to her secret being discovered. With this revealed, Focalors appeared to Neuvillette and admitted to her plans to deceive the Heavenly Principles. She also returned her elemental authority to its rightful owner, at the cost of her own life. With her power returned to its rightful owner, Fontaine was saved, as well as Furina being freed from her curse and her role as acting Archon. While things would be tough for her initially, she would eventually go back to being the fashy and flamboyant actress she was known for, but not as the Hydro Archon anymore, but this time as her own person.

Furina as Morbius when -

SKILL & EXPERIENCE

 

Furina has the acting experience of like 16 generations of humanity, meaning she 's great at keeping up an act for as long as she needs to. This has taken a toll on her mind, though. Although after recent events, she can go back to being the masterful actress again without all that Archon stuff weighing her down. She's also (kinda) adept at swordsmanship, although hers is a lot more... flashy and elegant than the other swordsmen and women in the game. She also uses her Vision to manifest Hydro elemental attacks.

ARSENAL

Vision

6.jpg Фонтан гидровидения genshin impact 3d print cosplay stl files 

 source

Visions are are jeweled amulets which allow their users to directly channel the power of one of the seven Elements. Furina has a Hydro Vision, which allows her to manipulate water, despite actually lacking the ability to manipulate any elemental energy.

Swords

Furina is categorized as one of the characters that exclusively use swords, meaning that she can technically wield any sword in the game.

Name

Base ATK

(Lv. 1)

2nd Stat

(Lv. 1)

Passive Ability

Absolution

674

(48)

CRIT DMG 44.1%

(9.6%)

Deathly Pact

CRIT DMG increased by 20~40%. Increasing the value of a Bond of Life increases the DMG the equipping character deals by 16~32% for 6s. Max 3 stacks.

Aquila Favonia

674

(48)

Physical DMG Bonus 41.3%

(9%)

Falcon's Defiance

ATK is increased by 20~40%. Triggers on taking DMG: the soul of the Falcon of the West awakens, holding the banner of the resistance aloft, regenerating HP equal to 100~160% of ATK and dealing 200~320% of ATK as DMG to surrounding opponents. This effect can only occur once every 15s.

Athame Artis

608

(46)

CRIT Rate 33.1%

(7.2%)

Day King's Splendor Solis

CRIT DMG from Elemental Bursts is increased by 16~?%. When an Elemental Burst hits an opponent, gain the Blade of the Daylight Hours effect: ATK is increased by 20~?%. Nearby active party members other than the equipping character have their ATK increased by 16~?% for 3s.

Additionally, when the party possesses Hexerei: Secret Rite effects, the effects of Blade of the Daylight Hours are increased by an additional 75%. This effect can be triggered even if the equipping character is off-field.

Azurelight

674

(48)

CRIT Rate 22.1%

(4.8%)

White Mountain's Bounty

Within 12s after an Elemental Skill is used, ATK is increased by 24~48%. During this time, when the equipping character has 0 Energy, ATK will be further increased by 24~48%, and CRIT DMG will be increased by 40~80%.

Freedom-Sworn

608

(46)

Elemental Mastery 198

(43)

Revolutionary Chorale

A part of the "Millennial Movement" that wanders amidst the winds.

Increases DMG by 10~20%.

When the character wielding this weapon triggers Elemental Reactions, they gain a Sigil of Rebellion. This effect can be triggered once every 0.5s and can be triggered even if said character is not on the field.

When you possess 2 Sigils of Rebellion, all of them will be consumed and all nearby party members will obtain "Millennial Movement: Song of Resistance" for 12s.

"Millennial Movement: Song of Resistance" increases Normal, Charged, and Plunging Attack DMG by 16~32% and increases ATK by 20~40%. Once this effect is triggered, you will not gain Sigils of Rebellion for 20s.

Of the many effects of the "Millennial Movement," buffs of the same type will not stack.

Haran Geppaku Futsu

608

(46)

CRIT Rate 33.1%

(7.2%)

Honed Flow

Obtain 12~24% All Elemental DMG Bonus. When other nearby party members use Elemental Skills, the character equipping this weapon will gain 1 Wavespike stack. Max 2 stacks. This effect can be triggered once every 0.3s. When the character equipping this weapon uses an Elemental Skill, all stacks of Wavespike will be consumed to gain Rippling Upheaval: each stack of Wavespike consumed will increase Normal Attack DMG by 20~40% for 8s.

Key of Khaj-Nisut

542

(44)

HP 66.2%

(14.4%)

Sunken Song of the Sands

HP increased by 20~40%. When an Elemental Skill hits opponents, you gain the Grand Hymn effect for 20s. This effect increases the equipping character's Elemental Mastery by 0.12~0.24% of their Max HP. This effect can trigger once every 0.3s. Max 3 stacks. When this effect gains 3 stacks, or when the third stack's duration is refreshed, the Elemental Mastery of all nearby party members will be increased by 0.2~0.4% of the equipping character's max HP for 20s.

Light of Foliar Incision

542

(44)

CRIT DMG 88.2%

(19.2%)

Whitemoon Bristle

CRIT Rate is increased by 4~8%. After Normal Attacks deal Elemental DMG, the Foliar Incision effect will be obtained, increasing DMG dealt by Normal Attacks and Elemental Skills by 120~240% of Elemental Mastery. This effect will disappear after 28 DMG instances or 12s. You can obtain Foliar Incision once every 12s.

Mistsplitter Reforged

674

(48)

CRIT DMG 44.1%

(9.6%)

Mistsplitter's Edge

Gain a 12~24% Elemental DMG Bonus for all elements and receive the might of the Mistsplitter's Emblem. At stack levels 1/2/3, Mistsplitter's Emblem provides a 8/16/28~16/32/56% Elemental DMG Bonus for the character's Elemental Type. The character will obtain 1 stack of Mistsplitter's Emblem in each of the following scenarios: Normal Attack deals Elemental DMG (stack lasts 5s), casting Elemental Burst (stack lasts 10s); Energy is less than 100% (stack disappears when Energy is full). Each stack's duration is calculated independently.

Peak Patrol Song

542

(44)

DEF 82.7%

(18%)

Halcyon Years Unending

Gain "Ode to Flowers" after Normal or Plunging Attacks hit an opponent: DEF increases by 8~16% and gain a 10~20% All Elemental DMG Bonus for 6s. Max 2 stacks. Can trigger once per 0.1s. When this effect reaches 2 stacks or the 2nd stack's duration is refreshed, increase all nearby party members' All Elemental DMG Bonus by 8~16% for every 1,000 DEF the equipping character has, up to a maximum of 25.6~51.2%, for 15s.

Primordial Jade Cutter

542

(44)

CRIT Rate 44.1%

(9.6%)

Protector's Virtue

HP increased by 20~40%. Additionally, provides an ATK Bonus based on 1.2~2.4% of the wielder's Max HP.

Skyward Blade

608

(46)

Energy Recharge 55.1%

(12%)

Sky-Piercing Fang

CRIT Rate increased by 4~8%. Gains Skypiercing Might upon using an Elemental Burst: Increases Movement SPD by 10%, increases ATK SPD by 10%, and Normal and Charged hits deal additional DMG equal to 20~40% of ATK. Skypiercing Might lasts for 12s.

Splendor of Tranquil Waters

542

(44)

CRIT DMG 88.2%

(19.2%)

Dawn and Dusk by the Lake

When the equipping character's current HP increases or decreases, Elemental Skill DMG dealt will be increased by 8~16% for 6s. Max 3 stacks. This effect can be triggered once every 0.2s. When other party members' current HP increases or decreases, the equipping character's Max HP will be increased by 14~28% for 6s. Max 2 stacks. This effect can be triggered once every 0.2s. The aforementioned effects can be triggered even if the wielder is off-field.

Summit Shaper

608

(46)

ATK 49.6%

(10.8%)

Golden Majesty

Increases Shield Strength by 20~40%. Scoring hits on opponents increases ATK by 4~8% for 8s. Max 5 stacks. Can only occur once every 0.3s. While protected by a shield, this ATK increase effect is increased by 100%.

Uraku Misugiri

542

(44)

CRIT DMG 88.2%

(19.2%)

Brocade Bloom, Shrine Sword

Normal Attack DMG is increased by 16~32% and Elemental Skill DMG is increased by 24~48%. After a nearby active character deals Geo DMG, the aforementioned effects increase by 100% for 15s. Additionally, the wielder's DEF is increased by 20~40%.

Amenoma Kageuchi

454

(41)

ATK 55.1%

(12%)

Iwakura Succession

After casting an Elemental Skill, gain 1 Succession Seed. This effect can be triggered once every 5s. The Succession Seed lasts for 30s. Up to 3 Succession Seeds may exist simultaneously. After using an Elemental Burst, all Succession Seeds are consumed and after 2s, the character regenerates 6~12 Energy for each seed consumed.

Blackcliff Longsword

565

(44)

CRIT DMG 36.8%

(8%)

Press the Advantage

After defeating an opponent, ATK is increased by 12~24% for 30s. This effect has a maximum of 3 stacks, and the duration of each stack is independent of the others.

Calamity of Eshu

565

(44)

ATK 27.6%

(6%)

Diffusing Boundary

While characters are protected by a Shield, DMG dealt by Normal and Charged Attacks is increased by 20~40%, and Normal and Charged Attack CRIT Rate is increased by 8~16%.

Cinnabar Spindle

454

(41)

DEF 69.0%

(15%)

Spotless Heart

Elemental Skill DMG is increased by 40~80% of DEF. The effect will be triggered no more than once every 1.5s and will be cleared 0.1s after the Elemental Skill deals DMG.

Favonius Sword

454

(41)

Energy Recharge 61.3%

(13.3%)

Windfall

CRIT hits have a 60~100% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 12~6s.

Festering Desire

510

(42)

Energy Recharge 45.9%

(10.0%)

Undying Admiration

Increases Elemental Skill DMG by 16~32% and Elemental Skill CRIT Rate by 6~12%.

Finale of the Deep

565

(44)

ATK 27.6%

(6%)

An End Sublime

When using an Elemental Skill, ATK will be increased by 12~24% for 15s, and a Bond of Life worth 25% of Max HP will be granted. This effect can be triggered once every 10s. When the Bond of Life is cleared, a maximum of 150~300 ATK will be gained based on 2.4~4.8% of the total amount of the Life Bond cleared, lasting for 15s.

Fleuve Cendre Ferryman

510

(42)

Energy Recharge 45.9%

(10.0%)

Ironbone

Increases Elemental Skill CRIT Rate by 8~16%. Additionally, increases Energy Recharge by 16~32% for 5s after using an Elemental Skill.

Flute of Ezpitzal

454

(41)

DEF 69.0%

(15%)

Smoke-and-Mirror Mystery

Using an Elemental Skill increases DEF by 16~32% for 15s.

Iron Sting

510

(42)

Elemental Mastery 165

(36)

Infusion Stinger

Dealing Elemental DMG increases all DMG by 6~12% for 6s. Max 2 stacks. Can only occur once every 1s.

Kagotsurube Isshin

510

(42)

ATK 41.3%

(9%)

Isshin Art Clarity

When a Normal, Charged, or Plunging Attack hits an opponent, it will whip up a Hewing Gale, dealing AoE DMG equal to 180% of ATK and increasing ATK by 15% for 8s. This effect can be triggered once every 8s.

Lion's Roar

510

(42)

ATK 41.3%

(9%)

Bane of Fire and Thunder

Increases DMG against enemies affected by Pyro or Electro by 20~36%.

Moonweaver's Dawn

565

(44)

ATK 27.6%

(6%)

Secret Silver's Testament

Increases Elemental Burst DMG by 20~40%. When the equipping character's Energy Capacity does not exceed 60/40, their Elemental Burst DMG is increased by an additional 16%/28~32%/56%.

Prototype Rancour

565

(44)

Physical DMG Bonus 34.5%

(7.5%)

Smashed Stone

On hit, Normal or Charged Attacks increase ATK and DEF by 4~8% for 6s. Max 4 stacks. This effect can only occur once every 0.3s.

Royal Longsword

510

(42)

ATK 41.3%

(9%)

Focus

Upon dealing damage to an opponent, increases CRIT Rate by 8~16%. Max 5 stacks. A CRIT hit removes all existing stacks.

Sacrificial Sword

454

(41)

Energy Recharge 61.3%

(13.3%)

Composed

After dealing damage to an opponent with an Elemental Skill, the skill has a 40~80% chance to end its own CD. Can only occur once every 30~16s.

Sapwood Blade

565

(44)

Energy Recharge 30.6%

(6.7%)

Forest Sanctuary

After triggering Burning, Quicken, Aggravate, Spread, Bloom, Lunar-Bloom, Hyperbloom, or Burgeon, a Leaf of Consciousness will be created around the character for a maximum of 10s. When picked up, the Leaf will grant the character 60~120 Elemental Mastery for 12s. Only 1 Leaf can be generated this way every 20s. This effect can still be triggered if the character is not on the field. The Leaf of Consciousness' effect cannot stack.

Serenity's Call

454

(41)

Energy Recharge 61.3%

(13.3%)

Solemn Silence

Upon causing an Elemental Reaction, increases Max HP by 16~32% for 12s. Moonsign: Ascendant Gleam: Max HP from this effect is further increased by 16~32%. This effect can be triggered even if the equipping character is off-field.

Sturdy Bone

565

(44)

ATK 27.6%

(6%)

Trapper's Pride

Sprint or Alternate Sprint Stamina Consumption decreased by 15%. Additionally, after using Sprint or Alternate Sprint, Normal Attack DMG is increased by 16~32% of ATK. This effect expires after triggering 18 times or 7s.

Sword of Descension

440

(39)

ATK 35.2%

(7.7%)

Descension

Effective only on the following platform:

"PlayStation Network"

Hitting enemies with Normal or Charged Attacks grants a 50% chance to deal 200% ATK as DMG in a small AoE. This effect can only occur once every 10s.

Additionally, if the Traveler equips the Sword of Descension, their ATK is increased by 66.

Sword of Narzissenkreuz

510

(42)

ATK 41.3%

(9%)

Hero's Blade

When the equipping character does not have an Arkhe: When Normal Attacks, Charged Attacks, or Plunging Attacks strike, a Pneuma or Ousia energy blast will be unleashed, dealing 160~320% of ATK as DMG. This effect can be triggered once every 12s. The energy blast type is determined by the current type of the Sword of Narzissenkreuz.

The Alley Flash

620

(45)

Elemental Mastery 55

(12)

Itinerant Hero

Increases DMG dealt by the character equipping this weapon by 12~24%. Taking DMG disables this effect for 5s.

The Black Sword

510

(42)

CRIT Rate 27.6%

(6%)

Justice

Increases DMG dealt by Normal and Charged Attacks by 20~40%.

Additionally, regenerates 60~100% of ATK as HP when Normal and Charged Attacks score a CRIT Hit. This effect can occur once every 5s.

The Dockhand's Assistant

510

(42)

HP 41.3%

(9%)

Sea Shanty

When the wielder is healed or heals others, they will gain a Stoic's Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 40~80 Elemental Mastery, and 2s after the effect occurs, 2~4 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.

The Flute

510

(42)

ATK 41.3%

(9%)

Chord

Normal or Charged Attacks grant a Harmonic on hits. Gaining 5 Harmonics triggers the power of music and deals 100~200% ATK DMG to surrounding enemies. Harmonics last up to 30s, and a maximum of 1 can be gained every 0.5s.

Toukabou Shigure

510

(42)

Elemental Mastery 165

(36)

Kaidan: Rainfall Earthbinder

After an attack hits opponents, it will inflict an instance of Cursed Parasol upon one of them for 10s. This effect can be triggered once every 15s. If this opponent is defeated during Cursed Parasol's duration, Cursed Parasol's CD will be refreshed immediately. The character wielding this weapon will deal 16~32% more DMG to the opponent affected by Cursed Parasol.

Wolf-Fang

510

(42)

CRIT Rate 27.6%

(6%)

Northwind Wolf

DMG dealt by Elemental Skill and Elemental Burst is increased by 16~32%. When an Elemental Skill hits an opponent, its CRIT Rate will be increased by 2~4%. When an Elemental Burst hits an opponent, its CRIT Rate will be increased by 2~4%. Both of these effects last 10s separately, have 4 max stacks, and can be triggered once every 0.1s.

Xiphos' Moonlight

510

(42)

Elemental Mastery 165

(36)

Jinni's Whisper

The following effect will trigger every 10s: The equipping character will gain 0.036~0.072% Energy Recharge for each point of Elemental Mastery they possess for 12s, with nearby party members gaining 30% of this buff for the same duration. Multiple instances of this weapon can allow this buff to stack. This effect will still trigger even if the character is not on the field.

Cool Steel

401

(39)

ATK 35.2%

(7.7%)

Bane of Water and Ice

Increases DMG against opponents affected by Hydro or Cryo by 12~24%.

Dark Iron Sword

401

(39)

Elemental Mastery 141

(31)

Overloaded

Upon causing an Overloaded, Superconduct, Electro-Charged, Quicken, Aggravate, Hyperbloom, Lunar-Charged, or Electro-infused Swirl reaction, ATK is increased by 20~?% for 12s.

Fillet Blade

401

(39)

ATK 35.2%

(7.7%)

Gash

On hit, has 50% chance to deal 240~400% ATK DMG to a single enemy. Can only occur once every 15~11s.

Harbinger of Dawn

401

(39)

CRIT DMG 46.9%

(10.2%)

Vigorous

When HP is above 90%, increases CRIT Rate by 14~28%.

Skyrider Sword

354

(38)

Energy Recharge 51.7%

(11.3%)

Determination

Using an Elemental Burst grants a 12~24% increase in ATK and Movement SPD for 15s.

Traveler's Handy Sword

448

(40)

DEF 29.3%

(6.4%)

Journey

Each Elemental Orb or Particle collected restores 1~2% HP.

Silver Sword

243

(33)

None

None

Dull Blade

185

(23)

None

None

Prized Isshin Blade (Awakened)

510

(42)

ATK

Wandering Striker

When a Normal, Charged, or Plunging Attack hits an opponent, it will release an Accursed Spirit, dealing AoE DMG equal to 180% of ATK and restoring 100% of ATK as HP. This effect can be triggered once every 8s. The DMG done by this weapon's wielder is decreased by 50%.

Prized Isshin Blade (Shattered)

510

(42)

ATK 0%

Wandering Striker

When a Normal, Charged, or Plunging Attack hits an opponent, it will release an Accursed Spirit, dealing AoE DMG equal to 180% of ATK. This effect can be triggered once every 8s. The DMG done by this weapon's wielder is decreased by 50%.

Sword of Narzissenkreuz (Quest)

510

(42)

ATK 41.3%

(9%)

"Holy Sword"

In countless stories, the weapon that befits the legendary hero is also the key to opening all gates, required to surpass the climax and reach destiny's denouement.

 

 Artifacts

Genshin Impact Furina Artifact Screen 

Items that can be equipped to increase a character's Stats. Because there's so many of them, I'll just link all of them here. For this fight, Furina will have access to all of them, prioritizing the ones that are the best for her (according to the internet). They will essentially boost her stats when things are all said and done, anyway.

ABILITIES

Fontaine-ian Physiology

Post by @felinerin · 1 image

It's confirmed the people from Fontaine are actually Oceanids made up of primordial seawater given human shape. This does allow her the ability to breathe underwater. Although, she is more or less just human now.

Hydro Vision

Genshin Furina

The Hydro Vision allows her to manipulate Hydro elemental energy. They can also change their Arkhe alignments to either Pneuma or Ousia. She can also use this to walk on water (omg Focalors vs Jesus when /j). With the Hydro Vision, she can create minor forcefieldsimmune to corruption like karma (for a time, anyway), and even resist the effects of a Smaragdus Jadeite, which causes someone without a Vision to be ill and cause hallucinations.

  • Soloist's Solicitation:

    • Normal Attack: Performs up to 4 consecutive strikes.

    • Charged Attack: Consumes a certain amount of Stamina to unleash a solo dance, dealing Physical DMG to nearby opponents and changing her Arkhe alignment. If Salon Members or Singer of Many Waters summoned by her Elemental Skill "Salon Solitaire" are present, their lineup will switch in response.

    • Arkhe: Seats Sacred and Secular: At intervals, when Furina's Normal Attacks hit, a Spiritbreath Thorn or a Surging Blade will descend based on her current alignment, dealing Hydro DMG based on her current alignment. When Furina takes the field, her starting Arkhe will be Ousia.

    • Plunging Attack: Plunges from mid-air to strike the ground below, damaging opponents along the path and dealing AoE DMG upon impact. 

  • Salon Solitaire: Invites the guests of the Salon Solitaire to come forth and aid in Furina's performance. Will summon either the Salon Members or the Singer of Many Waters based on Furina's current Arkhe alignment. The Salon Members and Singer of Many Waters share a duration, and when Furina uses her Charged Attack to change the guest type, the new guests will inherit the initial duration. While the Salon Members and the Singer of Many Waters are on the field, Furina can move on the water's surface.

    • Ousia: Foaming bubbles like celebrants shall dance, dealing AoE Hydro DMG based on Furina's Max HP and summoning 3 Salon Members: the Ball Octopus-shaped Gentilhomme Usher, the Bubbly Seahorse-shaped Surintendante Chevalmarin, and the Armored Crab-shaped Mademoiselle Crabaletta. They will attack nearby opponents at intervals, prioritizing the target of the active character, dealing Hydro DMG based on Max HP. When they attack, if character(s) with more than 50% HP are nearby, the Members will increase their current attack's power based on the number of such characters, and consume said characters' HP. If the characters who meet these requirements are 1/2/3/4 (or more), the Members' attacks will deal 110%/120%/130%/140% of their original DMG. 

    • Pneuma: Summons the Singer of Many Waters, who will heal nearby active character(s) based on Max HP at intervals.

  • Let the People Rejoice: Rouses the impulse to revel, creating a stage of foam that will deal AoE Hydro DMG based on Furina's Max HP and cause nearby party members to enter the Universal Revelry state: During this time, when nearby party members' HP increases or decreases, 1 Fanfare point will be granted to Furina for each percentage point of their Max HP by which their HP changes. At the same time, Furina will increase the DMG dealt by and Incoming Healing Bonus of all nearby party members based on the amount of Fanfare she has. When the duration ends, Furina's Fanfare points will be cleared.  

  • Endless Waltz: When the active character in your party receives healing, if the source of the healing is not Furina herself and the healing overflows, then Furina will heal nearby party members for 2% of their Max HP once every 2s within the next 4s.

  •  Unheard Confession: Every 1,000 points of Furina's Max HP can buff the different Arkhe-aligned Salon Solitaire in the following ways: Will increase Salon Member DMG dealt by 0.7%, up to a maximum of 28%. Will decrease active character healing interval of the Singer of Many Waters by 0.4%, up to a maximum of 16%. 

  • The Sea Is My Stage: Xenochromatic Fontemer Aberrant ability CD decreased by 30%. 

Salon Members:

  • Gentilhomme Usher 

  • Surintendante Chevalmarin 

  • Mademoiselle Crabaletta 

Constellations

 

Constellations are a lore concept and gameplay mechanic in Genshin Impact. They control the fates (past, present, and future) of all humans in Teyvat,[1] and every Character has their own unique star sign in lieu of this. In gameplay, they are sequential upgrades to playable Characters, which are similar to their Passive Talents and increase the effectiveness of the character or add new capabilities to existing abilities. You get these when you are able to pull for a character multiple times. Hopefully the gacha gods are on your side this time.

Furina's Constellations:


C1: Love Is a Rebellious Bird That None Can Tame When using Let the People Rejoice, Furina will gain 150 Fanfare. Additionally, Furina's Fanfare limit is increased by 100.


C2: A Woman Adapts Like Duckweed in Water While Let the People Rejoice lasts, Furina's Fanfare gain from increases or decreases in nearby characters' HP is increased by 250%. Each point of Fanfare above the limit will increase Furina's Max HP by 0.35%. Her maximum Max HP increase is 140%.


C3: My Secret Is Hidden Within Me, No One Will Know My Name Increases the Level of Let the People Rejoice by 3. Maximum upgrade level is 15.


C4: They Know Not Life, Who Dwelt in the Netherworld Not! When the Salon Members from Salon Solitaire hit an opponent, or the Singer of Many Waters restores HP to the active character, Furina will restore 4 Energy. This effect triggers once every 5s.


C5: His Name I Now Know, It Is...! Increases the Level of Salon Solitaire by 3. Maximum upgrade level is 15.


C6: Hear Me — Let Us Raise the Chalice of Love! When using the Elemental Skill Salon Solitaire, Furina gains Center of Attention for 10s.
Throughout the duration, Furina's Normal Attacks, Charged Attacks, and Plunging Attacks are converted into Hydro DMG which cannot be overridden by any other elemental infusion. DMG is also increased by an amount equivalent to 18% of Furina's max HP.
Throughout the duration, Furina's Normal Attacks (not including Arkhe: Seats Sacred and Secular Attacks), Charged Attacks, and the impact of Plunging Attacks will cause different effects up to every 0.1s after hitting opponents depending on her current Arkhe alignment:

Arkhe: Ousia
Every 1s, all nearby characters in the party will be healed by 4% of Furina's max HP, for a duration of 2.9s. Triggering this effect again will extend its duration. Arkhe: Pneuma
This Normal Attack (not including Arkhe: Seats Sacred and Secular Attacks), Charged Attack, or Plunging Attack ground impact DMG will be further increased by an amount equivalent to 25% of Furina's max HP. When any of the attacks mentioned previously hit an opponent, all nearby characters in the party will consume 1% of their current HP. During the duration of each instance of Center of Attention, the above effects can be triggered up to 6 times. Center of Attention will end when its effects have triggered 6 times or when the duration expires.


Resistances

Her physiology makes her pretty resilient against water (considering she can breathe underwater with no issue). She can also resist the toxic effects of a Smaragdus Jadeite, as well as resist corruption from Xiao's karma.

FEATS

Overall

  • Managed to trick the entire nation of Fontaine for over 500 years.

  • Endured the mental toll of being the acting Hydro Archon.

  • Won the rap battle against Arlecchino.

  • Eventually got to be her own person. 

Attack Potency/Strength 

Furina-Flooded-her-House 
  • Managed to flood the building she was staying at.

Speed 

  • I'll be honest gang she really doesn't have any good speed feats.  
Durability 

  • Survived an encounter with the Local Legends, who should be on par/above Abyss Mages and Hilichurls.

SCALING 

The Traveler

 

While The Traveler is obviously leagues above Furina in terms of power, she would probably be comparable to the Traveler early on in their adventure. (I find it a bit hard to believe but I have to give her something...)

  • The Traveler can react to bullets (Subsonic, 34.56 m/s)

  • Should match Bennett, who could create this ice structure (4.28 tons of TNT).

  • Most of their feats are either done by scaling to enemies, characters Furina doesn't scale to, or characters that all just scale to Mondstadt chapter Traveler, so I'll just skip ahead...

Various Enemies

Genshin Impact: Most Powerful Elemental Combos 

Any foe that Mondstadt chapter Traveler (as well as character that scale to this version of them) is fair game here.

  • Abyss Mages are capable of creating large ice structures (6 tons of TNT)
  • Electro Abyss Mages attack with electricity and some are able to tag Diluc (Around Mach 2)
  • Lawachurls can fight on par with Fatui skirmishers, who can overpower Mondstadt chapter Traveler. 

WEAKNESSES

Furina's attitude can get her into fights that she doesn't really have a way to win, just like most people with a bratty attitude. Additionally, despite being the Hydro Archon's physical form, she is human and can be killed like any one of us.

VERDICT

Let's break it down into several categories: Stats, Intelligence, and Abilities.

STATS

No need to sugarcoat this category. The Quagsire line is far stronger than Furina. Even if you don't buy that Quagsire scales to any megaton feats, they still take the edge in this category. Furina's best showcase of power was when she managed to flood the building she was staying on, which came around at 163 tons of TNT, but Quagsire dwarfs that with their Surf and Rain Dance moves. Qugasire can scale to Magikarp, who survived falling back to orbit from a Seismic Toss, an attack that can dish out 402.8 kilotons of TNT, far greater than anything Furina has ever dished out or taken. Speed is also on Quagsire's favor. Furina could match the Abyss Mages, making her around twice the speed of sound, but Wooper and Quagsire could match Golem, who could dodge Solar Beam, a lightspeed feat. Maybe things would've been different if she had the powers of Focalors, but for just Furina? The Water Fish Pokemon definitely takes this category. 

INTELLIGENCE

This category is also pretty obvious. Furina was able to conduct research on how to stop the prophecy from destroying Fontaine, while keeping up her appearance as the Hydro Archon for over 500 years! Plus, Nahida mentioned that she was potentially smart enough to turn the fate of the world around. Wooper and Quagsire on the other hand... Well, let's just say that they're very beloved online not for their intelligence. Furina is easily the smarter of the two.

ABILITIES

This category is a tad tricky to analyze. First off, even with Furina having access to all the swords in Genshin Impact, it really wouldn't matter as a lot of them don't really synergize with her well. It's really only her main sword, Splendor Of Tranquil Waters, that synergizes with her the best. 

Then, when it came to their abilities, they surprisingly countered each other in many ways. Any stat upgrade that Furina may have would just be ignored by Quagsire's Unaware. Most of Furina's attacks were completely rendered moot due to Water Absorb. Conversely, Wooper and Quagsire would have a tough time taking Furina down due to her her having the ability to heal herself. Hell, Furina could probably resist any poison play like Toxic or Sludge Bomb, as she could resist the toxic effects of a Smaragdus Jadeite

Ultimately, this category ultimately came down to quantity. And it that regard, Wooper and Quagsire just had more. Their movepool is deeper than Furina's, with moves like Earthquake, Counter, and Yawn being close to impossible for Furina to deal with. Moves like Amnesia, Curse, and Stockpile were moves that Furina had no counter on the account that she doesn't have any way to deal with foes with self stat-raising moves, and the Quagsire line's physiology means that they'd be hard to hit, or even get a hold of in the first place.

They were pretty even for the most part. They had similar resistances and methods of healing, but The Water Fish Pokemon ultimately just had more stuff to throw at the Hydro Archon. 

 

SUMMARY

 Wooper and Quagsire:

  • + Far stronger and faster
  • + Overall more abilities to throw at Furina
  • + Furina had no counter to Quagsire raising their own stats 
  • = Healing & Resistances
  • - stupid lmao 

Furina

  • + Smarter
  • = Healing & Resistances
  • - Far weaker and slower
  • - No way of countering Quagsire's stat boosts 

CONCLUSION

This fight was a fun one to look at. Both combatants could counter each other blow-for-blow, and Furina was never going to give in during this fight. But against the Quagsire line's superior stats and greater amount of abilities ensured that Furina was soon executed in this trial.

...The winners are Wooper and Quagsire. 

 

 

 BUT WHAT IF...

What if Wooper and Quagsire fought Focalors instead? How would things fare for the Water Fish Pokémon? Well, it wouldn’t go too great. For starters, Focalors would be a massive jump in power from Furina, as Focalors has enough power to support the entire nation of Fontaine. Plus, Focalors should match her fellow Archons like Raiden Shogun, who can output 24.62 Teratons of TNT, far above anything the Quagsire line can dish out. Their speeds would be kinda even, leaning more towards Quagsire at the high end. Their abilities is the deciding factor, though. Focalors would actually be immune to, like, all of Quagsire’s abilities, like Toxic, Yawn, etc. Quagsire, on the other hand, would have to answer to being sent to another dimension or having a curse that nullifies their powers. If Focalors were added to this matchup, there would be 0 question that the winner would be Focalors, the Hydro Archon.


 

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