Sega Smash-down! (Sonic vs. Bayonetta vs. Joker) - Debate Blog #4

Sonic the Hedgehog, the World-Famous Hedgehog.

Bayonetta, the Angel-slaying Umbran Witch.

Joker, the elusive Phantom Thief.

Sega’s been in the gaming sphere for nearly the entire genre’s existence, and its presence is also felt throughout the platform fighter Super Smash Bros., with three fighter representatives for three of their biggest franchises. But when put head to head, which Sega rep will come out on top. Today, we will figure that out in this entry of Debate Blog!

BEFORE WE BEGIN

This matchup will primarily use the primary canon versions of these three, meaning no crossover scaling will be used. So no, neither will get Smash Bros. scaling.

Major Research Sources:


SONIC THE HEGDEHOG

“What you see is what you get! Just a guy that loves adventure! I'm Sonic the Hedgehog!”

BRIEF BACKGROUND

Not much is known about Sonic the Hedgehog’s origins, only that he was born on Christmas Island and that he grew up to be a freedom-loving free spirit with speed unrivaled. He used that speed to foil the evil schemes of a certain Dr. Ivo “Eggman” Robotnik, and he’s done so countless times. Throughout his adventures, he’s met soon-to-be allies, rivals, gods of destruction, the sun, of time and space, and so much more. Throughout it all, he’s always maintained that “never look back” attitude as he takes his next step towards another adventure.

SKILL & EXPERIENCE

Sonic’s consistently gotten the best out of Dr. Eggman for over two hundred thousand battles, maybe even more. Sonic utilizes his speed and his close-quarters combat skills, his fighting style revolves around a quick flurry of breakdance-inspired moves and techniques, as well as swift footwork as most of his power comes directly from his legs. He’s mastered other martial arts such as Kung Fu and Kenpo, and he’s even a master swordsman, being able to match the likes of King Arthur and the Knights of the Round Table, becoming the greatest knight of all time.

With this much skill, he’s taken down the strongest of foes. Sonic’s held his own against androids with combat data so plentiful it crashed Dr. Gerald Robotnik's supercomputer. He’s consistently gotten the best of Metal Sonic, a machine with the ability to perfectly copy the bio-data of his foes, perfectly replicating their skills and abilities. He’s bested foes that he previously needed physically superior forms to beat, like the Egg Dragoon and Perfect Chaos. He’s impressed martial arts masters with a millennium’s worth of experience. He’s even impressed and shocked the Ancients' greatest warriors and minds alike, the very beings who created Cyber Space, to the point where one referred to his potential as "limitless" and was incapable of comprehending the way he fought or how he overcame the Titans.

NOTABLE ARSENAL

Rings

Rings are the main collectible in the Sonic series. These ring-like objects contain a unique form of energy called Ring Energy, which has various uses. Mainly, it gives Sonic a sort of protection, giving him protection from deadly blows. Ring Energy also grants Sonic energy, boosts his physical stats, and some Rings (called Travel Rings) can act as gateways to other dimensions. The maximum number of Rings that Sonic can hold varies throughout the series, but at this point in the series, it should be around nearly 100 million Rings.

Power Sneakers

Sonic’s famous power sneakers, specially designed to withstand his speed and power. He’s had various looks and versions of his sneakers, but the abilities those other versions have, he already has in his standard kit.

Shahra’s Ring

This ring belongs to the genie of the ring, Shahra, and allows Sonic to grant as many wishes as he desires. Although these wishes are not as potent as those of someone like Erazor Djinn. Shahra is only limited to being able to grant simple wishes, such as making a mountain of handkerchiefs appear, calling forth magical carpets, or taking someone into the world of the Arabian Nights.

Caliburn/Excalibur




Caliburn is a sentient sword with magical properties. Specifically, he can levitate and attack on his own, use soul energy, and dispel powers of immortality.

Excalibur is a transformation of Caliburn after merging with the three other sacred swords. He is the original and greatest of all the sacred swords, and has enough power to basically cut through anything, repel magical attacks, and form an all-piercing energy meteor with Excalibur Sonic.

Piko Piko Hammer

Sonic has his own giant mallet. Why does he need one of these? Who knows.

Item Boxes

  • 1-Up: Adds an extra life to the player's total number of lives. The icon for this power-up is either the head of the current player character, or, in later games, a "1Up" symbol.

  • 5 Ring Bonus: Gives five Rings.

  • Air: Replenishes the user's Air Tank with varying amounts of Air.

  • All-Star Item: Allows the user to perform their All-Star Move.

  • Attack (Sonic Advance 2): A multiplayer-exclusive power-up. Creates a shockwave attack that inflicts damage on opponents.

  • Attack (Sonic Riders: Zero Gravity): Allows the player to perform attacks during Extreme Gear races for a short period of time. It also allows the user to activate Springs and access special shortcuts while it is active.

  • Attract: A multiplayer-exclusive power-up. Allows the player to teleport an opponent to their location.

  • Aqua Shield: Allows the user to breath underwater indefinitely without drowning and envelopes the user in a barrier that protects the playable character from a single hit of damage. It also allows Sonic to use the Bound Jump. It can also repel certain projectiles, not including spiked projectiles and explosives. Once damage is taken, the playable character will lose the Aqua Shield and suffer knockback without taking damage. However, it does not protect the user from getting crushed or falling into bottomless pits.

  • Bashosen: Allows the user to throw Bashōsens down the lane they were deployed on. As they move forward, the Bashōsens will pass through any obstacle or enemy until this power-up wears off. In addition, the Bashosen will leave behind a green trail while moving that will slow down those that touch it. The Bashōsens deal damage on a direct hit. Upon dealing damage, the Bashosen will also steal some of its victims' Rings and add them to the user's own Ring count.

  • Big 50 Ring: Gives fifty Rings.

  • Black Wisp: Grants a Black Wisp that allows the user to use the Black Bomb.

  • Blind: A multiplayer-exclusive power-up. Temporarily blacks out the opponent's screen except for a tiny spotlight around their character.

  • Blizzard Bomb: Allows the user to toss the head of a snowman that will freeze opponents upon impact.

  • Blowfish: Allows the user to deploy a puffer fish-like mine that slows down opponents that hit them.

  • Blue Shield: Grants the user immunity to electrical damage and envelopes the user in a barrier that protects the playable character from a single hit of damage. Once damage is taken, the playable character will lose the Blue Shield and suffer knockback without taking damage. However, it does not protect the user from falling into bottomless pits.

  • Blue Wisp: Grants a Blue Wisp that allows the user to use the Blue Cube.

  • Bomb: Allows the player to destroy all enemies on-screen.

  • Booby Trap: Allows the user to drop fake Item Boxes on the lanes that the user is not currently on. Touching a Booby Trap with a playable character (including the user) will cause the player's Item slots to be blocked. This means that power-ups in these Item slots cannot be used, nor can the blocked Item slots be used to store new power-ups. To unlock one's Item slots, the player must spend some of the Rings they have collected.

  • Boost: Grants the player a temporary speed boost for acceleration.

  • Boost Up: Increases the Wave Cyclone's Boost Gauge by a varying amount.

  • Bowling Bomb: Allows the player to deploy a rolling bomb that will damage and slow down opponents.

  • Bowling Strike: Grants the player a large bowling ball to roll down Extreme Gear tracks with.

  • Bubble Bomb: Allows the user to drop bubblegum puddles on the lanes that the user is not currently on. Touching a Bubble Bomb with a playable character (including the user) will cause the player's screen to be obscured by bubbles and prevent them from using Items. This effect lasts for a short amount of time, but can be ended early by tapping the bubbles on the touch screen in order to pop them.

  • Bunny Boost: Allows the user to increase their speed for a short time. Also, upon switching lanes, the user will receive a fast, but brief burst of additional speed.

  • Captive Light: A blinding Trap Item that also slows down opponents.

  • Change: Replaces the player's Combi Partner with one of the other playable characters for a short amount of time.

  • Chao Attack: Allows the user to launch Cheese down the lane the user was one when the Chao Attack was deployed. After flying down the lane for a while, Cheese will then ricochet in the opposite direction. Opponents caught in the path of the Chao Attack will be slowed down and lose Rings. In addition, the Chao Attack can travel through walls and will continue to move after hitting players.

  • Chao Chase: A Boost Item that can temporarily increase the base speed if the user hits an opponent with it.

  • Chao Guardians: A Projectile Item that acts boomerang-like, first traveling up the track and then back down.

  • Chao-nado: Allows the user to place a swirling tornado in front of a nearby opponent. If the user is in first place when they use the Chao-nado however, it will drop down directly behind the user. Should an opponent run into the Chao-nado, they will be temporarily slowed down. In return, the character who deployed the Chao-nado will receive the opponent's lost speed, thus granting them a short burst of speed of their own.

  • Chaos Emerald: Allows the player passage into the Special Stage if they are carrying fifty Rings when breaking this Item Box.

  • Character: Adds another party member to the player's roster.

  • Chopper Chomp: Allows the user to send a Chopper rushing down the lane the user was on when this power-up was first deployed. Should the Chopper Chomp make contact with a playable character, it will damage them. Being capable of passing through obstacles, the Chopper Chomp will continue its path until it either hits an opponent or disappears on its own.

  • Colorball: Temporarily obscures the player's vision by smearing the screen with colors.

  • Combine Ring: Merges the player's Rings together so that less Rings are dropped when taking damage.

  • Combo Bonus: Combo counts cannot be broken and combo bonuses are boosted.

  • Confusion: A multiplayer-exclusive power-up. Allows the player to scramble the opponent's character controls for a short time.

  • Confusion Boost: Allows the user to increase their speed for a short amount of time and surround themselves in a crimson energy field that causes an opponent's controls to be temporarily reversed should they make contact with the user.

  • Confusion Mine: Allows the user to drop three clusters of energy cubes on the lanes that the user is not currently on. Touching an Illusion Mine with a playable character (including the user) will cause the character's controls to be temporarily reversed.

  • Confusing Star: Targets the nearest rival racer and confuses them by flipping their view upside down.

  • Continue Monitor: Gives the player an extra Continue. As such, if the player loses all of their lives, they can start a Zone over with three extra lives.

  • Crimson Wisp: Grants a Crimson Wisp that allows the user to use the Crimson Eagle.

  • Cyan Laser: Allows the user to fire two Cyan Laser shots in front and behind them.

  • Cyan Wisp: Grants a Cyan Wisp that allows the user to use the Cyan Laser.

  • Cyclone Charge: A Trap Item that can boost the user forward if no opponent is hit by it.

  • Damage Recover: Restores part of the Health Gauge for the vehicle the player is in command of.

  • Dead End: A Trap Item that freezes opponents.

  • Drac-O'-Lantern: Allows the player to send a pumpkin head flying down the lane it was deployed on until it dissipates. In addition, it is unaffected by obstacles, which it will pass right through. Opponents hit by the Drac-O'-Lantern will be slowed down heavily and lose Rings.

  • Dragon Dance: Allows the player to send a dragon flying down the lane it was deployed on until it turns around and comes bouncing back down the lane it is on. It will also ignore any obstacle in its way by passing right through them. Opponents hit by the Dragon Dance will be slowed down heavily and lose Rings.

  • Drone: Grants the player a remote-controlled drone that will seek out a rival racer and detonate, thereby damaging the rival racer and slowing them down.

  • Eggman Mark: Causes the player to take damage, resulting in the loss of either a shield, Rings or even a life in case the player does not have any Rings on them. However, it does not have any effect if the playable character is invincible or in a Super State. In some games, however, the Eggman Marks do nothing when opened.

  • Electro Boost: Allows the user to increase their speed for a short amount of time and surround themselves in an electric field. It also attracts Rings from adjacent lanes and removes a random power-up item from any opponent that comes into contact with the user.

  • EMP Boost: Grants the user a boost while enclosing them in a blue electric field.

  • Exploding Balloon: A multiplayer-exclusive power-up. Puts an Exploding Balloon near the opponent.

  • Explosion: Launches a bomb at Extreme Gear opponents ahead of them, knocking them off balance.

  • Explosive Mine: Allows the player to drop iron balls on the lanes that the user is not currently on. Touching an Explosive Mine's iron balls with a playable character (including the user) will make them explode instantly, causing the playable character to lose Rings and slow down drastically.

  • Festive Umbrella Boost: Allows the user to increase their speed for a short time. It also allows the user to damage enemies and opponents upon contact, resulting in the latter losing Rings and being slowed down slightly.

  • Fire Boost: Allows the user to increase their speed for a short time and surround themselves in a fiery blaze that damages opponents on contact, resulting in the opponents losing Rings and being slowed down temporarily.

  • Fire Whirl: Allows the player to deploy a fire tornado that will travel down the lane it was deployed on until its duration expires or it travels off course. In addition, the Fire Whirl can pass through obstacles and continue forward after hitting opponents. Opponents hit by the Fire Whirl will be slowed down heavily and lose lots of Rings.

  • Fireball: Allows the player to launch a fireball that will fly down the lane it was deployed on at high speed. However, it will dissipate when it hits an opponent, collides with an obstacle, or travels off course. Opponents hit by the Fireball will be slowed down heavily and lose Rings.

  • Firework: Allows the player to fire a rocket at rival racers to stun them. If the rocket hits a barrier, it will bounce off it.

  • Firework Flurry: Allows the player to fire up to three glowing shots that will fly down the lane they were deployed on. However, the shots will dissipate when they hit an opponent, collide with an obstacle, or travel off course. The shots come in three colors (blue, red and yellow), but the color the shots will assume is picked at random. In addition, the differently-colored shots will have different effects on the opponents they hit.

  • Flame Jump: Allows the player to chain together multiple Double Jumps.

  • Flame Shield: Negates any fire-based damage and envelopes the user in a barrier that protects the playable character from a single hit of damage. It also allows Sonic to use the Fireball Spin Dash. It can also repel certain projectiles, not including spiked projectiles and explosives. Once non-fire damage is taken, the playable character will lose the Flame Shield and suffer knockback without taking damage. The Flame Shield will also disperse if the user dives into water deep enough to drown in. It also does not protect the user from getting crushed or falling into bottomless pits

  • Flue Shot: Allows the user to place a chimney on each of the lanes available on the road. Shortly after being deployed, half of the chimneys will then each expel one iron ball and keep them suspended above them; which one of chimneys that will expel an iron ball is chosen at random. Should a playable character (including the user) touch the Flue Shot's iron ball or chimney, they will take damage and be slowed down temporarily.

  • Fly Charge: Fully charges the player's Flight Gauge.

  • Free Throw: Grants the user a basket ball to stun the leading character in an Extreme Gear race with. It is only available to Bike Type Extreme Gear racers.

  • Frozen Chopper Chomp: Allows the user to send a Chopper circling around an ice orb rushing down the lane the user was on when this power-up was first deployed. Should the Frozen Chopper Chomp make contact with an opponent, it will freeze them and make them lose Rings. Being capable of passing through obstacles, the Frozen Chopper Chomp will continue its path until either hits an opponent or disappears on its own.

  • Gauge Up: Fully charges the player's Action Gauge. It has no effect when picked up by Sonic.

  • Giant Rocket: Allows the player to send a rocket down the racing track that the player can detonate at will.

  • Glove: Temporarily equips the user with a baseball glove that can deflect projectiles and obstacles once.

  • Gold Shield: Allows the player to use the Blast Attack and envelopes the user in a barrier that protects the playable character from a single hit of damage. Once damage is taken, the playable character will lose the Gold Shield and suffer knockback without taking damage. However, it does not protect the user from falling into bottomless pits.

  • GP Boost: Replenishes the user's GP Gauge with varying amounts of Gravity Points.

  • Gray Wisp: Grants a Gray Wisp that allows the user to use the Gray Quake.

  • Green Hover: A Boost Item that allows the user to hover along the track.

  • Green Wisp: Grants a Green Wisp that allows the user to use the Green Hover.

  • Grow: Doubles the playable character in size, thus increasing his weight and jump height, for twenty seconds. Enlarged characters cannot be held, however.

  • Harvest Time: A scythe that travels sideways to attack opponents.

  • Health: Restores the playable character's Health Gauge.

  • Heat Barrier: Envelopes the user in a barrier that protects the playable character from a single hit of damage and deals damage to surrounding enemies. Once damage is taken, the playable character will lose the Heat Shield and suffer knockback without taking damage. However, it does not protect the user from falling into bottomless pits.

  • Hedge Maze: Allows the user to drop plant pillars on all the lanes. Up to three of these lanes (or none at all) in particular gets plant pillars so tall that they cannot be jumped over. The rest of the lanes receives shorter plant sprouts. Regardless, touching any plant pillars will result in the playable character (including the user) losing Rings. In addition, after colliding with a plant pillar, the victim will, for several seconds, lose speed every time they switch lanes.

  • High Speed (Sonic Riders): Increases an Extreme Gear rider's speed for about a second.

  • High Speed (Sonic Rush Adventure): Increases the user's performance speed when pulling of Trick Actions.

  • Home Run: This Item acts as baseball plates that the player can run over to keep up a consecutive boost.

  • Hot Rod: Grants the playable character a massive speed boost. Additionally, it can be detonated by the player, causing an explosion that will damage and slow down nearby opponents. If left on for too long however, the Hot Rod will detonate itself, causing the player to be slowed down.

  • Hyper Heli-Tails: Allows Tails to fly forward at high speeds for about five seconds. Equivalent to the Rocket Shoes.

  • Ice Boost: Allows the user to increase their speed for a short period of time while surrounding them in an icy flurry that freezes opponents upon contact with the user.

  • Ice Cannon: Allows the player to fire snowballs at rival racers. Hitting rivals once with the Ice Cannon will slow them down, while hitting them twice or trice will freeze them.

  • Ice Mine: Allows the user to drop three iron balls made of ice on the lanes that the user is not currently on. Touching an Ice Mine with a playable character (including the user) will cause them to freeze instantly.

  • Ice Wave: Allows the player to launch a wave of ice down the lane it was deployed on until it hits an opponent, collides with an obstacle or travels off course. Opponents hit by the Ice Wave will be frozen and lose Rings.

  • Indigo Wisp: Grants an Indigo Wisp that allows the user to use the Indigo Asteroid.

  • Invincible: Bestows an aura upon the user that grants the user temporary immunity to damage, destroys lesser enemies on contact and inflicts damage on tougher foes. While Invincibility is active, the background music changes to an upbeat fanfare. However, it does not protect the user from drowning, getting crushed or falling into bottomless pits.

  • Ivory Wisp: Grants an Ivory Wisp that allows the user to use the Ivory Lightning.

  • Jade Wisp: Grants a Jade Wisp that allows the user to use the Jade Ghost.

  • Jet Board: Grants the user a Snowboard to travel faster through the Robotnik Winter Zone. It lasts until Sonic collides with an object, takes damage or falls into a hole. The player can also cancel the Jet Board by jumping off of it.

  • Jump: Allows the user to launch themselves through the air, similar to when touching a Spring.

  • K.O. Glove: Allows the player to deploy a projectile that bounces off walls.

  • Lava Bomb: Allows the user to drop a lava bomb on the user's lane. If a playable character (including the user) touches a Lava Bomb, they will lose a large amount of Rings and be slowed down.

  • Lightning: Allows the user to manifest electricity above opponents for a second before unleashing a downward lightning bolt. Should this lightning bolt connect with their targets, it will cause the recipient(s) to become temporarily stunned, take damage, and lose one of the power-ups they have on them.

  • Lilytrap: Allows the user to set lily pads on all the lanes. Half of these lily pads (which are chosen at random) will then produce water geysers that will inflict damage on anyone who touches them (including the user).

  • Magenta Wisp: Grants a Magenta Wisp that allows the user to use the Magenta Rhythm.

  • Magnet: Pulls in nearby objects for a short period of time.

  • Manual Rocket: Grants the player a rocket that homes in on the nearest rival in a race and flips them over.

  • Marker: The checkpoints for several 8-bit games for the Sega Game Gear and Sega Master System. When opened, it saves the player's progress and allows the player to restart from said Marker's position after they lose a life.

  • Maximum Tension Bonus: Fully charges the player's Tension Gauge.

  • Mega Horn: Allows the player to produce a soundwave that flips over surrounding rivals in a race.

  • Missile: Grants the playable character a missile to launch at opponents with Gravity Control during an Extreme Gear competition.

  • Mine: Allows the user to set up mines as traps for opposing players.

  • Mine (Sonic & Sega All-Stars Racing): Allows the user to set up motion-activated mines in the path of oncoming racers. They spin around the other racers by exploding on contact or after a certain time has passed.

  • Minus Ring: A multiplayer-exclusive power-up.

  • Mosaic: A multiplayer-exclusive power-up. Allows the user to turn their opponent's playfield into a blurred mosaic.

  • Moto-Bug: Allows the user to send a Moto Bug down the lane it was deployed on. When an opponent makes contact with this Moto Bug, it will damage them, paralyze them, and make them lose a random power-up in their possession. The Moto Bug will also disappear when it hits an obstacle or travels off course.

  • Octo-Boost: Increases an Extreme Gear rider's speed for a few moments.

  • Octo-Ink: Temporarily obscures an opponent's vision by smearing their view with ink.

  • Orange Wisp: Grants an Orange Wisp that allows the user to use the Orange Rocket.

  • Parts Lock: Deactivates all Gear Parts for a limited time.

  • Pink Spikes: A buzzsaw made of pink energy that slows damages and slows down opponents.

  • Pink Wisp: Grants a Pink Wisp that allows the user to use the Pink Spikes.

  • Player Swap: Switches players' position on the map. It typically only appears in multiplayer mode. In Sonic Mania Plus however, they also appears in the game's Encore Mode where it lets the player swap characters with those in the player's party.

  • Pogo Spring: Equips the playable character with a movable Pogo Spring. With it, the player can bounce higher than normal while moving. However, this power-up will get neutralized should the player take damage or jump off the Pogo Spring.

  • Power Core: Comes in three colors: blue (Speed), yellow (Fly), and red (Power). It levels up a character depending on their character type.

  • Power Sneakers: Provides the user with a boost of speed for a limited time which increases top speed, jumping height and acceleration. While active, the background music plays at an increased tempo or as a separate track.

  • Propeller Shoes: Allows Sonic propulsion through Tidal Plant Zone's underwater sections for eight seconds.

  • Pocket Rainbow: Allows the player to temporarily obstruct the view of other racers with a spectrum of dazzling colors.

  • Pyro-Mine: Allows the user to set a pack of firework in front of the opponent directly ahead of the user. If the user is in first place when they use the Pyro-Mine however, they will drop the Pyro-Mine directly behind them. It has infinite range and will both deal large amounts of damage and slow down those who collide with it (including the user). In addition, it will deal splash damage to all surrounding racers when it detonates.

  • Random: Gives a random power-up to the user and can give additional power-ups that do not appear in the mode they are featured in.

  • Random Ring Bonus: Gives random amounts of Rings.

  • Reaper: A multiplayer-exclusive power-up. Makes the opponent lose a try when the next instance of damage occurs, regardless of the number of Rings in the opponent's possession.

  • Red Wisp: Grants a Red Wisp that allows the user to use the Red Burst.

  • Ring Can: Provides the user with additional Rings during an Extreme Gear race.

  • Ring Portal: Grants the user an invincible boost by allowing them to travel through a Ring that acts as a portal down the track.

  • Ring Time: Allows the player to turn surrounding enemies into Rings for a short time.

  • Rings: Gives specific amounts of Rings in different locations.

  • Rocket Shoes: Grants Sonic the ability to fly through midair at high speed for about five seconds. Equivalent to the Hyper Heli-Tails.

  • S: Depending on game, the S can give Power Sneakers and Invincibility or grant a Super State and fifty Rings. It only appears in the Debug Mode of certain games.

  • Score Bonus: Grants the player 8,000 bonus points.

  • Shield: Encases the user in a barrier that protects the playable character from a single hit of damage. Once damage is taken, the playable character will lose the Shield and suffer knockback without taking damage. However, it does not protect the user from drowning, getting crushed or falling into bottomless pits. The Shield's color was originally a transparent blue but later began to vary throughout the series.

  • Shrink: Halves the playable character in size, thus decreasing their weight and jump height, for twenty seconds.

  • Skateboard: Grants the user a skateboard. While onboard it, the user can travel forward at greater speeds than normal. However, the user can only move forward while skating. It disappears when the playable character collides with an oncoming obstacle or wall.

  • Slow: A multiplayer-exclusive power-up. Allows the user to slow down an opposing player for a short time.

  • Soda Rocket: Drastically increases an Extreme Gear rider's speed for a short time.

  • Special Combination: Allows Sonic and Tails to destroy all Badniks on the screen with a combination of Spin Attacks. Once done, it rewards the player with certain amounts of Rings and points.

  • Speed Down: Drastically decreases an Extreme Gear rider's speed for a short time. In Sonic Riders: Zero Gravity, it also prevents Gravity Control and Gravity Dive.

  • Spring (Equippable Item): Covers every bottomless pit in the current stage with a Spring.

  • Spring (power-up): A multiplayer-exclusive power-up. Puts a Spring in the opponent's path so that they run over it. It will then shoot the opponent towards the left side of the screen.

  • Spring Shoes: Increases jumping height for a short time.

  • Star Trail: Allows the user to drop a number of stars behind them as they move forward. These stars will then set themselves permanently on the spot on the lane they were dropped on for the duration of the race. Should an opponent make contact with one of the Star Trail traps, they will not only take damage, but also have a portion of their Rings transferred over to the user's Ring count.

  • Steal: Allows the user to steal one Trap or Projectile power-up from a random opponent.

  • Steal Boost: A multiplayer-exclusive power-up. Steals the opponent's Boost from their Boost Gauge and adds it to the user's.

  • Steal Wisp: A multiplayer-exclusive power-up. Steals the opponent's Wisp.

  • Storm Cloud: Allows the user to drop thunderclouds on three of the lanes that the user is not currently on. Touching the lightning emitted by the clouds with a playable character (including the user) will cause them to get zapped by lightning, which destroys a random power-up in the playable character's inventory, inflicts damage, and temporarily paralyzes the playable character.

  • Strike Out: A Projectile Item in the form of baseball.

  • Stun: Paralyses enemies, making them stop moving and vulnerable to attacks from angles where they are normally invulnerable.

  • Super Glove: Temporarily equips the user with a baseball glove that can deflect projectiles and obstacles an unlimited number of times.

  • Super Ring: Gives ten Rings.

  • Swap: Switches the current character with its party partner for twenty seconds.

  • Swarm: Allows the player to deploy a swarm of bees that will set up giant bees as obstacles for the participants in a race. Hitting one of these obstacles will slow the racer down.

  • Tail Spring: Boosts the user while they are in an invulnerable Spin Attack position.

  • Tail Strike: Allows the user to attack users in their lane with the hit of a tail.

  • Target Torpedo: Grants the playable character an auto-homing missile to launch at opponents during an Extreme Gear race.

  • Team Blast Ring: Fully charges the player's Team Blast Gauge.

  • Tee Shot: Grants the user a golf club and golf ball to stun the leading character in an Extreme Gear race. It is only available to Board Type Extreme Gear racers.

  • Tension Bonus: Charges the player's Tension Gauge with one bar worth of energy.

  • Tension Bonus (multiplayer): A multiplayer-exclusive power-up. Fully charges the player's Tension Gauge and depletes the opponent's Tension Gauge.

  • Thunder Shield/Magnetic Shield: Attracts nearby Rings and sometimes negates electrical-based damage. It also envelopes the user in a barrier that protects the playable character from a single hit of damage. It also occasionally allows Sonic to use the Double Jump. It can also at times repel certain projectiles, not including spiked projectiles and explosives. Once damage is taken, the playable character will lose the Thunder Shield and suffer knockback without taking damage. The shield will also sometimes disperse if the user dives into water deep enough to drown in. It also does not protect the user from getting crushed or falling into bottomless pits.

  • Time Bonus: Reverts the timer by a certain amount of seconds in levels with time limits.

  • Time Stop: Allows the playable character to freeze time. The player can keep moving but everything else stops, including the HUD's time counter.

  • Tornado: Allows the user to set ground fans on three of the lanes that the user is not currently on. When a playable character (including the user) touches a fan, they will get inflicted with a wind attack, which causes the playable character to floats helplessly in the air and be slowed down. In addition, the victim's Rings will be absorbed by the Tornado's user.

  • Transparency: A multiplayer-exclusive power-up. Temporarily makes all Chao in the Chao Hunt minigame invisible.

  • Trap Shot: When used, the puck is able to freeze opponents ahead. The puck will stop in its tracks if it does not hit anybody and acts as a mine that will still freeze opponents.

  • Twister: Allows the user to deploy a dust devil that will home in on a rival racer. Upon impact, the Twister will flip the rival around and temporarily reverse the rival's controls.

  • Umbrella Boost: Allows the user to increase their speed for a short time. It also allows the user to damage enemies and opponents upon contact, resulting in the latter losing Rings and being slowed down slightly.

  • Violet Wisp: Grants a Violet Wisp that allows the user to use the Violet Void.

  • Warp: Transports the player to next checkpoint.

  • Whirlwind: Allows the user to deploy a whirlwind that travels down the lane it was deployed on until it hits an opponent, its duration expires, or it travels off course. In addition, it can travel through walls and obstacles. Opponents hit by the Whirlwind will be slowed down and float helplessly in the air while having their Rings transferred to the user of the Whirlwind.

  • White Wisp: Grants a White Wisp that allows the user to use a speed boost.

  • Wind Boost: Allows the user to increase their speed for a short period of time and surround themselves in a tornado that steals Rings from opponents that come into contact with the user.

  • Wipeout: Waves of water that act as a Projectile Item.

  • Wrench Rush: Allows the user to increase their speed for a short period of time. Also, any opponent that gets too close to the user (even when they are on adjacent lanes) while Wrench Rush is active will take damage.

  • X2 Multiplier: Doubles any points earned.

  • Yellow Wisp: Grants a Yellow Wisp that allows the user to use the Yellow Drill.

  • Zap Trap: Allows the user to spawn a single Storm Cloud ahead of their opponent(s). Touching the lightning emitted by the Storm Cloud with a playable character (including the user) will cause them to get zapped by lightning, which destroys a random power-up in the playable character's inventory, inflicts damage, and temporarily paralyzes the playable character.

Power Cores

Power Cores are a form of energy cores for machines that can be used to upgrade the skills of the playable characters in Sonic Heroes. They double the physical statistics of their user. Additionally, Power Cores generate an “EM shield” that can block technopathic abilities, as they did to Zavok.

Chao

In Sonic Chronicles, Chao can provide Sonic with a plethora of stat boosts or special abilities, such as elemental damage, reviving after a deadly hit, protect from damage, etc. 

  • Barbo: Increases Maximum HP of bonded character

  • Belgog: Bonded character is much harder to hit

  • Bepke: One enemy will automatically attack the bonded character instead of other team members

  • Blayze: Bonded character does much more damage in battle

  • Bobo: Bonded character will always find an extra reward item after combat

  • Cheese: Greatly increases the luck of all team members

  • Cheezlet: Bonded character does more damage in battle

  • Choo: Bonded character regenerates PP at the start of each combat round

  • Choopaloo: Increases XP gained from each battle

  • Churdle: Bonded character has a better chance of hitting targets in battle

  • Dusty: Increases the chance that the team will catch a fleeing opponent

  • Ferox: Bonded character automatically succeeds using their POW moves

  • Fess: Increases the odds that Chao eggs will hatch rare or unique Chao

  • Ghise: Bonded character's attacks do Water damage

  • Gibber: Bonded character has greatly increased resistance to damage

  • Griff: Bonded character's attacks do Ice damage

  • Hayda: Regenerates PP at the start of each combat round for all team members

  • Jirna: Chao creates an earth shield to protect against damage

  • Joy: Regenerates HP at the start of each combat round for all team members

  • Kayla: Reduces the team's chance of being ambushed

  • Keroyo: Increases odds of enemies fleeing from battle

  • Knickt: Chao creates a shield of lightning to protect against damage

  • Koolet: Bonded character is harder to hit

  • Korus: Chao creates a shield of fire to protect against damage

  • Luunan: Greatly increases the maximum PP of bonded character

  • Oldarg: Bonded character has a greatly increased chance to hit targets in battle

  • Oolean: Increases maximum PP of bonded character

  • Ovus: Bonded character is automatically revived once during a battle

  • Perty: Chao creates a shield of water to protect against damage

  • Pyraz: Bonded character's attacks do fire damage

  • Radu: Greatly increases the maximum HP of bonded character

  • Rugle: Bonded character has increased luck

  • Seeri: Chao creates a shield of wind to protect against damage

  • Seggo: Bonded character's attacks do Wind damage

  • Spartoi: Bonded character's attacks may cause instant KO against enemies

  • Stebsly: Bonded character regenerates HP at the start of every combat round

  • Stiglin: Bonded character's attacks do Earth damage

  • Velk: Bonded character has increased resistance to damage

  • Zimba: Bonded character's attacks do Lightning damage

  • Zousar: Increases the team's chance's of Ambushing opposing teams.

Sonic Chronicles Items


Gloves:

  • Boxing Gloves: Super tough gloves provide the maximum fighting edge. Slightly increases damage.

  • Cloth Gloves: Casual, stylish and comfortable. Slightly increases attack.

  • Cursed Gloves: A prototype combat glove. Tough to control, but very powerful. Very greatly increases damage, though it lowers defense.

  • Golden Gloves: A master crafted combat glove without peer, a rare artifact. Slightly increases damage.

  • Gritty Gloves: All-around tough gloves for tough customers. Moderately increases armor, moderately increases damage and decreases a bit of defense.

  • Lucky Gloves: Durable, yet agile gloves soaked in clover juice. They increase luck and a bit of attack.

  • Mirror Gloves: Made with flexible metal, these shiny gloves boost combat prowess. Moderately increases damage and defense.

  • Polymer Gloves: Gloves made with durable polymers. Slightly increases damage and armor.

  • Power Gloves: Infused with power, these gloves hit hard but can be tricky to handle. Greatly increases damage but reduces attack.

  • Rubber Gloves: Light and smooth gloves for faster reaction. Moderately increases damage.

  • Sparkly Gloves: Light and dazzling, these gloves tingle with energy. Greatly increases damage.

  • Work Gloves: More durable gloves to pack extra punch. Slightly increases damage.

Shoes:

  • Light Sneakers: Simple, reliable sneakers. Slightly increases armor.

  • Shielded Sneakers: Prototype footwear offering the best armor available. Greatly increases armor.

  • Speedy Sneakers: Light and well cushioned for more agility. Slightly increases armor.

  • Spiked Sneakers: Sneakers with cleats provide an edge in combat. Slightly increases armor.

  • Stiffed Sneakers: Sneakers made with tough polymers. Moderately increases armor.

Consumables:

  • Antidote: A curative elixir that removes all bad status effects from one team member.

  • Clover Juice: Made with an extract capable of boosting ones luck for short periods.

  • Crazy Beams: Boosts you in unpredictable ways. Try them and see what happens!

  • Cure All Spray: A large dose antidote able to remove status ailments from all team members at once.

  • Health Leaf: The leaf of a plant known for its healing effects. Heals 100 HP.

  • Health Root: The root of a plant known for its healing effects. Heals 250 HP.

  • Health Seed: The seed of a plant known for its healing effects. Heals 50 HP.

  • Immunity Booster: A vaccine effective in preventing debilitating symptoms for short periods.

  • Iron Tonic: Made with medicine capable of toughening the skin for short periods. Moderately increases armor.

  • Mad Emitter: An alien device that produces an energy pulse that heals 250 HP of all party members.

  • POW Candy: A refreshing formula that invigorates mind and body. Restores 5 PP.

  • POW Drink: A refreshing formula that invigorates mind and body. Restores 50 PP.

  • POW Gum: A refreshing formula that invigorates mind and body. Restores 10 PP.

  • Prune Juice: Made with an extract guaranteed to improve combat abilities for short periods.

  • Psychic Water: A rare concoction capable of providing heightened premonition for short periods.

  • Refresher Wave: An alien device that produces an energy pulse that invigorates all party members.

  • Rock Salt: A rare earth extract capable of raising one's raw strength for short periods. Moderately increases damage.

  • Speed Bar: Made with medicine capable of boosting one's reflexes for

Accessories:

  • Elemental Rings: Within Sonic Chronicles, these Elemental Rings add one element’s properties into your basic attacks. There are five elements: earth, ice, water, lightning and wind.

  • Kron Hammer: A rock hammer infused with ultimate combat power. Very greatly increases damage.

  • Economizer: A wrist device able to boost its wearer's energy levels. Lowers PP cost of all POW Moves by 1.

  • Immunity Idol: A mystical charm with the inexhaustible ability to make one immune to afflictions.

  • Refresher: A medical kit that recovers 1 POW Point at the end of each round of combat.

  • Replenisher: A wrist device able to regenerate the wearer's health over time. Regenerates 5% of maximum HP per round.

  • Voxal Teleporter: A teleporter infused with ultimate agility. Greatly increases defense.

  • Zoah Shield: An energy shield infused with invulnerability. Greatly increases armor.

  • Nocturne Blade: A blade infused with ultimate martial skill. Greatly increases attack.

  • Spooky Charm: A mystical charm likely to cause fear in one's enemies. Increases probability of enemies attempting to flee.

  • Angel Amulet: A mystical amulet with the inexhaustible power to put the fallen back on their feet. Automatic revive with 1 HP, once during a battle.

Buddies

Support characters in Sonic Runners. They have general buff abilities. Some can revive Sonic upon defeat.

  • Hero Chao (ヒーローチャオ, Hīrō Chao?): Boosts all score elements

  • Gold Chao (金チャオ, Kin Chao?): Boosts Rings acquired.

  • Dark Chao (ダークチャオ, Dāku Chao?): Boosts score for destroying enemies.

  • Jewel Chao (ジュエルチャオ, Jueru Chao?): Boosts distance run.

  • Normal Chao (ノーマルチャオ, Nōmaru Chao?): Boosts score.

  • Omochao (オモチャオ, Omochao?): Boosts the number of Animals saved.

  • RC Monkey (おサルのラジコン, Osaru no Rajikon?): Combo bonuses last longer.

  • RC Spring (スプリングのラジコン, Supuringu no Rajikon?): Springs last longer.

  • RC Electromagnet (電磁石のラジコン, Denjishaku no Rajikon?): Magnets last longer.

  • Baby Cyan Wisp (ベビーシアンウィスプ, Bebī Shian Wisupu?): The Laser effect lasts longer.

  • Baby Indigo Wisp (ベビーインディゴウィスプ, Bebī Indigo Wisupu?): The Asteroid effect lasts longer.

  • Baby Yellow Wisp (ベビーイエローウィスプ, Bebī Ierō Wisupu?): The Drill effect lasts longer.

  • RC Pinwheel (風車のラジコン, Kazaguruma no Rajikon?): Has a chance of producing the magnet effect during spin dashes

  • RC Piggy Bank (空飛ぶブタ, Soratobu Buta?, lit. "Flying Pig): Restores Rings when damaged.

  • RC Balloon (気球のラジコン, Kikyū no Rajikon?): Has a chance of automatically performing a big jump when using jump panels.

  • Easter Chao (イースターチャオ, Īsutā Chao?): Has a chance of producing the magnet effect when passing through Dash Rings and Rainbow Rings.

  • Purple Papurisu (むらさきパプリス, Murasaki Papurisu?): Every X combo destroys all iron balls.

  • MAG (初期型マグ, Shokikei Magu?, lit. "Initial-Type Mag"): Every X combo destroys all spikes.

  • Egg Chao (たまごチャオ, Tamago Chao?): Boosts distance run.

  • Pumpkin Chao (カボチャオ, Kabochao?): Boosts score.

  • Skull Chao (ガイコツチャオ, Gaikotsu Chao?): Boosts the number of Animals saved.

  • Yacker (ヤッカー, Yakkā?): All Color Power items last longer.

  • RC Golden Piggy Bank (金のブタ, Kin no Buta?): Restores Rings when damaged.

  • Wizard Chao (魔法使いチャオ, Mahōtsukai Chao?): All items (except Color Power items and shields) last longer.

  • RC Turtle (カメのラジコン, Kame no Rajikon?): Every X combo turns Rings into Super Rings.

  • RC UFO (UFOのラジコン, Yūfō no Rajikon?): Every X combo saves all on-screen Animals.

  • RC Bomber (爆撃機のラジコン, Bakugeki-ki no Rajikon?): Every X combo destroys all enemies on ordinary stages.

  • Easter Bunny (イースターバニー, Īsutā Banī?): Adds 25 to every X combo.

  • Magic Lamp (魔法のランプ, Mahō no Ranpu?): Chance of producing a Gold Flicky.

  • Star-Shaped Missile (星型ミサイル, Hoshi-gata Missairu?): Increases the area of the magnet effect.

  • Suketoudara (すけとうだら, Suketōdara?): Chance of springs appearing when taking damage.

  • Rappy (ラッピー, Rappī?): Chance of a Rappy appearing.

  • Blowfish Transporter (フグ型輸送機, Fugu-gata Yusō-ki?, lit. "Pufferfish-type Transport Craft"): Every X combo provides an equippable item.

  • Genesis (メガドライブ, Mega Doraibu?, lit. "Mega Drive"): A chain of combos lasts longer before resetting.

  • Cartridge (カートリッジ, Kātorijji?): Start each stage with a combo.

  • RC Fighter (戦闘機のラジコン, Sentō-ki no Rajikon?): Boosts score in Laser form.

  • RC Hovercraft (ホバークラフトのラジコン, Hobākurafuto no Rajikon?): Boosts score in Asteroid form.

  • RC Helicopter (戦闘ヘリのラジコン, Sentō Heri no Rajikon?, lit. "RC Combat Helicopter): Boosts score in Drill form.

  • Green Crystal Monster (S) (小水晶獣:緑, Ko Suishō-jū: Midori?, lit. "Small Crystal Monster: Green"): Every X combo turns all small crystals green.

  • Green Crystal Monster (L) (大水晶獣:緑, Dai Suishō-jū: Midori?, lit. "Large Crystal Monster: Green"): Every X combo turns all large crystals green.

  • RC Airship (飛行船のラジコン, Hikōsen no Rajikon?): Boosts combos at Star Posts.

  • Desert Chao (砂漠チャオ, Sabaku Chao?): Has a chance of producing the magnet effect when using a cannon.

  • RC Satellite (人工衛星のラジコン, Jinkō Eisei no Rajikon?): Has a chance of producing the magnet effect when using a jump panel.

  • Marine Chao (マリンチャオ, Marin Chao?): Chance of auto-tricks at jump panels.

  • Nightopian (ナイトピアン, Naitopian?): Chance of destroying iron balls, spikes and enemies when damaged.

  • Orca (シャチ, Shachi?): Every X combo destroys platforms and increases ring appearances.

  • Sonic Omochao (ソニックオモチャオ, Sonikku Omochao?): Chance of a magnet effect with the Speed-type action.

  • Tails Omochao (テイルズオモチャオ, Teiruzu Omochao?): Chance of a magnet effect with the Fly-type action.

  • Knuckles Omochao (ナックルズオモチャオ, Nakkuruzu Omochao?): Chance of a magnet effect with the Power-type action.

  • Boo (ブー, Bū?): Boosts score for destroying super enemies, and every X combo turns enemies into super enemies.

  • Halloween Chao (ハロウィンチャオ, Harowin Chao?): Chance of keeping Rings when damaged.

  • Heavy Bomb (ヘビーボム, Hebī Bomu?): Defeating X enemies destroys all enemies on-screen. Sometimes produces a Gold Flicky.

  • Block Bomb (ブロック爆弾, Burokku Bakudan?): Chance of destroying all enemies on screen when performing special actions.

  • Hunk of Meat (骨付き肉, Honetsuki Niku?, lit. "Meat on the Bone"): Extra Rings for every Super Rings you collect.

  • Yeti (イエティ, Ieti?): Every X combo triggers the Cyan Laser effect.

  • Snow Chao (雪国チャオ, Yukiguni Chao?, lit. "Snow Country Chao"): Every X combo triggers the Indigo Asteroid effect.

  • Ideya (イデア, Idea?): Every X combo switches an equipped item for another item.

  • Christmas Nightopian (クリスマスナイトピアン, Kurisumasu Naitopian?): Every X combo triggers the Yellow Drill effect.

  • Orbot (オーボット, Ōbotto?): Every X combo causes you to lose Rings but triggers an item effect.

  • Cubot (キューボット, Kyūbotto?): Every X combo occasionally triggers an item effect.

  • Light Chaos (ライトカオス, Raito Kaosu?): Boosts all score elements.

  • Hero Chaos (ヒーローカオス, Hīrō Kaosu?): Boosts Rings acquired.

  • Dark Chaos (ダークカオス, Dāku Kaosu?): Boosts score for destroying enemies.

  • Chip (チップ, Chippu?): Produces one last dash.

  • Shahra (シャーラ, Shāra?): Every X combo activates a non-color power item at random.

  • Caliburn (カリバーン, Karibān?): Performs auto-attacks during boss battles.

  • King Arthur's Ghost (アーサー王の亡霊, Āsā-Ō no Bōrei?): Boss battles extended/damage against bosses.

  • RC Tornado (トルネードのラジコン, Torunēdo no Rajikon?): Restores Rings when damaged.

  • RC Battle Cruiser (宇宙戦艦のラジコン, Uchū Senkan no Rajikon?, lit. "RC Space Battleship"): More Red Star Rings appear during boss battles.

  • Merlina (マリーナ, Marīna?): Every X combo activates a Color Power effect.

  • Erazor Djinn (イレイザー・ジン, Ireizā Jin?): Every X combo produces a shield.

  • RC Moon Mech (エッグムーンのラジコン, Eggu Mūn no Rajikon?, lit. "RC Egg Moon"): Chance of an additional attack on bosses.

  • Carbuncle (カーバンクル, Kābankuru?): Every X combo grabs certain on-screen objects.

  • Kuna (クーナ, Kūna?): Chance of an item effect at Star Posts.

  • Chaos (カオス, Kaosu?): Chance of using an item without losing it.

  • Death Egg (デスエッグ, Desu Eggu?): Chance of continuing after being defeated.

  • Red Crystal Monster (S) (小水晶獣:赤, Ko Suishō-ju: Aka?, lit. "Small Crystal Beast: Red"): X combos turn all small crystals red.

  • Red Crystal Monster (L) (大水晶獣:赤, Dai Suishō-ju: Aka?, lit. "Large Crystal Beast: Red"): Every X combo turns all large crystals red.

  • Golden Goose (金のガチョウ, Kin no Gachou?): X combos turn all enemies into golden enemies.

  • Mother Wisp (マザーウィスプ, Mazā Wisupu?): Boosts score when using Color Powers.

  • RC Pirate Spaceship (宇宙海賊船のラジコン, Uchū Kaizoku-sen no Rajikon?, lit. "RC Space Pirate Ship"): More Super Rings appear during boss battles.

  • Golden Angel (金のエンジェル, Kin no Enjeru?): More golden enemies appear.

  • NiGHTS (ナイツ, Naitsu?): Big combo bonus after a loop.

  • Reala (リアラ, Riara?): Magnet effect after a loop.

  • RC Tornado 2 (トルネード2のラジコン, Torunēdo Tsū no Rajikon?): Extra Rings when Rings are banked.

  • Chao Walker (チャオウォーカー, Chao Wōkā?): Every 200 combo allows Buddies to absorb Rings for X seconds.

  • Dark Queen (黄泉の女王, Yomi no Jo'ō?, lit. "Queen of the Underworld"): Every X combo provides an item.

  • King Boom Boo (キングブーブ, Kingu Būbu?): Chance of a score boost when defeating enemies.

  • O-Papa (オパパ, Opapa?): Every X combo destroys everything except terrain and produces a magnet effect.

  • Opa-Opa (オパオパ, Opaopa?): Every X combo banks a certain number of Rings.

  • RC Block Face (ブロックフェイスのラジコン, Burokku Feisu no Rajikon?): Chance of destroying everything on screen except terrain when performing special actions.

  • Christmas Yeti (クリスマスイエティ, Kurisumasu Ieti?): The bonus score when combos are performed is boosted.

  • Christmas NiGHTS (クリスマスナイツ, Kurisumasu Naitsu?): Chance of reducing the game speed.

  • Dark Chao Walker (ダークチャオウォーカー, Dāku Chao Wōkā?): Every 200 combo makes your Buddy absorb nearby Crystals for X seconds.

  • Chip: Chance of continuing after being defeated once per run: 100%

  • Dark Chao: Chance of defeating a missed enemy on the screen: 25% Deflects Eggman's Yellow Balls

  • Dark Chaos: Chance of defeating an enemy or destroying an obstacle instead of getting damage: 50% Deflects Eggman's Yellow Balls

  • Hero Chaos: Chance of keeping all the Rings when damaged: 50%

  • Knuckles Omochao: Increases booster item duration for Power-type characters by 5 seconds

  • RC Tornado: After the player's character is defeated, their buddy flies ahead collecting Rings for the next 10 seconds Does not work in boss levels

  • RC UFO: Chance of collecting missed Rings: 25%

  • Sonic Omochao: Increases booster item duration for Speed-type characters by 5 seconds

  • Tails Omochao: Increases booster item duration for Fly-type characters by 5 seconds

  • Wizard Chao: Chance of producing the Magnet effect when using a Cannon or a Jump Panel: 35%

  • Yacker: Increases the area of effect of the Magnet by 50% Compatible with RC Tornado and RC UFO

Sonic Rivals Items

  • Ice: Can shoot an orb that travels down until it hits a target or a wall. Can also be used to set down an ice cube. Both uses can freeze the opponent.

  • Fire: Can be used to create a fire shield that blocks an attack or throw out a fireball that tracks down its target

  • Lightning: Can zap the foe remotely or deploy decoy Rings, with both uses being able to paralyze the target

  • Mine: Can place a proximity mine that goes off when someone approaches it or utilize it as an explosive that goes for its target

  • Illusion: Distorts the vision of the foe

  • Ring Magnet: Allows users to pull in nearby Rings

  • Wind: Can trap foes in a tornado that leaves them unable to move briefly. Can be thrown forward or set as a trap 

  • Glue: Glue that can restrain and slow the movements of anyone caught in it.

Wisps

Introduced in Sonic Colors, these wisp-like aliens can grant Sonic various kinds of power-ups and abilities thanks to their innate Hyper-go-on energy. Specifically, it allows them to use their Color Powers.

  • Black Wisps: Turns the user into a rolling bomb.

  • Blue Wisps: Turns the user into a cube-shaped entity with environment-altering abilities.

  • Crimson Wisps: Turns the user into an eagle-like entity for flight.

  • Cyan Wisps: Turns the user into a destructive and laser beam-like force.

  • Gray Wisps: Turns the user into an iron ball with seismic abilities.

  • Green Wisps: Turns the user into a hovercraft-like entity for flight.

  • Indigo Wisps: Turns the user into a miniature, but dense celestial body that can assimilate anything it comes into contact with.

  • Ivory Wisps: Turns the user into an entity made of pure electricity.

  • Jade Wisps: Turns the user into a spectral entity that possesses both invisibility and intangibility.

  • Magenta Wisps: Turns the user into a sentient musical note that bounces.

  • Purple Wisps: Turns the user into a berserk entity that can tear through obstacles.

  • Violet Wisps: Turns the user into a sentient black hole that can suck in objects.

  • Orange Wisps: Turns the user into a high-flying and rocket-like entity.

  • Pink Wisps: Turns the user into a surface-sticking spiked ball.

  • Red Wisps: Turns the user into a sentient fireball with combustible abilities.

  • White Wisps: Fills Sonic’s Boost Meter, similar to the Rings.

  • Yellow Wisps: Turns the user into a piercing drill that can both burrow underground and travel through water.

Chaos Emeralds

Seven mystical gems that grant the user with an infinite supply of life energy. The Emeralds are said to turn “thoughts into power,” allowing the user to do pretty much anything. Within Sonic’s multiverse, none quite stack up to the full power of the Chaos Emeralds (aside from the Master Emerald, Phantom Ruby, and the Power of the Stars).

Super Emeralds


Super Emeralds are simply the Chaos Emeralds that have been empowered by the Chaos Emeralds.

Paradox Prism

A gemstone used to create and hop between Shatterspaces. It also grants Sonic a slight boost in power.

Time Stones

Hailing from Little Planet, these gems allow Sonic to freely manipulate time, such as traveling through time. They’re essentially the Chaos Emeralds of Little Planet, although their miracle effects are notably weaker than the Emeralds.

Forcejewels

Special jewels that can grant certain advantages and disadvantages.

  • Speederald: Use 2 cards for movement or battle.

  • Hi-Speederald: Use 3 cards for movement or battle.

  • Turbo-Speederald: Use 4 cards for movement or battle.

  • Max-Speederald: Use 5 cards for movement or battle.

  • Sonic-Speederald: Move 30 spaces in a random direction.

  • Hypnotite: Spin the card roulette and throw away all cards with the same value.

  • Fivealive: You can move 5 spaces for 5 turns, but you can’t use a Forcejewel.

  • Low Moonstone: Lessens the power of the Precioustone, and weakens the monsters.

  • Reducite: Reduce one players area on the roulette.

  • Warp Crystal: Randomly teleport to a different space.

  • Preciousite: Spin a card, and if you roll a 1, you’ll jump straight to the Precioustone.

  • Teleport Ruby: The roulette will decide who you will be teleported near to.

  • Swap Jewel: The roulette will decide the player you will switch places with.

  • Shuffire: Shuffle and redistribute everyone’s Forcejewels.

  • Stopnite: Block off a space for 3 turns so the other players can’t pass.

  • Barrier Amber: For 5 turns, creates a barrier so other players can’t pass you.

  • Thief’s Eye: Spin the roulette to choose a player to steal a Forcejewel from.

  • Maharajite: Use the roulette to swap your low card for another player’s high card.

  • Wastone: Spin the roulette to force one player to use a Forcejewel on their next turn.

  • Shield Quartz: For 4 turns, no one else can use a Forcejewel.

  • Warponite: All players will be teleported to a random space.

  • Deletite: Spin the roulette to destroy one player’s Forcejewels.

  • Packlite: Prevents all players from reaching the Precioustone for 3 turns.

  • Curse Opal: Annoy another player-spin the roulette to see who your victim will be.

  • Geasdain: Spin the roulette to choose one player to move 6 spaces for 3 turns.

  • Foolmoon: Spin the roulette to swap your high card for another player’s low card.

  • Transfire: Spin the roulette to see who will be teleported to a random space.

  • Lose Quartz: Changes the battle, event, and plus ring spaces into minus ring spaces for 4 turns.

  • Medium: Teleports all players to the space you’re on.

  • Blockite: Protects you from the effects of the other player’s Forcejewels.

  • Carbuncle: A fairy who loves to eat Forcejewels (And has a huge appetite).

  • Duplichaos: Transforms itself into a different Forcejewel.

  • Chamelionite: Transforms into a random Forcejewel, and uses its power immediately.

  • Ringidium: Changes the battle, event and minus ring spaces into plus ring spaces for 4 turns.

  • Battle Ruby: Changes the ring and event spaces into battle spaces for 4 turns.

  • Magnifire: Increases one player’s area on the roulette.

  • 1 Force March: Force one player to move one space on the next turn.

  • 6 Force March: Force one player to move six spaces on the next turn.

Arks of the Cosmos

Ancient, ring-shaped stones created by the Babylonians that allow the user to manipulate gravity to either create bursts of gravity or negate gravity altogether.

World Rings

“Prayers - Sadness - Rage - Hatred - Joy - Pleasure - Wishes - The seven hearts that make up the stories. These are the seven World Rings that bind these pages together.”

A set of seven mystical rings from the world of the Arabian Nights that serve as the hearts that make up the stories of the Arabian Nights. Each World Ring corresponds to a different emotion, representing one of the story aspects of the Arabian Nights. The World Rings allow Sonic to transform into Darkspine Sonic.

Sonic ’06 Gems

Various gems that can be equipped to Sonic’s shoes to grant him special abilities. The following are a list of abilities Gems grant him a bunch of wacky abilities. These abilities include:

  • Tornado: Sonic creates a tornado with the green gem

  • Slow: Sonic slows down time with the red gem

  • Mach Speed: Sonic uses the blue gem to boost his speed

  • Homing Smash: Sonic uses the white gem to stop in midair during a homing attack

  • Gun Drive: Sonic throws the sky gem and chases it through the air to reach new heights

  • Thunder Guard: Sonic uses the yellow gem to create a shield that attracts rings. If the shield is destroyed, Sonic can create another one.

  • Scale: Sonic uses the purple gem to shrink in size.

ABILITIES

Spin Attack, Spin Dash, Homing Attack

Sonic can roll into a spiky ball of destruction with the speed and power to cut down pretty much any foe. He can do this mid-air for a Spin Attack, charge up to gather speed like the Spin Dash, and home in on foes with the Homing Attack.

Sonic even has certain variants of this move, like the Insta-Shield, which creates a small barrier that protects him from oncoming attacks.

Boost, and its earlier variants

Sonic’s always been able to naturally boost his own speed with what is essentially a button press. There was the first, the Super Peel Out, in which Sonic gains a boost in Speed whilst turning his legs into a figure-8. Then, there’s the Boost Mode in the Advance series, where he goes so fast he leaves after-images. The Sonic Boom technique in Sonic Rivals also boosts Sonic’s speed and functions similarly to his modern Boost, where he can accelerate to top speeds in an instant. He’s like a speeding bullet whilst boosting, shooting like a comet, and destroying anything in his way. He can even do this mid-air to perform an Air Dash or an Air Boost.

Light Speed Dash & Light Speed Attack


The Light Speed Dash allows Sonic to travel along a trail of rings at light speed. The Light Speed Attack allows Sonic to rapidly attack enemies at light speed.

Blue Tornado

Sonic creates a tornado by rapidly spinning around an enemy.

Magic Hands

Sonic shrinks and entraps enemies in small spheres that can be thrown as a projectile.

Sonic Cracker

A landmine Sonic throws into the ground.

Sonic Drive

A technique where Sonic throws a ring into the air and homes in on it with a spin dash to damage enemies in his path.

Sonic Storm

A technique where Sonic releases a shockwave to damage enemies.

Sonic Wind

A technique where Sonic summons a whirlwind to an opponent’s position to damage them.

Whirlwind

Another tornado-based technique Sonic uses in Sonic Chronicles.

Sonic Heal

Sonic vibrates his molecules at supersonic speeds to heal himself.

Chaos Control

Chaos Control is Sonic’s main method of accessing the raw power of the Emeralds. By using Chaos Control, Sonic can utilize the limitless power of the Emeralds to many things such as:

Soul Energy

A form of energy used for special attacks throughout the Storybook series.

Speed Break

An ability that uses Soul Energy to temporarily enhance Sonic’s speed.

Time Break 

An ability that uses Soul Energy to slow down the flow of time. In Sonic Generations, Sonic is able to use this ability without using Soul Energy.

Soul Surge

An ability that uses soul energy to perform powerful attacks.

Emerald Powers

  • Blue: Allows the player to generate clones of themselves that run across the screen to damage enemies and collect items.

  • Red: Turns the playable character into a fireball that can be launched repeatedly in any direction.

  • Purple: Allows the player to see and interact with hidden items and platforms.

  • Cyan: Liquefies the playable character, allowing them to climb waterfalls and swim around in larger bodies of water with no fear of drowning. It also keeps the user safe from being crushed.

  • Green: Allows the player to grow a climbable vine to reach new, higher up areas. The player can control the horizontal direction the vine leans in.

  • Yellow: Slows time down, causing enemies, bosses, and moving objects to move slower, while the player remains at normal speed.

  • White: Sonic gains the Homing Attack.

Sonic Frontiers Skills

  • Cyloop: Run around while leaving a light trail. After creating an enclosure with the light trail and then releasing the button, various effects can happen.

  • Phantom Rush: When the combo meter is maxed out, Phantom Rush is activated, resulting in attacks being 1.2 times more powerful. Phantom Rush lasts until the combo meter reaches 0.

  • Sonic Boom: A high-speed kick that unleashes shockwaves that pummels the enemy.

  • Air Trick: Air Tricks can be performed when sparks surround Sonic while he is in the air. Perform Air Tricks to earn Skill Pieces.

  • Wild Rush: A high-speed, zigzagging attack.

  • Stomp Attack: A stomping attack that swoops down from above on to the enemy

  • Auto Combo: Battle skills that have been unlocked will be automatically activated during combos. However, damage dealt will be reduced. After unlocking a skill, you can toggle auto combo ON/OFF from Options.

  • Quick Cyloop: Quickly Cyloop around the enemy when the Cyloop meter has maxed out and turns blue. The meter fills up with every attack that hits an enemy and can be used continuously when it is still blue.

  • Homing Shot: Launch a volley of energy spheres at the enemy.

  • Loop Kick: A looping, rapidily accelerating kick attack in midair.

  • Spin Slash: Surround an enemy with a multi-hit spinning attack.

  • Recovery Smash: If Sonic is thrown back by an attack and successfully execute the on-screen prompt before he hits the ground, he can immediately counter with Recovery Smash.

  • Grand Slam: Unleash a powerful attack by following the on-screen prompt.

  • Cyclone Kick: Launch a powerful attack that delivers a flurry of hits as Sonic ascends.

  • Cross Slash: Circle the enemy and let loose a stream of shockwaves.

Storybook Series Skills

Skills that Sonic learns over time throughout the Storybook Series that greatly enhance Sonic’s performance in a fight. There are hundreds of skills, but most of them tend to enhance movement speed and acceleration, boost strength, increase the soul gauge, grant invulnerability, resurrect Sonic, etc.

https://sonic.fandom.com/wiki/Skill#Sonic_Storybook_Series_2.

Transformations

Super Sonic

Sonic’s most well-known transformation. This golden visage is achieved with the help of the seven Chaos Emeralds. Sonic draws from the full power of the Emeralds, meaning that he should realistically have access to all of the Emeralds’ powers. Super Sonic is invulnerable in this state, but using the form exerts a lot of Ring energy. Losing all his Rings means Sonic loses his Super Form, although he becomes a perfectly healthy version of himself. Super Sonic can passively regenerate Rings, so if he's not doing too much while in Super form, he can last for a long while. He’s been able to maintain the form for days. Super Sonic also possesses a positive aura, which he uses to beat the evil out of his foes like Chaos and the Mother Wisp.

Super Sonic 2

An advanced state of Super Sonic after mastering his Cyber Corruption and turning it into newfound power. Super Sonic 2 is essentially a stronger Super Sonic.

Super Sonic Cyber

An advanced state of Starfall Super Sonic, achieved by letting the Cyber Corruption fully consume him. While Sonic’s abilities are greatly enhanced in this state, it puts a massive strain on his body and can only be used for a few seconds. Sonic will also lose the ability to turn into Super Sonic 2 if he uses this form, though.

Hyper Mode


A pseudo-Super form granted by the Chaos Emeralds. It grants a boost in stats. That’s really it.

Hyper Sonic


A form granted to Sonic by the Super Emeralds. Narratively, it should be more powerful than Super Sonic, but to what extent is currently unknown. Hyper Sonic’s most notable move is the Hyper Flash, where he creates a blinding flash that kills all enemies on screen.

Werehog

A form Sonic takes after taking in too much Dark Gaia energy. He trades speed for power and the ability to stretch his arms. He can also create shields and enter an enhanced state of power called “Unleashed Mode.”

Darkspine Sonic

A form Sonic achieves by absorbing the World Rings of rage, sadness, and hatred. In this form, he is slightly more violent and aggressive due to the influence of the World Rings' sealed feelings. In this form, Sonic can fly, create infinite soul energy, and warp the entirety of the Arabian Nights.

Excalibur Sonic

Sonic uses the power of Excalibur to encase himself in magical golden armor. In this state, Sonic can fly, generate soul energy, and gains enhanced strength.

Shatter Sonic

By drawing out energy from the Paradox Prism, Sonic transforms into Shatter Sonic. In this state, Sonic gains a massive boost in stats.

Major Resistances

  • Transmutation/Petrification: Sonic’s immune to the petrification effects of the Gargoyle Djinn. Additionally, the Chaos Emeralds make him immune to the transmutating effects of the Metal Virus. Sonic also resists the effects of the Blue Wisps.

  • Mind Control: Sonic can resist Dark Gaia’s influence when turning into the Werehog. The Chaos Emeralds also protect him from mind control.

  • Sealing: Many opponents have tried to seal him away as an attempt to take him down. Each attempt has failed, perhaps due to his other abilities that allow him to travel through dimensions (like the Travel Rings), or simply due to his sheer speed, like Cyber Space and Null Space.

  • Corruption: Cyber corruption can paralyze people, limit some of their abilities, and pull people’s souls into Cyber Space. By the end of the game, Sonic is able to master and convert his Cyber Corruption into power. He was also able to fight off the effects of the Metal Virus for a solid while, although this took a lot out of him.

  • Time Erasure: Similarly to Shadow, Sonic withstood the Time Eater’s erasure of all of time and space. Additionally, the Chaos Emeralds completely negate the Time Eater.

  • Spatial and Time Manipulation (Acausality): Sonic can move and interact in White Space, a realm that lacks space and time.

  • Time Stop (Debatable): While Sonic has never shown to be resistant to Chaos Control’s time stop, other users of Chaos Control, such as Metal Sonic and Shadow, have shown to be able to resist the time-stopping effects. And since they use the same power source (and Sonic has other ways to stop time, it can be argued that he can resist time stops. Key word: argued.

  • Copyright: No copyright law in the universe can stop him!

FEATS

Overall


  • Consistently foils Eggman’s schemes for the past, what, 35 years?

  • Saved the world countless times.

  • One of gaming’s biggest icons.

  • Has three successful and mostly well-received theatrical releases.

  • Top-tier in Smash Ultimate.

  • Defeated Eggman, Metal Sonic, Infinite, Perfect Chaos, Solaris, Dark Gaia, Time Eater, The End, and so much more…

Attack Potency/Strength

Speed

Durability

SCALING

The Sonic Heroes & Misc. Characters


Eggman Empire


Final Bosses


The Best of the Gems


WEAKNESSES


For all of Sonic’s strengths, he isn’t infallible. His biggest flaw is his tendency to be quite impulsive, impatient, and cocky. This can sometimes lead him to make bad decisions. His most infamous weakness, however, is his inability to swim and his general aquaphobia. It’s been nearly forty years, and Sonic still hasn’t asked Tails for any swimming lessons.

Additionally, while his Super Forms are near invincible, they don’t last forever. Without a steady supply of energy, all that godlike energy will simply… disappear from Sonic as the Emeralds disperse. Granted, the exact time limit of his Super Forms is unknown, but Sonic can still be forced out of his Super Form with machinery/techniques that specifically target Chaos Energy. 


BAYONETTA

"You find me that engaging do you? And you intend to take me by force... Bad boy! That's no way to treat a girl! I'll have to teach you a lesson!"

BRIEF BACKGROUND

In this alternate reality, there were two clans recognized as the “overseers of history”: the Umbra Witches and the Lumen Sages. For a long time, these two opposing clans respected each other and their laws. That was, until one faithful day would change everything. The two clans shared a sacred law: no two members of either clan could have a child with one another. Rosa, an Umbran Witch, and Balder, a Lumen Sage, conceived a child named Cereza. Cereza was deemed an outcast, but things weren’t so bad for young Cereza, as she actually made a friend, Jeanne. After the battle against the sages, Cereza was sealed away by Jeanne and her coffin was sent to the bottom of a lake for 500 years until she was awakened. When she awakened 500 years later, Cereza, now Bayonetta, wanders the world with amnesia, dedicating her life to hunting and killing angels and regaining her memories.

She’d eventually regain her memories, defeat Balder, and along with her friend and rival Jeanne, stop Jubileus by literally hurtling her into the sun. A few years later, Bayonetta would end up stopping the villainous Loptr from seizing the Eyes of the World and acquiring the power of the God of Chaos, Aesir, after some time-travel shenanigans… It’s revealed here that Balder was never evil; he simply absorbed Loptr’s soul in order for it not to escape. A nice consolation for the Umbran Witch. A multiversal fight for the ages sees the three versions of Bayonetta fight against Singularity, who sought to destroy and rule the entire Trinity of Reality. The Bayonetta of Bayo 3 and her variants fuse into one, combining their powers to stop Singularity, but at the cost of her life. At least she managed to pass on her skills and a new identity for her alternate-universe daughter, Viola.

SKILL & EXPERIENCE

Bayonetta’s a very skilled fighter, particularly with her primary fighting style, Bullet Arts. This gives her near 100% mastery of any weapon she wields. It essentially allows her to quadruple-wield firearms, using both her hands and feet. Aside from firearms, she can also masterfully wield other weapon types. List of weapons including swords, nunchaku, whips, bows, scythes, chainsaws, yo-yos, etc. Her marksmanship is also notably really good, as she can hit precise shots from awkward angles, and even land multiple headshots despite attacking rapidly. This also makes her fighting style rather flashy and unpredictable, utilizing both her weapon prowess, but also her skills at hand-to-hand and magical combat.

With her insane fighting skill, she can match even the strongest of foes. She’s faced beings that can warp the very fabric of reality itself, such as Aesir and Singularity. She’s kept up with Jeanne, who wasn’t sealed away for half a century, meaning that she should have a leg up in terms of battle experience.  Bayonetta’s even defeated other versions of herself. Speaking of Singularity, it’s impressive that Bayonetta was able to defeat her, considering that the entity contained all the data of the multiverse and the memories of all Bayonettas that have existed.

ARSENAL

Umbran Watch


Said to represent the "heart" of an Umbra Witch, an Umbran Watch contains magical power that enable a witch to stay alive for eternities beyond a normal human lifespan. That magic appears to be critical for maintaining an Umbra Witch's contract with Inferno; if such a watch is destroyed, then a witch's ability to control Infernal Demons and their power is lost in the process. Though thankfully for Cereza, it takes a lot to even damage an Umbran Watch, let alone destroy it, with Singularity Definition being the only foe Bayonetta has fought who’s capable of performing such a feat.

Bayonetta 1 Weapons

Scarborough Fair

Crafted by the famed demon-smith Rodin, these four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing Bayonetta's magic to its limits, these guns' rate of fire and stopping power are incredible. They can also load lipstick for a good headshot. Its shots are capable of ricocheting off walls.

  • Bullet Climax: Bayonetta stands motionless and concentrates on aiming on enemies and objects around her. She can easily hit targets all her sides and above her without changing her foot stance with little difficulty.

  • Charge Modifier: Causes Scarborough Fair to fire off 5 shots rapidly in a row, allowing Bayonetta to stack up damage.

Onyx Roses

Shotguns containing the souls of fairies known to collect the Onyx Roses that bloom only in Inferno. Each shell fired from the guns contains the curse of the fairies' trapped souls.

Shuraba

A living katana, pulsing with the heart of Ashura, the demon god of war. Always seeking blood, the blade will even suck the very souls out of its victims.

Kulshedra

A possessed whip, sealing away the soul of the ancient serpentine demon Kulshedra. Summoning the power of the demon from a portal on the weapon's hilt, it can be used in the same manner as a normal whip.

Durga


The soul of Durga, said to be a demon with a thousand arms, is imprisoned within these razor-sharp claws. From the portal at its hilt, the weapon can summon two types of arms, fire and lightning, to bear against its enemies.

Odette


These skates hold the soul of the Demon Witch Odette, who traded her soul for eternal youth, transforming into a swan. Residing in the frozen Hell of Cocytus, legend has it that Odette made a pact with the stubborn Demon Queen Odile, allowing her to fall to her preferred circle of Hell. Odette, said to have prided herself on her ice magic abilities, lends these skates the terrifying ability to summon the cold.

Lt. Col. Kilgore


His campaign of slaughter on the battlefield leading to his swift consignment to hell, the soul of Vietnam War madman Lt. Col. Kilgore now resides in these grenade launchers, which fire explosive shells with incredible magic power.

Sai Fung


Possessed by the fastest demon bird in all of Inferno, Sai Fung, these nunchaku spin at blazing speed, unleashing attacks so fast even a god would be unable to catch a glimpse.

Bazillions


Four guns created by an unknown super-civilization. Powered by an energy source known as Bazillionium, the deep crimson flash from the guns instantly break down the molecular bonds within its target. Able to discern the intent of its user, it is said that these strange, miraculous guns have the power to open a portal to another dimension. Thanks to Rodin, the guns have also gained demonic powers, making them an incredible threat to the denizens of Paradiso.

Pillow Talk


A vessel for the demonic being Mahavalrocana, said to have seduced women by whispering sweet nothings during their dreams, pillow talk has incredible angel killing power thanks to Rodin's conjuring abilities. The demonic power summoned from the portal at the weapon's hilt takes the form of a strangely glowing green blade of light capable of slicing foes cleanly in half.

Rodin


A mysterious bracelet once used by the fallen angel Rodin in holding dominion over a portion of Paradiso. Depending on the power of its user, the bracelet can take on many different forms.

Umbran Sisters


Magical weapons used in the Umbran martial techniques collectively known as the Bullet Arts. While resembling a flintlock pistol, the Umbran Sisters have been in use long before the 15th century appearance of the human-crafted flintlocks. Whether it be magical melee attacks, or rapid fire via magically apportioned bullets, the Umbra Sisters are capable of fully exploiting their user's magical abilities.

Handguns



Automatic handguns produced by Rodin. Unable to withstand the intensity of magic-imbued bullets or melee attacks, those capable of such feats must be careful in holding back their full power.

Angel Arms



Weapons dropped by Angels upon defeat with a Torture Attack.

Bayonetta 1 Accessories

Pulley's Butterfly



It is said that long ago, the witch Turandot crafted this treasure while in the service of the Queen of Lhasa, hoping that the butterfly would give users divine protection. Butterflies of Protection flutter around the bracelet's user, absorbing attacks on their behalf before breaking up.

Infernal Communicator


Used to summon the infamous band of demon youth known as the "Little Devils," this item allows communication with these residents of Purgatorio. By using this magical device, one is able to temporarily contract the "Little Devils," calling upon their power to attack one's foes.

Star of Dinéta


American Navajo legends stats that these braces were crafted by the witch known as Yenaldooshi. They allow their user to replenish their vitality by taunting an enemy. Turquoise, shunned as a source of magical power, is still in use today in Navajo talismans.

Gaze of Despair


Cursed braces containing the soul of Musso Koroni, an ancient African goddess said to be the goddess of discord. Placing these braces upon one's arms is said to be an affront to Paradiso, summoning upon it's wearer the wrath of the heavens. During the witch hunts, the Malinese witch Karaba, was forced into these gauntlets, in which she was brutally murdered by angels.

Selene’s Light


An ancient brace crafted by the Egyptian witch Cleopatra. When its wearer is attacked, Witch Time will be instantly triggered, expending Magical Power. As leader of the Egyptian practitioners of magic, Cleopatra developed this guard to assist those who had trouble grasping the finer points of Witch Time.

Evil Harvest Rosary


Magical beads crafted by the witch Akko while in the service of the ancient Japanese queen Himiko. When its user dodges incoming danger, the beads will launch a magical counter-strike against the attacker. While the attack is incredibly powerful, it sucks the emotional strength from its user, stripping them of the ability to activate Witch Time.

Moon of Mahaa-Kalaa


Braces blessed by Shiva, the Indian goddess of destruction. Said to have been crafted by the witch Yaksi while serving the Vijayanagara Empire, legend states the braces have the power to repel an enemy's attack. Yaksi was purported to have been invincible, as her mastery of this technique allowed her to nullify any attack, no matter what the strength.

Eternal Testimony


A treasured article worn only by the elders of the Umbra Witches, these bracelets are both incredibly powerful and symbols of status. Said to have been crafted by the ancient and universally feared witch queen Aizen, slipping this onto one's arms would allow one to regenerate their magical powers. Legend states that the strange crow's head on the braces is actually Aizen transformed, and she will severely punish anyone who attempts to use the braces that she deems unworthy.

Bracelet of Time


Eva, a truly extraordinary witch, entered into a contract with the legendary dark knight, and then faced the amassed armies of Inferno. These bracelets were made by her hand, and those wearing them are said to become true masters of Witch Time at their very will. 

Climax Brace


A mysterious treasure that pushes all who use it to a climax in power. Where, when, and how is was made all remain a mystery; however, it is said to have come from a different dimension. Its incredible power is feared both by angels and demons, who have reached a mutual understanding that its power is not to be unleashed on the battlefield, no matter what conflict arises.

Gives Bayonetta unlimited magic power, allowing her to use Torture Attacks and Umbran Climax whenever the players like. 

Immortal Marionette


Nicknamed Bloody for her ruthless tactics in battle, these decorative braces were crafted by the feared witch, Mary. Especially proficient at fighting, Mary was said to unleash her techniques like an unstoppable flowing river. Those who wear these braces are said to become masterful fighters, as if they were marionettes being controlled by Mary herself." Causes Bayonetta to execute intricate combos and techniques by simply pressing buttons without the need for timing or certain button combinations.

Sergey’s Lover


Made by Matryona, a witch from the principality of Moscow, this brace allows the user to call upon the strength of the demon to which they are contracted, and divide themselves into multiple beings. By using this treasured item, Matryona was able to face several foes at once during battle. Her exploits have recently come back into vogue, leading her to become the model for the Russian Matryoshka folk dolls. Once activated, Sergey's Lover will summon two images of Madama Butterfly that will mimic Bayonetta's attacks and movements with a slight delay. 

Bayonetta 2 Weapons

Love is Blue


A set of guns masterfully crafted by the famed demon-smith Rodin, waiting for their time to finally be put to use. Individually, their names are Prelude, Minuet, Toccata, and Nocturne."

Rakshasa


A pair of swords that absorbed the demon god Rakshasa and were cleansed with Soma. Energy from Rakshasa's chakra flows from the swords into their user, making them easy to handle.

Alruna


A whip containing the soul of a demon who shares the same name as a flower that blooms in Inferno. Laced with thorns, it slithers as if it were alive. Those who can hear the crack of the whip can feel Alraune whisper its curse in their ears.

Kafka


A bow and arrow made with a man who once cursed another and who in turn metamorphosed into a hideous insect. Still living inside a part of the bow's frame, he fires cursed arrows of savage, venomous bugs.

Chernobog


A scythe containing souls captured by the god of death Chernobog, who had been expelled to the farthest depths of Inferno. Rodin infused the scythe with some particularly exquisite souls, restoring the weapon to its former glory. Those cut by its three giant, creeping blades have their wounds infected by darkness and their souls rot to the bottom of Inferno.

Undine


Two flamethrowers containing the soul of Undine, who threw herself into the Coctycus river after a failed relationship. Undine's extreme feelings of jealousy burst into searing flame, reducing her enemies to ash. Her breath of lament freezes all who are hit by it dead in their tracks.

Takemikazuchi


A giant hammer forged from breaking down the thunder god Takemikazuchi's divine sword, the Futsuno-mitama. Though harnessing adequate power as a sword, Rodin decided to rebuild it as a hammer to suit his personal tastes. One Swing will cause the heavens to split and the earth to tremble.

Salamandra


Chainsaws that resourcefully use every inch of the infernal dragon Salamandra. Its sharp scales were forged into the weapons' teeth, and its heart supplies their engines. At full throttle, their teeth easily rip apart even the hardest of iron skin and ravage deep through flesh below.

Chain Chomp


A curious creature Rodin encountered while traveling through the ancient capital of Japan. Unable to get close to it due to its penchant for biting everything it comes into contact with, Rodin waited until it was sleeping, then dragged it away, chain and all. However, after multiple failed attempts to tame it, Rodin gave up and begged the witches to take it.

Umbran Armor


A heavy duty, vehicular type of transport designed by the Umbra Witches to be used only in their most desperate of battles. Outside of the Armor's particular use in Chapter XIV, it can also be summoned as part of Umbran Climax when the Earrings of Ruin accessory is equipped. Rosa automatically uses the Armor as her Umbran Climax.

Devil Arms


Weapons dropped by Demons upon defeat with a Torture Attack.

Bayonetta 2 Accessories

Mallet of Rewards


A rare artifact created in the eastern lands by a chivalrous thief and lone witch by the name of Okuni. Those making their livings through wrongdoings need only wear this and all hidden wealth will be revealed when going about their treasure hunting.

Earrings of Ruin


Crescent earrings given to front-line Umbran fighters by the clan's elder. Witches who wore these earrings were permitted their own magic-powered war machine, Umbran Armor.

Climax Brace 2


A mysterious treasure that pushes its user to newfound heights. A special orb equivalent to the magic power consumed will increase the strength of your Infernal Weaves.

Bayonetta 3 Weapons

Colour My World


A set of four powerful handguns that were crafted by the famed weaponsmith Rodin and crowned with the names Sunshine Yellow, Orange Blossom, Green Grass and Blue Sky.

Tuned for usage in the Umbran combat style called "Bullet Arts," they are not only guns with incredible stopping power, but also function as devastating melee weapons.

Furthermore, as they were created to channel the power of Madama Butterfly, Bayonetta's most frequently summoned Infernal Demon, their destructive power increases exponentially when combined with the advanced magical art of Demon Masquerade.

When merged with Madama Butterfly during Demon Masquerade, Bayonetta gains even more powerful attacks and the ability to glide.

G-Pillar


A large-caliber anti-materiel rifle that incorporates tissue from the Infernal Demon Gomorrah.

While designed as a weapon to destroy targets by firing powerful armor-piercing rounds, its shape, durability, and mass also make it suitable for use as a particularly damaging club when swung without restraint.

The dark flame emitted when the club makes impact increases the damage dealt, and this flame can also be directly discharged at an enemy for even greater effect.

When this weapon is used in tandem with Demon Masquerade, the user channels Gomorrah's power and brutal physicality, attacking and moving in an almost bestial manner.

Ignis Araneae Yo-Yo


A set of four yo-yos that contain clones of the Infernal Demon Phantasmaraneae's energy reactor.

Equipped on the hands and feet, when swung they release sharp blades as they spin rapidly, slashing enemies while also spewing magma from their cores for additional damage.

The yo-yos equipped on the feet can also function as wheels, allowing the user to skate around at high speed.

When these weapons are used in tandem with Demon Masquerade, the user channels Phantasmaraneae's power and assumes physical aspects of the phantom spider itself, gaining abilities like wall crawling and web swing jumps.

Dead End Express


A chainsaw-like weapon created by the Infernal Demon Wartrain Gouon from his own parts, with spiked wheels that spin at high speed.

Weighing more than a ton, it is impossible for a normal human to wield but its sheer mass combined with the energy generated by its spinning wheels create terrifying destructive power.

In addition to its use as a weapon, it can also be straddled and used as a vehicle.

When this weapon is used in tandem with Demon Masquerade, the user merges with Wartrain Gouon, gaining his steel body and unstoppable force with every inch of their body becoming a deadly weapon.

Ribbit Libido-BZ55


A microphone stand favored by the Infernal Demon Baal.

Baal's microphone of choice when performing has continually absorbed magic over centuries of use and has taken on a number of properties quite useful for combat, such as converting voices into destructive sound waves and boosting the performer's strength and durability depending on how they sing.

Light yet sturdy, the stand also doubles as a surprisingly powerful spear, and can also be used to deliver blows and piercing attacks.

When this weapon is used in tandem with Demon Masquerade, the user channels Baal's power and gains not only the most beautiful voice in Inferno, but also the unbridled destructive power it contains.

Simoon


A pair of fans that were crafted solely from the feathers of fledglings of the Infernal Demon Malphas.

Lighter than paper yet more durable than steel, the fans are used to slash enemies with twin arcs of feathers.

They are capable of delivering powerful attacks on par with direct attacks from Malphas' own wings.

When these weapons are used in tandem with Demon Masquerade, the user merges with Malphas, sprouting wings and becoming capable of flight.

Tartarus


A pair of thick, steel weapons with a gatelike design. Created with rubble from the fallen Umbran clock tower, their weight and the sharp spikes that adorn them result in catastrophic destructive power.

Additionally, the "gate" can open to reveal a variety of offensive machinery like gatling guns and spiked arms.

Some say that the weapons were created by rancor of the Umbra Witches who lost their lives when the clock tower was toppled, and that the restless spirits thronging just behind the gate are those of the women after melding with the miasma of Inferno.

When these weapons are used in tandem with Demon Masquerade, the spirits of the fallen Umbra flow into the user, transforming them into a mechanical marionette that is immune to pain and simply continues to fight.

Abracadabra


A weapon created by Mictlantecuhtli that resembles magician's gear, composed of the hat Abra and the cane Cadabra.

When used together, they create what at first appearance seems to be sleight of hand, but quickly escalates from doves to bombs and even entire vehicles being launched towards their targets.

It has yet to be understood how Abracadabra conjures its various attacks, and not even the user can fully predict what mysterious things will happen.

When this weapon is used in tandem with Demon Masquerade, the user channels Mictlantecuhtli's inexplicable power, gaining the ability to split themselves in two, rain down lightning, and create other bizarre phenomena.

Cruel Altea


A unique weapon form of Labolas, a type of Infernal Demon born when pets become lost in Inferno and adapt to survive.

Equipped on the hands and feet, these remote attack units are launched at enemies and manipulated to deal blows from a distance, and can also spew freezing breath capable of reaching absolute zero from their mouths.

When merged with Labolas during Demon Masquerade, the user takes on a quadrupedal, beast-like form and becomes able to use several of its varied abilities, like running on air and performing combination attacks with ice duplicates.

Cassiopeia


An anchor-like weapon once wielded long ago against the Infernal Demon Kraken, until its wielder was defeated and sunk to the bottom of the ocean. The weapon itself remained embedded in Kraken's body, absorbing magic power over centuries.

There's also tales of this weapon's use from Japan, where a Heike general in the late Heian period is rumored to have taken it into battle against the leader of a race of demons hiding near the ocean floor, but the truth remains unclear.

When swung, the sharpened tip is shot out on a thick chain, enabling the wielder to crush enemies from a distance.

When this weapon is used in tandem with Demon Masquerade, the user channels Kraken's power and becomes a demonic being with the ability to swim through solid ground like water and strike with eight flexible tentacles.

Bayonetta 3 Accessories

Earring of Time


An ancient charm crafted by the Egyptian witch Cleopatra, designed by her as leader of the Egyptian practitioners of magic to assist those who had trouble grasping the finer points of Witch Time.

When its wearer is attacked, Witch Time is instantly triggered, expending magical power. Its shape is not fixed, and it is known to change into a variety of forms, such as an earring or bracelet, to adapt to the wearer's combat garb and fighting style.

Ragewolf Fang


A mysterious earring said to have been crafted by a witch whose battlefield exploits were awe-inspiring, and who led an elite corps armed with ash spears during the later Ming dynasty.

Believed to be made from fallen shards of the Climax Brace, this treasure pushes all who have reached a climax in power to newfound heights.

Nucleus of Talos


A unique treasure said to have been created by the witch Medea from the power core of Talos, defender of Crete, after defeating it during a sojourn to the island.

The wearer of this earring can easily make allies of demons they summon, even if they cannot use the Demon Slave art, leading to its frequent use in training in the use of various magical arts.

Hymn of Durga


This artifact crafted by ancient inhabitants of India's Deccan Plateau, who sealed away the sound of the conch shell carried by the warrior goddess Durga, which she used to enkindle the fighting spirit of those going into battle.

Summoning while wearing this will fill the demon that appears with aggression bordering on rage, and while useful in battle, the risk to the summoner is significant and many unprepared witches have fallen victim to their servant.

Conqueror’s Reins


This charm is said to have been created using the favored reins of the legendary warrior witch Tomoe-Gozen, who reigned over the battlefield and was capable of taming even the most ill-tempered stallion in mere moments.

This earring places demons summoned by the wearer into a state of calm, and those controlled via Demon Slave will not break from the wearer's control.

Climax Earring


A mysterious treasure that pushes all who use it to a climax in power. Where, when, and how it was made all remain a mystery, but it is said to have come from another dimension. Its incredible power is feared both by angels and demons, who have reached a mutual understanding that its power is not to be unleashed on the battlefield no matter what conflict arises. Its shape is not fixed, and it is known to change into a variety of forms, such as an earring or bracelet, to adapt to the wearer's combat garb and fighting style.

Nintendo Costume Weapons

Bayonetta is apparently a closet Nintendo fan and enjoys cosplaying as various Nintendo heroes in her spare time.

Master Sword

The mythical blade wielded by the heroes of Hyrule, those who possess the Spirit of the Hero and Triforce of Courage, to banish great evil. Its power is legendary, and the blade itself can cut down the most powerful of monsters with relative ease.

The Master Sword can only be wielded when Bayonetta is wearing the Hero of Hyrule costume and Shuraba is equipped as the weapon in her hands. She will use it as she wielded Shuraba in the first game, sharing its Wicked Weaves and Charge Modifier.

Arwing Guns

Based on the blueprints of a space fighter obtained by Rodin, this device was created by combining magic, science and technology, and does not contain the souls of demons or gods. As a result, the guns are difficult to manage, and need a special suit to display their true power. Using these guns, Bayonetta can fire off volleys of laser blasts, which can be charged up for extra damage.

Galactic Bounty Hunter Costume

The advanced power suit of a female bounty hunter with built-in arm cannons, built to let the wearer survive hostile alien environmentsWith its cannons, Bayonetta can fire off powerful charge shots, and can even turn into the iconic Morph Ball.

Mushroom Kingdom Princess Costume

Coming in both Peach and Daisy variants, these costumes, when worn, allow Bayonetta to summon the great turtle king himself through her Wicked Weavesreplacing her usual attacks.

ABILITIES

Umbra Witch Physiology


Witches and Sages possess supernatural physical capabilities and are attuned to their corresponding side, dark and light. Umbra Witches are given Umbran Watches from a very young age, preventing them from physically aging beyond their prime, keeping the Witches alive for eternities. As long as their Umbran “Heart” remains intact, they can survive pretty much any fatal blows. 

Umbra Witches can also see into and interact with the parallel world of Purgatorio. Residents of Purgatorio are also intangible to those within the Human Realm and vice versa. Residents of Purgatorio are also intangible to those within the Human Realm and vice versa. However, Witches and Sages, along with their infernal and heavenly allies, ignore these properties, being able to see and interact with either realm, regardless of which they’re currently residing in. Witches and Sages are capable of acting in space and water without the need to breathe.

Magic


By harnessing Spirit Energy, Umbran Witches can use magic to combat their foes. Their energy can be used to coat themselves in an aura, create blades or blasts of energy, construct force fields or barriers, empower technology and vehicles, and even amplify their demons. She can also create constructs that can slice enemies in half. Umbran Witches can gain more energy from moonlight, which allows them to keep using magic indefinitely under the moon. Moonlight has been compared directly to magic fountains of Thule.

Bullet Arts


Bullet Arts is the fighting style exhibited by the Umbra Witches with the combination of both melee attacks and gunfire. 

  • After Burner Kick: An aerial technique in which Bayonetta flies toward an opponent and delivers a flaming kick for extra damage.

  • Witch Twist: An aerial attack that is designed to launch small or staggered enemies airborne. Bayonetta drops to her knees and spins on the ground before suddenly twisting and launching herself skyward. She can also fire her guns into the air while twisting.

  • Tetsuzanko: A technique with any hand-mounted weapon that allows Bayonetta to instantly perform a forward slam attack that knocks enemies up and away from her.

  • Heel Stomp: Tetsuzanko’s sister technique that Bayonetta can use with any weapons equipped on her feet.

  • Stiletto: A technique used for simultaneously closing the distance between Bayonetta and her target whilst also attacking them, with varying effects depending on the weapons she is holding in her hands.

  • Heel Slide: A technique similar to Stiletto used for simultaneously closing distance between Bayonetta and her target whilst also attacking them by using the weapon equipped to her feet. In comparison to Stiletto, Heel Slide is faster, does much more damage on average and goes a lot farther. Unlike Stiletto however, it cannot be executed in mid-air.

Purgatorio Teleportation


Witches and Sages are able to create portals through various ways and for many uses. Portals can be created to travel freely in and out of Purgatorio, to summon Infernal Demons or Angels of Paradiso, or to create time traveling portals in certain locations through the use of their Umbran/Lumen Watches.

Beings in this parallel dimension cannot be seen by those in the universe without eyewear specifically tailored to revealing Purgatorio. The inhabitants of the human world and Purgatorio cannot interact with each other, although beings in Purgatorio can interact with and destroy inanimate objects.

As part of their association with the Infernal Demons, witches are capable of summoning a portal of demonic hands to send defeated enemies who are still at least partially intact into Inferno. Bayonetta can summon the arms of Inferno whenever she wants.

Telepathy

Lumen Sages and Umbra Witches are able to use telepathy to send direct messages they would not be able to send otherwise.

Telekinesis


Bayonetta has shown the ability to move objects using telekinesis. This can be used to effortlessly throw massive objects or for something as simple as merely redirecting a bullet

Out-of-Body Technique/Astral Projection


Umbra Witches can literally fight with just their souls while keeping the same powers like Wicked Weave and Witch Time, and making spiritual copies of their weapons.

Infernal Kiss/Heat Shot


Bayonetta can break angelic and demonic barriers by using specialized projectiles. These “kiss” attacks can break millions of angelic barriers at once, and she can use her bullets to destroy demonic barriers and seals.

Witch Walk


A magical ability that allows Bayonetta to defy gravity and walk on walls, as long as they are in the moonlight of a full moon. Despite being shown that a full moon is needed for Witch Walk, sufficiently powerful witches have been shown to be capable of walking on abnormal surfaces without the presence of a full moon.

Witch Time


Witch Time is essentially Bayonetta’s main method of slowing down time. It allows Bayonetta to slow down time around her to a near stop, additionally being able to greatly increase their speed in the process. This technique is capable of lasting for entire fights and can be stacked on top of itself several times. In Bayonetta 1, Gracious and Glorious were given a divine power to resist WT to nigh-immunity. Angels have been shown to be able to communicate in Witch Time, or even just break out of it. More stacks of Witch Time will then in turn lock them down. At its max potency, it can affect the God of Chaos, Aesir, who controls space and time and even brings the movement of his dimension to a crawl. 

Witch Time is a form of  Temporal Control, which is a “technique that sharpens all of the five senses, and enables one to boost their physical abilities.” Temporal Control is the ability to move freely in that moment, see into the flow of time and push one’s body to its absolute limit.

Beast Within

Through a technique known as Beast Within, Sages and Witches are capable of shapeshifting into various animals, granting them additional uses like assisting in dodging, gaining flight, faster travel movement, or underwater breathing and gliding. This allows Bayonetta to take on the physical form of various animals for increased land or aerial mobility.

  • Panther Within: Bayonetta transforms into a sleek black panther. This form allows for high-speed sprinting across long distances and far-reaching leaps. While in this form, she can also perform a claw swipe attack.

  • Crow Within: This transformation turns the user into a large bird (a crow for Bayonetta), granting the ability to fly and glide for a limited time. In combat, the user can fire magical feathers as projectiles.

  • Bat Within: A defensive technique where the user transforms into a swarm of bats (or other small flying creatures) at the exact moment an enemy attack lands. This allows the user to negate damage, teleport a short distance away, and often triggers "Witch Time."

  • Snake Within: Specifically used for underwater traversal, this form allows the user to swim at high speeds and maneuver freely through aquatic environments. Bayonetta takes the form of a Cobra with a mechanical, ornate look.

Wings of Malphas & Wings of Madama Butterfly


Bayonetta can summon the wings of the Infernal Demon, Malphas over her back to allow herself to fly freely through the air. She can also summon the wings of Madama over her back to give herself a short extra boost in jump height and gliding abilities.

Wicked Weaves & Hair Manipulation



Umbra Witches are able to greatly manipulate their hair to serve a wide array of uses. An Umbra Witch’s hair can be used as a medium for summoning demons, a quick form of clothing that can restrain an enemy.

Bayonetta’s hair is magical in nature and comprises the clothing that she wears into fights. Using her hair as a conduit, Bayonetta can summon the limbs and appendages of various Infernal Demons (typically Madama Butterfly) to be used as powerful physical strikes on nearby opponents, which is often punches or kicks from Madama Butterfly’s body.

Torture Attacks


Through the use of Umbran magic, Bayonetta is able to summon a variety of different torture devices that can be used as finishing attacks against opponents. These attacks range from an iron maiden, decapitation by guillotine, placing them into a grinder, burning them, hanging them, crushing them to death, and pulling out a chainsaw to bisect foes. 

Demon Slave


Demon Slave technique allows Bayonetta to fully control her summons, commanding them and controlling their movements. With it she can empower demons or force disobedient demons to fight for her. Bayonetta can equip three different Infernal Demons to use as conduits for Demon Slave at one time and can swap between them freely. If controlled demons take too much damage, they may go on a rampage and attack Bayonetta. 

Regeneration


Bayonetta can restore her heart after ripping out or heal from full torso impalement. She can also heal from being flattened and can restore her hair if it’s destroyed. An interesting note is that a Q&A in the Bayonetta 1 Climax Bible Guide suggests that game overs are actually canon to the series, and that Bayo is resurrected whenever she runs out of power by a ritualistic spell cast by the elders of the witches.

Her regeneration should also scale to Jeanne, who briefly was able to manifest a body from her soul after it was released from Singularity. who briefly was able to manifest a body from her soul after it was released from Singularity. After the alternate Bayonetta’s souls are freed, they materialize pseudo-bodies and start fighting. Bayonetta (1 & 2) were able to come back for a bit after being erased beforehand by Singularity

Left Eye of The World


This special eye serves as one half of the Eyes of the World that Aesir split between the Umbran Witches and Lumen Sages. The eyes have the ability to see many things, be it all existences and all happenings across the Earth or the present, past, and future of whomever they gazed upon. In the hands of Aesir, the Eyes created the concepts of free will and more for mankind.

Infernal Demon Pact & Summons


One of the most notable abilities of the Umbra and the Lumen is their capability to summon Infernal Demons or Angels of Paradiso respectively to aid them in battle. These summons can be used in a variety of ways such as summoning limbs of demons or angels to create larger attacks, using their limbs to gain more versatility such as summoning wings, summoning a demon or angel fully to help finish off an enemy, or simply to directly assist in battle themselves. 

Summons List

Madama Butterfly


The Mistress of Atrocity, Madama Butterfly. Taking the form of a woman who heralded from the Chaos, she is a demon of renown, known for her cruelty and unyielding strength. She’s capable of paralysis and charming enemies. She is Bayonetta’s main contract and the source of several of her abilities. She can use Witch Time, and can casually destroy meteors.

Empowered Butterfly


An empowered Madama Butterfly. The Mistress of Atrocity was brutal before, but now she’s truly something to fear. 

Gomorrah


One of Bayonetta’s go-to summons, the Devourer of the Divine is used if she needs to dish out a lot of destructive damage. Gomorrah can cause tons of damage with its claws, even being able to rip souls from bodies with a single claw strike, and unleash an incredibly devastating fire breath. Angels and demons alike are nothing but divine dragon food to it. It’s also a master at boat surfing!!

However, it’s also a bit of a loose cannon. If Bayonetta can’t keep it under control, Gomorrah is very likely to go on a rampage, and both enemies, allies, and Bayonetta herself are all in danger of a one-way ticket to Inferno courtesy of this dragon’s bare claws. Fortunately, the Demon Slave technique in Bayonetta 3 allows her to directly control it, making it unlikely to turn on her, so long as she remains in fighting condition.

Malphas


A bird-like summon, the Harbinger of Finality known as Malphas can use its wings and talons to brutalize its enemies. It also can manipulate the wind to create miniature tornados and grant Bayonetta the power of flight.

Hekatoncheir


The Shatterer of the Earth, it is an Infernal Demon that can “pulverize mountains” and can cause earthquakes that last for days

Scolopendra


The Eradicator of Paradise, it is rumored to be multiple kilometers long, and primarily attacks via constricting its prey with its overwhelming strength and solid body.

Phantasmaraneae


A spider-like demon deep within Inferno, The Twister of Flame, Phantasmaraneae, can utilize said spider qualities to create webs that can bind or pull enemies, as well as summon its children. It can also utilize flame-based attacks and traverse flame-based environments with no issue.

Labolas


The Destroyer of Fates, Labolas is the general name of animals which somehow wander into Inferno and survive long enough to become Infernal Demons, such as a dog that Bayonetta summons in the second game. The Labolas Bayonetta is bonded with in Bayonetta 3 is formed from a family of five cats. Beyond using its claws and teeth, this Labolas utilizes its breath to freeze targets at absolute zero temperatures. It notably has the ability to split itself into five parts, each of which maintain their own consciousness and can act independently.

Mictlantecuhtli


A bat-like demon composed of two brothers, the Presser of Destruction, this demon utilizes electric attacks, be it in singular shots, large fields, or lasers. It can also utilize waves of spiritual energy which can see objects that are invisible or hiding between dimensions

Baal


The Empress of the Fathoms, Baal is a Demon that hides its true form, appearing as a large toad. She can make it rain poison, spawn explosive tadpoles, has an “endlessly long tongue” which it can use to swallow enemies whole, has impressive leaping ability, and most impressively, has a singing voice so powerful it can cause stirrings in the very Soul.

Hydra


The Spinner of Destinies, Hydra. Once a woman who was mercilessly prosecuted for the sins of her sister, she transformed into an Infernal Demon of immense power. It has multiple heads, but only one is real. Destroying the others will not yield any results outside of her wrath. It’s capable of deflecting missiles just by roaring and tanking Sapientia’s laser beams with its heads.

Diomedes



The Severer of the Dark, this Infernal Demon was once a man-eating horse that was killed as the kingdom it served was destroyed. Its power is not to be underestimated, and it is a prideful creature that only allows those who it deems worthy to treat it like a horse. The blade on its head is capable of slicing angels into ribbons.

Queen Sheba


The Queen of Inferno, Queen Sheba. When the original reality was split into the light, the darkness, and chaos, Queen Sheba was born. She controls Inferno itself, however the full extent of the details of her existence are entirely unknown. She has the strength to punch Jubelius’s soul across the solar system and merge it with the sun. Normally it would require more than one Umbran Witch to summon Sheba, but Bayonetta was able to summon her as part of Omne in Bayonetta 2.

Wartrain Gouon


The Charger of the Crimson Rim, this Infernal Demon was once a train made by a hyper-advanced civilization that was possessed by a vengeful spirit, turning it into what it is today. It’s made of a unique alloy and has a multitude of weapons built in, so it’s always prepared for battle. Bayonetta can direct it to run enemies over, and it can also summon other demons from Inferno to fight for Bayonetta.

Umbra Clock Tower


The Spire of the Forbidden, this Infernal Tower is made of the lingering resentment and souls of the Umbra Witches who died inside as they were dragged into Inferno in the midst of the Witch Hunts. Its defenses are near impregnable and has a vast assortment of weaponry (including turrets and Umbran Armor), alongside the ability to activate a variant of Witch Time more powerful than what Bayonetta herself has access to.

Kraken


The Despot of the Sullen Maw, the Kraken has never been contracted with before Bayonetta herself, and it features incredible power, able to use its ink and strength given by its unholy tentacles to great effect. Bayonetta uses it to smack enemies around and knock them away.

Alraune


The Whisperer of Dementia and The Whisperer of Insanity, this Infernal Demon was capable of trapping Jeanne’s soul and using it for power to amplify itself, and she has a hatred and rivalry with Madama Butterfly. A scorned woman, she had her soul devoured by poison and was reborn as a Demon, one that injects poison into others to keep them for herself, paralyzed for eternity, with even a touch being said to give certain death. She can create and control plant life, and can drain vitality. 

Rodin


Father Rodin, The Infinite One, Armsmith Supreme, The Demonsmith, an Angel whose power was so impressive that even those who ruled the Heavens, whose will he directly served, cast him out of the Heaven that is Paradiso.  His power is so great he can create gravity fields by simply stomping, can nullify attacks with his barrier, and can rain down lightning upon those he fights against. He even knows the Raging Demon.

Rodin can create a black hole-like singularity that can one shot characters on par with Bayonetta, and is noted to cause actual despair to anyone who sees his gaze.

Forms

Umbran Climax


In this state, she becomes immune to knockback and time-manipulation attacks, and all of her blows summon Wicked Weaves, with specific combos summoning different Infernal Demons for massive area-of-effect attacks.

Any health she’s lost prior to activating Umbran Climax also regenerates as it’s used, making this form useful for dealing out massive damage without having to worry about oncoming attacks. This form drains the magic gauge as it’s used, and will last until a full magic gauge bar is drained in gameplay. As Bayonetta can acquire three separate magic gauges through Moon Pearls, she can use this form up to three times in a row without having to recharge.

Infernal Weaves


When in Umbran Climax, Bayonetta gains access to a powerful new ability known as Infernal Weaves. These moves allow for the full summoning of some Infernal demons at the end of attack combos in order to increase her damage output towards the opponents.

Demon Masqueradee


Upon building up enough energy through her attacks in Bayonetta 3, Bayonetta can utilize the Demon Masquerade technique, rebuilding her body from her very core to match whatever weapon she’s currently using, and essentially fusing her with her Infernal Demons. These forms act as powerful combo finishers, and each form has a Masquerade Rage ability, a devastating special attack that can be used once the magic meter is filled. She can also make use of these forms for traversal.

Deadly Sin Ritual (For Summons)

Deadly Sin is a forbidden summoning ritual that requires Bayonetta ripping her own heart out, using her magic enriched blood to unlock a demon’s unrestrained power.  Using this technique is taxing to Bayonetta, as summoning two full power demons notably caused her to tire and bleed.

Queen Butterfly


Madama Butterfly’s true form, Bayonetta summoned her to fight the Arch-Pyrocumulus, who she promptly flicked through several mountains. Queen Butterfly stands at 8.9 kilometers tall, and her very presence drives those around her mad. She can manipulate clouds in the form of deadly “bubble” attacks and can fire what’s basically a Kamehameha, which did in tandem with Sin Gomorrah to defeat Singularity’s first form.

Sin Gomorrah


The uninhibited form of Gomorrah, becoming known as the Font of Devastation. Gomorrah grows several times larger, becoming a kaiju worthy of even Gojira’s notice. Sin Gomorra can fire off blasts of energy from its tail, mouth, and a mega laser from its chest cavity/mouth. Its charge attack can level skyscrapers and its back spikes absorb heat to fire out of its fire sac.

The Phantom


The Phantom is the ultimate form of the aforementioned Phantasmaraneae, achieved by the Deadly Sin ritual. In this empowered state, its internal reactor continuously creates magma at a heat of one trillion degrees, vaporizing practically everything that gets too close. As a result of its reactor being out of control, it cannot cool itself down, and must simply keep fighting until time runs out and it “explodes into nothingness”, with this timeframe being only a few minutes. While it initially disobeyed the main Bayonetta, after she proved her worth to it, it accompanied her and allowed itself to be used as a summon. In combat, it can attack with superheated claws, fire missiles and beams, and shoot out energy orbs. Its self-destruct was strong enough to create an explosion visible from space that killed the powerful Homunculus Stratocumulus.

Baal Zebul



The true form of Baal. Her voice can echo throughout all of inferno, and can deflect attacks. Her voice is said to cause death to those who hear it, and her singing killed thousands of summoned homunculi. Demons from Inferno will pop up during her performance to cheer her on.

Fused State


At the end of Bayonetta 3, the different Bayos from each game merge into one, with the composite gaining all their abilities and a notable boost in power, being able to nullify an attack from Singularity meant to kill them. The benefits of the fusion don’t last long, but it is the peak of Bayonetta’s power, allowing for her to effortlessly beat down Singularity Definition.

Taunt


“You want to touch me?” - Bayonetta

Major Resistances


FEATS

Overall


  • Defeated hordes, if not outright several armies worth, of Paradiso’s angels, Inferno’s demons, and Homunculi throughout her life

  • Worked alongside Jeanne, Luka, Viola, and all the alternate universe Bayonetta variants to save the entire multiverse from Singularity

  • Established a worthy successor for the Bayonetta name in her alternate universe daughter Viola

  • Smash 4’s most broken character.

  • Befriended 2B and EVE (I just like the art between the three of them)

  • Defeated Jeanne, Father Balder, Father Rodin, Jubileus, Gomorrah, Alraune, Loptr/Aesir, a Singularity-controlled Rosa β4 and Bayonetta β4, and Singularity

Attack Potency/Strength


Speed


Durability


SCALING

Angels & Demons


Gods


WEAKNESSES


Bayonetta may be very powerful, but she isn’t unstoppable. If the source of her powers, the Umbran Watch, is damaged, there’s a massive chance she’ll be left weakened and vulnerable, potentially giving her foe a chance to finish her off, as Singularity almost did. Additionally, the destruction of her Umbran Watch is destroyed, it’s essentially Bayo-ver for her as she loses access to most of her abilities and control over any Umbran Demons she has on the field, which can potentially lead to a fatal end for her.

Her Deadly Sin ritual is also a double-edged sword. While it is extremely powerful and allows her to summon up to two enhanced demons at once, it is also extremely draining on her, with one ritual alone leaving her nearly out of breath and bleeding heavily before she performed the second one. And the ritual itself involves her ripping out her own heart and letting her blood touch the ritual circle to begin with, so there is a bit of blood loss for her to worry about, even if she can heal from it.


JOKER

"It's showtime!"

BRIEF BACKGROUND

Ren Amamiya was once your average teenager, until one day, when he saw a woman being assaulted by a drunken man, he decided to step in (as anyone should). Turns out, the man was a corrupt politician who blackmailed the woman to testify that Ren had assaulted him, which caused him to end up with a one-year probation sentence. He was then disowned by his family and transferred to a new school, Shujin Academy, while awaiting the end of his probationary sentence.

Early on in his new life, he would make his way into the Metaverse, a world where the innermost subconscious of mankind - their cognitions and perceptions of the world around them - is made manifest. This led to Ren being able to summon and wield Personas, and he would soon form the Phantom Thieves of Hearts along with other Persona users who share the same tragedy: victims of abuse from corrupt authority figures. The Phantom Thieves would make it their mission to make the wicked redeem themselves by defeating their “Shadow” counterparts and stealing their "treasures", overwriting their personality to make them confess their crimes. Doing this, he’d don the codename, Joker.

Ren would eventually lead the Phantom Thieves across multiple palaces and save many people in the process, growing the organization’s ranks over time. He eventually managed to topple the false god of control, Yaldabaoth, and even saved reality itself from the Gentle Madman, Takuto Maruki. Thanks to the combined efforts of his friends, Joker’s life would return to a sense of normalcy, free from the chains of his past and ready to press on, facing fate and life anyway he can.

SKILL & EXPERIENCE


Joker is very skilled in many areas. Befitting a Phantom Thief, he’s successfully pulled off multiple heists, as well as matching wits with geniuses such as Goro Akechi and Sae Niijima. He’s also thrown down with experienced Persona users like Goro Akechi, the Investigation Team, and S.E.E.S, people with years of experience fighting with Personas. He’s also quickly mastered, among other things, stealth, infiltration, martial arts, strategy and tactics, craftsmanship, the handling of firearms, and speech.

He’s also a very skilled planner, as he led the plan to get the jump on Goro Akechi, essentially faking his death and allowing himself to operate completely under the radar. He was able to carry out a huge majority of this plan while in immense pain and drugged.

Additionally, Persona users gain the skill and experience of their Personas, meaning that Joker would likely have all the skills and experience of his many mythological personas, giving him thousands of years' worth in terms of combat skill at his disposal.

ARSENAL

Metaverse Navigator

:)

An app that allows the Joker to access the Metaverse. Being in proximity to anyone using it will forcibly drag them into the Metaverse as well, and anyone exiting will be seen as quickly apparating into reality, though not instantly. In Persona 5 Strikers, the app returns, allowing free roam in and out of the world without delay or cooldown.

Daggers


Daggers are Joker’s main weapon of choice, and he’s got multiple kinds.

  • Rebel Knife: Joker’s most basic dagger, no special effects.

  • Black Kogatana: A sword with the power to turn personas into items.

  • Blizz Dagger: A dagger with a low chance of freezing an enemy.

  • Igniter: A dagger with a low chance of burning an enemy.

  • Stun Dagger: A dagger with a low chance of shocking an enemy

  • Arsène’s Cane: A cane with a low chance of inflicting a random ailment on an enemy.

  • The Great Thief Stick: An upgraded Arsène’s Cane.

  • Killing Scalpel: A dagger with a low chance of inflicting fear on an enemy.

  • Mega Knife: A dagger with a low chance of inflicting confusion on an enemy.

  • Frenzy Dagger: A dagger with high chances of leaving enemies enraged.

  • Paradise Lost R: A noble dagger of a fallen angel. Joker’s strongest dagger, which can greatly lower the damage from Curse attacks.

Guns



While his guns are simply props in the real world, in the Metaverse they can exploit his opponents' psychosomatic expectations based on their cognition. Basically, his guns become super dangerous in the Metaverse.

  • Model Gun: A basic model gun with low stats. Is used to turn personas into items.

  • Tkachev HP: Joker’s default gun upgraded to have slightly more mid-level stats.

  • Governance HP: A high-caliber handgun with modest, but relatively low stats.

  • Makaronov SP: A Russian pistol with a low chance of inflicting fear on the target.

  • Riot Police SP: An American police gun that has a low chance to confuse the target.

  • Compact HP: A relatively strong model gun that is easy to use.

  • Sand Hawk II: A model of a high-caliber pistol.

  • Eliminator: A model of a high-powered handgun.

  • Karura II: A fairly strong, winged model gun.

  • Assassin SP: A gun based on those used by contract killers, it has a low chance of inflicting despair on the target.

  • Crimson Gun HP: A powerful gun that burns red at the muzzle.

  • Sleeper HP: A model gun that has a low chance of inflicting, you guessed it, sleep on the target.

  • From Heaven II: A gun that is apparently based on the kind of guns that they make in heaven.

  • Gravity Gun HP: A gun that has a medium chance of inflicting despair on the target.

  • Cocytus SP: A gun based on a river in the Underworld, which has a medium chance of inflicting freeze on the target.

  • Medusan II: An especially powerful gun based on Medusa, the Gorgon.

  • R.I.Pistol II: A gun that can lull you to sleep with a high chance of inflicting sleep on a target.

  • Nataraja EX: A powerful gun based on the God of Destruction. This gun can increase all of Joker’s stats by 6.

  • Tyrant Pistol: Joker’s most powerful gun, it is imbued with the power of the Demon King and can increase his magic by 10.

Grappling Hook



While he mainly uses his Grappling Hook to traverse his environment, he’s also used it to ambush distant foes.

Armor


Joker has access to a plethora of armor to increase his own defense while also granting additional effects.

  • Dark Undershirt: A plain black shirt. Joker’s default armor with no special effects.

  • Lynx Camo Vest: A vest worn by snipers to help them stay awake and alert. Grants Joker resistance to Sleep.

  • Black Robe: A robe that allows Joker to transmute Personas into armor.

  • Amulet Shirt: A shirt with curses sewn into every stitch. Apparently that allows Joker to dodge curses.

  • Saint’s Tunic: An ancient tunic worn by those with great patience, allowing them to resist Rage.

  • Succubus Pajamas: A set of pajamas that make Joker completely immune to sleep. Don’t read into it.

  • Zen Outfit: Clothes that calm heart and mind, as well as granting Joker extra agility.

  • Papal Robes: Those are, in fact, the Pope’s robes. Allow Joker to evade Bless attacks.

  • Hope Shirt: A shirt specifically made to help prevent Despair.

  • Retention Vest: A vest that prevents memory loss, allowing Joker to resist Forget.

  • Weird Wrap: A wrap that is very awkward to wear, somehow preventing Joker from being affected by Fear completely.

  • Austere Haori: A calming Haori that allows Joker to resist Dizzy.

  • Dark Jacket: A jacket that helps Joker resist instant-kill curses.

  • Ghillie Vest: Gives Joker the ability to repel physical strikes.

  • Egoist Shirt: A shirt that grants Joker resistance to Brainwashing.

  • Tantric Oath R: Royal armor with the best defense that Joker owns. Wards away worldly desires, and lowers damage from magic attacks.

Accessories


Accessories are an item type that, unlike other equipment, can be used by any party member. They do not explicitly emphasize on offense or defense like with weapons or armor, but rather grant a secondary effect, which can range from increasing stats or granting resistances.

  • Hip Glasses: Make Joker look smart.

  • Black Rock: Can transmute Personas into accessories.

  • Ring of Vitality: Greatly improves Joker’s vitals, increasing his total HP.

  • Soul Choker: A choker that empowers the soul, increasing Joker’s total SP.

  • Regent R: A jewel that embodies the Treasure Demon Regent, temporarily increasing Joker’s power the moment he starts a fight.

  • Orlov R: A jewel that embodies the Treasure Demon Orlov, giving Joker a chance of reflecting any physical attack.

  • Ring of Vanity: A ring that bears the seal of a narcissist, acquired from Madarame’s Palace. It removes any and all weaknesses Joker may have.

  • Ring of Gluttony: A ring that bears the seal of a hoarder. Automatically creates barriers that protect Joker from any attack except Almighty.

  • Spirit Camera: A camera that can instantly destroy any who feel afraid.

  • The Victory Cup: A cup that only the victorious can hold. Fully restores Joker to his peak once a battle is over.

  • Omnipotent Orb: Nullifies all attacks except for Almighty. Gives the user the power to freely manipulate the logic and laws of the world.

Recovery Items


Joker has an utterly ridiculous amount of items for the purposes of recovering his health and SP, as well as removing any ailments he may come across.

  • Bead: Fully recovers Joker’s HP.

  • Bead Chain: Fully recovers the HP of Joker’s entire party.

  • Takemedic-All Z: A drug created by Joker’s back-alley doctor friend, Tae Takemi. It recovers 200 HP for Joker’s entire party.

  • Soul Food: Fully restores SP.

  • Moonlight Carrot: Cultivated alongside fellow Phantom Thief Haru Okumura. Fully restores SP.

  • Soma: Fully restores both HP and SP.

  • Father’s Elixir: Made with top-secret ingredients! Fully restores both HP and SP.

  • Valentine’s Day Chocolate: From Joker’s girlfriend. Regardless of player choice, it recovers all SP.

  • Hiranya: Cures all non-special ailments.

  • Awake Incense: Cures all non-special ailments.

  • Recover Oil: Cures all non-special ailments.

  • Amrita Soda: Cures all non-special ailments.

  • Strawberry Daifuku: Heals all HP and cures all non-special ailments.

Battle Items


Joker has plenty of other items to increase his attack options and to provide support in difficult situations.

  • Homunculus: Protects Joker from Insta-Kill attacks one time each.

  • Magic Ointment: Forms a barrier that reflects any magic attack (except Almighty) once.

  • Physical Ointment: Forms a barrier that reflects any physical attack once.

  • Brainwash Vials: Can inflict Brainwash on an enemy.

  • Forget Vials: Can inflict Forget on an enemy.

  • Dizzy Vials: Can inflict Dizzy on an enemy.

  • Despair Vials: Can inflict Despair on an enemy.

  • Rage Vials: Can inflict Rage on an enemy.

  • Confuse Vials: Can inflict Confuse on an enemy.

  • Fear Vials: Can inflict Fear on an enemy.

  • Sleep Vials: Can inflict Sleep on an enemy.

  • Empowering Ofuda: Increases Joker’s Attack, Defense, Accuracy and Evasion for a time.

  • Strength Up Ofuda: Doubles the power of Joker’s next physical attack.

  • Magic Up Ofuda: Doubles the power of Joker’s next magic attack.

  • Debilitator Ofuda: Decreases an enemy’s Attack, Defense, Accuracy and Evasion for a time.

  • Baptismal Water: Removes enemy stat buffs.

  • Kundaclear-R: Removes debuffs for Joker and all his allies.

  • Tetra Hammer: Removes physical barriers from enemies.

  • Makara Hammer: Removes magic barriers from enemies.

  • Hell Magatama: Deals 150 Fire damage on an enemy.

  • Frost Magatama: Deals 150 Ice damage on an enemy.

  • Cyclone Magatama: Deals 150 Wind damage on an enemy.

  • Arc Magatama: Deals 150 Elec damage on an enemy.

  • Godly Magatama: Deals 150 Psy damage on an enemy.

  • Blast Magatama: Deals 150 Nuke damage on an enemy.

  • Sacramental Bead: Chance of causing Bless Insta-Kill on an enemy.

  • Straw Doll: Chance of causing Curse Insta-Kill on an enemy.

Infiltration Tools


Joker has learned how to manually craft plenty of items to assist him whenever he is invading a Palace, courtesy of Morgana.

  • Vanish Ball: Allows Joker to escape from any battle.

  • Element Set: Grants Joker a Molotov Cocktail, a Freeze Spray, a Stun Gun and an Air Cannon.

  • Forces Set: Grants Joker a Psycho Bomb, an Atom March, a Happy Bomb and a Curse Bomb.

  • Megido Bomb: A bomb that can cause a great amount of Almighty damage.

  • Covertizer: A mist that can erase Joker’s presence inside of a Palace.

  • Smokescreen: Temporarily makes Joker indetectable.

  • Hypno Mist: Puts nearby enemies to sleep.

  • Reserve Ammo: Allows Joker to reload his guns.

Jose’s Star


The ownership of Jose's Star is technically what allows the Phantom Thieves of Hearts to invent and use Showtimes. Specifically, it enables its wielder to facilitate any desire of their choosing by making a wish to the star. It’s predominantly used to bequeath the showtime attacks to the Phantom Thieves, and even allowed Morgana to transform into a helicopter to escape Maruki’s palace collapsing. However, its usage is limited, as this aforementioned wish depleted it of all its energy. 

ABILITIES

Trickster Nature


A title bestowed upon Joker due to his uncanny ability to change fate, being able to go against fate and perform impossible feats. He was capable of defying predictions from someone whose divinations are known to be absolute and unchangeable. Not even Maruki altering reality via cognition affected Joker, who retained his memories of the previous reality, a feat previously considered an impossibility. Joker has also shattered the shackles of fate and reclaimed his own future, leaving humanity to be without a guiding hand that controls them. Joker was also able to remember the events of Persona Q2, as shown when he suddenly recognizes Hikari at the end of the game, and other protagonists have performed similar feats such as Makoto somehow remembering the events of the Dark Hour despite everyone losing their memories, and the members of S.E.E.S were even able to suddenly regain their memory of the Dark Hour in the end. The Wild Card itself is also said to be a power which can change the fates of the wielder and those around them.

Joker’s Trickster Nature extends to even deities that view reality as a fictional book not being able to immediately interfere with his existence, stating that doing so might change their destiny. These deities can even interact with the player, and yet Joker’s own existence would’ve been pretty intact for the most part.

Cognition


Cognition refers to the process by which humans perceive the world and view it as reality. When enough humans collectively perceive something, that concept becomes "real," influencing both the world and themselves. Its power is intrinsic to the soul, as the power that birthed creation, which can be harnessed by potent wills, or the “Spirit of Speech”, the energy in words that controls the world. All human souls contain a personal world that reflects how each person perceives the world. In the world of Persona, those who control the very thing that shapes the universe are referred to as the “administrators of the unconscious”.

Joker has overpowered Yaldabaoth and his control over reality, becoming the Administrator of the Unconscious. Even after he had released this power, Joker attained an even greater peak of power, and, through his will, became a beacon of light in the Sea of Hearts that changed the unconscious and freed its souls from the Gods of Control. In order for Joker to have achieved such feats, he utilized the power of the Collective Unconscious.

Non-Physical Interaction


Joker is able to fight Shadows and Personas, entities that exist as spiritual entities of pure thought. He’s also able to fight the beings native to the Collective Unconscious. These beings are archetypal beings that exist in a conceptual realm.  

Space & Time Manipulation


Joker has shown immunity to timestops (this too), and those who can summon a Persona has the same capabilities as Shadows, whose power can distort and manipulate time and space.

Third Eye


The Third Eye increases Joker’s perception and senses. It lets him see footprints, enemy strength levels, specific levers to pull, and other such tools that allow him to pull off a successful infiltration. In addition, it heightens his senses to the point he perceives events occurring at a far slower pace than before. This allows him to refine his precision when taking shots or seeing incoming projectiles. It also allows him to see other Personas.

Stealth



Joker is such a stealthy boi that not even someone with incredible sensory abilities could sense him.

Negotitation


Joker is a master of Manipulation and Diplomacy, his Charismatic Speeches being essentially as good as Mind Control, allowing him to easily convince Shadows to give him large amounts of money, incredibly rare items, or even join his cause outright. 

Pickpocket


Joker is a master pickpoc– Hey, where’s my wallet?

Insta-Kill


Joker can instantly kill any Shadows considerably weaker than him. 

Down Shot


A gun skill that lets him instantly down an enemy, nullifying resistances and activating a hold up. It does not, however, nullify specific barriers such as tetrakarn. 

Detox X



A skill that lets him instantly purge any mental or physical ailments he is afflicted with such as brainwash or fear, bar special ailments such as being turned into a rat or Yaldabaoth’s Seven Deadly Sin attacks. 

Flow



This skill allows him to massively increase his and his Persona’s attacks for a short period of time.

Wakefulness



This skill restores a major chunk of his SP, which has no additional cost or turn being spent should he be short on supply. 

Sleuthing Instinct


Joker can easily learn all of the weaknesses and resistances of an opponent right at the beginning of a fight, allowing him to expertly plan around that knowledge during combat. 

Physical Skills



By sacrificing a bit of his HP, he can cast his Persona/s to dish out massive damage without having to worry about wasting his magic.

Gun Skills


Gun skills are cast from HP just like physical skills, and one of them, Dream Needle, allows Joker to inflict Sleep on opponents. 

Fire Skills


Joker has multiple Personas that can easily manipulate heat and fire, with most of them being able to cause the Burn ailment on enemies.

Ice Skills


There are many Personas capable of using ice, and plenty of these spells are capable of freezing an enemy in place, leaving them completely open for a follow-up attack. Ice skills restrict the molecular activity of the target, and they can be frozen to the point of absolute zero

Electricity Skills


Multiple Personas can utilize powerful lighting strikes that can leave enemies shocked and paralyzed.

Wind Skills


Wind causes great damage by itself, but even more so when used against enemies inflicted by burn. 

Nuke Skills


Skills under this category deal extra damage to opponents affected by Burn, Freeze or Shock, and spells like Cosmic Flare can even manifest Quasars as an attack. These attacks are stated to generate real nuclear radiation that incinerates all targets.

Psychokinesis Skills


These skills deal extra damage to any enemy affected by any sort of mental ailment, and even the most basic skills of this type are described as making space itself explode. 

Curse Skills


Also known as dark/death skills. Even low-level attacks such as Eiha are said to erase the existence of non-evil beings through the power of darkness, and many Curses such as Mudo can outright instantly kill those affected by them.  

Bless Skills


Opposite of Curse Skills. Also known as light skills or expel skills. Much like their unholy counterpart, basic bless skills such as Kouha can annihilate the existence of beings with sacred power, and Hama is capable of banishing their targets to the demon realm

Almighty Skills


Almighty skills are so strong that they have no magical resistances and straight up erase their target from existence. Almighty attacks cannot be nullified, reflected, resisted, absorbed, or spatially warped, not even by the Omnipotent Orb, which “freely manipulates the logic of the world”.

Healing Skills


As long as Joker has SP to spare, he can restore his health from pretty much anything. Be it basic ailments to even regrowing entire limbs. He even has skills that can reverse the effects of forcefully induced aging. He also has access to spells such as Recarm, which can pull the soul from the afterlife and return it to the body.   

Status Effects


  • Burn: Those affected take damage after every action they take.

  • Freeze: Those affected are frozen still, and are unable to act.

  • Shock: Those affected are paralyzed, and are unable to act.

  • Dizzy: Those affected have their accuracy greatly lowered.

  • Forget: Those affected by this forget how to summon their Personas or utilize their powers, being unable to cast their skills.

  • Sleep: Those affected by this are forced into sleep, unable to act, but restoring their HP and SP as long as they’re sleeping.

  • Confuse: Those affected become disoriented and unable to act properly. Even throwing their money away.

  • Fear: Those affected become wrought with fear, preventing them from attacking and causing them to flee from battle.

  • Despair: Those affected are overcome with despair, rendering them too dejected to press on. They progressively lose SP and die by the third turn they are afflicted with it, along with being unable to act or do anything while afflicted. Notably it also steals the opponent’s speed, while buffing the user’s speed.

  • Rage: Those affected turn into a rage and blindly attack without thinking. They are only able to use regular attacks and not their skills while enraged, and also have their accuracy reduced.

  • Brainwash: Those affected have their minds scrambled, attacking comrades and assisting the opposing side with support skills. Spells like Marin Karin can also “move the person charmed at will.”

Buffs/Debuffs


Joker has certain abilities and skills that massively increase his stats, allowing him to speed blitz precognition, survive attacks he’d normally be killed by, and draw out the latent abilities of his body.

Joker also has abilities like Tarunda causes the body to decay and lose its strength, or forces the target to lose its vitality. He can also decrease the opponent’s speed via Sukunda.   

Attack Type Resistances


Similar to something like Pokémon, Personas can resist certain Attack Types. Strong means that a Persona will take less damage from a specific attack type, Null means that the attack cannot deal any harm in the slightest (including any effect that they would otherwise be able to afflict), Reflect means that the attack is sent immediately back to the attacker if aimed at Joker, and Drain means that the attack type can heal Joker instead of harming him. 

Joker also has access to spells that grant the Reflect effect, such as Tetrakarn and Makarakarn, which both warp space itself to reflect attacks back at the opponent 

Will of Rebellion


Basically, the ability to summon a Persona. Even the most basic Persona users have such potent mind protection that even administrators of the Collective Unconscious such as Salmael, are unable to invade their minds and erase their wills. The Will of Rebellion also acts as a suit of armor that defends against distortions, which is the ability of Cognition to control and warp reality.  

Joker’s Will of Rebellion is so potent that even after being erased across time, he can manifest his Willpower, and return from nothingness to reclaim his existence in the world, a feat which he has performed more than once.  

Even if a Persona user is robbed of their mind, their Persona can still fight and act regardless. Furthermore, Personas actively threaten to possess the mind of those who wield them, thus summoning strong Personas requires a powerful will to control them

Personas



Personas are the Demons that exist within the soul, manifested as a mask. They are, in fact, the power of demons, and summoned directly from the Demon World / Sea of Souls. In other words, they are the power of the user’s soul and the psyche of the summoner. Due to their metaphysical nature, conventional weaponry cannot harm them.

With the power of the Wild Card, Joker can freely wield infinite personas in battle, and this power is also said to be capable of changing the fate of himself and his friends. Joker has hundreds of Personas, but these are his main ones.

  • Arsène: Joker’s very own Persona and the representation of his ego. Arsène possesses the Persona trait Pinch Anchor, which allows Joker to use skills that would normally only be available during ambushes right after a Baton Pass. Arsène can resist Curse spells, though using him leaves Joker vulnerable to Ice and Bless attacks. 

  • Satanael: Satanael is the ultimate Persona of both the Fool Arcana and Ren Amamiya. He is summoned by breaking the chains sealing him as Arsène during the final battle, where the cheers of millions of Tokyo citizens heal and protect the Phantom Thieves of Hearts. His ultimate attack that finishes off Yaldabaoth in one blow is the Sinful Shell, an attack that combines the power of the Seven Deadly Sins into one in order to kill a god.  His Persona Trait is Pagan Allure, which increases the potency of magic attacks by 50%. Unique to him are the abilities Unshaken Will, which protects Joker from any and all forms of mental ailments, and Tyrant’s Mind, which can increase the power of all attacks. With Satanael equipped, Joker also gains a Drain effect on all Element types. As an Archetype, Satanael would be among the entities that go beyond the domain of the ego and exist in a state of oneness that transcends the physical world, viewing it as pure illusion and a transient reality.  

  • Raoul: The true form of Joker’s Persona, a combination of Arsène and Satanael. Raoul’s Persona Trait is Hazy Presence, which increases the odds of Joker’s allies performing a Follow-Up attack. His signature move, Phantom Show, which can force all enemies into falling asleep. He can completely nullify Curse attacks, but is still naturally weak to Bless attacks. 

Major Resistances


  • Existence Erasure: Capable of surviving attacks such as Eiha, Kouha, and Megidolaon (see Curse Skills, Bless Skills, and Almighty Skills). 

  • Willpower Manipulation, Mind Manipulation, Memory Manipulation, and Possession: Immune to having his Will erased, can retain his Ego in domains where individuality do not exist, and is capable of still fighting and using Persona skills even when his mind has been taken away. Also able to resist his Persona actively fighting against him for control. (See Will of Rebellion)

  • Space-Time Manipulation, Time Stop, and Time Reversal: The ability to summon Persona gives him the power to adjust to worlds outside the normal laws of space-time, where the concept of time itself ceases to function. Is also shown being unaffected by time stop directly. (See Space-Time Manipulation). Should scale to the other protagonists who are unaffected by Chronos reversing time.

  • Reality Warping, Fate Manipulation, Space-Time Manipulation, Causality Manipulation, Soul Manipulation, Conceptual Manipulation, Plot Manipulation, and Existence Erasure: Capable of resisting the applications of Cognition utilized by Administrators of the Unconscious, with them being able to control the conceptual realm of the Sea of Hearts, completely rewrite reality, control fate, erase events in time, manipulate infinite possibilities, transmute possibilities into narratives, and erase individuals from reality to the point they and their actions never existed. (See Cognition and Will of Rebellion)

  • Absolute Zero, Radiation Manipulation, and Spatial Manipulation: Joker can endure Ice Skills, Nuke Skills, and Psy Skills, which are described as “incinerating” everything in the vicinity with nuclear radiation, freezing opponents to the point of atomic stasis, and mentally causing explosions in space. (See Ice Skills, Nuke Skills, and Psy Skills).

  • Fire Manipulation, Ice Manipulation, Electricity Manipulation, Air Manipulation, Radiation Manipulation, Holy Manipulation, BFR, Curse Manipulation, Death Manipulation, Mind Manipulation, Memory Manipulation, Fear Manipulation, Madness Manipulation, Sleep Manipulation, and Power Nullification: Has various ways to negate, absorb, or reflect all offensive elements, and can become immune to all mental ailments (See Attack-Type Resistances).

  • Transmutation and Memory Manipulation: Persona users can resist the influence of the Dark Hour, which transmogrifies humans into coffins, and causes memory deterioration

  • Age Manipulation: Persona users with healing spells can undo the effects of Enervation, which ages someone until they are decrepit.

FEATS

Overall


  •  Founded the Phantom Thieves of Hearts

  •  Killed several gods with the power of friendship.

  • They simply never saw him coming.

  • Fought on equal ground with Yu Narukami

  •  Survived the Valentine's Day massacre

  • Defeated Yaldaboth, Gilgamesh, Enlil, Maruki, Samael

Attack Potency/Strength


Speed


Durability


SCALING

The Phantom Thieves


The Investigation Team


Specialized Extracurricular Execution Squad


Metaverse Denizens


Personas/Demons



WEAKNESSES


For all of Joker’s strengths, he is not perfect. While he has a vast amount of Personas at his disposal, he can only use one at a time. If one is damaged enough, it can enter Persona Break, rendering it useless for some time. He also has a limited amount of ammunition with his guns, and has limited amounts of health and SP to fuel his attacks. Ren's physical and spiritual vitality is drained by using physical and magical skills, respectively.

COSMOLOGY

SONIC

Sonic’s multiverse is stated to be infinite in size, housing different dimensions such as Sonic’s own universe, the Shatterverse and its five different universes, the Sol Dimension, Chaotic Inferno, the Special Stages, the world of the Arabian Knights, potentially the Sonic Movie-verse, and so on and so forth. This includes dimensions such as Maginaryworld, where dreams and wishes from all dimensions assemble and become reality. Within Maginaryworld resides “Fourth Dimension Space”, which, as you can guess, is a fourth-dimensional space within Maginaryworld that encompasses all other Dream Worlds, seeing them all as nothing but flat images on a screen. Given that Maginaryworld contains four spatial dimensions and one temporal dimension, it’s safe to assume that with Maginaryworld alone, Sonic’s cosmology gets to around 5-D. There are even more 5th-dimensional structures within Sonic’s multiverse, such as Cyber Space and the Egg Field.


Above these cosmological structures is White Space. It’s a pure-white void of a dimension, acting as a central hub between all timelines and dimensions. The End of Time, or simply the Time Eater’s lair, is described as both an infinite tunnel dimension AND a stream. It’s also described as the end of time itself (no duh). This dimension contains all other dimensions and timelines, and even has its own dimension of time, given that the Time Eater can freely alter the flow of time within this dimension, despite space-time throughout the multiverse already being erased. This makes the End of Time/Infinite Tunnel Dimension (and by extension, White Space) 6th-Dimensional.

Finally, let’s talk about Solaris. Solaris is described as transcending dimensionality itself and is confirmed to be able to threaten all of Sonic's multiverse with relative ease (described as eating dimensions for lunch). This should realistically include White Space itself, meaning that it should transcend even the Infinite Tunnel’s 6th-dimensional space, making Solaris a 7th-Dimensional threat.


BAYONETTA

Bayonetta’s cosmological scale comprises three realities, which were split from the original universe by a cosmic event known as the First Armageddon. These realities are called Paradiso (the dimension of the Angels), Inferno (the Demon World), and the World of Chaos, aka our realm. Each reality is layered on top of each other, and they all have different Spiritual Energy running through them. Paradiso is noted to be thousands of times larger than the Human Realm/World of Chaos. Inferno is stated to be Paradiso’s counterpart, meaning that its scale should be similar. Why is this important? Because the World of Chaos isn’t just one universe, it actually has further split, becoming a stacked multiverse of infinite parallel universes. Time itself also reflects infinitely, being in reference to the infinite timelines/universes Aesir would oversee from his dimension that existed above them, to which Luka mentions that there are endless possibilities. At minimum, Bayonetta’s multiverse has thousands of universes. Bayonetta’s multiverse is also made up of various components. This makes Bayonetta’s base multiverse 4-D structure.


Next, we have Ginnungagap, a dimensional bulk that dwarfs and supports Bayonetta’s infinite multiverse. Ginnungagap also encompasses all infinite parallel worlds, just as our universe encompasses our planet. In this dimension, the universes are like small islands in it. Since Ginnungagap dwarfs Bayonetta’s infinite multiverse, it should only make sense that this dimension should be a higher set of infinity, making it 5-D. This notion is strengthened by the fact that we see Singularity destroying Ginnungagap when it destroys the multiverse. 


There’s a dimension deeper than Ginnungagap, called Nilfheim. What this can mean is unclear, but I believe it to be a dimension higher than the ones below it, making it a 6-D structure.


JOKER

First, we have the physical realm. It’s stated that Persona’s universe is infinite in scope, with “infinite masses” connected by the Collective Unconscious, and infinite souls trapped in Enlil’s labyrinth. There are also alternate timelines running parallel to the main universe, such as the original Shin Megami Tensei timeline, the original timeline prior to Eternal Punishment, and the alternate timeline of Raidou Kuzunoha XIV. Persona also applies the Many Worlds Theory and that the future diverges into infinite possibilities and timelines. At a baseline, Persona’s physical reality should be an Infinite 4th-Dimensional Space.


The Velvet Room is an infinitely large plane that lies between the Unconscious and the Edge of Consciousness. It is an “extradimensional place” that is one step removed from the Sea of Hearts that resides beyond all time and space, operates on different laws of cause and effect, and from it one can access all alternate timelines, and parallel worlds. Given its infinite nature and the fact that it connects infinite 4th-dimensional space-time continuums, the Velvet Room is a 5D plane of reality.


Even above that is the Collective Unconscious. Divided into multiple “abysses” or planes of depth, these planes are referred to as “Mandalas”, fundamental patterns of the soul which are omnipresent across the unconscious. This plane of reality is said to be sea of nothingness, a conceptual space that lacks a fixed form, transcending all time and space, uniting past, present, and future, and is devoid of directions. It predates the corporeal world, existing far before life as a concept ever had meaning. It’s also infinite in scope, encompassing all timelines. Kadath Mandala, the shallower plane of the Unconscious, is described as a plane where the Archetypes of all gods and demons slumber. In this plane, the Microcosm (The Universe) and Macrocosm (The Self) are said to be unified. Monad Mandala, a realm above Kadath Mandala, is where Philemon and Nyarlathotep dwell. They are the origin of all souls, the rulers of the ego and all unconscious actions, existing across all time and space, and dwell within the deepest depths of the Sea of Hearts. This makes Kadath Mandala a 6th-Dimensional space, since it transcends the 5D Velvet Room. Monad Mandala transcends even that, being a 7th-Dimensional+ plane of reality.


The absolute height of cosmology is an emptiness known as the “Pleroma”. Within the black book and red book that contains all of Philemon’s Knowledgeand the “inner workings of the human soul”, the “Pleroma” is spoken of as a “Nothingness” and “Fullness” where thinking and being cease, in a state that transcends quality and essence.


There’s even more to the cosmology of Persona, which gets the overall scale to such a ridiculous degree, but you already get the picture. The Persona cosmological scale is absurd.


VERDICT

1st Place: Joker


To get it out of the way, the overall winner was pretty obvious. Not only was Ren statistically the strongest out of all three combatants (7D+ vs. 7D and 6D), but he has abilities and defenses that the other two simply had no counter for. First of all, it was unlikely that either Sonic or Bayonetta was ever going to land a blow that would put Joker in any actual danger, given that he has resisted being erased from existence on a scale far greater than either combatant could ever hope of reaching. Plus, the Omnipotent Orb’s law-defying effects essentially nullified all attacks, meaning that none of their attacks would’ve even done anything substantial in the first place. None of Sonic’s elemental attacks would’ve worked (given he has multiple Personas that can resist pretty much every elemental attack), Bayonetta’s weapons that target souls wouldn’t have worked (he has options of healing from a soul), and neither Chaos Control nor Witch Time would’ve affected Joker, given that he has multiple abilities that allow him to resist any manipulation of space-time.

Joker’s Almighty attacks would probably just delete either of them from existence in one shot. Sonic doesn’t really have any defenses against existence erasure, and while Bayonetta has survived her existence being erased, Almighty attacks have erased beings that exist in realms exceeding Bayonetta’s multiverse, like Yaldabaoth. Put simply, Joker’s stats and hax were too much to match. Not only could Joker physically outmuscle the two (given the chance, anyway), but his abilities, resistances, and defenses simply countered pretty much everything the other two had. He probably also has the experience and battle IQ edge, too, given that his Personas transfer their millennia of experience onto him, and Sleuthing Instinct would essentially give him the strengths and weaknesses of his opponents before even doing anything.

With this out of the way, let’s get on with the part that gave me the biggest headache: the battle for 2nd place. Sonic and Bayonetta were pretty similar in a lot of things, which made deciding really hard.

Sonic vs Bayonetta


Let’s start off with Physical Stats. I already mentioned this earlier, but Sonic should scale higher than Bayonetta (7D vs. 6D), so Sonic should take Strength. But who is faster between the two? Well, using quantifiable speed feats, Bayonetta blows Sonic out the water. Being able to keep up with Irenic, an angel who can cross all of Paradiso, a feat worth at most 332 quintillion times the speed of light, dwarfs any of Sonic's (and even Joker’s) quantifiable speed feats. However, those are not their definitive high ends when it comes to speed. Sonic being able to reverse the effects of the Time Eater off of sheer speed, being able to escape Cyber Space, and being able to keep up with Solaris could imply Immeasurable speeds, something that Bayonetta (at least from what I’ve seen) has yet to reach (again, this is just from the most sourced…well, sources that I’ve seen, so unless Bayonetta gets updated to Immeasurable, then this’ll make their high ends a tie at best). However, given that Sonic’s immeasurable speed feats are questionable in and of themselves, and his highest ends, from most sources I’ve seen, cap him at Infinite, their high-end Speeds should tie.

So, at their best, Sonic takes Strength while Bayonetta gets the quantifiable Speed advantage (but they tie using their high end feats). Let’s see if their abilities can tip the scales in this fight.

Let’s start with Bayonetta’s advantages. Firstly, she should be the superior combatant, experience-wise. Sure, Sonic may have learned more martial arts overall, but Bayonetta’s fight with Jeanne and Singularity, opponents who have a half-century’s worth of experience and have the data of the entire infinite multiverse, respectively, means that she’s able to match and surpass foes with far more experience than her. This is something Sonic has really yet to match. Bayonetta’s weapons and summons that can directly attack the soul were dangerous due to the fact that Sonic has no real defenses against his soul being damaged or destroyed. Bayonetta’s soul should be safe too, given Sonic doesn’t have any attacks that go for the soul directly. Sonic’s only potential counter to this would be Darkspine Sonic, who has infinite Soul Energy, but that’s still nothing compared to Bayonetta’s offenses against the soul. Bayo’s regeneration and survivability should also be generally better.  I mean, both took a shot through their torso, and Bayonetta wasn’t the one who died. Yes, both have ways of reviving after death, but Bayonetta being able to resist being erased from existence means hers should be better. However, a lot of her amazing powers come from her Umbran Watch, and destroying this would essentially turn everything I’ve just said here moot. This is where we transition to Sonic’s advantages.

Firstly, Sonic should have superior space-time manipulation. Witch Time is an effective way to slow down time, but Chaos Control can also do that, as well as being able to warp and distort space, and especially stop time. Sure, Bayonetta has resisted stopped time from Aesir, but the Chaos Emeralds completely resist the Time Eater, who could manipulate time at a higher degree than anything Bayo has faced, meaning that (probably) Chaos Control should be able to affect Bayo. This can give Sonic time to go for the Umbran Watch, given his ability to steal items from other foes via Thief’s Eye Forcejewel. He could even just hit it directly using Excalibur’s ability to negate conventional durability, essentially having the ability to destroy it in one swing. Sonic’s Super Forms would also give Bayonetta pause, given that most of her arsenal doesn’t really have any way to get past his invulnerability. Chaos Emeralds can also absorb energies, meaning Bayo’s energy-absorbing weapon, Rodin, wouldn’t really work here. Sonic should also be the more versatile out of the two (and even the most versatile out of the three), given his large number of power-ups, item boxes, Wisps, powerful artifacts, etc., which give him so many ways to control the fight. Bayonetta’s Summons could put Sonic at a backfoot, especially with some of their more absurd abilities, but with his superior space-time manipulation and ability to bypass conventional durability, I’d say that Sonic could handle them…pretty okay-ish? Heck, Bayo’s summons could even backfire against her, considering that if her Umbran Clock gets destroyed, now they get a chance to destroy her. Essentially, the Summons are both an advantage and a potential disadvantage for Bayonetta. Actually, Sonic also has one unique (potential) counter to his soul being damaged. He can utilize Ring Energy to refill his Soul Energy, at the cost at depleting his physical durability. But given that Sonic can just… generate his own Rings, he can potentially outlast any soul-based attacks that aren’t the ones that simply rip the soul out of someone’s body.

With all of this being said, outside of the abilities where they generally counter each other pretty well, such as Sealing and Stat-boosting, I believe Sonic has the very slight edge in terms of overall abilities and hax. Bayonetta has better survivability, experience, and soul-based attacks, but Sonic’s far superior space-time manipulation and overwhelming versatility (at least compared to Bayo’s) should give Sonic the slight edge in a battle of attrition (like a 51-49, it’s really that much of a toss up for me). Bayonetta’s Summons could be a lot of trouble for Sonic, but they could also be a lot of trouble for her if Sonic destroys her Umbran Watch. Bayonetta’s soul-based attacks can be deadly, but Sonic’s ability to regenerate his Soul Energy and Chaos Control should be able to get around these attacks, for a time. And while Sonic would have a hard time putting her down, if Excalibur gets a good swing in, she’s done for, as losing her Umbran Watch meant that she’d lose basically all her god-like power.

Overall, while the fight for 2nd place is extremely close, and it could legitimately go either way, I believe Sonic barely takes the win more times than not. It’s gonna be a hell of a fight between the two of them, and they’re sadly going to have to live with this, as none of them are simply going to be able to beat the leader of the Phantom Thieves of Hearts.

CONCLUSION

Sonic


Advantages:

  • The most versatile out of the three.

  • Excalibur could bypass conventional durability.

  • Has the superior space-time manipulation ability (Joker doesn’t really have the one, and Chaos Control > Witch Time).

  • Stronger than Bayonetta.

  • Potentially much faster too (if we’re going off Immeasurable Sonic and Infinite Bayonetta).

Disadvantages:

  • No defenses against existence erasure and soul being destroyed/ripped away.

  • Base Sonic was never going to be able to keep up.

  • Super Forms have a time limit.

  • Can only really come back from his physical body dying.

Bayonetta


Advantages:

  • Quantifiably the fastest out of the three.

  • Could defeat Sonic by attacking the soul directly.

  • Most skilled fighter out of the bunch.

  • Summons could deal some damage…

  • Could resist existence erasure…

Disadvantages:

  • …but could also backfire on her.

  • Umbran Watch could be destroyed by Excalibur or Joker’s Almighty attacks.

  • …but not at the degree that Joker is dishing out.

  • Using high end speed feats, she’s probably the slowest.

  • Weakest of the three.

  • Witch Time was generally gonna be ineffective.

  • Would be beating up her own son /j

Joker


Advantages:

  • The strongest out of the three.

  • Omnipotent Orb negated any attacks done to him.

  • Almighty Attacks could simply erase the two from existence.

  • Potentially has the most experience out of the bunch.

  • Resists any space-time manipulation shenanigans thrown at him.

  • Could resist Bayonetta’s soul-attacking offenses.

Disadvantages:

  • Probably the least skilled fighter in this bout.

  • Quantifiably the slowest.

This was certainly an interesting matchup to look into, especially considering how their powers and abilities would interact. The battle for second is a tough call, as both Sonic and Bayonetta's stats and abilities nearly counter each other blow for blow, and you could make a case for either taking home the silver medal. But against Joker's reality-bending defenses, versatility with his Personas, and his existence-erasing Almighty attacks spelled doom for our other two fighters. It seems like both Sonic and Bayonetta simply didn't see this one coming. The winner is Joker.









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