Board Thread:Versus Battles/@comment-31165326-20190308031927/@comment-29716726-20190312123130

" FC/OC VS BATTLES WIKI

FC/OC VS BATTLES WIKI Zephyr Highwind (Child) Base Zephyr.jpg Thunder Zephyr.jpg Red Fox Zephyr.jpg Standing by while evil happens is the same as being evil yourself. If I sat back and let my brother kill all humans, I'd be just as bad as him. ZEPHYR Summary Zephyr Highwind is the Leader of the Red Wings Adventurer's Guild, and the main character of the first third of The Red Wings. He is a Kitsune from the Kaze clan.

Backstory Personal Statistics Powers and Stats Tier: 9-B | 8-C | 8-B | 8-A | At least 8-A | Low 7-C | 7-B, possibly higher with Red Fox | At least 7-B, higher with Tiger Burst | 7-A | 7-A, higher with Combination Magic

Powers and Abilities: Superhuman Physical Characteristics, Enhanced Senses, Shapeshifting, Regeneration (Low), Weapon Mastery, Magic, Air Manipulation, Can turn himself into wind (Gaining Invisibility, size alteration, flight), Chi manipulation, Energy Blasts, Fox-fire, Resistance to Cold, Can borrow spirit energy from other Kitsune to gain more tails. Durability Negation and Power Nullification via Masamune (It has shown to be able to cut through armor and nullify magic shields), Rage Mode | Vibration Manipulation | Electricity Manipulation. Through Divine Thunder, gains Statistics Amplification and Resistance to Telekinesis and Mind Manipulation (Zephyr developed this form specifically to battle steelhide, and it works by quite literally shocking him out of mental powers) | Sound Manipulation. Statistics Amplification, Forcefields, Healing, Status Effect Inducement and Soul Manipulation via Bardsongs | Soul Manipulation, Telekinesis, Can deal extra damage to Astral and Demonic beings | Healing, Water Manipulation | Fire Manipulation, Resistance to Heat | Plant Manipulation, can Inject foes with poison that makes them fight for him, Summoning (Can summon an avatar of Fenrir), Statistics Amplification via Tiger Burst, Can control Life Flame | Water Manipulation, Ice Manipulation, Steam Manipulation, Can combine elements to produce new effects | Earth Manipulation, Sand Manipulation, Can sense vibrations in the earth, Limited Durability Negation via Tornado Quake Fist, Heat Manipulation via Scorching Airball, Resistance to Empathic Manipulation (Resisted a slime's magic, which was able to affect everyone else)

Attack Potency: Wall Level (Bifurcated The Butcher with a single swing) | Building Level (His Quake Magic stopped the Gold City Mine from collapsing) | City Block Level (Defeated Griffin) | Multi-City Block Level (Stated he could take on Steelhide and win without Divine thunder) | At least Multi City Block level (Injured Felix, though was unable to defeat him once he activated Anubis Avatar) | Small Town Level (Drew Blood from Flare) | City Level (Comparable to an awakened Michael), possibly higher with Red Fox (Defeated a reanimated Tarrasque Skeleton) | At Least City Level, higher with Tiger Burst (Somewhat contended with a casual Fantori) | Mountain Level+ (Defeated Chill, who generated a storm of this magnitude) | Mountain Level+ (Zephyr didn't feel a power increase, guessing he was at the peak of his power at the time), higher with Combination Magic (Damaged Credence heavily, when he was previously unable to do so.) | Mountain Level+ (Defeated Steelhide, kept up with a Haiana X2 Ryn)

Speed: Superhuman with Subsonic reactions and combat speed (Can run at 100mph, stopped a fire spell with his own magic) | Subsonic | Transonic (Kept up with Griffin and Steelhide), Massively Hypersonic travel speed with godspeed, Massively Hypersonic With Divine Thunder | Supersonic (Capable of utilizing and outspeeding sound-based attacks), Massively Hypersonic With Divine Thunder | At least Supersonic, Massively Hypersonic With Divine Thunder | Massively Hypersonic+ (Kept up with Jin's Godspeed, at the speed of Lightning) | Massively Hypersonic+ | Massively Hypersonic+, Higher with Tiger Burst (Somewhat contended with a casual Fantori) | Massively Hypersonic+ | Massively Hypersonic+ | Massively Hyeprsonic+ (Kept up with Ryn until he used Haiana X5) with Sub-Relativistic reactions and combat speed (Barely intercepted the Living Laser's attack, 7.62% Lightspeed)

Durability: Wall Level via power-scaling | Building Level (Withstood the weight of the Gold City Mine) | City Block Level, Multi-City Block Level with Divine aura (Withstood strikes from Griffin and Steelhide) | Multi-City Block Level (Should be comparable to Steelhide) | At least Multi-City Block Level | Small Town Level (Survived casual attacks from Flare) | City Level (Took hits from Flare, survived the eruption of mount Valami) | City Level (Took a few weak hits from Fantori) | Mountain Level+ | Mountain Level+ | Mountain Level+

Lifting Strength: Unknown, Class K with magic

Striking Strength: Wall Level, Muramasa ignores durability | Building Level | City Block Level (Damaged Steelhide) | Multi-City Block Level | At Least Multi-city Block Level | Small Town Level | City Level | City Level, higher with Tiger Burst | Mountain Level+ | Mountain Level+ | Mountain Level+

Stamina: Superhuman (Was able to run across Vorlia over thick snow without tiring)

Intelligence: Average academically. A fast learner and an expert with several types of weapons. Even as a child, could analyze many possible outcomes of a situation.

Range: Extended Melee with Muramasa, Hundreds of meters with magic

Weaknesses: Cutting off his tail renders him unable to use magic until he regrows it. Ultimate Offense is finicky in how it works; though it negates attempts to defend against it, it will not negate counter attacks, such as clashing blades. It also won't negate attacks the user is defending against. Doesn't know Illusion magic, making him one of the only Kitsune to not know it.

Standard Equipment: HT1RLBQFLRdXXagOFbXZ.jpg Demon Blade Muramasa: Zephyr's signature weapon, a bloodred katana in a red sheath. It is an ark unit, a weapon capable of killing powerful beings like gods, and possessing a unique ability. As the blade is bonded with Zephyr, it will return to his hand if lost. Ultimate Offense: Muramasa's Ark Property renders its blade so sharp it can sever anything, provided Zephyr can activate it with mana. This includes severing Zephyr from the Dream World, cutting through flesh while leaving armor intact, and more. Muramasa's Will: After bonding with Zephyr, it can form a ghost that takes on a red-haired version of Zephyr's Appearance. Arkeyan Buster: An upgrade given to him by the machine king after he etched a special rune into Muramasa's hilt. This gives Muramasa to temporarily disable an opponent's power, including ark properties. However, it comes with the drawback of sealing away Muramasa's Ultimate Offense. 580b585b2edbce24c47b2899.png Mythril Flute: A flute made from Mythril, given to him by lotus after Shura broke his old one. Key: Beginning of series | Yama Magic Absorbed | Sanda Training | Ongaku Training | Seishin Training | Kawa Training | Kasai Training | Mori Training | Umi Training | Chikyu Training | Nine-tails unlocked

Notable Attacks and Techniques Kitsune Physiology: As a Kitsune, Zephyr does not age once he hits 21, making him immortal unless he's killed. He also recovers wounds faster than the average person (Though too slow to be combat-applicable). In addition, a kitsune's tails act as a battery for mana, allowing him to store large amounts of it for later.

Tenko Physiology: Zephyr just so happens to be the newest incarnation of the Tenko, a powerful being spoken of in Kitsune legend. The legends state that a Tenko can grow to nine tails faster than any other member of their race, and by Gaining the powers of other tribes, he can learn many types of magic. With the realization in the Lost Continents arc that there are more tribes beyond the basic thirteen, Zephyr is set to become the most powerful Tenko in history.

Fox-Fire: A magical white flame Zephyr can release from his tails. This fire can act as a light source and can ignite small objects. Zephyr likes to use it as a toy.

Melee Arts: Techniques either taught by the Kaze to Zephyr, or created by Zephyr himself.

Quickfoot: Zephyr leaps across the ground in such a way that he barely produces any traction. This lets him move unhindered across Sand and Snow, as well as increasing his speed on normal ground. He also produces little noise with this technique, letting him quickly sneak up on someone. Round Trip: Zephyr hurls Muramasa like a Boomerang, only for it to return to him. Incantation: Zephyr does not need to absorb magic to use this. This is the art of using magic without an element to accompany it, and is considered the easiest magic to learn as it only requires magic words to focus the magic.

Fox Form: Zephyr can turn into a large white fox, allowing him to dig through snow and travel longer distances. Portus: Zephyr opens a portal to a destination, as long as he knows where that destination is. Bardsongs: A special type of incantation taught to Zephyr by lotus. Using his flute as a conduit, Zephyr can play magic songs with special effects. He can no longer use these since Shura broke his flute. Recall Jingle: Zephyr plays six notes (Resembling Legend of Zelda's Recorder), allowing him to travel to mental landmarks, places Zephyr considers memorable or important. Winduet: Zephyr plays a short six notes (Resembling Ocarina of Time's "Minuet of the forest"). This decreases his weight, making him faster. According to lotus, he can easily shrug off seismic attacks with this, though at the cost of becoming easier to launch. Fireheart: Zephyr plays eight quick notes (Resembling the "Bolero of fire"). This grounds zephyr, increasing his mass to increase durability. When combined with Winduet, the benefit is lessened, but he gains some of Winduet's speed. Searenade: Zephyr plays five slower notes (Resembling the "Serenade of Water"). This forms a barrier around zephyr that blocks magic, though it can be overtaken. Repairlude: Zephyr plays six notes (Resembling the "Prelude of Light"). This heals Zephyr, and emits a spiral of golden light in whatever spot he is looking, healing whatever is in that spiral. Spirit's Requiem: Zephyr plays six slow notes (Resembling the "Prelude of Spirit"). This has the ability to heal Fractured or Corrupted souls. Though it won't work on truly evil beings, it is enough to make them hesitate in their actions. Nocturn: Zephyr plays seven fear-inducing notes (Resembling the "Nocturne of Shadow"). This song inflicts a curse that nullifies other bardsongs, and saps strength and willpower from the target. Evocation: The art of using one's Mana to control the elements. Zephyr is from the Kaze clan, and thus he was taught primarily in the use of Wind magic. However, due to his status as a Tenko, he has learned to absorb magic from other tribes. This lets him grow extra tails by absorbing magic, colored like the tribes they originate from.

Zephyr's Tribe, from the hidden mountain village of Narshe. They specialize in Wind Magic.

Windball: Zephyr's signature technique, he compresses a ball of air in his hand and throws it like a baseball. The force of this is able to break bones and send people flying. As Zephyr has grown, this technique has become more powerful, and he has developed many variations Windball Cluster: Sends out a barrage of windballs. Zephyr used this to hit a fast-moving target. Air Saw: Compresses the windball into a spinning sawblade, giving it cutting power as opposed to blunt force. Seeking Windball: A variation where Zephyr pours Extra mana into the windball, allowing him to control it with great precision (Like Yamcha's Spirit Ball) Galeforce: Copied from his brother, Gale Highwind. Zephyr thrusts out one or both hands, shooting out a large blast of air. The gale will continue as long as Zephyr pours mana into the attack Wind Form: This technique turns Zephyr's body and equipment into air, allowing him to freely and silently move. In this, he gains flight and can change the shape of his body. Obtaining the power of the Sanda clan has allowed him to control it better, moving faster and being able to limit it to specific parts of his body. Wind Cloak: A technique that both Gale and Misting knew. Zephyr cloaks himself in wind, which refracts light and makes him invisible. however, he can be discovered with manasense. The second tribe Zephyr gained power from. Zephyr absorbed power from this clan through the body of a fallen Yama Kitsune in the Butcher's lair. This tribe specializes in Quake magic, a combination of the Earth and Dark elements.

Stabilize: Zephyr shoots out a telekinetic wave that stabilizes broken ground. This was used to prevent a mineshaft from collapsing. Break: Zephyr punches a foe from a range, sending cracks along their armor and shattering it. Quake Tunnel: Zephyr stamps his foot into the ground, causing the terrain around him to disintegrate like sand. This gives the appearance that he's sunk into the floor, allowing him to sneak up on foes by moving underground. The third tribe Zephyr gained power from. Zephyr visited the secret Sanda village and performed the ritual necessary for the Tenko to achieve this. This tribe specializes in thunder magic.

Godspeed: This magic turns Zephyr's body into electricity, allowing him to move at the speed of a lightning bolt. However, since he travels faster than he reacts, he must plan his moves out beforehand. Thunder Palm: A technique learned from Elder Lumina. Zephyr charges electricity into his hands, allowing him to shock foes with a touch. Divine Aura: A second form learned from Elder Lumina. Zephyr can gain a boost in power and speed by generating an aura of electricity within himself that forces his muscles to move. He can use this to escape telekinesis. The fourth tribe Zephyr gained power from. Finding the chieftess Lotus in the city of Lindblum, Zephyr learned their magic from her, and uses his flute as a conduit for it. This tribe specializes in Sound magic.

Shout: A loud yell, amplified by magic, that can disable enemies in earshot. however, it affects allies as well. The fifth tribe Zephyr gained power from. He accidentally came upon the Seishin tribe and was brought to the village chief, Rune. This tribe specializes in spirit magic, manipulation of spirit energy itself. Zephyr can combine elements using this.

Spirit Lash: Zephyr forms a line of spirit energy that attaches to other things, allowing him to lift and move them. The line is far more effective on living things than nonliving. Spirit Whip: A variant of the spirit lash. Zephyr infuses it with more energy, turning it harmful. This can cause extreme pain to beings like ghosts. Equalizer: Zephyr equalizes his spirit energy with that of the life around him. This ensures everyone has the same amount, making the weak stronger and the strong weaker."

With Divine Thunder doesn't he have the speed advantage here?