Board Thread:Versus Battles/@comment-24900075-20180624073244/@comment-34461919-20180624090235

I see now.

For time stop "HALT!", yeah that would give Saionia an indication that something is about to happen (she probably wouldn't think it would be time hax, but the reaction still helps) and put up a Reflection Barrier or something. (Which would kind of say "Fuck you" to Crimson). She would probably also react the same if he went for petrification, so that would actually give Saionia the win since it seems it would work on that.

Temporal paradox would likely give him the win, unless one of them tries a petrification while Saionia has Reflection Barrier up.

Soul destruction can do things.

But lets see Saionia.

For Concentrated Defense, it "breaking" works off of this: the durability listed on the profile for it is how much it can take before getting one shot. But to even be able to break it at ALL, you have to have an attack at least at the Concentrated Defense user's "base" durability (without Concentrated Defense up), but neither of these will drop if your "concentration capacity" doesn't (that one will eventually get clarified on the verse page), which Saionia's did not, so you would still need at least Continent level attacks to even be able to break it. So, this kind of really helps. And of course, takes out Durability Negation hax (Hax that directly does this, it won't stop a petrification)

Barriers: Normal barriers can block most hax. Just about anything that would be a conventional "attack" would get blocked. It wouldn't stop a Time Stop, but it would block just about everything else Crimson has (including the petrification). And (as listed on the profile), it can block attacks with a potency even higher than what would one shot her Concentrated Defense. Reflection Barriers are a version of this that just reflects everything that is a "projectile". Or an explosion. Something it wouldn't reflect is a punch (but it would still block it).

Telekinesis: Well, this one isn't too much, but it can be used to "lock" Crimson in place, but only if it is active, but it can follow up with a poison attack or a Magic Maze or Magic Hand.

Magic Maze: Yeah, this one. The big planet sized maze of trapland. While this takes a lot of magic to use, the entrance is completely invisible, and if Crimson touches it, he's stuck in there.

Magic Hand: One of Saionia's big win conditions here. Since this thing negates durability, and launches basically her entire magic supply into Crimson (and his insides), so this thing would one shot if landed.

Or my personal favorite:



Well, I'll see about officially voting later, but I have this here for some clarifications