Magnet Knights (OmniRealm Warriors)

MASSIVE WIP

Summary
The Magnet Knights are a specialized unit of the Aethenese Army personally lead by Ragna, the Deity of Magnetism. Ragna also happens to be the top commander of the entire Aethenese Army. As they were Corrupted too, the Magnet Knights are forced to fight the OmniRealm Warriors all at once. If it were not for splitting up, the OmniRealm Warriors would have been doomed

Appearance
These totally don't resemble Yugioh's Magnet Warriors at all. It's not like they are almost completely robotic with a Greek Symbol on their shields

Personality
None. Seem Loyal to Aethen and the Deities. Are especially loyal to Ragna, who is referred to as a Queen

Weight: Heavy, at least a ton

Height: 5'5"

Likes: Ragna and their home, Aethen

Dislikes: Treason

Combat Statistics
Tier: 6-B

Powers and Abilities: Weapon Mastery (experts at their weapon), Magnetism Manipulation, { Electricity Manipulation, Light Manipulation, Electromagnetic Radiation Manipulation, Quantum Manipulation, Electrical Telekinesis (Type 1) } depending on Knight

Attack Potency: Country Level (With their strongest swings, they can generate a magnetic field as powerful as 1/100ths a Magnetar's, which have an energy density of 4.0×10^25 J/m^3 = 95.6708921311 Teratons)

Speed: Massively Hypersonic+ (kept up with the OmniRealm Warriors), Speed of Light depending on Knight (a certain type can transform into EM Waves, aka Light)

Lifting Strength: Unknown

Striking Strength: Country Level

Durability: Country Level

Stamina: Infinite (For the most part, robots)

Range: Depends on Knight, Extended Melee Range to Hundreds of Meters

Standard Equipment: Depends on Knight, Magnetic Shield

Intelligence: Gifted, possibly Genius (As they are taught by Ragna personally, the Knights are battle ready and can conduct [get it?] battle tactics to easily win a fight)

Weaknesses: Heat can demagnetize their magnetic equipment for a short while

Notable Attacks/Techniques/Forms: Each type of Magnet Knight comes with the ability to control a certain aspect of Magnetism and the various smaller aspects inside of that aspect. All are equipped with a medieval-like shield

Phi (Φ): The Light Epsilon (ε): The Electricity Zeta (ζ): The Fields Xi (Ξ): The Poles Sigma (Σ): The Quantum Captain (Καπετάνιος)
 * Weapon: Battle Axe
 * Radiation
 * EM Wave Transformation
 * Light Flash: Blinds enemies with a blinding light
 * Microwave Laser (Maser): Fires an invisible laser that can perforate through many
 * UV Radiation
 * Gamma Burst Ray: Fires a massive laser beam of destructive electromagnetic radiation energy
 * Weapon: Broadsword
 * Electrical Blade: By running magnetism through their blade, they can create electricity around their blade
 * Electrical Telekinesis: Manipulates surrounding matter and enemy to however they please
 * Ionizing: Increasing the charge of atoms around them to speed up their movement speed
 * Electric Fields
 * Weapon: Halberd
 * Push or Pull: Can attract enemies closer to them or push them away utilizing their magnetic fields
 * Flux
 * H Field
 * B Field
 * Magnetosphere: They can surround themselves with a sphere of magnetism that can deflect all matter with an electric charge around itself, protecting the Knight inside
 * Weapon: WIP
 * Positive Charge +: Can set magnetic charges of this type on any type of matter, including the enemy
 * Negative Charge -: Can set magnetic charges of this type on any type of matter, including the enemy
 * Charge Activation:
 * Weapon: Morning Star
 * Has all of the previous' abilities and weapons

Key:

Note:

Other
Notable Victories:

Notable Losses:

Inconclusive Matches: