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STAGE3 FROGMAN HYPED
Meeting these FU androids while bullying weak is really a stroke of bad luck. However, if you meet their supervisors instead, you really won an anti-lottery. They are monsters, their frog face is just camouflage. Run as far away as you can.
~ Necro-bord villain describing Laser Frogman to his compaian

FU30.8k
Hey bud, the coffee is getting cold...
~ Base Laser Frogman without combat armor suit, in their casual comfortable in-FU-base/pajamas uniform, still granting feats of a lighter armor

FU27.3k
They are monsters, their frog face is just camouflage. Run as far away as you can.
~ Necro villain describing Laser Frogs to his compaian

FU28kkk
Let my red laser art feed on you villain!

~ Advanced Laser Frogman's laser Red Saber laser art

FU30.7k
2012's 10-Evolution-Lines

~ List of first 5 evolution stages of Laser Frogman from an old drawing

Laser Frogs frontier5
We are Laser Frogmen
~ Multiple Frogman evolutions from opponent's view

Summary[]

Laser Frogmen are the main FU citizens and the masterminds behind the creation of Green Laser technology, FU's landscape, and the 10 evolution line of FU Androids. They are the first and most powerful race in Froggy Universe army (without singular exceptions), having the most uniquely powerful evolutions, the first four often being called Laser Frogmen, or Laser Frogs in their second biology shape. Frogmen are the final result of a supersoldier race built thanks to millions of years of knowledge and tamed ultra-effect-resistant Red Laser crystal power, frog-humanoid creatures with dragon laser blood flowing in their veins, possessing supercells with an ability to transform into any cell type due to 100% Frogman Physiology. In FU, they are taken as melee superfighters and commanders, becoming true FU generals after stage 4, each having their own uniquely shaped personality and fighting style. As the most ambitious of them climb up in ranks, they get a bigger percentage part of FU in their supervision, including lower-tiered Frogmen stages.

Frogmen possess an interesting diversity in terms of personality. They show undying loyalty to their nation and manifest deep friendly bonds with each other, while actively searching for high sin-meter beings on their missions, slaughtering them without any mercy in gruesome ways.

They can be ruthless warriors in FU battles, aiming for perfection in their battle style, then enjoying childish events upon returning to their home FU base, playing retro flash games together on their old green laser computers, playing difficult board games or bragging about their custom collections of all sorts. Even high-ranked commanders often join others in flash game tourneys, sleepovers, or simply buying potato chips and laughing with their units about throwing individual chips at the ground...

Despite all of this, most Frogmen are non-stop observative and war analytical.

Laser Frogmen came into existence with laser blood and supercells Pixel DNA1. Due to supercells' ability to transform into any other cell type (brain/bone/skin), they re-made most of their body into a brain while thinking. This led to their exponential race evolution and countless discoveries, resulting in the creation of their future-like civilization, later called Froggy Universe, F.U. in a shorter way.

Due to Laser Frogmen intelligence and social influence, they be-friended many other races and offered them FU's protections (with their advanced weapon machinery), resulting in them becoming allies and parting as another part of the FU empire.

Alongside major discoveries (such as creating Laser Frogmen's robot versions => FU androids), they found out, how to unlock their full laser blood potential by special radioactive wavelength. After that, they could evolve (just like Pokémons), while having 10 stages, instead of only 3. With laser blood injection, they managed to unlock evolving properties for many of the allies too, even their FU androids. Alongside with advanced technology, this skyrocketed FU civilization capabilities, rising above the planet and later even multiple solar systems levels, resulting in FU becoming known in the universe, and sending weaker FU troops even outside of it, to share a word about FU and explore what's beyond. That's the story of FU.

Powers and Stats[]

Tier: Varies. 9-B to 8-A at stage 1-mid | High 7-C with base FU Laser Bazooka, up to Low 7-B with damage boosted FU Laser Bazooka or stage 1-end | 7-B, up to High 6-C at stage 2-end | At least Low 6-B, up to High 6-B at stage 3-end, Higher with Red Saber and Massively Higher with its post-hit effects | 6-A, up to High 6-A at stage 4-end | High 6-A, Higher with Red Saber and Massively Higher with its post-hit effects / a long-running Chainsaw Saber mode, Even Higher with dual Red Sabers. Upscales from 5-C with Moon APtor | High 6-A to 5-C, Exponentially Higher via 'stacking boost methods focused on firepower' summoned Gunnixes can bring, boosted post-hit effects / Chainsaw Saber, and by piloting giant FU mechs/spaceships.

Key: BASE Stage 1 | Stage 1 full equipment | Stage 2 | Stage 3 | Stage 4 | Combat Stage 4 | 100% Stage 4

Name: Laser Frogmen (in singular form), Laser Frogs (naming for their second biology shape), FU supervisors

Origin: FU (Froggy universe)

Classification: Frog-humanoids with laser dragon blood

Age: Varies (given access to professional battle experience: Stage 1 usually up to 400 years, Stage 2 usually up to 4000 years, Stage 3 usually up to 10 000 years, Stage 4 usually up to 26 000 years)

Powers and Abilities: ⮛ ⮛ ⮛

Powers and Abilities: Superhuman Physical Characteristics, 1st stage Frogman Physiology (presents more details to abilities listed), limited Red Laser Manipulation (only Soul Crystal resistances apply to their core), Biological Manipulation (Their cells can tranform into any other organ (skin/brain/bone/muscle/etc) and return to their past state if not destroyed, Frogmen possess even greater control with their 100% Frogman Physiology), Blood Manipulation (All types), immerse Acrobatics (with training getting better through each stage, 2011-2013 old drawings portray Frogman getting through mazes of impossible layered traps uninjured, which wouldn't be possible without extreme acrobatic skills), Forcefield Creation (can create a R.L. layer around themselves, raising stats and gaining a very slight slowing resistance to 99.999+% effects & eviroments, their calculating core attempts activating it passively on a verge with death if inactive), Damage Reduction (Their skin and bones possesses greater dealing with damage), Regeneration (At least High-Low, Mid with heal potions), Damage Boost (Boosted L.Bazooka beam damage incredibly with their blood energy), Bodily Weaponry (with sharp bones, solidified blood or teeth made on body parts), Genius Intelligence (quickly develops advanced strategies during battles, significantly enhanced with expanded brain size), Enhanced Senses, adaptation, slow Reactive Evolution (with every victory, things destroyed, time passed, practicing (even in dreams), immerse willpower and getting FU medals, their stats slowly rises, unlocking new abilities at certain milestoles => aka 'next stages'), Air Manipulation (sucking air by all skin and attacking with it), Immortality (type 1 and 4), perfected FU android soldier's skills (visions, combat training, piloting), Sin Vision (advanced skills), Supernatural Willpower, limited Shapeshifting (can hide and transform own smile), Social Influencing -self Empathic Manipulation and Sleep Manipulation (can turn-off and on own emotions at will, even other needs like sleepiness), Telepathy (at enormous distances with Frogmen, further with FU transmitter), escape Teleportation (automatically self-BFR's using Core [brain + heart] before imminent death, then regenerates a new body from scratch several days), Deconstruction ('Decay Burning' deconstructs own's empty body after defeat, can spread at other things with physical contact, burning stops with body gone. Frogman's Core safely gets most of the EXP from body back, helping in regeneration. Works even in stopped/freezed time and similar circumstances), Weapon Creation and Weapon Mastery (can turn own blood into a hold-able sword (2x per fight) or other weapons, quickly becomes skilled even with never-seen-before weapon), powerful Acid Manipulation (inside body, able to melt with time even armor of FU Android's), Empowerment (as clashing with exponentially stronger foes is hardwired in FU unit's destiny, fear from significantly stronger enemies converts, and fuels them with raising strength along with courage to bring them down).

Resistances: Against fire, water pressure, acids, poisons and Disease Manipulation (powerful supercell immunity), Mind Manipulation (with 100% Frogman Physiology, in worst case switches to Core autopilot guard), bodily Statistics Reduction (supercells can return to their un-reduced state), can survive bare in space and lava way longer than Stickmen, immunity to Radioactivity and limited immunity to Transmutation (Their supercells are immune to mutation. As long their brain/thinking works, they can keep transmuting back with supercell properties, even from different materials)


  • Bloodtimer Bloodtimer (used if not specified else) - Special necklace allowing L.Frogman's limited Age Manipulation blood properties early on (landed blood shots now make the opponent age by 4+ months / Corrosion Inducement for robots, blood sword cuts take 4+ years per hit). Converts the lifeforce reduced into EXP for Frogman, slightly raising AP. With more AP, Frogman's Age Manip takes more life force upon hits. Usually hidden in Frogman's body using Biological Manipulation.
  • Regetions Regetions (used if not specified else) - healing tablets, which will help regenerating a critical injury, reset Statistics Reduction or lift off any mid-curse/debuff instantly upon ingestion, their count can be set between 0x and 10x. They also taste awesome, each having different flavour!

Powers and Abilities: All previous abilities + more defense and resistance (wearing a silk-metal armor combinese), with S.A. gloves: Electricity Manipulation, Hacking, Magnetism Manipulation and lower Telekinesis. With S.A. boots: Spike feet, Jump boost, and red Portal Creation into a nearby location (farther with prep. time). With S.A. helmet: Advanced vision, Signal receiver/repulsor, Enemy analysis (basic) and better visions. Regeneration (mid+ with heal potions), Forcefield Creation (Can create a double moveable laser shield around) by S.A.'s generator, Light Manipulation and Homing Attack with Laser Bazooka, Flight (with Silk-armor's jetpack/boots, can boost it for better speed), Statistics Amplification with various potions / enhancing objects with R.L., Explosion Manipulation with FU grenades, Green Laser Radiation Manipulation with weaponery, possibly limited Transmutation by lots of green laser hits landed at an organic opponent (robots take increased component failure instead), limited Soul Manipulation Sealing (upon defeating the enemy, Frogman can imprison their soul in a red laser crystal), limited Age Manipulation with 'Bloodtimer' (specified in base Frogman equipment), Dimensional Storage (able to draw equipment out/store goods in/ a small pocket having a resizing portal), silk-metal armor combinese self-Healing (very slow, the damaged combinese returns to it's previous state when enhanced by Stage3+ Frogman)

Resistances: Against Curse Manipulation and Statistics Reduction via 'Regetions' tablets, also showing to significantly boost regeneration

Powers and Abilities: All previous abilities to a greater extent + Empathic Manipulation (can trigger specific emotions in beings around they once felt in past, such as anger, sadness or fear), Fear Manipulation (by reminding target of memories causing feeling fear or regret to them). With 100% Frogman Physiology: 2nd stage Frogman Physiology (presents more details to abilities listed) and Red Laser Manipulation, Telekinesis (can lift and move with numerous objects around), stronger regeneration (mid), Body Control (can exploit regeneration into making its body parts larger, can turn its body into liquid/air for 4 seconds once in a fight), Teleportation (1-200KM without a charging time, of a single mediocre-sized object [as Stage 2 Frogman himself], thanks to cell-sized portals), Telepathy (with other Laser Frogmen between dimensions), Duplication (exploiting their regenerative powers, they can "re"-generate another 4x bodies having Low-Mid regen and control them remotely, able to use stage 1-2 non clone-use arsenal [stage 2 attacks by clones are at a lower scale], making over 4 makes Frogman debuffed [stacks]), Shapeshifting by complete control over their 100% Frogman Physiology body can change body shape into second Frogmen Biology shape and many more. With New organ creation: basic dimensional organ creation, medium Portal Creation (leading up to 25KM for 4 minutes at most), advanced Enhanced Senses, advanced Light Manipulation, Precognition, X-ray vision, -limited Damage Transferal (can transfer effects back, along with Statistics Reduction, upon a clone killed), Statistics Amplification medium by various modes, speed stealing mode, or by consuming two clones for a temporary 2x stat boost, Summoning can call two FU android soldier's equiped with L.B. for help, advanced Air Manipulation and limited Withering with 'Arm propellers', Sin Vision (advanced skills), Illusion Manipulation (alters light bending around), Forcefield Creation (with AT shileds and way stronger R.L. layer), blood Explosion Manipulation (for example injecting laser blood into opponents, working as a "nuke poison"), limited Power Mimicry (can recreate most of opponent's weapon effects on own laser weapons upon seeing them), better Homing Attack and limited Age Manipulation (stage 2's heart starts functionating as a stronger version 'Bloodtimer', landed red laser attacks now age opponents radicaly per hit / Corrosion Inducement for robots / slow Power Nullification forcing simmilar AP energy manifestations to dissapear sooner)), limited Soul Manipulation & Possession Sealing & beter hacking (upon injecting laser crystals [stage 2 has several stored] into robots, can assist them in overpowering the original soul in body and turning the enemy into it's loyal FU Android version, which seals defeated opponent's soul in its Laser Crystal per succession), limited Temperature Manipulation & Radiation Manipulation & Sound Manipulation (Red Laser attacks, namely R.L.Burst, spread immerse heat aura around them, vaporizing body layers of even stat stronger opponents fighting Frogman. They spread overwhelming bass noise as well, hearable even in space, forcing brains to simulate it)

Resistances: Against Mind Manipulation, Curse Manipulation, Possession and minor to Paralysis Inducement (all by red laser awakening), Power Mimicry and limited to Power Bestowal (Red Laser attacks/spells can only be executed/controlled by Frogman's soul/AI, any replicas of Red Laser attacks/spells showed being overwritten in a clash with true ones, its stated to take millions of years together with immense knowledge, tools and intellect to link Red Laser mastery at an non-Frogman's soul)

Powers and Abilities: All previous abilities to a greater extent + Illusion Manipulation, 3rd stage Frogman Physiology (presents more details to abilities listed) and Red Laser Manipulation, True Flight (can dodge into any side without body movements by 'red laser trail' release to opposite side), Age Manipulation landed red laser attacks reduce big ammounts of opponents lifeforce and force opponent to age exponentialy faster upon hitting / expanding Corrosion Inducement for robots, Rage Power (strong rage can significally boost own inflicted 'Decay Burning' spreading & its burning speed), Analytical Prediction (thinking capacity of Stage 3 should surpass level 3 Android's one, combined with a long leadership experience, Stage 3 Frogmen can predict most opponents without helping themselves with their core calculations), X-ray vision (staring into objects with Stage 3 eyes enables to see through, further helping in enemy analysion and Analytical Prediction), Portal Creation (moving instantly-created giantic portals in empty space can now lead 400KM away, portals leading farther require additional charging, their reach accelerates exponentionaly, portal-exit reaches moon in 10 seconds for example), Teleportation (2000KM without a charging time, of multiple mediocre-sized or one large object, thanks to molecule-sized portals. Way larger with 'lower grade' TP portals), seconds-limited Time Manipulation (can return things to their previous state and partly reverse 2-second events with a cooldown, which sent a Demon through a portal into lava and then reversed him back, burning. With good usage can open a guaranteed hit possibility or BFR return, rewind power has a downtime cooldown after use. As well showed to repair own Silk-Metal armor combinese passively as the fight went on, further enhancing this feature in slower mode on S.A.combineses of lower lead stages), limited Mind Manipulation reduces up to 40% of opponent's brain-power by focusing on them, adding 20% with each minute passed (this effect gets slower with more AP the opponent has and strongly speeds up otherwise, this debuff cannot be cured instantly and mind manipulation immunities only slowes it), stronger 100% F.P. Regeneration (High-mid), hacking (advanced), Duplication (can make up to 8-40 controlable "clones" [having mid regen] during fight and give own mind to 5 of them, able to use stage 1-3 non clone-use/non Red-Saber arsenal [stage 3 attacks by clones are at a lower scale], creating each clone past 8-40 count activates negative cooldowns, backup Immortality (some clones can be set as 'back-ups' for type 4 immortality), aura (causing overwhelming aura of respect), Damage Transferal (can make 2 out of 8-40 clones transfer damage along changes, like transmutation and reality warping), self-BFR now able to send 'core' into neigbor universe, limited Creation (can generate artificial souls into red crystals in big numbers [created from laser blood]) and limited Transmutation (by injecting those crystals into objects forces them into FU android soldier loyal versions), can feed them with R.L.energy to evolve further), 'Summoning can summon Spagmatron (FU)'s (in High 7-A AP Spagmatrons are weaker), temporary Transformation (up to 2.5x AP boost and 2.2x speed/def by consuming most of clones) - With 'Red Saber' (optional equipment): gets a massive boost in all ways, Enchant (can temporarily boost weaker allies stats by approx. 2 tiers from scaling view), limited Vector Manipulation (sends incoming attacks through Red Saber away, like a lightning rod)

Resistances: Against Soul Manipulation and Death Manipulation (Frogman's 100% F.P. has soul-taunter, basically a lighting rod transfering all damage and effects sent to soul at Frogmans body, death manipulation counts as a big dmg blast, all possible thanks to evolved mind and soul though 3 stages), Information Analysis + Clairvoyance + Precognition (key Red Laser Spells used by Frogmen even in past/future scans seemed censored and altered to Red Stickmen analytical machines), limited Time Manipulation (defensive, showed to think within it and cast certain moves/spells with mind) Immunity to any Mind Manipulation (their body can fight without thinking, cells have their own backup intelligence and consciousness can be held within red laser aura)


  • Bloodtimer Red Saber (optional equipment) - Weapon Creation and Weapon Manipulation (a black holder, able to manifest an enormous, transforming red blade from within), strengthened Red Laser properties, highly adaptive towering Durability Negation forming cuts with the slightest touch (harmed and set afire a Dragon Purple Skeleton mage casting on himself 'Space Prime Invulnerability' between solar systems, preventing any damage stacked with space around him currently present, which even Red Stickmen Assasin's durability negation weapons couldn't influence) + Deconstruction & Fire Manipulation ('Decay Burning') + highly adaptive towering Regeneration Negation/Power Nullification (the blade on touch dives through spells of even Dragon Purple Skeleton mages, its targets [including attacks, forcefields, magic, matter] hit start turning into nothingness through a spreading black-red fire from the wound, turning that burned unrepairable), Weight Manipulation (of the blade and things touched by it)

All previous abilities to a greater extent + armor creation (can generate strip laser armor under uniform, boosting durability and 85% slowing Durability Negation attacks), Vibration Manipulation able to cast massive reality-vibration laser waves on a Large Country radius, Durability Negation (laser waves can attack just enemy parts Frogman focuses on), 4th stage Frogman Physiology (presents more details to abilities listed) and Red Laser Manipulation, stronger Regeneration (Low-High, able to recover himself out of laser blood puddle), Duplication (in mid-stage 4, can make up to 41-80 controllable "clones" [having High-Mid regen] during fight, 16 having own mind, able to use stage 1-4 non clone-use/non Red-Saber arsenal [stage 4 clone attacks have a lower scale], creating each clone past 41-80 count activates negative cooldowns), stronger aura (terrifying aura around), Transformation (clones merging with clones can craft various red laser objects with boosted stats), Explosion Manipulation (can make the clone explode to shoot thousands of laser shots in every side), seconds-limited Time Manipulation (now possess even "3-Second-Rewind) & limited Time Travel (able of sending small objects into past of the area s4 Frogman is at), Damage Transferal (can make 5 out of 41-80 clones transfer damage along changes, like transmutation and reality warping), Teleportation (20000KM without a charging time, of even multiple really large objects, thanks to atom-sized portals. Way larger with 'lower grade' TP portals), Dimensional Travel (BFR Bomb to another universe after charging itself, possible BFR), advanced Fear Manipulation (causing slowness, even stun and escape tendency), limited Size Manipulation (temporary halved Gunnix (FU) size by finger-snap), Intangibility usage and possible negation with W.I.S.H Nuke Cast - With 'Red Saber' (optional equipment / limited triump): massively boosts stats with 2x R.Sabers boosting each other, greater Energy Manipulation (can animate things like dragon heads on Red Saber blade, that can eat various attacks for EXP), with time possible Power Bestowal (different blade animations may cause new effects), Intangibility + limited Soul Manipulation + Life Manipulation and rapid Statistics Reduction upon a bite of Red Saber Dragon Head, eith 'Moon APtor' (optional equipment) 5-C Statistics Amplification boost and further passive upscaling, thanks to other Frogmen lending power

Resistances: Against Reality Warping and Existence Erasure (better than R.L. layer, passively slows the process down to let Frogman escape, then slowly heals the damages within minutes), Time Stop (defensive, Frogman burns massive ammounts of energy to move, but still cant stop time himself)


  • Bloodtimer Red Saber (optional equipment 1/2x) - Weapon Creation and Weapon Manipulation (a black holder, able to manifest an enormous, transforming red blade from within), strengthened Red Laser properties, highly adaptive towering Durability Negation forming cuts with the slightest touch (harmed and set afire a Dragon Purple Skeleton mage casting on himself 'Space Prime Invulnerability' between solar systems, preventing any damage stacked with space around him currently present, which even Red Stickmen Assasin's durability negation weapons couldn't influence) + Deconstruction & Fire Manipulation ('Decay Burning') + highly adaptive towering Regeneration Negation/Power Nullification (the blade on touch dives through spells of even Dragon Purple Skeleton mages, its targets [including attacks, forcefields, magic, matter] hit start turning into nothingness through a spreading black-red fire from the wound, turning that burned unrepairable), Weight Manipulation (of the blade and things touched by it)
  • Bloodtimer Moon APtor (optional equipment) - unique artifact, able to boost stage 4 Frogman with Red Saber into 5-C tier. It adds AP in medium ammounts as the fight progresses.

All previous abilities with further mastery and equipment (where 100% means both combat and summoning mastery united with additional sets of technology + weaponery at disposal), greater Duplication (Stage 4 Frogman talented with 100% F.P. body duplication can push limits to momentarily deploy more than 400 clones, which are more independent and coordinated), greater Summoning (experienced Stage 4 with history of developing FU Androids often has more than 10x Gunnixes serving as his royal guard team, which showed to be summonable directly into a fight, further Technology Manipulation with giant FU mechs/spaceships


Attack Potency: Varies with Frogman's daily growing reactive evolution, gaining predefined abilities at certain milestones. Wall level (tadpole) to Multi-City Block level at stage 1-mid (wrecked comparable area with 80% muscle body punch) | Large Town level with base FU Laser Bazooka (comparable to armed FU Android Soldier), up to Small City level with damage boosted FU Laser Bazooka or stage 1-end | At least City level, up to Large Island level at stage 2-end (skilled stage 2 Frogmen showed vaporizing cities with Red Laser blasts, comparable to the biggest man-made cities, peaks before stage 3) | Small Country level (low-stage 3 is described as being capable of vaporizing big mountains using singular spike-glove punches containing their Red Laser energy), up to Large Country level+ at stage 3-end (upon Purple Skeleton Mage dodging, the charged spiked-glove punch of grown stage 3 Frogman hitting the ground instantly vaporized nearly the entire island underneath them within the singular blow), Higher with Red Saber and Massively Higher with its post-hit effects (holding the activated blade further shows to boost Frogman's power noticeably, even its scratch turned a state to a pool of lava, via 'Decay Burning' deconstructing further on Frogman's will).

| Continent Level (higher low-stage 4 erased the surface of a small country with reality-vibration laser waves), up to Multi-Continent level+ at stage 4-end (by full W.I.S.H nuke cast) | Multi-Continent level+, Higher with Red Saber and Massively Higher with its post-hit effects / a long-running Chainsaw Saber mode, Even Higher with dual Red Sabers (holding the activated blade further shows to boost Frogman's power noticeably, furthermore with two blades, Chainsaw Saber mode boosts itself in power exponentially from the moment of its activation). Upscales from Moon Level with Moon APtor | Multi-Continent level+ to Moon Level, Exponentially Higher via 'stacking boost methods focused on firepower' summoned Gunnixes can bring, boosted post-hit effects / Chainsaw Saber, and by piloting giant FU mechs/spaceships.

Lifting Strength: Varies with Laser Frogman's current development stage, ranges from Class 25 (tadpoles can push these) to Class Z (Dual Red Saber Stage 4 Frogman effortlessly ripped two continents with enormous density using two 'DRAGON Sabers' each held in one hand, and switched their places within a single moment). Most Frogmen enjoy working out often, polishing their end-result strength upon using red laser energy or boosts to lift things up, higher in the 'Laser Frog' secondary biology shape. Way Higher with enough willpower, experienced Frogmen showed lifting up things they shouldn't be remotely capable of, using the strength of their 'future selves' in advance.

Speed: Stage 1 Hypersonic+ with 70% muscle body, up to High Hypersonic+ by concentrating laser blood energy on 'getting faster', Higher with reactions | Massively Hypersonic+ Stage 1+ with silk-armor jet-pack (1 400 000 km/h on high output) | Stage 2 at least Massively Hypersonic, up to Sub-Relativistic+ (superior to Spagmatrons) Higher with reactions | At minimum Relativistic (easily catches up with Low-EXP Gunnixes, by using red laser trails to fly, Way Higher with reactions, up to Speed of Light (using a dash, could slice a hyper-reaction opponent before he could see him, while stage 4 was even faster), Higher with Red Saber, Even Higher through own Red Laser Portal (as the portal charges, it advances the "end distance" at exponential rate, under a minute reaching far solar systems, faster in higher stages) | FTL (superior to stage 3), up to FTL (way faster), Higher with Red Saber boost, Even Higher with reactions / Red Laser Portals / MoonAPtor (in rare situations) | FTL, Higher with MoonAPtor / Red Sabers / Red Laser Portals / reactions | FTL, Higher with MoonAPtor / Red Sabers / Red Laser Portals / reactions, Even Higher by piloting fast FTL Spaceships/stacked speed-boosting of Gunnixes/pre-set green portal.

Striking Strength: Wall Level to Multi-City Block Level by fist | Small City level by blast impacts / stage 1-end strikes | At least City level, up to Large Island level at stage 2-end (by Laser piercers), higher in the 'Laser Frog' secondary biology shape | Small Country level, up to Large Country Level+ (by hits of spiked-laser gloves), Higher with Red Saber or in the 'Laser Frog' secondary biology shape | At least Small Country level, up to Large Country Level (by hits of spiked-laser gloves), Higher with Red Saber or in the 'Laser Frog' secondary biology shape | At least Continent Level, up to Multi-Continent level+ (via hits of strip-armor spiked-laser gloves), Higher in the 'Laser Frog' secondary biology shape | Multi-Continent level+, Higher with Red Saber and Massively Higher with a long-running Chainsaw Saber mode (rumors say even big planets bounce off its strike like golf balls). Moon Level with MoonAPtor | Multi-Continent level+/Moon Level with Exponentially Higher firepower summoned Gunnixes can bring via stacking boost methods, boosted Chainsaw Saber, and by rams of giant FU mechs/spaceships (having charged G.L.forcefields activated).

Durability: Varies with Laser Frogman's development stage, at least the same as the current stage AP (all Frogman stats grow equally, even with boosts applying to just one, thanks to 100% Frogman Physiology). Their bone and skin extra damage reduction helps greatly in tanking attacks and spreading impacts through the body effectively while dodging weaker spots, Higher with further damage reduction SilkArmor combinese, further Higher R.L. barrier layer. When holding the Red Saber, Frogman's durability & defense also rise, matching the Red Saber's current AP at the minimum. If the red saber is lost in the battle, the durability boost does not vanish right away, but decreases slowly instead, giving Frogman time to get it back.

Stamina: High Superhuman. Feels pain just to get notified where Frogman got damaged (and can further deactivate/control it). Thanks to their Red Laser energy physiology, Frogmen possess a high stamina refresh rate even while not consuming anything, furthermore, they are boosting their stamina refreshing by eating food or "eating EXP" (aka destroying stuff with Red Laser attacks). Compared to 80% F.P. FU Androids, total momentary energy capacity of each 100% F.P. stage is superior to its fellow FU Android Level, allowing higher stage Frogmen to spam combos of AoE destruction and ultra-demanding spells without much effort.

Range: Varies, At least Planetary with more powerful red laser range attacks, up to High Universal with a known location and consciousness inputted strikes (through which Frogman can sense the environment around), given that Red Laser projectiles are stated "to be able getting anywhere without a disturbance". Thousands of Kilometers at the minimum with laser bazooka. Red Saber blade can stretch even above 100 Kilometers during a low-effort slash, one-shooting all terrain and mountains along, its stretching limits were mentioned to be unstrained. Reality-vibration laser waves can obliterate the whole surface of a Large Country area, in a flash. Higher Tens of meters with 'R.L.speed stealing mode' % rapidly getting stronger, higher Several meters with 'R.L.speed stealing mode' full effect. Kilometers with 'R.L.speed stealing mode+' % rapidly getting stronger, Hundreds of Meters with 'R.L.speed stealing mode+' full effect.

Standard Equipment: ⮛ ⮛ ⮛

Bloodtimer (Special necklace allowing age manipulation blood properties early on) and Regetions (ultimate healing tablets for lowest stages), both extra.

All previous + slowly healing Silk-Metal armor combinese (S.A. gloves, S.A. boots, S.A. helmet, various included potions, S.A.'s generators on shoulders, Laser Bazooka, Silk-armor jetpack on back, FU grenades, S.A. body-pocket-capsule accessing dimensional storage).

All previous (stronger Silk-Metal armor combinese, now adaptive to 2nd biology form).

All previous (Silk-Metal armor combinese may be upgraded to 'Commander title'), with optionary Red Saber handle (to finish unexpectedly strong/powering up foes by its menacing blade).

All previous, with optionary Red Saber handle/s from Stage 3 (to finish unexpectedly strong/powering up foes by its menacing blade) and optionary Moon APtor (unique artifact boosting stats) in rare situations.

All previous + double Red Saber handles (to finish unexpectedly strong/powering up foes by their menacing blades merging strength), extra combat experience (it's a combat focused Frogman) and Moon APtor artifact (collecting will of other Frogmen to boost stats into 5-C tier, higher with time).

All previous + royal guard team of 10+ Gunnixes, additional sets of technology/weaponery at disposal and giant FU mechs/spaceships at command.

Varies. Bloodtimer and Regentions in BASE, full equipment set (armor uniform + green laser weaponry like FU Laser Bazooka + consumables) alters Key2. 3+ Stage Frogmen are often equipped with Red Saber handle to finish unexpectedly strong/powering up foes by Red Saber, Stage4 further with another Red Saber handle, badges (representing their mastery paths), or both.

Intelligence: ⮛ ⮛ ⮛

At least Genius, Extraordinary Genius with expanded brain size. Even a very young stage 1 Frogman shows geniality in many directions while not being distracted, such as mastering highly difficult board games in a matter of minutes and developing the most optimal battle strategies in the heat of fights, decently surpassing FU Android Soldiers, already being battle experts. Training incredibly advances their combat IQ and keeps them focused. Turning parts of their body into additional segments of their brain allows Frogmen to further exponentially strengthen their thinking process and come up with extremely difficult calculations.

Extraordinary Genius regularly, possibly Supergenius with expanded brain size in limited situations. Higher 'Laser stages', such as Stage 3 and 4, are in addition to their strengthened intelligence by higher Red Laser, experienced commanders of the FU army, possessing hundreds or thousands of years worth of professional battle experience, showing geniality in leading their units towards the victory. Even distracting them unintentionally proves especially hard. At these levels, Frogmen usually learn to see into their BFR core system at least slightly, which acts as a personal quantum supercomputer simulating their fight and BFR'ing them (their core) the moment they would really truly die, including situations like ultra un-bypassable anti-escape spell getting cast by an enemy, which Frogman in the current state has realistically no chance to beat. Seeing blurrily into these calculations, where 'dance on tight ice' is being made in balancing BFR'ing Frogmen in practically guaranteed safety and not messing into a fight they still could tightly win, requires drastic intelligence and lots of experience with precognition. It, however, grants Frogman more understanding, able to plan battles even more excellently without being caught off guard.

Experienced Frogmen at a commander title are able to think up dozens of difficult battle solutions in fractions of a second. For many days straight able to utilize thousands of individual FU units (such as the first four levels of FU Androids, E up to C class Green Laser vehicles or individually fighting stage 1-2 Frogmen) at not wasting any potential of each single one. During all of this, commander Frogmen are keeping an eye out for possible threats beyond the level of their assigned troops or even themselves, and communicate with other commander Frogmen (stages 3s and 4s) using advanced Red Laser telepathy. Upon a commander Frogmen like stage3 or 4 expanding their brain size and truly focusing, they are able to solve advanced singular problems at a rate of difficulty nearly rivaling with Supergenius degree of intelligence. It's not very practical with a powerful enemy going for their head, however.

Standard Tactics: Defeating the enemy in the most efficient way possible, using energy & weaponry at hand to its utmost potential, eliminating injustice in harsh ways, helping kind beings if no critical risk is involved, enabling their Laser Frog secondary shape, would it benefit them in the situation. Laser Frogmen are primarily melee fighters, yet cautious of opponents having greater melee advantage than them.

Weaknesses: ⮛ ⮛ ⮛

Blocking their regeneration won't make them happy. Using too many blood masteries in a row can make them feel very tired and lowers their regeneration (which is mostly energy-based). If truly desperate, Frogman can drain energy from his EXP level, causing quicker "opposite recreative evolution", decreasing own AP. Laser Frogmen prefer to not kill Low Sin-Meter beings, they may be emphasised enough to return them "age stolen" from their own gained EXP, after the battle end. Opponents with abnormal vitality can survive more aging hits. Self-BFR is mostly just avoidance-survival method with not 100% rate of returning into the fight (although higher stages can return almost certainly if they wish to).

When they lose their Red Saber handle or get their uniform mostly destroyed (in boosted form), the boost will start declining. The "opportunity window" is short-laster however, since Frogmen have methods to repair this quickly. The uniform is also developed to regenerate itself and be cloneable for Frogman's clone extensions. The created clones (in boosted form) won't have the R.S.handle, thus their AP will be slowly declining into their original form, even the EXP the clones can gift.

TP and time-2-second-rewind / time-3-second-rewind can't be spammed in battles for long, using either of them on minimal cooldowns repeatedly depletes more stamina more with each another use (having a short break restores this). TelePortation self or others has a tiny cooldown (at least while battling and combining it with other attacks/spells), 2-sec-rewind has 2.6 second cooldown and 3-sec-rewind 3.2 second one. If either of them is used, the other one will be blocked, till its cooldown ends. Frogman/Frogmen clones being in rewind cooldown often rely on other Frogmen/their clones to teleport them, as well at a smart portal usage.

Getting very tired from countless red laser attacks spam activates the TP cooldown even without a teleport skill used, able to be called 'micro-sleep of Frogmen's power'. Creating clones past the count activates this cooldown too (in stack mode).


Feats: ⮛ ⮛ ⮛

  • Fist rampage In a 2012 old drawing portraiting the third from 15 Laser Battles against Red Stickmen, a single Frogman got captured in the middle of the battlefield in a great orange tunnel of laser. The Frogman managed to get free by jumping between the tunnel sides until reaching its top, while countless projectiles from the whole battlefield flew beside him (which the tunnel intentionally let pass through and out).

  • Bloodtimer Withtook an explosion from a super cheap tank into the face without injury. Led a group of numerous FU Androids and just with their strength defeated the army of tens of thousands of Red Stickmen troops without a single member loss, using their arsenals as efficiently as possible and misleading the Red Stickmen troops into shooting at each other.
  • Bloodtimer Stage 3 displayed the capability to hold off against 2 purple skeleton opponents equally strong and haxxed to him (a wizard with thousands of spells including transience/time immunity and a brute able to separate into two complete characters using superior reactions and intangibility explosion attacks) to buy time worth of many minutes for an allied Gunnix to recover.
  • Bloodtimer In order to fully show their might with Red Laser which Commander Frogman trained for thousands of years, they have to use body clones. They repeatedly describe one body in a fight as "disability", being unable to express the true beauty their evolved mind, soul, and Red Laser capacity had mastered, in their training greatly surpassing most being's lifespans.

Notable Attacks/Techniques: ⮛ ⮛ ⮛

  • Pixel DNA1 Body Potential Usage – With their body composed of supercells, Laser Frogmen can transform most % of their body into specific body parts, such as muscles for a punch, or a brain while thinking, granting them an immense advantage in any activity they are doing. Supercells further showed a potential to change back from being weakened or transmuted into stone and different materials, as long as Frogman's brain/thinking works.
  • Pixel breath Air Breath – Laser Frogman breathes air with all skin area, then blows it from any body part with high concentration (can achieve this by creating an additional mouth in the targeted place). Massive amounts of air can be stored in multiple lungs (Frogman alters with Biological Manip), the air can further get compressed inside and shoot out from mouths as 'super-dense air bubbles', exploding after a specific distance traveled.
  • Blood bullets2 Blood Bullets - Laser Frogman can shoot its own laser blood drops from fingers as explosive bullets. Since Frogmans's blood slowly regenerates, this makes his hands "infinity" ammo supply range machinegun weapons.
  • Blood sword1 Blood Sword Development - Laser Frogman can draw a blood sword by hand anywhere from its own body, like katana from its case. They can use the sword for the rest of the fight, even draw it back.
  • Heat transferal1 Tongue Heat Transferal - Can stretch a sharp piercing tongue out of their mouth to stab an enemy, and transfer most of own heat through it, resulting in the opponent melting from the heat within (thousands of Celsius). The tongue can also be used as a whip, dealing temperature damage.
  • Fist rampage Frogman Rampage - Frogman hits his opponent with a tongue-grabbing hook, pulls up the enemy close, and then beats them either with a rush of bone-fist punches (powered by wind released from behind elbows), or crushes them with 'Aligator Jaws' arm grip full of sharp teeth (also powered by wind release from sides). The 'attack boxing style' Frogmen are trained in further forms cracks even in massively stronger enemies. It fits well with the ideal of a frog pulling up prey and "eating it".
  • Core BFR1 Last Save Self-BFR - Passive last resort of Laser Frogmen. They merge their brain with a heart into a 'core' and BFR it automatically via Instant portal before imminent death. This alive core takes all crucial equipment (such as 'Bloodtimer' or 'Red Saber handle') as it gets BFR'd, then regenerates its full body a few days far away from the fight, and has a chance to return in time before a week BFR rule applies (instant portal works even in stopped time). In later stages, with 100% F.P. forming the main body as a strong connection to Red Laser itself, the core originates back into reality (in a safe space) upon near 100% destruction of the body, not relying on saving whole organs anymore.
  • Regetions Charged laser stockpile (key 2) - If nothing else works, armed Frogman may start stockpiling mode3 charged shots (firing one every 4 seconds), letting them orbit around him with laser-magnetic force (providing extra energy defensive and thorns effect to all coming near him, as well immersing radiation emitting). Upon stockpiling 30-45 charged shots, he fires them all out depending on the goal. Together with usage of S.A.boots to jump out-in through portals constantly made on the battlefield surface, this grants an armed Frogmen a strategic way to snipe and stockpile shots to gain potential odds even against much stronger or faster enemies.

  • New Organ Creation - Frogman can generate a new organ inside their body during the fight, granting them a new advantage over opponents, such as advanced Enhanced Senses, advanced Light Manipulation (similar to 'Laser-controller' of FU Plus-Droid) or Precognition, up to some higher-dimensional organs. Stage 2+ can also enable a red horn in middle of the eyes, serving as red laser amplificator, able to give specific stat amp and enable using red laser attack on a large scale.
  • Laser Frog Shape – 100% Frogman Physiology grants perfect control of Frogman's body, allowing his body to take different shapes, such as the Laser Frog form, celebrating an highly important member of FU imperium. While this form doesn't grant the same attack force and attack scale as the Frogman one, it noticeably increases agility and lifting strength, in fitting situations allowing to deal more damage using rushes of smaller attacks, like stabbing combos with Laser Piercers.
  • Laser Piercers – Stage 2+ L.Frogman converts blood into solid knives at arm ends, radiating with enormous laser energy and a bit of penetration damage. This attack becomes more deadly with Laser Frog form, namely in spike-throwing speeds. Stage 3+ Frogmen can further generate spiked laser gloves around fists, for even greater damage and penetration.
  • Red Laser Bursting - With charged laser piercers can send multiple red laser arrow-like strikes, delivering immense energy within. Even the stone area around melts and vaporizes just from it being close. Can navigate towards the opponent, and speed up its flying speed a bit with r.laser-speed-boosting effect.
  • R.L.Speed Stealing Mode - Upon this aura getting activated and Frogman moving, this mode automatically steals 50% of speed from fastest-moving harmful enemies/objects in close distance to his body, as long Frogman and object continue moving. Can apply R.L.Speed Stealing mode at own ranged attacks, but Stage 2 Frogman cannot surpass this boosted speed. May take longer to catch up with massively faster (MFTL and up) speeds. Higher Frogman stages can enable this on instinct, secured by their core safety calculations.
  • Early Clone Extensions (duplication) - A training ground for earlier stages to master a demo version of this useful skill, allowing to summon up to four body extensions per fight without drawbacks, aka four clones. The stronger variant explanation is listed in the Stage 3 technique list (key4).
  • Evade Jump - Stage 2+ L.F. can use Body Control to magnify own legs while jumping, resulting in an instant jump from the ground, to heights of 1KM or above. Fall can then be used for a similar magnified fist attack from the above.
  • Arm Propellers - Stage 2+ L.F. can with biological and body manipulation create enormous wind propellers, boosted with red laser, at arm end's, to create a wind pressure strong enough to demolish small mountains. Clones can use smaller propellers too.
  • AT Shielding - Able to summon more than a double count of AT shields Plus-Droid showed to, rhombus-shaped layers tanking half of the damage incoming while spreading the other half into sides, getting summoned by mind command around their wielder, or in a lower count at farther distances. Summoning a line of them against a big incoming attack is a great way of neutralizing it.
  • Micro-Portal Teleportation – Mastery of portal creation with a hellish practice grants cellular level portal precision, allowing to once-in-while remotely teleport all cells of a single mediocre-sized object in 1-200KM radius [this includes Stage 2 Frogman himself]. Such a 'burst of micro-portals' comes with a sideback of being unable to cast larger Red Laser spells within a short span. This skill grows in precision with later stages, as well in its range, faster usage, scale, and number of objects to be teleported at once.
    • Deadly Micro-Portals - This also grants a malicious use of teleporting just a piece of an object far away, to cause heavy problems (when it was vital) for its rest. Yet, sufficient anger or half/full-bloodlust felt is needed to segment an individual piece from the opponent guarded with a decent higher durability/prevention against this, capable of feeling determination.
  • FU Reinforments - Can summon 2x FU android soldier's for help in a difficult situation, then can summon 1x more FU Android each another 1 minute. FU Androids are fully equipped and can sense Frogman's orders almost instantly with red laser decoded impulses.
  • Blood Vortex – A powerful, 'Laser Frog' form exclusive skill. Main Frogman connects arms into a "X" defensive pose, from which a nearly instant vortex of laser-blood comes at the opponent, dealing massive AoE damage for 2 seconds with a slight homing. Other Laser Frog clones can shoot a smaller blood vortex too. Being hit by the vortex strongly debuffs opponents, in a way L.Frog needs the most. Blood Vortex can only be used once per few hours, stage 3+ can use it more often.

  • Circle Of Doom - Laser Frogman creates a circle around the opponent from his clones instantly, equips each one with laser spike gloves, and moves the opponent with telekinesis at one of them. The opponent will get a massacring spike punch which sends him flying at another clone, which will do the same. The opponent's flying speed between the clones will increase drastically in a short time. A few seconds of this are enough to massacre the opponent into broken pieces.
  • Attack Traps - Can enable damage transferal on two clones, and 50% transferal on Frogman himself. Inflicts exact effect-damage taken, back at attacker's body. Also changes the attacker's body upon him changing these (with smurfs like transmutation and reality warp). Clones/body having damage transferal activated glow with yellow color and sense obvious danger.
  • Two-Second-Rewind - Typically the first key Red Laser Spell a Frogman learns. With a single thought, Frogman uses his power of Red Laser to revert objects, beings, and even events (he focuses on) around him into their state 2 seconds in the past. This move can only be used again after 2.6 seconds and is highly energy-demanding. Frogman can also revert singular objects/states with Red Laser fishing, although locating their past version is often difficult and mostly not combat-useable.
  • R.L.Speed Stealing Mode+ - Stage 3 Frogman shows an advanced version of Red Laser Speed Stealing, where he can actually turn the tables to his favour. Accumulating Red Laser projectiles around their speed superior opponent while being within the range enables to 50% divide target's speed multiple times for additional projectiles, to the point bullets/Frogman originally stealing 50% speed show blitzing greatly. This 'table turning' gets further stronger, its range farther and in Stage 2 mentioned 'catching up' way sooner with each additional Frogman stage mastering this further, and showed enabling even the mediocre FU forces to deal with massively faster Purple Skeleton space dragons.
  • Laser Storm - Frogman casts 'Red portal clouds' above the battlefield (scaling even at country radius), which will rain powerful red laser shots at surface beneath. Laser drops are twitching while falling down, making it difficult to dodge with their numbers. Frogman is able to control the laser rain (so droplets target only sinners) and can bend raining angle.
  • Clone Extensions (duplication) - Although biological manip allows Frogmen to alter themselves more arms for combat, they found a better option to multitask. An experienced Frogman comfortable with 100% Frogman physiology can exploit his fast regeneration into making another bodies (originating from his body piece). They are metaphorically his "secondary limbs", he controls remotely as extension tools to easily use his ability arsenal at numerous locations at once. The clones differ from the original with smaller core crystal gems, miniaturely lower stats, and slightly lower scale of attacks Main Frogman uses through them. It, however, prevents any negative effects and transferred damage at him (marking the clones as 100% casters of attacks), and also enables to use smaller versions of spells in cooldown ('delayed teleportation' requiring a short window of preparation time and 'small 2-sec-rewind' able to revert just one not crucial event/thing in the battle).
    • Intelligent Clones - Stage 3+ ability to create 80% F.P. AI soul crystals can be used together with this technique to temporarily grant up to five clones an individual minds (cooperating with the Main Frogman as FU Androids would), the number of maximum clones and individual mind count rises with higher stages of Frogman.
    • Backup Clones - Frogman can set certain clones as his "backup measures", into which his Core using 'Last Save Self-BFR' teleports into (the moment Main Frogman is about to die), turning the clone into a new Main Frogman body, rather than BFR'ing far away. 'Last Save Self-BFR' denies this pre-set command, would all 'backup marked' clones be destroyed at the same time together with the Main body, or would this end up completely useless.
  • Say-hi-to-lava - Frogman opens a red portal leading into the lava below the planet's crust (200 km down), and attempts to push opponents in. Can use telekinesis, wind manipulation, or direct teleportation into the portal to force opponents in. Portals open + keep moving in stopped time.
  • Partly Portalification (only with a Red Saber) - Whenever Laser Frogman manages to fully slash something with a Red Saber (body part for example) and lands a critical hit, several small portals can be cast on it, tearing the individual pieces of the part large distances away, setting each afire by the 'Decay burning'.
  • Introduction Cuts (only with a Red Saber) - Introduction Cuts (only with a Red Saber) - A ranged-melee technique skilled Stage 3+ Frogmen often use while drawing out their Red Saber for the first time in fight, severing hordes of reaction-comparable unsuspecting enemies into dozens of slices before they realize what happened. Its power scales from distraction, 2 long portals beside Frogman's torso, and built-up handle-rotation-speed.
  • Red Saber Mastery (only with a Red Saber) – Stage 3+ Frogman can change the Red Saber’s blade into other variants (hammer, spear, etc) for different strengths and effects, more useful in the current situation. The Red Saber's blades can also be stretched, manipulated, and bent at will. Special Red Saber's swings can send homing ranged cuts, casting lower 'decay burning' effect on anything within their touch range. Rotatating sweeps with Red Saber will alter spiral side cuts rotating around Frogmen, also holding lower 'decay burning' effect.
    • Decay Burning (only with a Red Saber) - When a target is hit by a Red Saber blade, unstoppable black-red magic fire will spread from the wound, slowly turning the target into ashes, and ashes into nothingness. Parts of the body burned by it cannot be regenerated or revived ever again, with the exception of the Frogman dealing the hit. The burning speed rises directly with Frogman's anger towards the target.

  • Sphere Of Doom - Similar to the previous 'Circle of doom', Frogman generates a sphere around the opponent from nearly instant wall of clones, rampaging merciless hits into the enemy till no remains are left. Sphere being 100% sealed presents escape exponentially more difficult, along with higher speed amp of opponent 'flying inside'.
  • W.I.S.H Nuke Cast - By a massive clap of charged hands, Frogman can vibrate reality to cast numerous red laser wave vibrations going to all sides, including 3D unavailable spaces (up to large country area). Wave vibrations travel in non-existence (bypassing objects/protections, unable to be interacted with) and apply existence together with their country-vaporizing damage only on things Frogman focuses on. W.I.S.H Cast was also shown momentarily pausing a certain attribute of targets, for example freeing a city from its evil citizens while reducing their escaping capabilities at a molecular level of precision.
  • TP Deferoid - Activated instantly with up to 3 second duration (based on the danger level of the hit) upon main Frogman getting a crucial hit (up to 8 seconds cooldown starting upon activation). Alters armor of tiny portals even filling Frogman's body with, teleporting all forms of attacks incoming (even their DMG energy) into the around area, twisting them in opposite direction. All 'unwanted' in body (such as poisons, negative effects, damage) is teleported out as well. The clones experience 50% version of this.
  • Teleporting Bomb - Casts a point, charging a massive portal blast in a while from being deployed, leading to a specific place (even in another universe). Once enough charging time passes, it will detonate an instant portal flash teleporting all wanted up to Large Country radius (taking more charging time). Multiple points can be cast.
  • Prototype Sabers - As stage 4 Frogman is close to not needing Red Saber handle, he can pierce standard Red Saber blade out of his mouth (deconstructing itself after a while), or a small DRAGON Saber stretching head (deconstructing itself after a while & activating the TP cooldown). This attack makes it clear, that Red Sabers are the true tongues of Laser Frogmen, with which they catch the high sin-meter prey.
  • Conceptual Fear - Manual activation. Upon detecting Frogman by any sense, the more Sin-Meter the observer has, the more severe Fear Manipulation is caused to them. Fear Manip. resistance is nearly not enough to prevent the symptoms (slowness, stun, tendency to run), as this power creates own consciousness in beings cells and very molecules, causing them to tremble in fear. Even Inanimate objects are forced to feel this, by gaining temporary instinctive intelligence.
  • Red Saber Advanced Mastery - Stage 4 experienced Frogmen can use the Red Saber to greater lengths, animate its red blade form into a giant moving animations (such as Dragon head coming at the enemy, with its own intelligence), each causing various effects. A truly fearsome power indeed.
    • Tree Saber - The main blade divides into hundreds and thousands of smaller blades (in tree structure), each free to transform its shape (Blade/Mace/Hammer/Etc).
    • DRAGON Saber - Frogman can animate even 1000x larger Dragon head than the original blade was (not right away). Sencing Dragon heads in any way multiplies 'Conceptual fear' effect, able to make even 'atoms tremble in fear'. Although the whole Dragon's body works as a blade, it's teeth function as especially stronger Red Saber blades. Aside from causing 'Decay Burning', the Dragon head bite is also able to damage Intangibility users (bite crushes anything located within jaws) and can tear opponents 99.9..9% lifespan, most of AP, and even soul out of their bitten body by pulling Dragon Saber back. Dragon heads can also roar FTL purple sense-waves, causing Death Manipulation to significantly weaker, targeted opponents.
    • Dragon Blade - Red Saber thickens in size along animating numerous smaller Dragon heads on it's blade side. During a swing, Dragon blade speed and AP accelerate exponentially. Upon hit, the smaller Dragon heads can tear big parts of soul, AP, Intangibility body pieces and parts of life out of the foe, sensing them multiplies 'Conceptual fear' as well.
    • Hands hidden from the world - Red Saber blade re-animates as several giantic hands, which cannot be traced by any sense (like sight, hearing, 6th sense). The hands cause an extremely lower 'Decay Burning' effect as a trade for undetection. Sending AoE attacks (like sand waves) to notice "where particles disappear" seems as the only way of locating them.
    • Chainsaw Saber - Chainsaw Saber boosts power output by 10x and continues boosting exponentially as the Saber remains in a 5-meter-long form with growing blades spinning around it, amplifying Red Laser strength further and further in this most stabilized melee form. Even Stage 4 will experience difficulty striking with it once its power grows drastically enormous, becoming unholdable at even farther miles forcing Stage 4 to deactivate it. Can be activated again immediately. Each contact carried amplified DECAY BURNING to objects hit as well.
    • Guarding Mode - Red Saber animates itself into a moving shield around Frogman, raising in durability with time staying active and preventing any teleportation inside of it. While shield is activated, all clones durability is slightly boosted. Killing all clones disables this.
    • Sandbox Saber - The skill of a highly experienced Stage 4 Frogman practicing for dozens of thousands of years reaches into capability to create his own Saber Modes suiting his goals and personality. Although it's mostly used for developing new personalized moves, with enough time a Saber developed against a specific enemy can be altered, containing new specifically merged powers from the 'Red Laser Ability Pool'.

More can be viewed at FU's main hub.

Gallery[]

Notable Matchups[]

Notable Victories:

Sonic the Hedgehog (HungryHero.EXE) Sonic's profile (Base small Laser Frogman was used, and it's tier was 9-B. Speed was equalized. Both were in-character, and started 15m away. The battle took place in front of WC in the middle of a forest. Winning move: 'Blood Bullets'.)

Chris (Tyler and Chris Adventures) Chris's profile (Chris was High 8-C+ and Laser Frogman Low 8-B (key 2 used). Speed was equalized. Distance: 80 meters. The battle took place at Rio De Janeiro at Noon. Winning move: 'Blood Sword Development' + 'glove telekinesis' + 'FU laser pistol bullet trickery' x patience, L.F. won High Difficulty.)

Freddy Fazbear (Dany Fox) (Five Nights at Freddy's (Dany Fox)) Freddy's profile (Both were 8-B, and started 20m away. Speed was equalized. The battle took place at Mount Everest top. Base Frogman was used. Winning move: 'Air Breath + currents throwing Freddy off the mountain in first move'.)

Cinner (Supreme Duelist Stickman) Cinner's profile (Base Frogman was used. Both were 8-A, and started 10m away. Speed was equalized. The battle took place in the middle of a road (where Cinner and Kernel should clash originally). Winning move: 'Frogman Rampage' at second time, won with high difficulty.)

Whisper (Stick Shenanigans) Whisper’s Profile (Both were 8-A and speed was equalized. Fighters started 5 meters away in Robot 64’s tutorial stage. Stage 1 Laser Frogman had his optional equipment (but haven't used it) and Whisper had prior knowledge on his arsenal. Whisper's regen and elastic defense were an obstacle, but she couldn't tank Frogman's combos forever. Winning move: 'Tongue Heat Transferal'. )

Giant Clam (Calamity Mod of Terraria) Clam's profile (Stage1 with full equipment used, both 7-C, speed was equalized. The battle took place at Green Hill Zone, in Javen’s 7-C Tournament. Frogman could dodge Clam's bullet hell attacks with ease while doing constant damage. Winning move: 'Laser Bazooka Mastery'.

Alexander Durham (Neon Cavaliers) Alex's profile (Both were Low 7-B (Laser Frog stage 2 used) and started 50m away. Speed was equalized. The battle took place at low 7-B tournament's round one open field. Winning move: 'Evade Jump'.)

Seek (Elemental DOORS Battlegrounds) Seek's profile (Stage 2 Laser Frogman was used, location was the default map from Elemental Battlegrounds, and starting distance was 10 meters. Speed was equalized. Winning move: 'Gigantic Hands Crush' used at Seek dashing [instinctive action off window].)

Abliter (Veneficaverse) Abliter's profile (Rematch with Stage 2 Frogman [s2 barely lost in a Low 7-B tournament before]. Both were 7-B (Abliter Suppression Mode used) and started 20m away. Both had a limited prior knowledge and speed was equalized. Despite Abliter's direct confrontation advantage, Stage 2 Frogman thought outside of the box and managed to finish Abliter off in 1st elaborate sneaky move [tuned him into FU Abliter-Soldier]. Winning move: 'Chair Rotation Trap'.)

SCP-6004 (SCP Foundation) SCP-6004's profile (Stage 3 Frogman and Article Canon Rainbow Serpent were used, Red Saber and High 6-A Environmental Destruction allowed. Although everpresent volts combined with transmutation bite presented a danger, Frogman had counters to E.Destruction, effective ranged methods, and Red Saber as a thrump card to trick selective Intangibility. Winning move: 'Decay Burning'.)

Jose Cruz (KCC:SP) Jose Cruz's profile (Stage 4 Frogman with equipment is used. Both had prior knowledge and speed was equalized. Despite the massive stat disadvantage, Jose had powers to evade Frogman's simpler laser attacks and a possible wincoin with Particle Fission Reaction, advanced red laser spells turned out un-bypassable. Winning move: 'W.I.S.H. Nuke Cast'.)

Jack Skille (Stick Shenanigans) Jack Skille’s Profile (Jack was High 6-A and Stage 4 Frogman was Low 6-B. Fight took place on FU Plane 50 meters apart and speed was equalized. Despite the 1 000 000x stat disadvantage, Stage 4 Frogman did well at reusing Jack's attacks in order to damage him. In the end Frogman won by overwhelming Jack with an army of Mega-Wolves combined with a 'Laser Storm' spell.)

Hezi Piposh and Frisk (Piposh x Undertale: Inverted Fate) Hezi and Frisk's profiles (Round one of Leo's Multi-tier duo tourney. Speed was equalized with the starting location being New York City and starting distance at ten meters. Combat Stage 4 Frogman was used in a team with Dr. Hecate wearing her Golden Mega-Mega Mech. Despite Hezi possessing a dangerous transmutation power and good fourth wall awareness alongside Frisk's SAVE + LOAD ability, Frogman and Hecate greatly outhaxxed the enemies and could use their arsenals to knock both unconscious peacefully as Frisk wished not to battle as Hezi was paralyzed by fear aura and DRAGON Saber roar combination. Winning moves: Frogman's Sleep Manip + Golden Hecate's upgraded sleeping gas)

Max and Jake Skille (MaxDesignPro x Stick Shenanigans) Max and Jack's profiles (Round two of Leo's Multi-tier duo tourney. Speed was equalized with the starting location being New York City and starting distance at ten meters. Hecate was in her Golden Unit, Super Mega-Mega Mech while on a team with Stage4 'Combat' Frogman. Although fear manipulation proved very detrimental to Hecate, Frogman's physiology and general hax abilities |+ prowess + core resistances allowed he and Hecate to advance to the tourney semifinals after a hard fought match. Winning Move: Say-hi-to-lava)

Notable Losses:

Turbo Mecha Sonic (Friday Night Funkin' (Vs. Mecha)) Mecha's profile (7-C versions used, Stage 1 Frogman with full equipment and Mecha with Chaos Emeralds used, speed was equalized. Frogman had many ways, both offensive and defensive, but couldnt infinitely fight with a lightspeed speed amped opponent having enough stamina to slaughter all life on an entire planet.)

Marx Gemini (Veneficaverse) Marx's profile (Speed was equalized. Stage 3 Frogman with Red Saber and Monster-Cyborg Marx were used, all above High 6-B restricted. Frogman countered Marx's deadly tactics with deeper plots and they both clashed equally, creating their own armies while doing so (due to similar summoning abilities). In the end, Marx was nearly crushed by Red Saber mace, turning the tables last second with 'Master Supernova'. Frogman still had some scenarios favoring him, but in the end, Marx was decided as the overall victor with really high difficulty.

Inconclusive:

The Player and BLU Heavy (Minecraft (E.W.M.) x FreakShow) The Player's profile and BLU's profile (Round one of a Team Tourney, in which both teams were 6-B and speed was equalized. Battle took place on an endless metal cube planet and Stage 3 R.Saber Frogman was allied with Gunnix. Although Frogman could hold on in 3v1 temporarily and defeating BLU/RED Heavies proved hardly possible by 'D.Manip Tornado TP' strategy, The Player's defenses turned out mostly unpenetrable.)

Akumo (Veneficaverse) Akumo's profile (The Finals of the 1st Crosstier tourney. Stage 4 Frogman with all equipment and 5-C Evolution of Will Akumo were used. Akumo using clairvoyance proved to greatly raise his surviving odds against brutal 2-turn-based KO attacks of Stage 4, where Akumo would get the advantage in a later fight. Clairvoyance clashing with precognition allowed both to constantly remake their plans, resulting in thousands of different possibilities for the battle, until Frogman goes with a pacifist way and by severing Akumo's connection with demon manipulating him, both become allies. However, due to the countless possibilities where both had viable chances to win, the match was decided as inconclusive. Frogman was given the Gold Medal and won the Crosstier tourney with coin luck.)

References[]

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