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Granny Verse Revision

Basically ignores my entire point.
Me not commenting on your paragraph in full detail is not me ignoring your argument.

I really don't understand the point. Dynamite knocks out are most of the strongest things in The Twins, but that doesn't whatsoever say it's a game mechanic. Your argument is that it's out of Granny's control and that means it indicates that the game is giving a pure chance of progression? What? The Dynamite is the most damaging thing in-game to The Player, which the game already realizes that it's powerful, not that it lets you live purely to move on. Also I already stated this, but when they're executed by a bear trap and car collision, that's on the Last day where you are heavily weakened and injured. I pointed out even Bob someone who couldn't kill you in one shot before, could now kill you in one hit. To further prove this, in Granny 3 The Player will die on the last die when Granny plants a Dynamite stick right near The Player showing they're in a weakened condition.
The bear trap previously doesn't even cost you a day but in the end it decapitates you, the endings portray different levels of durability than the gameplay itself. Such as the car kill and alligator kill.

I'm not sure what's hard to understand about that being out of Granny's control, she uses the dynamite with intent to kill you so the idea that the player survives dynamite enough to warrant second chances doesn't make sense.

Quoting myself from earlier. "cause they need a certain amount of durability to survive this in the first place".
I don't plan on repeating myself further on this subject because frankly it will go back and forth too much, but we don't back scale like that.

Do I have the copy-paste what I said about the Previous Victim?
Are you going to ignore that the lifeline is an actual health bar?

I'll repeat what I just said. Surviving dynamite completely point-blank back scales cause you need certain durability to survive it, I don't know how that's hard to follow. I'm not saying they're on the level of Dynamite, but back scaling from surviving something is still a feat.
Surviving near death =/= scaling, it's a simple concept.

At least Street level, possibly Wall level (Could survive a point-blank dynamite explosion, albeit knocked out and Injured). That doesn't seem inaccurate or forcing the reader to speculate.
They are critically injured and knocked out for a day, meaning natural 9-B strikes will always yield that kind of result against them, indicating their durability to still be far less than that, it's not scaling.
While granted you could use piercing damage, it doesn't really defeat the fact that piercing damage could damage 9-B's, hence the scaling could still work.
It would just mean the 9-C bullets penetrate low-end 9-Bs like it would in real life, it doesn't change their tier.

I mean. They're recovering from a shotgun which implies they aren't dead which was the argument you were using. Getting up after 30 seconds after being shot whose piercing damage is 9-B, doesn't seem like a stretch.
The firepower stays 9-C even if it pierces the 9-Bs, it doesn't make their recovery any more impressive, they are still resurrecting.

If you want to replace this with regeneration as opposed to resurrection it becomes the same ordeal, they need time to recover by regenerating, something independent of durability.
 
If the Twins is not canon to the Granny games, I think the different tier keys can stay. I will say that a 9-C person CAN survive a 9-B attack, albeit heavily injured, as a 9-B can be somewhat hurt by 9-C and potentially high end 10-A. Death by a thousand cuts is a thing you know. Anyway, I made the page for the gator.
 
Alright back. Apologies just came back after more than an hour.

Me not commenting on your paragraph in full detail is not me ignoring your argument.
You kind of did. You quoted the last sentence that was supposed to support my entirely detailed paragraph. "You ignored literally my point with the Previous Victim, where he literally says he's been in the house for 5 days and is injured, exactly replicating how the Player is on the 5th day. To answer your question about why she doesn't kill you right away is because she just figured out her entire family was killed in Slendrina X, and it's evident she knows this cause she went to the very castle where Slendrina was trapped in. There are bloody handprints from the victim, signs of blood which imply he was already knocked out with Granny already having a Bloody bat for a reason. There's a literal message written on the table "Five Days" in the Kitchen and Starting Room from the Previous victim, and literally 5 tally marks to imply he was in there for 5 days. These aren't game mechanics whatsoever. The "Trying to escape with your life" is the motivation of the player, that's not saying she wants to kill you on the first day whatsoever, with literally the Previous victim writing out that you have 5 days multiple times. Further implied when you fix Granny's painting, she gives you an extra chance to live."

The bear trap previously doesn't even cost you a day but in the end it decapitates you, the endings portray different levels of durability than the gameplay itself. Such as the car kill and alligator kill.
In that very paragraph, I explained that. "but when they're executed by a bear trap and car collision, that's on the Last day where you are heavily weakened and injured. I pointed out even Bob someone who couldn't kill you in one shot before, could now kill you in one hit. To further prove this, in Granny 3 The Player will die on the last die when Granny plants a Dynamite stick right near The Player showing they're in a weakened condition." Also, Bear Traps are sharp, so realistically they should be able to pierce your skin, and Beartraps are shown to harm you as well in-game, but I doubt a Bear Trap with the physics it has, can knock you out cause it's gripping onto your leg.

I'm not sure what's hard to understand about that being out of Granny's control, she uses the dynamite with intent to kill you so the idea that the player survives dynamite enough to warrant second chances doesn't make sense.
It should be noted that the examples you used were in separate games. Granny 3 and The Twins. When Granny kills you with Dynamite you are already vulnerable to dying by the previous things that would knock you out, implied when the Alligator could kill you with a bite. Granny 3 is where you don't have a health bar, only days.

I don't plan on repeating myself further on this subject because frankly it will go back and forth too much, but we don't back scale like that.
The whole reason is you never explained why. "You don't back scale from almost dying to something, that's not to say that it doesn't exist just that it doesn't work here" this is just generally saying something not debunking my argument whatsoever. "No, the person wouldn't actually scale, because of the fact they were critically injured and hospitalized. If something brings you to near death you don't scale to it" my same argument can apply cause you still need a certain amount of durability to survive. What I'm trying to say is you still need certain durability to survive dynamite explosions, I'm not saying THe Player is anywhere near it. You still need a certain amount of durability to survive point-blank dynamite explosions. If a character takes a point-blank explosion and demolishes an entire city, but are critically and severely injured and almost dead they are going to scale to something, just not on the level of the destruction. Why can't that same rule apply to Dynamite?

Are you going to ignore that the lifeline is an actual health bar?
There's only a Health bar on The Twins though? In the Granny games, there is no health bar. Saying that Health bars make the days game mechanics, doesn't make sense. As well as the whole original point I made, explaining that Days in Granny aren't game mechanics

Surviving near death =/= scaling, it's a simple concept.
I don't need to copy-paste so just respond to the "I don't plan on repeating myself further on this subject because frankly it will go back and forth too much, but we don't back scale like that." debunk point I made since it's the same thing.

They are critically injured and knocked out for a day, meaning natural 9-B strikes will always yield that kind of result against them, indicating their durability to still be far less than that, it's not scaling.
I think it's more important to find the yield of Dynamite, the peak amount a Street level character can take if we're actually going to get anywhere. We can't use 7.5x due to being in the same verse.

It would just mean the 9-C bullets penetrate low-end 9-Bs like it would in real life, it doesn't change their tier.
Then again the bullets piercing damage can knock out characters like Granny (From The Twins) for around the same time, 30 seconds. In normal games, guns are capable of knocking out Granny for around the same time as a Grenade knocks out Granny, which the design is based on the M67 grenade.

The firepower stays 9-C even if it pierces the 9-Bs, it doesn't make their recovery any more impressive, they are still resurrecting.
If you want to replace this with regeneration as opposed to resurrection it becomes the same ordeal, they need time to recover by regenerating, something independent of durability.
The only time Regeneration is ever-present is when Granny is literally split in half, limbs severed, decapitated you know the deal. They don't need to regenerate when no major damage is done to their bodies. Pretty evident when even while split in half, you know the deal. It takes more time to get up, than from getting shot.
 
If the Twins is not canon to the Granny games, I think the different tier keys can stay. I will say that a 9-C person CAN survive a 9-B attack, albeit heavily injured, as a 9-B can be somewhat hurt by 9-C and potentially high end 10-A. Death by a thousand cuts is a thing you know. Anyway, I made the page for the gator.
Aight, add it to the verse page.
 
Also to add to Intelligence. Add that the Alligator is smart enough not to finish off The Player and disable the latter so Granny can come to get them. As well as they know to guard the entrance so that The Player can't escape.
 
Also, I actually tried the Dynamite myself. The Player can survive a Dynamite explosion, and even survive another one the next day as well. Though 2 things should be noted.
1. I played this on a lower difficulty (Easy Mode), hence I don't take as much damage as on Insane mode (I tried Insane Mode and it's way too difficult to get past the characters)
2. While the Player could keep on going despite being blown by Dynamite twice. I was at a point where Buck or Bob could render me to a defeated state in like 1 attack (Again on Easy Mode).
 
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I revised Grandpa's page a bit. He is stronger than Granny, so I think she's still physically 10-A
Epic. I'd personally have Granny scaling physically to Grandpa, though I have no evidence for it so Granny should stay 10-A. Though to be honest, I don't know what 10-A comes from.
 
I think I may make a matchup for the twins pitting them against Harry and Marv. After we finish the revisions and I finish my Grodd vs Brother Blood match, which only needs one more vote. I know resurrection means they couldn't be permanently killed, but they could be beaten beyond the point of recovery and incapacitated.
 
I think I may make a matchup for the twins pitting them against Harry and Marv. After we finish the revisions and I finish my Grodd vs Brother Blood match, which only needs one more vote. I know resurrection means they couldn't be permanently killed, but they could be beaten beyond the point of recovery and incapacitated.
A little problem with that matchup. Harry and Marv are only 10-B with 9-C weapons. In order for a winning condition for Harry and Marv, they'd have to knock out The Twins for an hour or incapacitate them for a day which will be extremely difficult for the durability and recovery that The Twins have.
 
A little problem with that matchup. Harry and Marv are only 10-B with 9-C weapons. In order for a winning condition for Harry and Marv, they'd have to knock out The Twins for an hour or incapacitate them for a day which will be extremely difficult for the durability and recovery that The Twins have.
Here's the things to be considered: Bob and Buck both have 9-C durability. Harry and Marv have crowbars on a 9-C scale. Harry and Marv have 9-B durability. Bob and Buck have 9-B AP through their weapons. Both robber duos are capable of harming the other. Harry and Marv also have the stamina advantage and the Twins, while able to resurrect, should still be able to be incapacitated if their limbs are broken. I'd also argue that crowbars give them marginally more range than the brothers. The brothers have the speed and Lifting Strength advantages, but intelligence is a 50/50. The Wet Bandits should be more intelligent than Bob, as I doubt that even Marv would be stupid enough to drink coffee that had somehow turned green without even noticing or questioning it (on that note, another sign of Bob's lack of intelligence can be seen if you play the game with only Bob having been selected to be active (on the lower difficulties, you can choose if you want to play with just one or both twins), if you end up spawning in the cage after a knock out, you will find the key to the cage hanging from the rack in the room after you get up, allowing you to reach through the bars, grab it, and free yourself. In other words, Bob leaves the key within reach of you after locking you up and does not realize it. If you play with only Buck or both of the twins, shall you end up in the cage, Buck will have the key on him and you will have to rattle a tomato can in the cage room to bring him to you so you can stealthy swipe the key from him). However, Buck may have their number. While all four characters seem to have trouble paying attention to their surroundings, Buck is still smart enough to have built explosive laser traps and a plasma rifle, which are things that are impossible to create in real life. Marv's resistance to electricity could help against Buck, as he took a much higher dosage than what the baton packs. I think it could go either way. Of course, this would be after a conclusion on my other thread is reached.

Anyway, I suppose someone should make a profile for the child. I think it should be at an Unknown tier since it seems much weaker in Granny Chapter 2 than in the Slendrina games.
 
Here's the things to be considered: Bob and Buck both have 9-C durability. Harry and Marv have crowbars on a 9-C scale. Harry and Marv have 9-B durability. Bob and Buck have 9-B AP through their weapons. Both robber duos are capable of harming the other. Harry and Marv also have the stamina advantage and the Twins, while able to resurrect, should still be able to be incapacitated if their limbs are broken. I'd also argue that crowbars give them marginally more range than the brothers. The brothers have the speed and Lifting Strength advantages, but intelligence is a 50/50. The Wet Bandits should be more intelligent than Bob, as I doubt that even Marv would be stupid enough to drink coffee that had somehow turned green without even noticing or questioning it (on that note, another sign of Bob's lack of intelligence can be seen if you play the game with only Bob having been selected to be active (on the lower difficulties, you can choose if you want to play with just one or both twins), if you end up spawning in the cage after a knock out, you will find the key to the cage hanging from the rack in the room after you get up, allowing you to reach through the bars, grab it, and free yourself. In other words, Bob leaves the key within reach of you after locking you up and does not realize it. If you play with only Buck or both of the twins, shall you end up in the cage, Buck will have the key on him and you will have to rattle a tomato can in the cage room to bring him to you so you can stealthy swipe the key from him). However, Buck may have their number. While all four characters seem to have trouble paying attention to their surroundings, Buck is still smart enough to have built explosive laser traps and a plasma rifle, which are things that are impossible to create in real life. Marv's resistance to electricity could help against Buck, as he took a much higher dosage than what the baton packs. I think it could go either way. Of course, this would be after a conclusion on my other thread is reached.
Reading this. Yeah just pretend I didn't say anything, lol.

Anyway, I suppose someone should make a profile for the child. I think it should be at an Unknown tier since it seems much weaker in Granny Chapter 2 than in the Slendrina games.
To be fair we don't know what person is which in each game. The people could vary in tier, just like how Humans can vary from 10-B to 9-C in real life. The people in the Slendrina seem to be weaker than the Player since The Child could kill them in a few hits. Then again in Slendrina, The Child needs to get those hits around the same time, or The Player would survive. In Granny the child only bites you once back away, instead of consistently biting to kill you. I think 9-B should stay for The Child.
 
Shall I add the note about Bob to their intelligence? He does seem pretty moronic. He speaks in a deep stupid voice, spends less time searching a spot, will drink his coffee even after it has turned green which he either fails to notice or ignores, and he leaves the key hanging up within reaching distance. Bob is certainly not the brains of the duo. At least he makes up for his lack of brains with his brawn and speed. Despite being the fat to Buck's skinny, he moves faster, and he is able to turn large cogwheels with his bare hands.

Anyway, in the one game-over, the child does eat you, after you have been beaten for the past five days, so it should at least have a superhuman bite. It would also get type 4 immortality and small size type 1 or 0. Its weaknesses would be lower stamina and speed. It is stated to need a full day to resurrect due to lower stamina, and it can easily be outrun.

Also, feel free to vote in my thread.
 
Shall I add the note about Bob to their intelligence? He does seem pretty moronic. He speaks in a deep stupid voice, spends less time searching a spot, will drink his coffee even after it has turned green which he either fails to notice or ignores, and he leaves the key hanging up within reaching distance. Bob is certainly not the brains of the duo. At least he makes up for his lack of brains with his brawn and speed. Despite being the fat to Buck's skinny, he moves faster, and he is able to turn large cogwheels with his bare hands.
Easily. It's definitely worth noting his stupidity in-game.

Anyway, in the one game-over, the child does eat you, after you have been beaten for the past five days, so it should at least have a superhuman bite. It would also get type 4 immortality and small size type 1 or 0. Its weaknesses would be lower stamina and speed. It is stated to need a full day to resurrect due to lower stamina, and it can easily be outrun.
Agreed.

Also, feel free to vote in my thread.
Doing that right now.

Also on a side note, I think we live in different time zones so I think that's why we text at different times.
 
Alright. I finally found the Dynamite on Extreme Mode. It doesn't one-shot The Player, they are still capable of walking fine after being knocked out.
 
@Frieza_force_soldier_100
I actually found a feat where Granny physically did something without her bat. In the first game, in one of the game over scenes. She bitch slaps The Player so hard they lose their balance and collapse into a bear trap. Granted this is on a Game Over, where The Player is already beaten from the last 5 days of punishment.
 
Powers: Superhuman Bite, Small Size type 0, Immortality type 4, resurrection

AP: 10-C physically, 9-C via bite
Speed: Below average human (Moves at a crawl)
Durability: Unknown (Killed with a single shot from a shotgun), resurrection makes it hard to permanently kill
Stamina: Low (Requires a full day to resurrect)
 
Powers: Superhuman Bite, Small Size type 0, Immortality type 4, resurrection

AP: 10-C physically, 9-C via bite
Speed: Below average human (Moves at a crawl)
Durability: Unknown (Killed with a single shot from a shotgun)
Stamina: Low (Requires a full day to resurrect)
The Baby can also create Illusions, Teleport, Perception Manipulation via the Illusions, and possible Technology Manipulation (As he manipulates a TV and turn it on with his face, even when the TV was originally turned off, though this can possibly be Slendrina).

Physically The Child can bust open a door in Slendrina the Cellar 2 comparably to how many times it takes for Slendrina's Mom to bust open a door. His bite on the other hand can kill The Player in Slendrina The Cellar 2 comparable to how many slashes it takes for the Mom to kill The Player who is 9-B. Since revisions aren't done, let's just not scale The Player from Granny to The Child for now and take it as PIS for now.

Speed should be Average Human since he can somewhat keep up with The Player and has around the same speed as Slendrina's Mom who can walk at the same speed.

Durability I'm not sure. A character normally can take their physical blows, though like I said. I think we should take The Player scaling and Slendrina scaling as PIS for now.

Stamina The Child can indefinitely chase The Player at the speed he goes, but has astronomically less stamina than Granny, even if the Granny scaling is PIS.
 
The games are so weird and inconsistent that it's hard to properly judge the characters. The baby seems much weaker in Chapter 2 than in other games. Most of the things in the Slendrina series are so baffling that you can't tell what's real and not real. The games are very strange. The fact that we don't get any origin stories on the villains doesn't help. For example, what the hell even is Slendrina's mother? She was born in the 1800s. In the first few games she's some sort of zombie. Later she's dead and can appear as a ghost. We don't know the time period the games take place in. The villains all seem to have resurrective immortality, but given how the mother and vampire husband are shown dead in later games, it seems there is a way for them to permanently die, which is unexplained. We don't know what the heck the villains are, where they came from, or how they got their powers. Trying to understand the games is pointless. From what we have seen, making a page for the mother is pretty hard. The child is also not consistent with it's abilities. The husband and his two spider pets we can make profiles for, but I don't know about the child or mother.
 
The games are so weird and inconsistent that it's hard to properly judge the characters. The baby seems much weaker in Chapter 2 than in other games. Most of the things in the Slendrina series are so baffling that you can't tell what's real and not real. The games are very strange. The fact that we don't get any origin stories on the villains doesn't help. For example, what the hell even is Slendrina's mother? She was born in the 1800s. In the first few games she's some sort of zombie. Later she's dead and can appear as a ghost. We don't know the time period the games take place in. The villains all seem to have resurrective immortality, but given how the mother and vampire husband are shown dead in later games, it seems there is a way for them to permanently die, which is unexplained. We don't know what the heck the villains are, where they came from, or how they got their powers. Trying to understand the games is pointless. From what we have seen, making a page for the mother is pretty hard. The child is also not consistent with it's abilities. The husband and his two spider pets we can make profiles for, but I don't know about the child or mother.
It's all theoretical and rather a possibility. Though I think it's implied The Mother died in Slendrina X, as the Husband did as that explains why she's locked up and supposedly dead. Slendrina's Mom beforehand was like Granny, supernatural and more of an undead though was still capable of illusions and supposed teleportation. Resurrection on the other hand, to be honest, I don't even know where it comes from, but supposedly she was killed with Slendrina's Husband dying when the Castle closed in. Though despite that, Slendrina's Mom and The Child honestly seem to be fine with their physical abilities. The Child in all his games is capable of killing The Player in very few hits, same with Slendrina's Mom. Though I definitely agree that the Husband and Spiders can get a profile. The Husband can also create illusions in Slendrina the Forrest when he was reborn and not conscious that should be noted.
 
Also about The Player from Granny. They don't have a gender, age, or name cause it's supposed to be the person who plays the game.

Name: Viewer Interpretation/You (The Player's identity is completely left up to viewer interperation intentionally. As it represents who plays the game, hence they have no true name as they are You)

Gender: Male/Female (Have no true gender as it's left up to viewer interpretation like their name. It represents You, so it can vary from Male and Female)

Age: Varies (Like their gender and name, they have no true age as it's left up to viewer interpretation and represents You. Though it should be noted, they seemingly physically look 15+)

Classification: Human, You
 
Can we also add simple things, such as...

Slendrina:
"Better pictures for Slendrina should be used, as the one shown is just her being resurrected in Granny, hence looks transparent. The quality shifts for each game, so there should be a few pictures "First Appearance" (The First Slendrina Game), "Old Appearance" (Slendrina The Cellar), "Reboot Appearance" (She basically looks like this for the rest of the Slendrina series), "Resurrected" (The screenshot she has right now), "Granny 3" (Obvious)."
I can do this myself, though some input would be nice.

Grandpa:
"Shotgun should be added to Standard equipment.
His Classification should be changed to "Human, Undead/Supernatural being, Granny's Husband, War Veteran, Former Pilot, Grandpa of Slendrina"
Granny:
"Telling by how Granny is Slendrina's Moms, well Mom. Slendrina's Mom is at least in her 50s, so it's very unlikely Granny is in her 60s. It should say "70+" since she should've been at the very least 20 years old when she had Slendrina's Mom."
To back this up, Slendrina's Mom's hair is completely grey, which your hair normally turns grey in your 50s. In a photo, Slendrina seems to be a young adult as she's the same size as her mother, which is the same size as her in the games (Which represents the characters before they died).

The Verse:
"I know it was made due to Granny but the verse entirely originated from Slendrina, and while it's a question of what would be the general name. Slendrina is the original and has much more game, while Granny is what the series is known more for by the audience. The verse should be renamed to simply "DVloper." Why? We have done this with Disney and Dreamworks, and there is no official game for the whole series. Being called Granny (Game) is vague and bland."
 
Oh yeah if someone could calculate this, it'd be nice. A Dynamite stick are a megajoule, though calculating this would be fine.

Buck's Height. Doors on average are 203.2cm.

Dynamite is shown to fragment a Brick wall.

The Brick Wall is this tall compared to Buck.

The Brick Wall is this thick.

The view of The Brick Wall.

This feat would be at the very least as Dynamite hasn't shown its limit other than The Twin characters who scale to it.. Though at the moment a Dynamite stick scales to a Megajoule.
 
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Oh yeah. Here are the changes I'd have for the Slendrina page.

Tier: 9-B | Unknown

Name:
Slendrina

Origin: The Slendrina Series

Gender: Female

Age: 20+ (Should realistically be older than 20 when she had her child. Visually seemed like a young adult in an old photo. Should realistically have grown above 20 over the years. Grown to the same height as her Mom implying she's hit her growth peak. Lived in 1892)

Classification: Human, Supernatural being/Undead | Vengeful spirit

Powers and Abilities: Superhuman Physical Characteristics, Teleportation (Consistently shown to teleport numerous times in her series very much instantly), Immortality (Types 2 and 7, possibly 1. Shown with just her head twice, without a body and an arm only, and is seemingly unaffected and conscious by it. Though her type 2 is not without limits, as she is implied to die when the castle caved in completely. As someone who has already died, she should have type 7. Possibly is unaffected by age and illness in her state), Regeneration (High-Mid. With transformation, she can regenerate from just her head and body gone. This happens again when her body is gone, with just her arm), likely Death Manipulation (Consistently shown throughout the games to be capable of killing the Player via looking at her and is capable of manipulating this as The Player is not sometimes affected by looking at her when she is toying with them or giving them mercy. Though its inconsistency is worth noting, so this can also be taken as Durability Negation [See note]), possible Mind Manipulation, limited Reality Warping (Can stain the wall with blood, make a dead body, write a message in blood and make it appear and disappear. Can cave-in with seemingly concrete the front of a mansion/castle, and make it close in with her powers. Make a picture move and look right at you), Size Manipulation (Can manipulate her head to be of this size three times), Body Control (Can have her head twisted around at a 180° and arms twisted to her backside of the body, and inhumanely twist them around fastly casually), Transformation (Can transform her body into this. Can transform into just a head or arm), Durability Negation (Via a stare, she can kill her targets just by them looking at her, though the way she does this is unknown [See note]), Flight (True Flight. Shown consistently to fly/levitate), Clairvoyance (Is implied throughout the games to know where you are at all times, teleporting knowing exactly where you are, and toying with you throughout both Cellar games. Slendrina also self-proclaims that she can see you proving this. Later proven in Granny Chapter 2, where she can watch her son even when not even at the house), Rage Power (When you steal her diary the player pisses her off enough to shake an entire cellar and house showing far more capabilities with telekinesis. In a last desperate attempt, she gets pissed off enough to shake an entire large mansion/castle), Berserk Mode (When you steal her diary she goes into a complete state of rage like an animal though, in turn, she doesn't use her rage to her advantage due to her state. In Slendrina the Cellar starring at her face even for a second plunges her into this state where she grabs/restrains you in rage then proceeds to bite you), Stealth (Sneaks up behind The Player numerous times without them hearing or noticing), limited Paralysis Inducement (Can force the Player's view on them and lock their view in place, though The Player can look away with minimum effort), Enhanced Senses (Enhanced vision; Night Vision. Can haunt her cellars which are completely pitch black, supposedly casually), Illusion Creation/Technology Manipulation (Can make an illusion of a skeleton for The Player's perception. Can cast a brief illusion of her face on the Player's perception. Can cast an illusion on a washing machine window. Can cast her face on a computer screen, and make it flicker. Can manipulate a flashlight, make it flicker, and shut it off briefly, twice), possible Creation (Can create a Safe key and Padlock key to give to The Player in, though it's possible these such objects already existed and Slendrina summoned them), Perception Manipulation (Vision Manipulation. Can cloud The Player's vision with static and her face), Telekinesis (Can move a skeleton and make it walk towards you before bumping into the player and falling apart. Can fling a metal bucket. Knockdown boxes in line so it blocks your path, flings a picture frame, and knocks down a cabinet. Slams a door shut. Knockdown a grandfather clock. Slams a window shut), limited Duplication (Can duplicate herself and show multiple versions of herself on the walls) possible Memory Manipulation, possible Pain Manipulation (Supposedly via looking at her, causes The Player pain, as The Player's view rapidly shakes. Though this could just be through perception manipulation), Telepathy, Intangibility (Phasing. Phased through you in flight. Phased through a painting. Phases through you once again. Phased through you in flight once again. Phases through a wall) | Notable abilities from before which include, Teleportation (Works in a similar manner from the Slendrina games), Immortality (Type 1 and 7), Durability Negation (Capable of quickly knocking out The Player from Granny just by looking at them for 2 seconds), Clairvoyance (She is capable of knowing where you are at all times in Granny 3. In Granny Chapter 2, she can watch her son even when not even at the house), limited Paralysis Inducement (Can force the Player's view on them and lock their view in place, though The Player can look away with minimum effort), possible Creation (Can create a Safe key and Padlock key to give to The Player in, though it's possible these such objects already existed and Slendrina summoned them), possible Pain Manipulation (Supposedly via looking at her, causes The Player pain, as The Player's view rapidly shakes. Though this could just be through perception manipulation), Self-Sustenance (Type 2 and Type 3 via being a ghost), Intangibility (Immaterial), possibly all the same abilities as before

Attack Potency: Wall level (Can charge and harm The Player from Slendrina 2-D who is capable of taking multiple slashes from Slendrina's Mother before dying. Who is capable of shattering a wooden cabinet in 6 slashes, and a wooden door in 3 slashes which is 172214.74 Joules. Can kill The Player from the Cellar, the School, and the House in just one bite), can bypass conventional durability with her abilities | Unknown (She hasn't shown any physical feats, and it's unknown if she can even cause any physical harm in her current state), can bypass conventional durability with her abilities

Speed: At least Athletic Human movement speeds (Can blitz The Player, restrain them, and move a short distance instantly before they could even react. Crawled much faster than The Player moving at walking speeds while toying with them), at least Athletic Human flight speeds (Moved this fast, which dwarfs The Players walking speed. Dwarfing them, twice) | Unknown (She only teleports, and has never shown any remarkable speed feats), possibly at least Athletic Human movement speeds (Possibly the same speed as before as a Ghost), possibly at least Athletic Human flight speeds

Lifting Strength: At least Average Human (Can easily instantly restrain The Player, twice. Who is supposedly an adult. Pushed The Player extremely far away from a staircase while not trying to kill them), At least Average Human with telekinesis (Can casually hit a bucket across the room, casually push over a wooden box, fling a large painting, and instantly push over a large shelf. Casually tip over a large clock), at least Class K via rage power (Shook an entire house and underground cellar. In Slendrina X she shook an entire large mansion/castle, though she possibly had assistance with her mother ) | Unknown (As a ghost it's unknown if she could even lift anything up as she likely isn't physical), possibly at least Average Human with telekinesis (Possibly the same power as before)

Striking Strength: Wall Class (Should realistically have comparable strikes to her charge that is around 172214.74 Joules. Should realistically be much stronger than The Player, and comparable to him with a metal rod who could beat Slendrina's Mother) | Unknown (She hasn't shown any physical feats and like Attack Potency, it's unknown if she even can cause she's a ghost and likely isn't physical)

Durability: Wall level (While she is never attacked in-game, she should realistically be able to take her own blows. Likely comparable to her Mother) | Unknown (As a ghost it's unknown if she has any physical durability), being a spirit likely means that she can't be harmed from physical attacks

Stamina: At least Average (Hasn't shown any impressive feats, though an undead and former adult woman should at least be on this level) | Infinite (As a ghost, she does not experience fatigue)

Range: Standard Melee Range, Visual range via looking at her face, Tens of Meters to Hundreds of Meters with her abilities (Could shake an entire large mansion/castle and shake an entire house and cellar) | Visual range via looking at her face, possibly Tens of Meters to Hundreds of Meters with her abilities (Possibly the same as before)

Standard Equipment: None notable

Can Create/Summon: None notable | Padlock Key/Safe Key

Intelligence: Average (Has collaborated with her family numerous times, knowing where to hide her items. Using effective scarring and haunting tactics to try and frighten/scare off The Player. Having high control of her abilities, and setting up traps and using them effectively to her advantage. As an adult, she should be on this level)

Standard Tactics: She varies in tactics. Though in the cellar games is her most notable game where she does noticeably different tactics. In the cellar games, she uses jumpscares such as hiding behind a door shutting it when you get close and teleporting away, flying/charging at you at high speeds and hitting you, flicker your flashlight shutting it off briefly before going right into your face, seemingly having your back faced to you before revealing that she is facing forward jump scaring you and teleporting away, feeling at you with just a head and phasing through you, flinging objects near you with her telekinesis, sticking her head out of a painting and disappearing, in her transformation crawling up to you restraining you and going in your face and disappearing, sticking her hand out of a bucket and disappearing, turning her head huge showing herself and then disappearing. All of what is listed is her scare tactics. Her main tactic that is consistent throughout the games, is her appearing right behind you with you turning around looking at her which would either disable you in 2 seconds or kill you instantly in 2 seconds (Except for Slendrina The Cellar where after a second of staring at her she charges at you restraining you and bites your face killing you) | The same thing as her main tactic from the original games, except it knocks you out (It's possible she could kill you, as its hinted she can control her visual power)

Weaknesses: Despite the fact she has all these abilities, she goes overboard with her toying very often. Even when intentionally trying to kill The Player, she tends to use illusions and jumpscares when she could just kill them. After looking at her and looking away she waits a while before coming back, instead of doing it constantly. Even in vulnerable states for The Player, where she has this restrained and could easily kill them she instead toys with them even though she is willing to kill you. She relies on you looking at her face to be killed (Except Slendrina the Cellar, where she is alone and restrains you then kills you). She tends to toy with her opponents, even in conditions where she is pissed or when they are stealing her belongings. Her visual hax doesn't work if you aren't looking at her face and if she enables the ability.

Key: The Slendrina Games | Granny 2 and 3/Spirit

Note:
The exact way Slendrina kills you through her stare is unknown and is never established by the franchise or stated by WOG. The intention of her stare is that looking at her for a brief amount of time will kill you, when it was first established it was through Slendrina (Free) where your screen will be covered with her face then you die which can be assumed to be death manipulation. Later it is treated as something that can disable The Player in The House and The Cellar which Slendrina finishes them off physically which would be negating durability since it is doing it through non-physical means. Though in Slendrina Asylum it is treated as being able to damage you physically via your health bar which can be harmed by physical blows and can be healed though this doesn't make sense as it is established as something that would kill you just by looking at her. It's again contradicted in the 2-D, where there is no health bar and you are killed by looking at her, which seems to be Death Manipulation. The School and Child of Slendrina are the same as Asylum with physical health bars while being contradicted by The Cellar 2, The Forest which Slendrina kills you on another level. The last game is interesting cause it has a health bar in one of the puzzles, but most of the game it's treated as something that'd kill you by looking. While the healthbar comes on, it should be noted that it heals, unlike the other ones. Now to conclude this. The stare ways always portrayed as something that'd kill you just by looking at her and it is a clear oversight by the creator. Health bars for the stare should be taken as game mechanics as the visual stare only affects you on that level because it's the mechanic of that game, and the description should be clear that it isn't supposed to be something that harms you physically. Though while it's treated as a death stare, which could make sense telling by how Slendrina may strongly be based on Kayako who can kill people with her stare. It could easily be Durability negation. So in the end, for its description and intention, it should get likely Death Manipulation, and a solid Durability Negation.
 
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I am not certain about many of these things. The games are so weird that it's hard to tell what's real. Slendrina appears in Granny 3, so she couldn't have permanently died when her castle was destroyed. We don't know if that thing you said gave her type 2 immortality was real or an illusion. A lot of stuff is uncertain. She and her family lived in the 1800's, but Grandpa was a war veteran, which makes no sense. He clearly isn't human now, what with his glowing red eyes, demonic voice, and zombie look. He couldn't have joined the army like that, but that messes with the timeline. The weird illusions, zombies, ghosts, giant spiders, it's all a mindscrew. I have no idea what's real or not in the early Slendrina games. The Granny games are easier to follow because there are no things that make you question what is what or what is actually real. Okay sure, we don't know what kind of creature the sewer monster is or where it came from, and the spider is clearly not any real type of spider since not even the Goliath Birdeater can get that big, and we don't know how the beetle got gigantic, but we at least know what's real and can easily define the powers and abilities. The Slendrina games are confusing. Is her mother a zombie or a ghost? what is real or an illusion? Why is the baby not aging through any of the games? What turned these once human people into the supernatural villains they now are? That the developer has not provided any sort of lore or storyline does not help. The inconsistency in things like the baby's bite effect makes it hard to quantify its strength. I can make a profile for those two giant spiders from Slendrina X today if you want. That should be the easiest of the remaining profiles to make. If you want, I can make a draft here.
 
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