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I am a Saint. Pick any unreasonable fight with me and I will shorten your life span. |
Acqua of the Back, real name William Orwell, was a member of God's Right Seat, aligned with the Archangel Gabriel and the element of water. A strong and willful man, he is a mercenary of renown in England and also a Saint of terrific power. He is one of the few characters Kamijou Touma faced to have easily defeated him in combat, though he was ultimately defeated throught the collaborative efforts of Kanzaki Kaori, the Amakusa Church, and Kamijou Touma.
While still recovering from his injuries he took part on the British Civil War, siding with the forces supporting princess Villian and defeating his old friend, the Knight Leader, in a duel. He also fought in the final fight of the war against princess Carissa. During World War III Acqua drained half of Archangel Gabriel's Telesma, which burned out his body and made him lose his God's Right Seat's and Saint's powers, though he still remains a powerful magician.
Powers and Stats
Tier: At least 6-C, likely higher
Name: William Orwell, Acqua of The Back, Flere210 (One who changes the reason of tears)
Origin: To Aru Majutsu No Index
Gender: Male
Age: Around his late 30s
Classification: Human, Magician, Saint, Mercenary, God's Right Seat member
Powers and Abilities: Superhuman Physical Characteristics, Enhanced Senses, Magic, Rune magic, Healing Magic, Water and Ice Manipulation; Ability to negate all costs, burdens, punishments and negative side-effects from any magic spell he uses, to remove his body's natural limiters and to nullify punishment/sin based attacks; Veteran instincts bordering on precognition, master swordsman and mace user
Attack Potency: At least Island level, likely higher (Even while still injured and weakened from his fight in Academy City he managed to defeat Knight Leader, who was superior to Kanzaki Kaori)
Speed: High Hypersonic+ with Massively Hypersonic reactions/close combat speed (Could keep up with Knight Leader with Curtana Original's Blessing)
Lifting Strength: Class M
Striking Strength: Class EJ
Durability: At least Island level, likely higher
Stamina: Virtually tireless due to Divine Mother's Mercy
Range: Extended melee range (3.5m), dozens of meters to a few kilometers with water based attacks
Standard Equipment: Ascalon
Weaknesses: Normal human weaknesses. Saints are weak against anything that was used to torture Jesus; like objects like crosses, spears and thorns, and due to the combination of Divine's Mother Mercy and his Saint nature Acqua is more affected by them more than a normal Saint
Notable Attacks/Techniques:
Divine Mother's Mercy: Acqua is aligned with the Archangel Gabriel and the Virgin Mary, giving him access to this magic. This particular ability enables the user the remove any negative side-effects of any magic, including costs, burdens and limitations. This allows Acqua to use normal magic, unlike other God's Right Seat members. It also allows him to draw power from his Saint status at a higher degree than normal Saints, who are limited by what their bodies can use without self-destructing, through the removal of his human body's natural limiters. This ability is also described as removing any and all sin from the user, thus practically having its user become a sinless human. Due to his, the user gains immunity to punishment based attacks, as the ability can be used to expiate the user's sins so that they can't be punished for them.
Rune magic/Water manipulation: Acqua is knowledgeable in the use of rune magic, specializing in the manipulation of water and ice in various forms through the rune Laguz (Water, Lake). Acqua, due to his alignment with Gabriel, is a powerful water magician.
- Moisture sense: By sensing the moisture in the air, Acqua was capable of understanding the movements of Academy City's nano-sized weapon Mimosa and predict its actions to evade it. It's likely through this skill that Acqua can sense persons, as he was able to instantly tell that the Academy City's powered suits and armored vehicles sent to fight him were unmanned due to not sensing a human being on them.
- Water movement spell: This technique is his brand as a mercenary. He uses water to apply a layer between his feet and the ground, allowing him to glide and slide on the floor instead of running. This allows him to move in such a way that he can't be predicted by opponents.
- Offensive water manipulation: Acqua can use magic to shoot compressed water and to detonate water or steam pipes to create a bomb, assaulting the enemy with the pipe's fragments. Acqua can also use several tons of water to create water torrents that looks like a water hand or a dragon's jaw, 20m long columns of water to smash his enemies like a huge hammer, water tsunamis, water whips, melt snow to create torrents made of dozens of tons of water, create water spheres to shield himself from attacks or heat/flames, create exploding spheres of water vapor capable of shattering a thick reinforced concrete fortress, etc. Acqua can also use water to create a large constantly shifting magical array that gives him control over any water around him, down to the single drops of water floating the air and launch his attacks from every direction. During his fight with Kanzaki Acqua was controlling five thousand tons of water in a 2 kilometers radius magical array.
- Ice manipulation: Acqua's control over water extends to ice. He has been shown using several 30m ice spears and massive spherical blocks of ice to attack his enemies.
- Blood Rune: Acqua can use his blood to write runes in his mace to strengthen it. Upon the runes' activation, Kanzaki felt as if the mace's weight and pressure had increased exponentially countless times over.
- Other spells: Additionally, during his fight with Kanzaki Acqua attacked her with vacuum blades and rocks.
Mace: Originally Acqua used a giant 5m long mace that looked similar to a knight's lance. He could summon the mace from his own shadow using magic.
Ascalon: Also known as the Great Sword Ascalon, it's a giant sword given to Acqua before the British Civil War. It was created at the end of the 16th century by an artist who based it on the sword used by St. George. The sword was created around the idea of working out what exactly would be needed to slay the 50m dragon from the legend if it had actually existed. The result was a giant sword 3.5m long and weighing 200kg. The sword possesses various traits which are designed to allow it to be used in different ways, meant to cut through the different parts of the dragon. Magical power is supplied to the section of Ascalon which is to be used and the shine of the blade changes colour depending on which function is being used.
- Red: A thick axe-like blade, meant to cleave the dragon's sinews.
- Blue: A thin razor-like blade, meant to cut away the dragon's fat.
- Green: A church-key spike in the blade, meant to tear the dragon's scales off.
- Yellow: A fretsaw wire nestled on the blade, meant to disembowel the dragon.
- Purple: A giant saw on the back of the blade, meant to sever the dragon's bones.
- Pink: A hook spike attached to the pommel, meant to pull out the dragon's fangs.
- White: A close-combat spike near the grip, meant to gouge out the dragon's nerves.
Healing Magic: Acqua is knowledgeable enough in healing magic to be able to patch up the injuries he received fighting the Knight Leader.
Mercenary Abilities: Acqua has many years of knowledge in the field of battle from his mercenary career experience, so he can perform maneuvers like blocking a physical attack without seeing it or judging the distance and direction of an attack only by wind pressure.
Take care with this world. What is made can be unmade. |
Widely considered one of the most adept sorcerers on Runeterra, Ryze is an ancient, hard-bitten archmage with an impossibly heavy burden to bear. Armed with immense arcane power and a boundless constitution, he tirelessly hunts for World Runes—fragments of the raw magic that once shaped the world from nothingness. He must retrieve these glyphs before they fall into the wrong hands, for Ryze understands the horrors they could unleash on Runeterra.
Powers and Stats
Tier: Low 7-C, likely 7-C, possibly higher, 6-C with the World Rune
Name: Ryze, the Rune Mage, The Archmage
Origin: League of Legends
Gender: Male
Age: Over 1000
Classification: Magically Altered Human, Warlock, Nomad
Powers and Abilities: Superhuman Physical Characteristics, Regenerationn (Mid-Low), Energy Projection, Forcefield creation, Runic Magic, Portal Creation, Reality Warping, Teleportation, His spells absorb a small portion of the opponent's life force (Via Desperate Power)
Attack Potency: Small Town level+, likely Town level (Can fight on-par with Gare, and similarly powerful champions, As one of the most powerful mages on Runeterra he should be considerably more powerful than other mages such as Annie, Lux, and Lulu), possibly higher (The scroll on his back is said to contain an immensely powerful spell, but whether he would be willing to use it is unknown, as is the true extent of this spell's power), Island level with the World Rune (A World Rune destroyed a stretch of land that would take more than a day to travel, the equivalent of approximately 40 to 50 km, instantly, World Runes are described as being capable of reshaping the landscape of entire nations)
Speed: Hypersonic+ with Massively Hypersonic+ reactions and combat speed (Can keep up with champions like Kled and Gare, as well as close range lightning/light-based attacks)
Lifting Strength: Athletic Human
Striking Strength: Class TJ
Durability: Small Town level+, likely Town level, possibly higher
Stamina: Superhuman
Range: Dozens of meters with most spells, Several kilometers with Realm Warp, Dozens of kilometers with the World Rune
Standard Equipment: Spellbook, Scroll, World Rune, Starting/Essential Items (Health Potions, Ionian Boots of Lucidity, Rod of Ages, Morellonomicon, Seraph's Embrace, Void Staff, Warding Totem)
Intelligence: Very high (Described as one of the most skilled mages in the world)
Weaknesses: Has a limited supply of mana with which to cast spells, his spells have cooldown periods, during which time they cannot be cast (Both are highly exaggerated in-game for gameplay balance purposes; for instance, Ekko is shown to be able to use his ultimate ability in rapid succession in his cinematic), Will refuse to use the power of the World Rune unless absolutely necessary
Notable Attacks/Techniques:
- Basic Attack: Ryze fires a bolt of arcane magic at the opponent, dealing physical damage.
- Arcane Mastery: Ryze gains Arcane Mastery for 6 seconds every time he uses an ability, stacking up to 5 times. At 5 stacks, Ryze becomes supercharged for 2.5 seconds, gaining a shield that blocks incoming damage and causing his ability casts to reduce his other ability cooldowns. Also, Ryze's maximum mana is increased by 5% per 100 AP.
- Overload: Ryze unleashes a runic blast, dealing magic damage to the first enemy struck in a line. Arcane Mastery's supercharged effect passively gains increased duration.
- Flux: Overload deals increased damage, based on Spell Flux's rank, and spreads the damage to other nearby enemies marked with Flux. Casting Rune Prison and Spell Flux reset Overload's cooldown and generates a Rune for 4 seconds, up to 2. Casting Overload will consume Ryze's current Runes. If Ryze consumes 2 Runes, he gains a shield and bonus movement speed for 2 seconds.
- Rune Prison: Ryze traps the target enemy in a cage of magic, dealing them magic damage and rooting them for a short time.
- Flux: The root duration is increased to 2 seconds.
- Spell Flux: Ryze hurls an orb of runic energy at the target enemy, dealing magic damage and marking them with Flux for 3 seconds, causing his next basic ability against them to consume the mark and gain bonus effects. Enemies killed by any of Ryze's abilities while marked with Flux also spread Flux to nearby enemies.
- Flux: Spell Flux spreads to all nearby enemies, applying its damage and marking them with Flux.
- Realm Warp: Ryze targets a location and opens a portal around him. After a 2 second delay, all allied champions within the portal are teleported to the target location. The delay on Realm Warp is interrupted by both silencing and immobilizing effects.
- Desperate Power: For 6 seconds, Ryze gains spell vamp, bonus movement speed, and causes his abilities to deal half of their damage to all enemies around the main target for the duration. Ryze also permanently has cooldown reduction.
- Health Potion: Regenerates health every half-second for 15 seconds. Limited to 5 at one time.
- Ionian Boots of Lucidity: Grants bonus movement speed and cooldown reduction.
- Rod of Ages: Grants bonus health, mana, and ability power. Additionally, 15% of damage taken from champions is gained as mana. Spending mana restores 20% of mana spent as health, up to 25 per cast.
- Morellonomicon: Grants bonus mana, ability power, and cooldown reduction. Additionally, kills and assists restore 20% of Ahri's maximum mana, and dealing magic damage to an enemy champion below 35% health inflicts Grievous Wounds to them for 8 seconds. Grievous Wounds is a debuff that reduces all healing received by 40%.
- Seraph's Embrace: Grants bonus mana and ability power equal to 3% of maximum mana. Refunds 25% of mana spent.
- Mana Shield: Drains 20% of the wielders current mana to shield them for an equal amount plus 150 for 3 seconds.
- Void Staff: Grants bonus ability power, and causes magic damage to ignore 35% of the target's magic resistance.
- Warding Totem: Consume a charge to place an invisible Stealth Ward which reveals the surrounding area for 120 seconds. Stores one charge every 90 seconds, up to 2 maximum charges. Limited to 3 Stealth Wards active at a time.
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