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Imp |
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Powers and Stats Tier: 9-B Name: Imp Origin: DOOM Gender: Seemingly genderless Age: Unknown Classification: Demonic Grunt Powers and Abilities: Superhuman Physical Characteristics, Enhanced agility, Fireballs, Surface Scaling Attack Potency: Wall level (Strong enough to smash steel doors. Easily capable of killing lesser marines with both fireballs and melee strikes. Shouldn't be overwhelmingly inferior to a non-amped Doomguy) Speed: Subsonic+ movement speed. At least Supersonic combat speed and reactions (Faster than most other enemies found within the game. Should be comparable to Doomguy) Lifting Strength: Unknow, likely Class K (Should not be too much weaker than Lost Soul) Striking Strength: Wall Class (Capable of dealing moderate damage to a non-amped Doomguy, as well as damaging other monsters within this tier. Can easily kill Former Humans with their bare hands. The strength of two Imps combined was enough to smash down a double-door made of steel) Durability: Likely Wall level (Superior to Former Humans. Capable of withstanding gunfire, including blasts from a shotgun) Stamina: Superhuman Range: Standard melee range physically. Approximately 20 to 30 meters with fireballs. (Their aim with these becomes unreliable at longer ranges) Standard Equipment: None Intelligence: Seemingly higher than most demons, as they employ tactics in combat. Weaknesses: Physically weak and reasonably frail compared to other enemies in the game. All of them seem to have a negative disposition towards the more high-ranking demons. Some of them prefer to fight at a distance and will actively retreat when their target gets close to them. Notable Attacks/Techniques:
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Skirmisher |
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</tabber> Powers and Stats Tier: 9-C Physically, 9-B with Weapons Name: T'vaoan, Skirmisher Origin: Halo Gender: Varies (Can be Male or Female) Age: Varies Classification: Alien Race Powers and Abilities: Superhuman Physical Characteristics, Enhanced Senses (T'vaoan have extraordinary senses of sight, hearing, and smell), Hologram Creation (Capable of projection a hologram of themselves, though it is only capable of basic movement and cannot be controlled), Plasma Manipulation (Via Various Weapons), Electro-Magnetism Manipulation (Plasma Pistols can produce an EMP which can disable electronic devices within range), Heat Manipulation (Plasma Weapons are capable of inflicting injuries including severe third-degree burns, flash vaporization of bodily fluids, instant cauterization of wounds which traps fluids in organs or blood vessels and, in addition to the rapid expansion of heat, can cause ruptures or small explosions within the victim. Near misses can also cause injury to the target, as convection created by the shots can burn the intended target which can lead to heat trauma or heat stroke due to the exposure to extreme temperatures.), Explosion Manipulation (A single Needle Rifle needle will explode a few seconds after being embedded in a target, with multiple needles in the target Supercombining to multiply the power of the explosion) Attack Potency: Street level Physically (Skirmishers are stronger than Jackals, which are strong enough to overpower a fully-trained Human soldier in physical combat), Wall level with Weapons (Plasma Pistols have an output of 45 kW normally and 450 kW when charged, and it often takes only three shots from a Plasma Pistol to kill a lightly armored target like a UNSC Marine. A single Needler or Needle Rifle needle is capable of cracking ribs and destroying organs, with multiple needles amplifying the power of the explosion significantly.) Speed: SuperHuman (Skirmishers are the fastest Covenant species, faster and more agile than Jackals, and are able to outspeed Spartans) Lifting Strength: Peak Human (Stronger than Jackals which can overpower peak human soldiers, but overall far weaker than Spartans) Striking Strength: Street Class Durability: Street level (Skirmishers are physically frail and can be taken down by small arms relatively easily) Stamina: Very High Range: Standard Melee Range, Dozens of meters with weapons Standard Equipment: Hologram Decoy, Plasma Pistol, Needle Rifle Intelligence: Above Average (Skirmishers are highly skilled in close combat, often employing pack strategy and using flanking tactics, with specialist Skirmishers employing hologram equipment to misdirect their foes, working to coordinate the timing of their shots to prevent returning, and using their agility and speed to quickly capture vantage points.) Weaknesses: Due to their low durability Skirmishers are often reliant on their speed to stay alive in combat scenarios |
Imp - 0
Skirmisker - 0
Inconclusive - 0