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Agile Fodder: Imp Vs Skirmisher

WeeklyBattles

VS Battles
Retired
61,177
14,740
Imp
IMP
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:

  • Lunge: The Imp leaps from whatever surface it is clinging to and attempts to scratch the player. (Only does this at medium range)
  • Fireball: The Imp launches a fireball; slight chance of this fireball being charged, in which case it deals moderately higher damage.
  • Swarm: Imps gather around the player (preferably via higher ground) and attempt to overwhelm them using guerrilla tactics.
Skirmisher
Championskirmisher
</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
In character, no prior knowledge or prep time. Skirmisher Champion armed with a Needle Rifle and a Plasma Pistol, No Focus Rifle. SPEED EQUALIZED. Who wins?

Imp - 0

Skirmisker - 0

Inconclusive - 0
 
I think the Skirmisher is smarter and more agile, along with having much better range. He should be able to snipe the Imp while it's distracted by the Hologram.
 
They have the same range though...
 
They do it in 2016 sometimes. Standing up on the pillars and all.

Also the feats noted for 9-B are 9-C. I don't think we measure AP in wattage, and regular rifles like say an AK-47 will kill lightly armored real people in one shot sometimes, can still shatter bones, and pop organs. Only explosion may be 9-B.
 
Confused it with volts, but do we have a table or something of values in that measurement the way we do in joules?
 
We dont really need one, it's just watts/second, take the amount of watts of the feat and divide by the number of seconds it took to perform said feat
 
I don't really see how a plasma shot would directly translate to the physical damage done from kinetic energy...

Still, the Skirmisher is three times above baseline with normal shots and fourty times with charged ones, while ripping through walls or steel doors should be a hell of a lot more than that. And yeah, yeah, I know the unreasonable hate for any feat without a direct calc for it, but regardless that's just how it is.

Stuff like the revenant's missiles, ripping people apart with bare hands, and the likes should mean that non-charged shots are getting tanked. Skirmisher certainly isn't tanking stuff here.
 
I mean even if the Imp can tank the energy of the attack there's still a ton of side effects that plasma has on organic targets that would mess it up big time
 
I feel it should have resistance to heat due to being able to just be dropped into magme, tanking explosions and other fire based attacks for quite a bit, etc., but I don't feel like making a crt right now.
 
I mean resistance to lava/magma heat isnt going to help, the difference in temperature between lava/magma and plasma is over 40,000 F
 
Yeah, but with it's bodly fluids not really vaporizing naturally 90% of the problems with the burns are countered. It's not like splashing plasma against something spreads it's heat over the whole body (realistically it should barely be able to go a cm deep into someones flesh before the bapor forces it away as it expands, the same way lava can't melt through ice, but realism isn't exactly videogames' highpoint).
 
Yeah but again that a difference of over 40000 F, it may not be vaporized by 2000+ F lava or magma but you cant really say the same about 45000 F plasma

Although youre partially correct, at a range plasma weapons only leave wounds inches deep, though at close range they are capable of passing through the target completely, but the heat causes inflicted wounds to instantly cauterize, causing any fluids within the target's body to vaporize and become trapped within the organs and blood vessels, causing internal explosive ruptures within the target. If it misses and strikes cover near the target it can cause instant heat stroke and can potentially cause superheated debris to splash the target if theyre close enough. Halo plasma weapons are honestly kinda brutal.
 
Where did you get 40,000 F? You do realize fire is plasma right, and that can be simply 400 to 1000 C. And even the surface of the Sun is only around 6000 K. Anyway, I don't think the heat of fictional plasma can be properly assumed or calculated. But Wattage is energy as far as Joules/s is concerned. However, the Doom Pistol alone has 4 Megawatts of Argent Energy and that's only the weakest weapon. The Plasma Rifle among other weapons are obviously above that. That's 9x stronger than Halo's plasma Rifle at 450 Kilowatts.
 
Pretty sure that's just random topics about plasma in the universe; it's not a norm for plasma rifles to be multitudes hotter than the surface of the sun unless stated. Flame throwers are currently the closest thing IRL to plasma rifles. Someone tried using some of those same articles to make plasma rifles from Doom Sub-Relativistic via scaling them from Corona Mass Ejections. Which was about as wacky as having Supersonic squirt guns via scaling them from Tsunamis.
 
Some googling will also show you the waste research on plasma that is downright cold (some colder than space itself).

Obviously not the case here, but assuming much for heat is impossible.
 
Oh yeah, Supercooled plasma that's nigh-AZ is a thing. But still, I don't think plasma rifles that cause third degree burns should have an assumed temperature. And that also reminds me, all demons in Doom need resistance to heat and toxic waste.

As for the thread, I think Surface scaling gives Imp the edge in agility since he can cling on the walls Spider-Man style. And he has the advantage in both raw power and durability. So voting for Imp for those reasons.
 
From up close, from a distance, it's only 3rd degree. However, even regular fire can cause that which lava can cause burns higher than that normally.
 
Also remember that the Needler is still a thing here, as are the skirmisher's holograms
 
Needlers are pretty inaccurate and easy to dodge unless you're really close and hitting big targets. Holograms can be useful, but I still think the Imp has the edge as fireballs will oneshot the Skirmishers.
 
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