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You can make a rain of a thousand needles. I will make it rain blood. |
Gaara is a shinobi of Sunagakure. Before he was born, Shukaku was sealed within him, resulting in his mother's death. Regarded as a monster by the village and with nobody to love him, Gaara came to despise the world and began relying only on his own strength, gaining the title Gaara of the Sand Waterfall. After his defeat by Naruto Uzumaki and his unwavering dedication to his friends, Gaara begins emulating Naruto's method and changes Suna's opinions of him. He eventually becomes the village's Fifth Kazekage, a position he maintains even after Shukaku is removed from his body by Akatsuki.
Powers and Stats
Tier: Possibly 7-B
Name: Gaara
Origin: Naruto
Gender: Male
Age: 19 (The Last)
Classification: Human, Kazekage, Jinchuuriki
Powers and Abilities: Superhuman Physical Characteristics, Sand Manipulation, Wind Element Manipulation, Flight (Via sand manipulation), Can send particles to block movements, Sealing, Extrasensory Perception with Third Eye
Attack Potency: Possibly City level (Covered and saved the entire Sunagakure village from multiple meteors that were falling toward the village with his sand, and wasn't tired after that)
Speed: Massively Hypersonic via power-scaling from the other Kages
Lifting Strength: SuperHuman himself, Class G with the sand
Striking Strength: Class MJ himself, Class TJ with the sand (Able to hurt Sage Mode Madara)
Durability: Possibly City level with enough sand (His sand tanked multiple meteors)
Stamina: Extremely high, as he can fight for hours non-stop against high-level opponents without getting winded.
Range: Several kilometers
Standard Equipment: Sand Gourd
Intelligence: Fairly creative in the application of his sand powers; general knowledge of ninja techniques.
Weaknesses: His Jutsu can consume large amounts of chakra, and can only use the one-tail to its strongest when truly asleep. Oil also makes his sand extremely heavy and difficult to control.
Notable Attacks/Techniques:
- Armor of Sand: Gaara can cover himself in a compacted layer of sand, providing an additional defence should his Shield of Sand fail.
- Desert Layered Imperial Funeral: Using a large quantity of sand, Gaara covers the enemy with several successive layers of the material, before compressing it into the form of a huge pyramid which acts to imprison the target upon its completion.
- Prison Sand Burial: Gaara using his ability to manipulate sand, loosens the ground below his enemy and catches them in a maelstrom of sand. The swallowed enemy sinks up to two hundred metres underground, while completely unable to move a muscle.
- Sand Clone: Gaara uses a clone of sand.
- Sand Waterfall Funeral: After wrapping an opponent with sand with either Sand Binding Coffin or Sand Drizzle, Gaara will cause the sand to implode and crush whatever is within it.
- Sand Waterfall Imperial Funeral: This technique is a specialty of Gaara, where he makes the land a stage for his representation.
- Quicksand Waterfall Flow: This technique creates a massive amount of sand in the form of a wave, covering and "drowning" the opponent in an ocean of sand. From the sand Gaara carries in his gourd, he grinds the rocks and minerals from underground into a large sea of sand and manipulates it like a tsunami that engulfs absolutely all the things in his line of sight.
- Shield of Sand: A technique that is unique to Gaara. Whenever Gaara is about to be harmed, a shield of sand will automatically surround and protect him. The sand will react regardless of Gaara's will, even protecting him from self-inflicted injuries.
- Third Eye: Gaara can create an artificial eye made of sand or Gold Dust for extrasensory vision. He can control the size of the eye depending on its use. Its main purpose is spying, as it can form and disperse on any location in command. He can use it to see what's happening outside while surrounding himself in the Shield of Sand for protection during combat.
Shurima was once the glory of Runeterra. I will make it so again. |
Azir was a mortal emperor of Shurima in a far distant age, a proud man who stood at the cusp of immortality. His hubris saw him betrayed and murdered at the moment of his greatest triumph, but now, millennia later, he has been reborn as an Ascended being of immense power. With his buried city risen from the sand, Azir seeks to restore Shurima to its former glory.
Powers and Stats
Tier: At least 7-B
Name: Azir, The Emperor of the Sands, Golden Sun, Beloved of Mother Desert, Hawk-Father
Origin: League of Legends
Gender: Male
Age: Several thousand years old
Classification: Ascendant (Hawk form, formerly human), Emperor of Shurima
Powers and Abilities: Superhuman Physical Characteristics, Regenerationn (Mid-High), Immortality (Type 1), Sand Manipulation, Energy Projection, Summoning (Sand soldiers and turrets), Light-based Magic, Skilled diplomat and emperor, Forcefield generation
Attack Potency: At least City level (Casually raised the Shuriman capital city out of the desert while in a weakened state)
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: At least Class 100 (Should be comparable to if not superior to Poppy), at least Class G with Sand Manipulation (Lifted the entire city of Shurima, including the massive Sun Disc at its heart, from under the desert)
Striking Strength: Class PJ (Emperor's Divide can move champions as large as Cho'Gath, Nautilus, and Malphite)
Durability: At least City level
Stamina: Likely Limitless (Should be comparable to Nasus and Renekton)
Range: Several kilometers
Standard Equipment: Staff of Office
Intelligence: High (An effective ruler who raised his country into one of the greatest empires on Runeterra before its fall as a result of Xerath's betrayal. His combat style involves efficient command of his sand soldiers and can thus be considered an experienced and able frontline commander and tactician. Was taught ancient knowledge by Nasus and received combat training from Renekton)
Weaknesses: Can be overconfident and stubborn at times, 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)
Notable Attacks/Techniques:
- Basic Attack: Azir blasts the opponent with a bolt of magic, dealing physical damage.
- Shurima's Legacy: Azir places a marker above the ruins of all destroyed turrets outside of the enemy base. Azir raises the Sun Disc from the selected marked ruins, which functions like a standard turret but grants Azir any gold it earns. The Sun Disc loses health over 1 minute and loses its armor if Azir dies or moves too far away.
- Conquering Sands: Azir orders all Sand Soldiers to dash toward the target location, dealing magic damage to all enemies they pass through and slowing them by 25% for 1 second. Enemies hit by multiple soldiers do not take additional damage, but are slowed by an additional 25% per soldier beyond the first. Conquering Sands resets Azir's autoattack timer.
- Arise!: Azir summons an untargetable Sand Soldier at the target location for 9 seconds, expiring twice as fast while within range of an enemy turret, and expire instantly if Azir moves too far away. When Azir attacks an enemy in a soldier's range, the soldier attacks in his stead, dealing magic damage to all enemies in a line. Multiple soldiers can strike the same target, with each soldier beyond the first dealing 25% damage. Azir can only command soldiers when near them. Soldiers cannot attack enemy structures. Azir has a stock system for this ability; he stores a Sand Soldier periodically, up to a maximum of 2 stored at once. He also permanently has bonus attack speed.
- Shifting Sands: Azir dashes to one of his Sand Soldiers, dealing magic damage to enemies he passes through. If Azir hits an enemy champion, he stops and gains a shield for 4 seconds.
- Emperor's Divide: Azir calls forth a phalanx of soldiers from behind him, charging forward in the target direction. When the soldiers finish their charge, they stand as a wall for 3 seconds, blocking enemy champion movement and dashes. These soldiers are static. Enemies impacted by the charge are dealt magic damage and knocked back. Allies and Azir can pass through the wall.
Gaara - 2
Azir - 7
Inconclusive - 0