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Team Battle: The Guardians vs Team Sonic

LordGriffin1000

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With Sonic characters now High 3-A, I wanted to try this match out, especially since team battles are a thing we can do and I'm looking for potential W.I.T.C.H. matches.

Match Rules
  • Both teams are in character
  • Speed is Equalized
  • High 3-A versions for both teams
  • Keys: Magical Sovereign W.I.T.C.H VS Modern Team Sonic
  • Starting Distance: SBA (4 kilometers)
  • Location: Green Hill Zone

Guardians (W.I.T.C.H.):
The_Guardians_Rendered.png


Team Sonic (Game):
Team_Sonic_Modern.png
 
They both have too much stuff for me to know where to start, especially since I know nothing about W.I.T.C.H. What do the Guardians usually lead with? Team Sonic often start with variations of the spin dash alongside CQC. Unless the Guardians have an AP advantage or are quick to resort to hax that team Sonic can't dodge or resist, it seems like they'll get overwhelmed by their superior teamwork and combat skill.

Also, the fight taking place in Green Hill grants team Sonic an easier access to rings and power-ups, so even at an AP disadvantage, they should be fine
 
This is awesome lmao. Don't have the opportunity to look at the pages yet but I'll say this in advance for when I do:

It MIGHT be best to give the Guardians prior knowledge of the Spin Dash technique. Team Sonic doesn't really spam the move unless they're outclassed, nor is it necessarily ALWAYS a starting move, but it's one of those moves that are super in-character for them to do and is >4x amp. So it's really obnoxious.

If you feel they can deal with that or have an answer to it (again, have not looked at the pages but I will later) then disregard my comment lol.
 
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They both have too much stuff for me to know where to start, especially since I know nothing about W.I.T.C.H. What do the Guardians usually lead with? Team Sonic often start with variations of the spin dash alongside CQC. Unless the Guardians have an AP advantage or are quick to resort to hax that team Sonic can't dodge or resist, it seems like they'll get overwhelmed by their superior teamwork and combat skill.

Also, the fight taking place in Green Hill grants team Sonic an easier access to rings and power-ups, so even at an AP disadvantage, they should be fine
This is awesome lmao. Don't have the opportunity to look at the pages yet but I'll say this in advance for when I do:

It MIGHT be best to give the Guardians prior knowledge of the Spin Dash technique. Team Sonic doesn't really spam the move unless they're outclassed, nor is it necessarily ALWAYS a starting move, but it's one of those moves that are super in-character for them to do and is >4x amp. So it's really obnoxious.

If you feel they can deal with that or have an answer to it (again, have not looked at the pages but I will later) then disregard my comment lol.
For potential Spin Dash counters, Taranee Cook has the ability to read minds, and she established a mental link with the other guardians that allows them to communicate over a planetary distance so she can get a read on what Team Sonic plan on doing and let the others know (she doesn't spam mind reading but it's something she's done before), so even if separated, they always know what's happening with each other. Will Vandom also has a danger sense and the ability to sense the energy/power of others/objects so she would also notice the sudden spike in their power when the activate spin dash.

Will herself has teleportation different form the others and can avoid it, meanwhile Taranee always covers herself in a fire aura and here heat/fire is the universal element and superior to heat that can turn sand into glass, superior to lava, and can even the sun as she can even suck up the heat from the sun itself without issue. So charging her would cause them harm unless they possess the necessary resistance. The other three don't have sold ways to block or dodge it but Will can create forcefield that can reflect attacks back with twice the force so she can protect her team.

In Character Moves

* Important Note: The Guardians don't not start with any of there extreme hax even in their most difficult battles, only if it's actually required. For example Irma Lair has Transmutation with a simple hand gesture she can turn people into harmless animals however she's never done this against her opponents in the entire series, just accidentally on a boy or to prove she was magical to a boy she liked, and against Cornelia just to be funny. Another example is that they only used Existence Erasure once because they had no other way to stop the evil magic that was across the planet, but they never used it in combat despite it's potency. So if anyone does read the profiles, you can simply ignore their deadly hax like Transmutation, Reality Warping, Existence Erasure and such as that's not something they'd use in character unless it literally requires them to.

Now as for what they actually start with, it's mainly either CQC or ranged energy attacks, this includes energy beams or their elements (Though Will's element is pure energy so it's only energy blast for her), Irma uses high pressure water, Taranee uses balls of fire that can explode, Cornelia creates fissures to make her opponents fall in or earth domes to contain them, Hay Lin uses high pressure winds that can cover a wide range, so effectively they'll be utilizing the elements and hand to hand most of the time. You can check their pages to see how they utilize their elements.

For support abilities, they have invisibility and barriers (magic and element variety), Will can amp the others with her energy, Irma can release sound waves that can freeze enemies and make them brittle (though I'm pretty sure Sonic and crew resist extreme cold), Taranee has mind reading/mental link and if enraged she can just cause people to spontaneously combat with just a glance, Cornelia can summon plants to restraint targets (the team has infinite lifting strength), Hay Lin can also increase their speed with the wind. The girls clothing actively have instinctive reactions and will defend them against attacks without them needing to do a thing so effectively, Team Sonic aren't just fighting the girls in close range, they are fighting their elastic clothing.

Others than that, that's pretty much it. Big hax won't really be used by them unless put in a situation that literally requires them to. Other stuff like surface scaling, empathic manipulation (Will), Illusion Creation/Matter Manipulation (Hay Lin) and so on are either not something useful or just out of character.
 
For potential Spin Dash counters, Taranee Cook has the ability to read minds, and she established a mental link with the other guardians that allows them to communicate over a planetary distance so she can get a read on what Team Sonic plan on doing and let the others know (she doesn't spam mind reading but it's something she's done before), so even if separated, they always know what's happening with each other. Will Vandom also has a danger sense and the ability to sense the energy/power of others/objects so she would also notice the sudden spike in their power when the activate spin dash.

Will herself has teleportation different form the others and can avoid it, meanwhile Taranee always covers herself in a fire aura and here heat/fire is the universal element and superior to heat that can turn sand into glass, superior to lava, and can even the sun as she can even suck up the heat from the sun itself without issue. So charging her would cause them harm unless they possess the necessary resistance. The other three don't have sold ways to block or dodge it but Will can create forcefield that can reflect attacks back with twice the force so she can protect her team.

In Character Moves

* Important Note: The Guardians don't not start with any of there extreme hax even in their most difficult battles, only if it's actually required. For example Irma Lair has Transmutation with a simple hand gesture she can turn people into harmless animals however she's never done this against her opponents in the entire series, just accidentally on a boy or to prove she was magical to a boy she liked, and against Cornelia just to be funny. Another example is that they only used Existence Erasure once because they had no other way to stop the evil magic that was across the planet, but they never used it in combat despite it's potency. So if anyone does read the profiles, you can simply ignore their deadly hax like Transmutation, Reality Warping, Existence Erasure and such as that's not something they'd use in character unless it literally requires them to.

Now as for what they actually start with, it's mainly either CQC or ranged energy attacks, this includes energy beams or their elements (Though Will's element is pure energy so it's only energy blast for her), Irma uses high pressure water, Taranee uses balls of fire that can explode, Cornelia creates fissures to make her opponents fall in or earth domes to contain them, Hay Lin uses high pressure winds that can cover a wide range, so effectively they'll be utilizing the elements and hand to hand most of the time. You can check their pages to see how they utilize their elements.

For support abilities, they have invisibility and barriers (magic and element variety), Will can amp the others with her energy, Irma can release sound waves that can freeze enemies and make them brittle (though I'm pretty sure Sonic and crew resist extreme cold), Taranee has mind reading/mental link and if enraged she can just cause people to spontaneously combat with just a glance, Cornelia can summon plants to restraint targets (the team has infinite lifting strength), Hay Lin can also increase their speed with the wind. The girls clothing actively have instinctive reactions and will defend them against attacks without them needing to do a thing so effectively, Team Sonic aren't just fighting the girls in close range, they are fighting their elastic clothing.

Others than that, that's pretty much it. Big hax won't really be used by them unless put in a situation that literally requires them to. Other stuff like surface scaling, empathic manipulation (Will), Illusion Creation/Matter Manipulation (Hay Lin) and so on are either not something useful or just out of character.
And they all scale to baseline High 3-A, right?
 
And they all scale to baseline High 3-A, right?
Yes, all High 3-A W.I.T.C.H. characters scale to High 3-A feats/statements (Nerrisa shaking the cosmos which included Kandrakar that is infinite in size, several statements of characters being able to destroy Kandrakar, and infinite power statements, Nerrisa and her crew surviving the Resonance which can destroy Kandrakar).

Scaling Chain Wise it would go something like...

Baseline High 3-A = Wise Men of Kandrakar < The Oracle < Elemental Queens/Elyon (Oracle is afraid of them) < Full Power Heart of Kandrakar (Stated to be the strongest magic in every aspect) < Full Elements (The Guardians unlocked the full power of the elements including the power of the Heart) < Arkhaam (superior to the Guardians) < Magic Sovereign Guardians (Reached a level of power/unity unlike ever before) < Sixtra (A fusion of the Guardians when they became Magic Sovereigns and is their overall superior)

There are a few minor characters who'd fit in there but they aren't noticably stronger, the characters/items on that list are outright superior to the previous one.
 
Yes, all High 3-A W.I.T.C.H. characters scale to High 3-A feats/statements (Nerrisa shaking the cosmos which included Kandrakar that is infinite in size, several statements of characters being able to destroy Kandrakar, and infinite power statements, Nerrisa and her crew surviving the Resonance which can destroy Kandrakar).

Scaling Chain Wise it would go something like...

Baseline High 3-A = Wise Men of Kandrakar < The Oracle < Elemental Queens/Elyon (Oracle is afraid of them) < Full Power Heart of Kandrakar (Stated to be the strongest magic in every aspect) < Full Elements (The Guardians unlocked the full power of the elements including the power of the Heart) < Arkhaam (superior to the Guardians) < Magic Sovereign Guardians (Reached a level of power/unity unlike ever before) < Sixtra (A fusion of the Guardians when they became Magic Sovereigns and is their overall superior)

There are a few minor characters who'd fit in there but they aren't noticably stronger, the characters/items on that list are outright superior to the previous one.
Technically you could argue just pure 2-A because Kandrakar is consistently regarded as transcending space-time.

But yeah the scaling chain makes sense. But I'd say Elyon should be higher since it was stated even before she obtained her real power that she was stronger than all of the Guardians put together.
 
The girls clothing actively have instinctive reactions and will defend them against attacks without them needing to do a thing so effectively, Team Sonic aren't just fighting the girls in close range, they are fighting their elastic clothing.
The lasses pulling a Spawn now. Still no pages for the tv show, dang.
 
Technically you could argue just pure 2-A because Kandrakar is consistently regarded as transcending space-time.
They have a 2-B and a 2-A feat already, but the have a ton of High 3-A feats/statements. While they can potentially be rated as flat 2-A, High 3-A is a safety net and is the most consistent thing. This isn't to say High 3-A is an anti-feat, just that it's a comfortable minimum for their full power of the characters.
But yeah the scaling chain makes sense. But I'd say Elyon should be higher since it was stated even before she obtained her real power that she was stronger than all of the Guardians put together.
While she's stated to be stronger than the Guardians, their power Varies, plus the Heart being stated to be the strongest magic is post Elyon's statement. Now I'm not saying she can't hold her own, but at their maximum they are considered the strongest at that time.

The lasses pulling a Spawn now. Still no pages for the tv show, dang.
I've honestly just not found the time to make finish them. I eventually get them done. They got Massively Hypersonic and High 3-A in season 2. Though we still need some feats calced for season 1.
 
I think the moment Team Sonic closes in, it's over for them tbh. Spin Dash lets them blitz people from tens of meters away that were previously superior to themselves. So closing the 4km distance will be easy enough. But once they fall within that tens of meters range, the guardians are kinda done for.

Look at the skill gap, and when you pair that with blitz amps, amazing acrobatics/mobility, and good versatility, there's not much they can do once they get into close range imo. Not unless they use their haxier things. But they'll prolly already be out before they can resort to that.
 
I think the moment Team Sonic closes in, it's over for them tbh. Spin Dash lets them blitz people from tens of meters away that were previously superior to themselves. So closing the 4km distance will be easy enough. But once they fall within that tens of meters range, the guardians are kinda done for.

Look at the skill gap, and when you pair that with blitz amps, amazing acrobatics/mobility, and good versatility, there's not much they can do once they get into close range imo. Not unless they use their haxier things. But they'll prolly already be out before they can resort to that.
Pretty sure Will can teleport before they close that gap as she'll already get the danger alert along with Taranee's mind read, and Taranee starts with flame aura which would roast them unless they have resistance to high heat resistance, also, I don't think acrobatics/mobility will do much when their range is huge. Though the sill gap is true.
 
Pretty sure Will can teleport before they close that gap as she'll already get the danger alert along with Taranee's mind read, and Taranee starts with flame aura which would roast them unless they have resistance to high heat resistance, also, I don't think acrobatics/mobility will do much when their range is huge. Though the sill gap is true.
How in-character is it for her to zone their opponents via TP spam? Team Sonic can survive falling inside of the Sun in Shuffle. I assume they'll be fine. Acrobatics/Mobility was mentioned for when they get to close quarters. But it's also useful for evasion, especially at a distance.
 
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