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You two… You're gonna go far, but only if you keep learning, if you never stop moving forward. | ||
Tier: Low 7-C
Name: Qrow Branwen
Origin: RWBY
Gender: Male
Age: Likely in his 30s
Classification: Human, Huntsman
Powers and Abilities: Superhuman Physical Characteristics, Shapeshifting (Can turn into a crow), Able to manipulate and use his Aura defensively (Enhances his natural durability), offensively (Enhances his striking power and sharpens his senses), and to unlock the Aura of another perso, Skilled Swordsman, Marksman, and Scythe wielder, Limited Probability Manipulation (Qrow's Semblance causes misfortune to everyone around him at all times with no regard for friend or foe)
Attack Potency: Small Town level (Comparable to Winter Schnee, Easily fended off Emerald Sustrai, Mercury Black, and Cinder Fall with half of the Maiden of Fall's power, As a professional Huntsman he should be stronger than most Huntsmen-in-Training)
Speed: Hypersonic+ with Massively Hypersonic reactions (Should be comparable to Mercury Black and Emerald Sustrai, and overpowered both, Stopped Tyrian's attack before he was able to attack Ruby)
Lifting Strength: Class M (Should be stronger than Ruby)
Striking Strength: Class TJ
Durability: Small Town level
Stamina: High (Often ventures out outside the kingdoms in order to hunt Grimm, assumed to have taken on more dangerous Grimm than Ruby)
Range: Extended melee range with his scythe, Dozens of meters with gun and ranged slashes
Standard Equipment: An unnamed Gun/Scythe/Sword hybrid
Intelligence: Despite his reputation as a frequent alcoholic, Qrow is nevertheless one of the most capable Huntsmen in the series, easily making a fool of Winter Schnee, another professional Huntress, while under the influence. His skill and power is so great that Mercury Black, a professional assassin who can casually defeat trained 2nd Year Huntsmen-in-Training like Coco Adel, is terrified of his presence and immediately flees on sight. He is an excellent marksman, swordsman, and scythe wielder, expertly utilizing what Ozpin describes as "one of the most dangerous weapons known to man". Even when disarmed, he simply resorted to fisticuffs to beat Tyrian back with ease, despite the latter's status as one of Salem's most trusted followers. He is also an expert tracker, having followed RNJR for months without their knowledge, and is wise enough to be part of Ozpin's inner circle, which includes high-ranking individuals like James Ironwood and Beacon's Glynda Goodwitch.
Weaknesses: He's sometimes intoxicated when he fights, Continual use of his Aura will eventually deplete it, leaving him weakened and significantly lowering his durability and power, His semblance can affect allies without his consent
Notable Attacks/Techniques:
- Qrow's Weapon: Qrow's weapon is a large sword that is able to take on four forms. The first form shown is a single-edged greatsword with a clockwork mechanism built into the space above the hilt, and a pair of parallel handguards beneath. A pair of shotgun barrels are also situated on either side of the main blade, although it is unknown whether they are functional in this state. The top half of the blade can be retracted into its base, forming a more compact portable mode, which is how Qrow normally carries the weapon outside of battle. The weapon has also been demonstrated to have a ranged mode, in which the blade folds forwards, making the shotgun barrels more prominent. The shotguns appear to be fired using a trigger in the hilt and can rotate independently of the rest of the hilt and of each other. The rounds have a buckshot-like spread. During "Heroes and Monsters" the scythe form was finally revealed in full, when Qrow used it to protect Ironwood from a Griffon. In the completed form the blade gained red sharpened edges on the inside, while the outer edge took on a jagged, toothed appearance due to the folding. The hilt telescoped in two places, which then curved much like a traditional farming scythe. A trigger, presumably for the shotguns, becomes prominent in the middle section of the handle.
- Semblance: Qrow's Semblance allows him to transform into a crow at will and thus use it to fly long distances and hide in plain sight. In addition, he states that it also causes misfortune to everyone around him, tripping up his opponents in combat and causing coincidences that work against them. However, it acts indiscriminately and thus will work on his allies as well, resulting in Qrow's tendency to work alone.
It's not gambling if you can't lose... |
Tier: Low 7-C
Name: Tobias "Twisted Fate" Foxtrot, The Card Master
Origin: League of Legends
Gender: Male
Age: Unknown (Appears to be in his 30s)
Classification: Magically Augmented Human, Card Shark, Swindler, Thief
Powers and Abilities: Superhuman Physical Characteristics, Can use magic playing cards as weapons, Regenerationn (Mid-low), Magic, Teleportation, Unnaturally high luck, Clairvoyance
Attack Potency: Small Town level+ (Comparable to Graves, Can fight on-par with Gare, and similarly powerful champions)
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 Athletic Human
Striking Strength: Class TJ
Durability: Small Town level+
Stamina: Superhuman
Range: Dozens of meters with cards, Several kilometers with teleportation
Standard Equipment: Magic playing cards, Loaded dice, Starting/Essential Items (Doran's Ring, Sorcerer's Shoes, Zhonya's Hourglass, Lich Bane, Warding Totem, Health Potions [2])
Intelligence: Relatively high (Skilled in combat, over the course of his life he became well known as an extremely clever and crafty thief, swindler, and con man across all of Valoran)
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)
Notable Attacks/Techniques:
- Basic Attack: Twisted Fate throws a card at the opponent. Augmented by Stacked Deck.
- Loaded Dice: Twisted Fate rolls his dice every time he kills an enemy, randomly gaining 1 to 6 Gold. Naturally, he has a higher chance to receive a large bonus.
- Wild Cards: Twisted Fate throws three cards outwards in the target direction, dealing magic damage to all enemies they pass through.
- Pick A Card: Twisted Fate presents a random card which cycles through blue, red and gold for 6 seconds. Reactivating Pick A Card ends the cycle and modifies Twisted Fate's next basic attack to deal magic damage and apply a bonus effect, based on the card he selected.
- Blue Card: Twisted Fate restores mana.
- Red Card: Twisted Fate deals magic damage to all enemies around his target and slows all damaged enemies for 2.5 seconds.
- Gold Card: Twisted Fate briefly stuns his target.
- Stacked Deck: Twisted Fate permanently has bonus attack speed, and deals bonus magic damage on every fourth basic attack.
- Destiny: Twisted Fate grants true sight of all enemy champions for a few seconds. After a 0.5-second delay, Twisted Fate can use Gate once for the duration.
- Gate: Twisted Fate channels for 1.5 seconds and, upon completing the channel, blinks to the target location.
- Seal Fate: Twisted Fate draws a powerful card from his deck, dealing damage to an enemy target and silencing them for a short duration. That enemy takes periodic damage until the curse runs out, or until he can kill an enemy unit.
- Second Sight: Twisted Fate grants the Second Sight to his allies, increasing their chance to critically hit with basic attacks.
Qrow - 3
Twisted Fate - 2