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Jinsye

She/Her
10,455
1,539
The Batter
The Batter Art
From now on, there will be no more darkness.
Powers and Stats

Tier: 4-B, possibly higher

Name: The Batter / Le Batteur

Origin: OFF

Gender: Male

Age: Unknown (Appears to be in his mid-to-late 20s physically)

Classification: Unknown, although confirmed to be non-human (He is one of two direct creations of Hugo, alongside The Quee), Savior, Baseball Player, Physical Embodiment of the Concept of Purity

Powers and Abilities: Superhuman Physical Characteristics, Stealth (walks unnaturally silently, as stated by an NPC), Skilled combatant, Can interact with incorporeal/intangible objects and beings, Able to perceive and attack abstracts, Healing, Immortality (Type 1), Magic, Resurrection, Elemental Manipulation (Of the smoke, meat, plastic, and metal varieties), Light Manipulation, Chain Manipulation, Energy Manipulation, Minor Conceptual Manipulation, Can increase his own stats and decrease his enemies, Status Effect Inducement and Removal (such as Poison, Sleep, Muteness, and Palsy), Appearance seemingly changes based on the perspective of the individual, Likely possesses Shapeshifting and Body Control (Concept art depicts him stretching and morphing his body), Can survive without air/in a vacuum, Inhuman Physiology (Is an imaginary construct of Hugo's rather than any sort of traditional living being, though whatever he is he still has flesh and blood of some sort), Fourth Wall Awareness, and Resistance to Mind, Soul, Spatial, and Void Manipulation. Summoning, Limited Text and Information Manipulation, Existence Erasure, and Reality Warping via Purification, Flight, and Resistance to Information Manipulation, Time Manipulation, and Reality Warping via The Player

Attack Potency: Solar System level, possibly higher (Defeated The Quee, who created The Room, which itself contained the Sun and multiple pocket dimensions)

Speed: Massively FTL (Flew to the Sun at ~361.6 times the speed of light)

Lifting Strength: At least Class 50+, likely Class K+ (Is likely at least equal in strength to the massive Enoch, who is this strong by virtue of size alone)

Striking Strength: Solar System Class

Durability:
Solar System level, possibly higher (Tanked hits from The Queen and The Judge)

Stamina: Nigh-Limitless. Can seemingly fight unimpaired without rest and through injury; outlasted Enoch, who continued to remain alive temporarily as a decapitated head

Range: Extended melee range with bat, likely at least several hundred meters with competences, Planetary via purification, possibly Interplanetary (As a being similar in nature to The Queen, may feasibly possess similar range.)

Standard Equipment: His Add-Ons, Alpha, Omega, and Epsilon (3 separate rings that fly around the batter and perform various jobs during the game, they are very clearly defined as equipment; They will continue fighting even after the batter is downed, and have stats only slightly below The Batter himself), various bats (the strongest being the Ashley Bat, whose attacks have the Metal and Meat elements. Attacks twice per hit, increased accuracy and 10% critical hit chance), Neil Tunic (Increase Evasion), Golden Flesh (Restores CP, although the batter has a limited number of them), Fortune Ticket (Restores HP, although the Batter has a limited number of them), Joker (Revives a party member, although again it's limited; the ring Add-Ons can also use them), Other items

Intelligence: Gifted. Could apparently solve all the game's puzzles with ease, but chose to have The Player try to figure it out for themselves; is capable of using tricks and developing tactics to place himself at an advantage, such as running away from Enoch to tire him out.

Weaknesses: The Batter is blunt, honest, and straight-forward about who he is and what his mission is (which sometimes gets him into trouble), and is rather prideful. He cannot purify a Zone if an entity's life force is flowing through/powering it (such was the case with the Guardians.) Has a limited (albeit high) pool of Competence points with which to use competences.

Notable Attacks/Techniques:


Competences:


  • Save First/Second/Third Base: Healing competences of escalating effectiveness, restoring a little bit, a sizable amount, and all of a target's HP, respectively.
  • Save Fourth Base: Revives a target with some of their HP.
  • Save Secret Base: Restores a sizable portion of the entire party's HP.
  • Furious/Special/Magic/Ultimate Homerun: Attack competences of escalating effectiveness, inflicting a low, mediocre, important, or cataclysmic impact upon a single enemy, respectively. While this competence sacrifices some accuracy/hit rate, it makes up for it in particularly immense damage.
  • Run with Courage: A special attack of the element Metal.
  • Run with Grace: A special attack of the element Plastic.
  • Run with Dementia: A special attack of the element Smoke.
  • Run with Belief: A special attack of the element Meat.
  • Purification: Not actually a specific Competence, The Batter has the power to wipe the color and life out of vast stretches of land, remove all "impure" material such as most written words and some constructed objects, summons Secretaries into the land, and can erase areas/powerful beings from existence entirely.
Additionally, his Add-Ons have their own set of Add-Ons to supplement his capabilities:

The Batter Battle Sprites
Sprites of The Batter, Alpha, Omega, and Epsilon in battle.

Alpha

  • Saturated/Converted/Long/Entire Chain: Attack competences of escalating effectiveness, inflicting a low, mediocre, important, or incredible impact upon a single enemy, respectively.
  • Awaited Embrace: A special attack that can also afflict the enemy with Poison, continuously dealing them damage that ignores their armor and durability.
  • Requisite Embrace: A special attack that can also afflict the enemy with Blindness, causing the target to have great difficulty hitting their opponent.
  • Open Embrace: A special attack that can also afflict the enemy with Muteness, disabling all of an enemy's special attacks.
  • Impossible Embrace: A special attack that can also afflict the enemy with Palsy, paralyzing enemies and preventing them from taking actions.
Omega

  • Inverse Perspective: Cures a target of Blindness and Muteness.
  • Optimised Blur: An attack competence that inflicts a random amount of damage upon an enemy.
  • Overdone Perspective: Cures a target of Poison and Sleep.
  • Photographic Blur: An attack competence that bypasses the target's durability entirely.
  • Frontal Perspective: Cures a target of Fury, Madness and Palsy.
  • Gaussian Blur: An attack competence that also damages the adversary's Competence points, their reserve of energy that enables them to perform special attacks.
  • Decupled Perspective: Revives a target with some of their HP.
  • Radial Blur: A special attack that also lowers the adversary's defense.
Epsilo

  • Surrealistic/Abstract/Cubist/Fauvestic Tragedy: Attack competences of escalating effectiveness, inflicting a low, mediocre, important, or incredible impact upon all enemies at once, respectively.
  • Classic Drama: Increases the target's Attack, amping up their physical attack power.
  • Baroque Drama: Increases the target's Defense, improving their durability and toughness.
  • Experienced Drama: Increases the target's Intelligence, improving the power of their competences (special attacks.)
  • Unrevokable Drama: Increases the target's Agility, amping up their speed.
Note: His transformation into the "Bad Batter" is not technically a shift in his appearance or power, only in the player's perception of him, though it does nonetheless seemingly heal him to full health. (Possibly a gameplay mechanic? There's nothing suggesting that it is so, however...)
Zero
Transparent-2
I don't recall calling myself a hero. Nor do I remember fighting for justice. I always fought for those I believed in. If an enemy appears in front of me, I will destroy it!!
~ Zero before his final battle​
Powers and Stats

Tier: 4-B

Name:
: Zero

Origin: Mega Man X

Gender: Male

Age: Several hundred years old (Created at the end of the Classic continuity and survived to the Zero continuity 300 years later). Mid-late teens to early twenties in terms AI-wise.

Classification: Maverick Hunter, Robot (Pre-Reploid automaton with free will)

Powers and Abilities: Superhuman Physical Characteristics, Statistics Amplification (Through the use of various Parts, Chips and Cyber Elves) Energy Manipulation, Master Swordsman and Expert Marksma, Intangible Dopplegangers, Intangibility, Healing (Can heal himself through various means, such as Subtanks, E-Cans, and Cyber Elves), Soul Manipulation (Can directly damage foes with "Soul Energy" while using Sougenmu and the Soul Launcher attack), Elemental Manipulation (Can imbue the Z-Saber with various elements as well as his own body in the Mega Man Zero continuity), Absolute Zero, Matter Manipulation (Turned his Z-Saber into a metal sword. Can create physical objects out of nothing. Can transform energy attacks and physical damage into energy crystals and weapon energy. Offensively, he can destroy enemies on a subatomic level with AZ, transform foes into relatively weak mettaurs, and remove hazards by turning them into blocks), Can become invulnerable to attacks on X's level while in "Awakened Zero" state, Expert Martial Artist (Can use various martial arts moves such as the Hadoken and Shoryuken), Resistance to Mind, Soul and Biological Manipulation (Largely unaffected by the Nightmare Virus that could alter the DNA and Soul of Reploids, unaffected by Omega's use of the Dark Elf), Matter Manipulation, Absolute Zero (Unaffected by the ice weapons used by various Reploids, which exceed the potency of weapons used by Robot Masters like Cold Man and Concrete Man, who could reduce things to absolute zero and turn things brittle enough to shatter with a touch respectively), Space-Time Manipulation (Was completely immune to X's use of the Dark Hold and is far superior to the original Mega Man, who could effectively fight while under the effects of Time Man's Time Slow), Information Manipulation through the use of various Cyber Elves, which allows for Status Effect Inducement (Such as Paralyzation, Transmutation, Health Reduction and Erasure of foes), Matter Manipulation, Soul Manipulation, Biological Manipulation and possibly Mind Manipulation (Cyber Elves can emulate the power of the Mother Elf on a smaller scale)

Attack Potency: Solar System level (On par with X and helped to defeat Lumine, who collapsed a pocket dimension that included a su, Defeated Omega and Dark Elf after they fused)

Speed: Massively FTL+ (Fought on par with Dark Elf wielders)

Lifting Strength: At least Class G+ (Much stronger than either Mega Man or Proto Man, who lifted up a mountain fortress, Much stronger than his first form)

Striking Strength: Solar System Class

Durability:
Solar System level (Survived attacks from Lumine, Magnitudes stronger than his Mega Man X era self, tanked hits from end of series Dr. Weil and Dark Elf wielders)

Stamina: Essentially limitless (Only collapsed after fighting Mavericks for an entire year straight without maintenance or rest while traveling through harsh desert and avoiding or disarming members of the Neo Arcadian army), but can be slowed down with continuous damage and requires maintenance from time to time.

Range: Extended melee range. Planetary with projectiles. Virtually omnidirectional with Rakukouha, Messenkou, and Rekkoha.

Standard Equipment:

Commo

Zero with Z-Saber
X Era
Zero Era Z Saber
Zero Era

  • Z-Saber: Zero's signature weapon, a powerful beam saber he acquired after being rebuilt and refurbished during the events of Mega Man X2. It can cut through nearly any Mechaniloid or Reploid in the series with ease, and is thus Zero's primary weapon.

Z-Buster
As seen when utilized on Zero's right arm

  • Z-Buster: A buster cannon mounted on both of Zero's arms, it is able to fire rapid-fire solar bullets as well as more powerful charged shots, but he heavily prefers the use of his Z-Saber overall.
Zero Soul Saber
  • Soul Saber: A metal blade tied to Zero's vitality, growing in potency based on how damaged he is.
Zero DGlaive
  • Durga Glaive: A beam-bladed spear that Zero can use for longer-ranged thrusts and slashing attacks. He can also deflect enemy fire with the handle. He can use all of his special techniques with this weapons. It is particularly suitable for the Youdantotsu technique, a wood-elemental thrust that smashes through forcefields and barriers, stringing them together as part of the Renyoudan technique.
Zero VHanger
  • V-Hanger: A pair of beam daggers suitable for quick, short-ranged attacks on enemy vital spots. It can also be used to launch the Souenbu technique, sending waves of plasma energy that home in on targets with each swing.
Zero BFan
  • Basho Fan: A pair of energy weapons modeled after the war fans of old, they project energy barriers that automatically nullify oncoming projectiles and ranged attacks. They can also reflect them back with a swing as part of Zero's Rekkyoudan technique.
Zero TBreaker
  • Titan Breaker: A hammer designed to smash through enemy barriers and shielding, it is also useful for smashing obstacles and those who are otherwise resistant to blunt force. When used with Zero's Juuhuuzan technique, it bypasses barriers completely to directly attack the target.
Zero SigmaBlade
  • ╬ú Blade: A blade taken from Sigma's body after the end of Mega Man X8. A massive blade twice as long as the Z-Saber, it boasts immense attack power and cuts any required energy costs in half.
Black Zero Armor
  • Black Zero: An upgrade that turns Zero's armor black, its effects vary across the series, but it always increases Zero's speed and power and often provides a boost to his defense as well. The sole exception to this is in Mega Man X8, where it halves Zero's defense instead.
Zero Armor - Absolute Zero
  • Absolute Zero: An armor resembling a bat or a vampire, it drastically increases all of his parameters, doubles his attack power, allows him to fly, and allows him to tear through virtually any forcefield with his bare hands. As a trade-off, his ability to use any of his Saber or Buster weapons is sealed, but he gains access to his Calamitous Arts, imbuing all of his attacks with the chill of absolute zero and the ability to vanish and teleport to his foes.

Zero with Buster Shot
  • Buster Shot: A blaster salvaged from a fallen soldier after reawakening, it has since been modified and upgraded to Zero's liking with the help of the Resistance. As a result, it is able to have its functions modified by special chips Zero carries with him and can fire a limitless supply of solar rounds in a manner akin to his original Z-Buster. Of the techniques he utilizes with this weapon, the most notable include the Time Stopper (which freezes anyone hit in time), the Tractor Shot (which can absorb enemy projectiles along its flight path to gain power), and the Reflect Laser (which pierces virtually any target and reflects off walls and obstacles).
Shield Boomerang
  • Shield Boomerang: A modification to the Z-Saber, allowing Zero to mount it on his arm and spin it to reflect all but the most powerful projectile attacks. While it offers no defense against melee combatants, it can also be thrown as a buzzsaw and imbued with elemental powers as well.
Zero Triple Rod
  • Triple Rod: A lance-like extension for the Z-Saber that Zero uses in a manner akin to his former Durga Glaive, attacking foes with flurries of thrusting and slashing attacks and deflecting oncoming attacks with battle staff-like movements. Like the other attachments, it can be imbued with element chips to modify its properties.
Zero Chain Rod
  • Chain Rod: Another modification for the Z-Saber, turning the handle into an energy chain that Zero can freely manipulate like a whip to hook onto and stun enemies, drag them closer for additional attacks, or simply impale them at a distance. In addition, it can be used as a grappling hook and to grab useful items that are out of reach. Like the other modifications, it can be imbued with element chips to modify its properties.
Zero Recoil Rod
  • Recoil Rod: Yet another modification for the Z-Saber, splitting it into a pair of tonfas that repulse anything they strike if not outright destroying the target on contact. It can also be used to propel Zero great distances by using it against a wall or the ground.
Zero Knuckle
  • Zero Knuckle: Chips embedded in Zero's palms allows him to wrench away items from others and use them as his own while also boosting his punching power.
Intelligence: Hundreds of years of combat experience and an experienced leader and hunter. A master infiltrator (leader of the 0th Shinobi Corp) and the foremost swordsman amongst the Maverick Hunters as well as a skilled marksman. Cool-headed and taciturn, he rarely loses his composure and always finds a way to achieve victory. Even after losing his memories during the events of Mega Man Zero he retains his legendary combat technique and determined personality, allowing him to take down the likes of Copy X and calling the fight disappointing when compared to the original X.

Weaknesses: Mentioning Iris is a sore spot for him | Certain Cyber-Elves die after use.

Notable Attacks and Techniques

  • Learning System: Similarly to X and his Variable Weapon System, Zero is able to gain access to new attacks by defeating foes in combat. Unlike X, Zero rarely copies the attacks of his opponents but instead creates new attacks based on his opponent's affinities. For example, defeating Web Spider allowed Zero to develop the Raijingeki, a powerful stab with the Z-Saber that's charged with electricity. Due to the fact that these tend to be sword techniques inherent to Zero rather than copied weapons, the majority of them do not require additional Weapon Energy and thus can be used as often as Zero likes.
  • Sougenmu (Twin Phantasms): Zero generates a duplicate of himself out of Soul Energy that can directly damage his foes by imitating his attacks. However, it fades after a short period of time and thus must be reused to continue the effect.
  • Soul Body: Zero is able to unleash holograms of himself to directly attack his opponent, rushing at his foes to damage them. In addition, he can create an intangible clone of himself that can strike enemies but cannot be struck back while preventing the actual Zero from taking damage until he chooses to end the technique. This ability is powerful enough to incapacitate X after their lengthy duel at the end of Mega Man X5.
  • ZERO Shift: Zero's exclusive Force Metal in Mega Man X: Command Missio, it completely nullifies attacks that would only leave glancing or minor damage.
  • Dark Hold: A weapon copied from Dark Dizzy, Zero freezes time around him, slowing all foes and opposing projectiles to a standstill, leaving Zero free to attack as he pleases.
  • Time Stopper: Zero fires a round from his Buster Shot that freezes the target in time should any part of them (including equipment and clothing) make contact with it, rendering them helpless.
  • Rakukouha (Falling Phoenix Crusher) and Messenkou (Destroying Glint): Zero charges energy in his fists and slams the ground, causing an eruption of energy projectiles all around him in a fan pattern. The two attacks are virtually identical except for the fact that the Rakukouha deals more damage per projectile while the Messenkou hits additional times on top of being completely unblockable. He is also able to use a stronger version called Shin Messenkou (True Destroying Glint) which sends a wave of larger projectiles vertically to the ceiling instead.
  • Rekkoha (Rending Light Supremacy): Similarly to the Rakukouha and Messenkou, Zero charges up energy in his fist before slamming the ground, causing extremely damaging beams of light to erupt all around him, destroying all but the strongest of foes instantly. At his strongest he can use this attack infinitely, only with a brief pause in between attacks.
  • Ittou Ryoudan: Genmurei (Cleaving in a Single Strike: Phantasm Zero): Zero leaps into the air with a spin before launching a massive wave of energy that is nearly impossible to dodge. It is powerful enough to destroy X in one shot even with the protection of the Ultimate Armor. When in his "Awakened" form he can fire this attack infinitely while remaining completely invulnerable any attack X can muster, rendering it incredibly difficult to fight, much less hurt Zero while using this attack. He can fire up to two of these per swing in a slight fan pattern, causing the waves to separate and cover a wider area.
  • Cyber-Elves: Sentient computer programs made of pure energy, they have the ability to rewrite the information of Cyber Space to erase chosen enemies from existence, completely recharge Zero's Energy, boost his physical capabilities, absorb oncoming projectiles, stun enemies, slow time to a crawl, halve the target's effective combat endurance and durability, and turn foes into relatively helpless Mettaurs.
  • A full list of Zero's weaponry can be found here. Weapons and attacks from Mega Man X: Command Missio, such as the Absolute Zero armor and the ZERO Shift Force Metal, are of dubious canonicity since the game was declared to be outside of the main canon by the Compendium of Rockman X, but elements of the game (such as the Final Strike attack) are alluded to in the canon audio drama included in [Remastered Tracks Rockman Zero Telos. Remastered Tracks Rockman Zero Telos]. Thus it's recommended that these abilities should only be used when composite Zero is specified in a versus thread.
I can try this becuz why not.

4-B versions used, Composite Zero.

Speed Equalized

Who wins?

Zero: 3

Batter: 0
 
Batter is just under 1.8 Kilofoe

X Era Zero is super casually 1.2 Kilofoe and MMZ Zero is over 4x stronger via fighting Dark Elf and Omega Fused.

Setting that aside and assumming they have about equal AP, this is a pretty close fight.

They have many similar abilities, including status inducement, similar "add ons" (Zero's Cyber Elves are more versatile however) and all of their resistances, and even stamina, but I'm giving it to Zero mid-high difficulty

Reality Warping and Existence Erasure shouldn't be an issue for Zero (since Batter has to defeat someone before purifying them), making the advantage they have pretty nonexistent. On the other hand, Zero's dopplegangers, absolute zero and matter manipulation provide quite a large advantage as I don't think Batter can self-ressurect. I think that would give him a slight edge over Batter, since the match is mostly inconclusive otherwise.


TLDR; Zero, great fight
 
I'm... not sure about that? At least not for those reasons.

The Batter is like, a spiritual entity, it's referenced a few times that he's not made of physical "stuff" the way anything in the real world is so much as like, ectoplasm or the like. Matter Manip. wouldn't work on anything but his bats (which are physical matter), and Absolute Zero wouldn't exactly do any more damage than an ice-based attack of comparable AP.

The Batter's shown he can just wipe zones straight away, if there's no Zone Guardian's soul stopping him: i.e. there almost never is by SBA, you'd need specific instances of that sort of thing to counter it: that's the whole reason you go and kill them to begin with. Yes, they're "the living engines" of their zones, but the actual Purification itself is an active element of The Batter, not a passive element of the Zone Guardians dying. If it was just the Zone "dying" due to lack of a Zone Guardian sustaining it, such esoteric nonsense as very specific pieces of text being overwritten, the secretaries showing up, or the lower section of Enoch's dungeon becoming a seemingly infinite white void out of nowhere wouldn't happen. Nor would it consistently specifically respond to The Batter's invocation of "This world is now pure"... It's not technically surefire given it's "missed" in the past, but if Zero has no counter to an existence wipe then he fails to resist enough times that I'd give a vote to Batter.

The Batter's a decent bit above 1.8 KiloFoe, the game goes out of its way to portray the Queen as weak relative to you, but I don't think he has a notable AP advantage if any.
 
All Absolute Zero would do is freeze him. It wouldn't do more damage

Zero probably does since he killed the Baby Elves and defeated Dark Elf twice, both of whom should have his cyber Elves EE abilities.

Zero no-sells the 1.2 kilofoe feat without even getting dented, so Batter and X Era Zero should have pretty even AP
 
Actually,

Zero: 6 (Gar, me, Velox, Violetvoid, Boogie, Scarlet Moon)

Batter: 1 (Per)

Grace period ends in 8 hours with Velox's vote
 
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