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Grimm (Grimm's Hollow)
Background
Grimm is the Grim Reaper, and the master of the reapers, a small group of spirits tasked with reaping ghosts who could not properly pass on, allowing them to do so. He is a kind leader, and often spends most of his time comforting them when they are down in morale, or throwing parties when it's possible, although many are at first afraid of him because of his imposing appearance.
General Information
Name: Grimm
Origin: Grimm's hollow
Sex: Male
Age: Unknown
Classification: Grim Reaper
Status: Undead
Alignment: Neutral Good (Grimm cares immensly for his reapers making masks for them when they were disturbed with their faces along with being the one to knit all their robes. in the good ending He also acts as a paternal figure to Lavender and lifts up her mood when she gets depressed thinking about her little brother. In the worst ending, Grimm shows deep regert in having reaped Timmy but knew it was for the best and despite Lavender ignoring his presence, he still takes care of her whenever she passes out)
Codex Statistics
Tier: At least 9-A, Higher with Strengthen
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: At least Room level (Grimm is far more powerful than Lavender who can harm those who can harm her, Lavender can tank an explosion this strong), Higher with Strengthen (Strengthen doubles his strength)
Durability: At least Room level, Higher with Resilience (Resilience doubles his durability)
Striking Strength: At least Room Class, Higher with Strengthen
Lifting Strength: Unknown
Travel Speed: Unknown
Attack Speed: At least Superhuman (Should be faster than Lavender who can dodge Ghastly Gale which is a large gust of wind)
Reaction Speed: At least Superhuman
Stamina: Unknown (Grimm can keep fighting as long as he has willpower)
Range: Standard Melee, Extended Melee with his scythe, Several Meters with abilities
Intelligence: Gifted Intelligence (Grimm is highly knowledgeable on spirits and he should be far more experienced and skilled than Lavender in combat)
Powers and Techniques
Superhuman Physical Characteristics, Human Achievements (Grimm can knit), Weapon Usage and Penetration Damage (Scythe Usage; Grimm uses a scythe in combat), Undead Physiology (Grimm is already dead, existing merely as a spirit), Enhanced Senses (Reapers can see without eyes), Self-Sustenance (Respiratory & Nutritional; Reapers have no need to breath or eat), Undead Physiology (Grimm is already dead and reapers can survive getting repeatedly stabbed and it merely knocks them out), Regeneration (Mid-Low; reapers can heal quickly by resting or passing out, Not combat applicable), Non-Standard Interaction (Metaphysical Interaction; Grimm can harm spirits), Incorporeality (Grimm is a spirit) Accelerated Development (Spirit Energy; Grimm can use Spirit Energy to make himself stronger or learn new special moves), Willpower Manipulation (Grimm's attacks lower's one willpower until eventually they pass on or pass out), Statistics Amplification (Via Strengthen, Resilience and Haste), Sleep Manipulation (Via Sleep), Poison Manipulation (Via Poison which can affect undead beings), Status Effect Inducement (Via Flinch), Fire Manipulation (Via Purple Flame, Bleu Flame and Red Flame), Absorption (Via Confident Swing), Statistics Reduction (Via shatter), Durability Negation (Via Pierce), Consumption (Type 2; spirits can consume souls), Information Analysis (Via observe), Power Nullification (Scaling to Lavender who can make illusionary walls disappear), Sheer Will (Grimm can increase his own willpower), Teleportation (Grimm can teleport).
Resistance to Metaphysics Manipulation (Soul Manipulation; Grimm has no soul), Willpower Manipulation (Grimm can tank hit to his willpower and continue fighting), Time Manipulation (Time does not exist in the hollow), Trauma (Grimm can fight spirits he claims Lavender would not be able to recover from seeing them)
Equipment
- scythe: The weapon of choice of reapers.
Notable Techniques
- Observe: A skill that costs no spirit energy, Grimm quickly analyzes every enemy, learning the color of their spirit, their statistics, and a comprehensive description of their battle tactics.
- Quick Attack: Swing and immediately start your next move, ignoring the ghost's speed.
- Confident Swing: Intimidate the ghost and gain their willpower.
- Shatter: Completely lowers the ghost's defense after getting hit for the rest of the battle.
- Sleep: Makes all enemies fall asleep for 6 turns. Hitting them has a high chance to wake up.
- Flinch: The ghost hit by this attack will stop moving for 6 turns.
- Pierce: Attack that ignores the ghost's defense and deals regular damage.
- Poison: Slowly drain the selected spirit's willpower for 6 turns.
- Slash: Hurts every enemy for slightly reduced damage.
- Red Flame: This Flame multiplies your Special attribute by 5 to deal damage. Only works on red spirits
- Blue Flame: This Flame multiplies your Special attribute by 5 to deal damage. Only works on Blue spirits
- Purple Flame: This Flame multiplies your Special attribute by 5 to deal damage. Only works on Blue spirits
- Strengthen: Double your strength for the rest of the battle.
- Resilience: Double your defense for the rest of the battle.
- Haste: Double your speed for the rest of the battle.
Other
Standard Tactics: Grimm is never shown fighting fully, so what he would lead with is unknown, but he'll attack his opponent's willpower until they either pass on or pass out.
Weaknesses: Grimm will pass out if he runs out of willpower
Note: Grimm has been here far longer than anyone else so he should have completed his spirit which requires one to master every abilties