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==Summary==
==Summary==
'''Archer''' (アーチャー, Āchā) is the Archer-class Servant of Rin Tohsaka in the Fifth Holy Grail War of Fate/stay night.


He is one of the Servants of Ritsuka Fujimaru of the Grand Orders conflicts of Fate/Grand Order.
His real name is EMIYA (エミヤ), Shirou Emiya. He is not a proper Heroic Spirit in the sense of other heroes. He is an alternate version of Shirou from an alternate timeline of Fate/stay night where he made a contract with the World (Alaya) and became the Heroic Spirit EMIYA. He acts as a Counter Guardian for the world as payment for the contract.
==Powers and Stats==
==Powers and Stats==
'''[[DebatesJungle Tiering System|Tier]]:''' '''6-C''', '''higher''' with Hrunting, Caladbolg II, and Unlimited Blade Works
'''[[DebatesJungle Tiering System|Tier]]:''' '''6-C''', '''higher''' with Hrunting, Caladbolg II, and Unlimited Blade Works


'''Name:''' Atcher, Emiya
'''Name:''' Archer, Emiya


'''Origin:''' Fate
'''Origin:''' Fate/stay night


'''Gender:''' Male
'''Gender:''' Male

Revision as of 03:44, 13 April 2020

Summary

Archer (アーチャー, Āchā) is the Archer-class Servant of Rin Tohsaka in the Fifth Holy Grail War of Fate/stay night.

He is one of the Servants of Ritsuka Fujimaru of the Grand Orders conflicts of Fate/Grand Order.

His real name is EMIYA (エミヤ), Shirou Emiya. He is not a proper Heroic Spirit in the sense of other heroes. He is an alternate version of Shirou from an alternate timeline of Fate/stay night where he made a contract with the World (Alaya) and became the Heroic Spirit EMIYA. He acts as a Counter Guardian for the world as payment for the contract.

Powers and Stats

Tier: 6-C, higher with Hrunting, Caladbolg II, and Unlimited Blade Works

Name: Archer, Emiya

Origin: Fate/stay night

Gender: Male

Age: Unknown

Classification: Archer-class Servant

Attack Potency: Island level+ (Comparable to Lancer, Saber and Caster), higher with Hrunting, Caladbolg II, and Unlimited Blade Works

Dimensionality: 3-D

Travel Speed: Massively Hypersonic

Combat Speed: Massively Hypersonic (His arrows can cross four kilometers in virtually no time. Can keep up with Lancer)

Reaction Speed: Massively Hypersonic

Lifting Strength: Class 5 (Comparable to Medusa)

Striking Strength: Island Class+, higher with Hrunting, Caladbolg II, and Unlimited Blade Works

Durability: Island level+, higher with Rho Aias (Managed to block Lancer's Soaring Spear)

Stamina: Very high (Can fight for an entire day without resting. Even after being defeated by Shirou and lethaly injured by Gilgamesh, managed to continue acting for hours)

Range: Extended melee range. Kilometers with arrows, projectiles, and Broken Phantasms

Powers and Abilities: Superhuman Physical Characteristics, Magic, Enhanced Senses and Clairvoyance (Can accurately snipe targets from kilometers away, as well as see through objects and even through time), Extrasensory Perception, Acrobatics, Non-Physical Interaction (Can interact with souls, ghosts, and nonexistent beings), Immortality (Types 1 and 3), Regeneration (Low-Mid), Weapon Mastery, Precognition (Type 2. Has a combat logic that allows for calm analysis of the situation and the enemy's abilities, as well as consideration of all possible actions in a particular situation. It works as a danger-avoidance ability, that utilizes all of Archer's combat experience to predict his opponent’s actions and change the situation in his favor), Pocket Reality Manipulation and Reality Warping (Overwrites the reality around him with his inner world to gather him and his targets into a strange place, where there are infinite projections of weapons), Weapon Creation (Can reproduce and store any weapon he has seen), Limited Telekinesis (Can mentally control his blades and use them as projectiles), Statistics Amplification (Increases his stats with Kanshou and Bakuya), Spatial Manipulation (Can distort and pierce through space itself with Caladbolg II), Forcefield Creation (Can create a forcefield with multiple layers with Rho Aias, which is also highly effective against projectiles), Immortality and Regeneration Negation (Can negate immortality and regeneration with Harpe), Power Nullification (Can nullify all spells and magic with Rule Breaker), Homing Attack, Water Walking (Servants can walk on water by manipulating their magical energy), Aura (All servants possess a special aura), Invulnerability (Servants are Divine Mysteries that cannot be harmed by modern weapons such as guns, knives, or bombs unless they are infused with a supernatural component such as magical energy or possess a certain amount of age), Self-Sustenance (Types 1, 2 and 3), Invisibility and Intangibility in spiritual form (Servants are beings able to switch between a Spiritual Body and Material Body at will. While in spiritual form, they cannot be easily detected by enemies due to being invisible to the naked eye and most forms of scrying, or be affected by physical interference. They can travel where they please without being impeded by walls and such), Resistance to Magic (All servants have innate resistance towards magecraft), Poison Manipulation and Acid Manipulation (Servants can resists Jack the Ripper's and Serenity's powerful poisons, and they can move freely in streets filled with gaseous sulfuric acid in London), Life Manipulation and Death Manipulation (Servants aren't conventionally alive and aren't considered lifeforms, since they're just ether in the form of past individuals and not true life), Absorption (Servants can resist the effects of Blood Fort Andromeda, which breaks down everyone in the range into a bloody slurry and then absorbs it, only suffering a reduction in statistics instead), Sense Manipulation, Perception Manipulation, Memory Manipulation, Madness Manipulation (Type 2) and Illusion Creation (Servants can resist the effects of the Bounded Field. The Bounded Field weakens and messes with the senses, awareness and memories of anyone inside and drives them insane, causing auditory and visual hallucinations), Transmutation, Data Manipulation (Servants can stay in digitalized areas), Mind Manipulation, Soul Manipulation, Biological Manipulation (Servants can resist Tiamat's Chaos Tides. All those who enter Tiamat's Sea of Life are subject to a geas on the cellular level that makes them her minions and enemies of humanity)

Standard Equipment: His bow

Intelligence: Above Average (Archer can come up with complicated plans and switch between them on the fly. Able to quickly determine the opponent’s strengths and weaknesses to shift his tactics accordingly)

Weaknesses: Archer needs to be able to recite the full incantation for Unlimited Blade Works to bring it into existence as a Reality Marble. He cannot fight in Spirit form.

Notable Attacks/Techniques:

Noble Phantasms

Unlimited Blade Works: Infinite Creation of Swords: Archer's Reality Marble, and, in effect, his Noble Phantasm. While he has no true Noble Phantasm to call his own, if a Noble Phantasm is the embodiment and symbol of a hero's legend, then Unlimited Blade Works is Archer's Noble Phantasm. It is born from his Origin and Element of "Sword," a high-class thaumaturgy that overwrites the reality around him with his inner world. Unlimited Blade Works automatically records every weapon that Archer sees, analyzing their structures and storing them within his inner world. Archer can then, whenever he pleases, project them onto the world. Within Unlimited Blade Works, this is virtually effortless and instant, and Archer can even use them in a manner of Gilgamesh's Gate of Babylon, allowing him to bombard his enemies with swords shot out like arrows from a distance and all directions. However, the weapons Archer produces are ranked down. He can also project defensive constructions such as shields, but the mana cost for these is two to three times much higher than if he were to create swords alone.

Using reinforcement, he can create modified variants of the weapons he projects, giving them new abilities such as creating spatial distortions or homing on his opponents seen through his versions of Caladbolg and Hrunting. By charging up his Noble Phantasms with mana, Archer can fire them from his bow as a Broken Phantasm, which provides a great increase to their power and Mystery, at the cost of destroying it on impact. While this would be a massive gamble for any other Servant, it is no issue for Archer at all, as he can project more. However, it can take up to forty seconds to charge a Broken Phantasm, depending on how much energy Archer is putting into it.

Archer's recorded Noble Phantasms include:

  • Kanshou and Bakuya: Gan Jiang and Mo Ye: Archer's preferred melee weapons, a pair of short swords. Although they have a low rank, being only C- rank Noble Phantasms on their own, Archer's experience with them, on top of their short tracing time, makes them very reliable. Various protective spells added by Archer wards them, and they rank up his Magic and Physical resistance when wielded. Their strong bond with each other causes them to return as boomerangs when one is thrown, and one is held, even reacting to another traced copy. This forms the basis for his Triple-Linked Crane Wings technique, the user creates three sets of Kanshou and Bakuya, making an inescapable mixture of throwing and cutting tricks. The deadly combination of attacks is intended to prevent escape or defense. Archer can also reinforce the twin blades, known as Overedge, which strong enough to penetrate Berserker's God Hand.
  • Caladbolg II: The Fake Spiral Sword: A modified version of the original Caladbolg that Fergus mac Róich wields, which Archer uses primarily as an arrow in the form of a Broken Phantasm. During its flight, it spirals in the air, twisting space and allowing it to pierce practically any target. It is also powerful enough to shatter Caster's defenses, which are as durable as Berserker's skin, by so much as being purposely fired at an area far away from her and Shirou speculates that she would have been twisted along with space had she tried to teleport out of range.
  • Hrunting: Hound of the Red Plains: One of Beowulf's swords, modified to fit Archer's tastes better. As with Caladbolg II, he uses it primarily as an arrow in the form of a Broken Phantasm. It has homing properties and can potentially even strike two targets. It has exceptional range, and Archer can fire it repeatedly, though it takes longer and longer to charge it as he charges it with increasing amounts of magical energy.
  • Rho Aias: The Seven Rings that Cover the Fiery Heavens: Archer's mightiest defense, the shield of Ajax, the only protection capable of blocking Hector's Durindana. It takes the form of seven petal-like layers to represent the flower that bloomed from Ajax's blood when he died. It is powerful enough to block a thrown Gáe Bolg, though this destroyed all seven of its layers in the process, and briefly protected Shirou from the Gate of Babylon. However, Archer takes damage for every segment that is pierced.
  • Durandal: The Peerless Sword: Also known as the Unbroken Ultimate Hallow, it is a sword most famously used by Roland, one of Charlemagne's Twelve Paladins, and was also once a spear known as Durindana by the famous Trojan hero Hector. The sword is virtually unbreakable and will never lose its sharpness even if its wielder were to run out of magical power. It is also said to have contained three miracles within it, but this aspect has never been explored.
  • Rule Breaker: All Spells Must Be Broken: A dagger belonging to Princess Medea of Colchis, it is unsuitable for use as a weapon due to its ceremonial nature. However, it can nullify enchantments and magics of all kinds, including the Master-Familiar contract of a Servant, transferring command over to Archer should he stab another Servant with it.
  • Immortal Slaying Scythe, Harpe: The Snake Hunter's Scythe, a divine sword from Greek mythology used by Perseus to kill the Gorgon Medusa. It's a monster-killing holy sword with a distinctive shape similar to a scythe, having the cutting edge on the inside of the blade, though it isn't an outstanding sword by itself. Its real strength is its trait of Refraction of Longevity, which is a divine ability that nullifies the "undying attribute" of immortals and inflicts wounds that cannot be restored by any methods other than healing in accordance to the natural laws.

Class Skills

Independent Action: The ability to remain independent and exist in the world without the magical energy supplied by a Master, allowing the Servant to act autonomously and the Master to save their magical energy for spells. Archer's rank in this skill is B, which means that it is possible for him to stay in the world for two days without a Master, even when he's been gravely injured, and his spiritual core has been damaged. However, this is the ideal value achieved by maximally conserving mana and avoiding battle and Noble Phantasm usage. Magic Resistance: An innate ability that grants protection against magical effects. Unlike the Resistance effect, which merely rejects Magical Energy, this ability cancels the spells altogether.

Personal Skills

Clairvoyance: A skill reflecting exceptional eyesight is used for scouting areas for enemies as well as supplementing the use of ranged weapons at long distances, doubling as a must-have ability for those of the Archer Class. At higher ranks, users of this skill can even acquire other perception abilities such as future sight and the ability to see through objects. Though not high enough to obtain such qualifications, Archer's C Rank allows him to easily view and snipe fast-moving Servants even if they are four kilometers away while making out minute details from a distance such as the number of tiles on a bridge. Eye of the Mind (True): The heightened capacity for observation, refined through combat experience. It works as a danger-avoidance ability, that utilizes all of Archer's combat experience to predict his opponent’s actions and change the situation in his favor. Archer's rank in this skill is B, significantly improving his chances of winning due to being able to calmly analyze all possibilities and choose the appropriate course of action, even if his chance of winning is only one percent. Magecraft: A skill that reflects one's knowledge of modern Magecraft and Thaumaturgy. As he is an inept magus, having only known Reinforcement and Projection Magecraft and nothing else in his original life, Archer has a low-rank of C-. When using projections that fall under the category of "sword," however, it rises to A+, reflecting his Origin and Elemental Affinity.

Others

Notable Victories:

Notable Losses:

Inconclusive Matches: