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User:Tealboi01/Sandbox
“ | A wicked character, he wants to spread evil all around him by taking over the magical world of Rayman. If he succeeds, he will make the world a dreadful place under a reign of terror and dictatorship. | „ |
~ Rayman Junior |
Background
Mr Dark is Rayman's arch-nemesis, and a major character in the Rayman series. A diabolical and mysterious shape-shifting sorcerer, Mr Dark has attempted to disrupt the balance of the Glade of Dreams on several occasions, but is always thwarted by Rayman. His features are hidden beneath a shadowy cloak and hat, beneath which only his glowing yellow eyes can be seen. Mr Dark's first appearance is in the original Rayman game, where he acts as the main antagonist and final boss. He makes similar villainous appearances in Rayman Junior, Rayman Designer and the Game Boy Color adaptation of Rayman. Although Mr Dark does not make a direct appearance in Rayman Origins, the game makes several references to him, and it is ultimately revealed that his influence inspired the Magician to become a villain.
Powers and Stats
Tier: At least 2-C, possibly Low 2-B
Name: Mr. Dark
Origin: Rayman
Sex: Male
Age: Unknown
Classification: Ray-Person, Sorcerer
Attack Potency: At least Complex Universe level, possibly Low Multiverse level (Overpowered Betilla the Fairy and The Magician and could fight on par with Rayman)
Dimensionality: 3-D
Travel Speed: Massively FTL+, possibly Extra-Temporal (Comparable to Rayman)
Combat Speed: Massively FTL+, possibly Extra-Temporal (Can keep up with and evade hits from Rayman)
Reaction Speed: Massively FTL+, possibly Extra-Temporal
Lifting Strength: At least Class M, possibly Class Z (Comparable to Rayman)
Striking Strength: At least Complex Universe Class, possibly Low Multiverse Class
Durability: At least Complex Universe level, possibly Low Multiverse level (Could take multiple hits from Rayman)
Stamina: Very High (Can continually fight Rayman on multiple occasions)
Range: Standard Melee Range, Tens of Meters with magic
Powers and Abilities: Superhuman Physical Characteristics, Genius Intelligence, Flight (Is able to fly and levitate in the air), Darkness Manipulation, Magic, Invulnerability (Cannot be damaged while in his normal form), Clairvoyance (Can keep track of Rayman’s location by using his crystal ball), Forcefield Creation and Water Manipulation (Can shield himself with three bubble-like balls), Energy Manipulation, Energy Absorption (Stole energy from Electoons), Fire Manipulation (Can shoot weirdly-moving fireballs, pillars of flame and multiple raining fire projectiles), Electricity Manipulation (Can fire lightning bolts at Rayman), Explosion Manipulation (Shown here), Weather Manipulation (Shown here), Homing Attack (Can shoot homing fireballs), Telekinesis and Earth Manipulation (Can telekinetically control the earth), Summoning (Of meteors), Teleportation (Shown here), Size Manipulation (Can shrink Rayman), Duplication and Death Manipulation (Created Dark Rayman who follows Rayman around and instantly kills him by simply touching), Power Nullification (Stole Rayman's ability to use his telescopic fist), Curse Manipulation and Status Effect Inducement (Can cast a spell that makes Rayman uncontrollably run around. Can inverse the player's controls), Text Manipulation (Stole the text from the Magic Book of Knowledge), Existence Erasure (Can make a rope disappear), Sealing (Trapped Betilla inside an orb), Transformation (Can transform into many different abominations and a dark orb that flies around), Statistics Amplification (Can turn smaller and get faster when damaged in his dark orb form), Transmutation (Able to turn The Magician and Betilla into garden gnomes)
Standard Equipment: Orb, Crystal Ball
Intelligence: Extraordinary Genius (Was able to best Betilla the Fairy and the Magician in combat, the former being an elite fairy and is one of the oldest and most experienced being in the Glade and latter being a skilled wizard in his own right and was the entrusted Guardian of Harmony. Has made and succeeded with large scale plans for the most part, such as improsing several of the Electoons to draw their energy, stealing the Great Protoon, and stealing the Magic Book of Knowledge, which he had stolen all of its knowledge from)
Standard Tactics: Mr. Dark will lead powernulling his opponent then proceeding to fire an array of spells at them.
Weaknesses: None Notable
Battle Records
Notable Victories:
Notable Losses:
Inconclusive Matches:
Discussions (Link For Mobile Users):
Discussion threads involving Tealboi01/Sandbox |