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User:PlozAlcachaz/Sandbox4

From The Codex
When my child's strength faltered and the last breath was drawn... My light revived Ori, a new age had dawned.
~ The Spirit Tree's narration

Summary

Ori is a Spirit Guardian and the main protagonist of Ori and the Blind Forest. A long time ago, a leaf was stolen away from the Spirit Tree during the Great Storm and came under the care of Naru to form them. Due to being away from the Spirit Tree, Kuro strikes to steal the light away from the tree. This causes decay and corruption across Nibel, in which they go out to restore the land with the help of Sein, along with learning abilities along the way from deceased Spirit Guardians.

Reappearing as the main protagonist of the series again in Ori and the Will of the Wisps, they raise Ku, the daughter of Kuro, alongside Gumo and Naru. During a flight lesson in a different region named Niwen, they get separated during a storm. They are attacked by an undead Owl named Shriek while Ku gets badly damaged. As Ku is near her death, they undertake the task to help restore Niwen as a hero once more and in hopes of saving Ku.

Powers and Stats

Tier: 8-C, likely 7-B

Name: Ori, Sein (The name of the Spirit Guardian with Ori)

Origin: Ori (The Series)

Gender: Unknown (Mentioned by the developers that it's up for interpretation)

Age: Unknown

Classification: Spirit Guardian, Part of the Spirit Tree's Light

Attack Potency: Building level (Capable of stomping through stone platforms of which produce these results. Harmed other enemies who are capable of doing the same thing), likely City level (Comparable to Sein, who is noted as being the light and power source of the Spirit Tree. The Spirit Tree sustained all of Nibel by its lonesome and was able to stop an eruption at Mount Horu as it was seen as active. Restoring the Spirit Tree would allow these areas to flourish again)

Dimensionality: 3-D

Travel Speed: Subsonic (Able to create afterimages through movement in the air and on the ground)

Combat Speed: Subsonic, likely FTL (Can outpace the lasers fired by Guardian Stones)

Reaction Speed: Subsonic (Can dodge falling icicles from the top of a large cave and react to enemies while using Dash), likely FTL (Able to react and avoid lasers from Guardian Stones at a fair distance), higher via Bash (Events that are otherwise normal in perception slow to a halt when this is used)

Lifting Strength: Class 25 (Can push boulders around triple their own size with ease, yielding these results)

Striking Strength: Building Class, likely City Class

Durability: Building Class (Tanks attacks from enemies who can similarly break through rocky platforms with their attacks), likely City Class (Can withstand the attacks of Sein's output such as Charge Flame which have a large radius for attack)

Stamina: Extremely high (They were able to go around to numerous, different locations throughout Nibel in order to restore the elements. Even when Ori was completely on the verge of collapse, they were still able to persist for a decent period of time before succumbing)

Range: Standard melee range physically. Tens of meters to Hundreds of meters with abilities.

Powers and Abilities:

Superhuman Physical Characteristics, Genius Intelligence, Immortality (Type 8; Via Soul Link, they are able to create a point to where whenever they die, they respawn at the same point in time they activated the Soul Link), Enhanced Senses (Able to see through walls via Sense to find otherwise invisibly hidden locations and objects), Healing (Via Life Cells and Soul Link restores some health), Self-Sustenance (Type 1; Shown the capacity to breathe in water), Surface Scaling (Climb makes it stable to climb up various different surfaces), Acrobatics and Limited Physics Manipulation (Naturally very acrobatic as they can perform wall jumps and various different flips mid-air. Capable of double jumping and even triple jumping), Stealth Mastery (Learned to evade Kuro's senses through using the environment for stealth), Afterimage Creation (Can leave afterimages through sheer speed), Magnetism Manipulation (Items near Ori and Sein can be dragged into them), Attack Reflection (Bash allows them to reflect back various types of projectiles such as corrosive and elemental ones, along with redirection with physical attacks), Air Manipulation, Limited Flight (Kuro's Feather allows for temporary flight, gliding, and it let Ku fly), Power Absorption (Absorbed the light of Ancestral Trees in order to gain their abilities), Homing Attack (Charge Dash homes in on enemies within a close vicinity), Clairvoyance (Able to know the items in their surroundings through various different map abilities), Damage Reduction (Ultra Defense lowers the damage sustained by others), Non-Physical Interaction (Able to interact with Sein), Light Manipulation (Light Burst casts blue spheres of light), Has the following through Sein: Small Size (Type 0; Is naturally rather small), Non-Corporeal (Noted as being a spirit in form), Energy Manipulation, Danmaku (Can bombard foes with numerous omnidirectional blasts at once), Fire Manipulation (Spirit Flame allows for Sein to unleash fiery beams at others), Enhanced Light Manipulation (Able to use light beams for attacks), Explosion Manipulation (Charge Flame outputs explosive bursts), Telekinesis (Capable of holding objects such as the Light Vessel in the air with ease), Likely Resurrection (As the power source of the Spirit Tree, it should be able to revive people such as the Spirit Tree did), Likely Elemental Manipulation (Scaling to the Spirit Tree, which maintains and controls air, fire, and water amongst others), Likely Creation (Scaling to the Spirit Tree, which was able to create the Spirit Guardians), Likely Life Manipulation (Scaling to the Spirit Tree, which was able to make an entire field of flowers come to life)

Standard Equipment: Kuro's Feather, Life Cells, Energy Cells, & Map

  • Optional Equipment: Light Vessel

Intelligence: Genius (Has managed to solve many complex puzzles throughout the series. These puzzles vary from using enemy attacks to travel in specific ways in 360-degree utilization, using Kuro's Feather for flight during these sections, and requiring very precise navigation in order to avoid death. Effectively uses all of the skills they learn for exploring and overcoming the obstacles of an area with the exceeding ability to use them all naturally)

Standard Tactics: Ori will usually activate a Soul Link first, which comes off as being a thought-based action. This makes sure that Ori can't truly die as killing them just sends Ori and Sein back to the moment they first initiated the Soul Link. It should be noted that opponents are absolutely unaware of this (unless they can perceive temporal phenomenons such as restarting the fight to do it over again) while Ori and Sein both are aware of this. From there, Sein utilizes Danmaku to overwhelm people while Ori will do largely physicals. Should these strategies fail, they will obviously adapt to different strategies. This becomes more diversified with optional equipment as well. One more thing to note is that they can use Soul Link multiple times, so they could unleash it again as the new state when they gain the upper hand.

Weaknesses: None notable

Notable Attacks/Techniques:

  • Spirit Flame: Being Sein's main strategy for offensive, this skill has it utilizing flames being shot at enemies in order to harm them. As there are later upgrades to this, it increases the target count to more foes and the number of rays that are being outputted (not to discredit the speed and power of it increasing as well). It rains down as a Danmaku attack with both fire and light beams.
  • Wall Jump: This skill focuses on the natural acrobatic skill of Ori, as they are now able to bounce from vertical surface to surface and jump higher against it. Ori uses this skill as a means of reaching places they couldn't previously access, and they also use it for mix-ups in combat.
  • Charge Flame: This is Sein's other main offense as it involves it concentrating energy, then outputting it into an explosive burst of light. The technique has destructive and large radius properties to it, as it is able to break through sealed areas of stone with ease and can generally catch most foes off guard to deliver a vital if not fatal blow in the midst of combat.
  • Double Jump: Upon learning this skill, Ori has incorporated it into its main skillset when it comes to acrobatics. This allows for greater horizontal and vertical travel to be achieved, whilst doing flips and curls in the air as a way of using agility to its favor. This skill is later improved on as well with the Triple Jump ability to add another additional jump for height.
  • Bash: Ori takes advantage of this skill by using it as a means to reflect attacks with enhanced perception time. It can be used most commonly to reflect back projectiles of various different compositions such as fire, ice, acid, and general energy just to name some. It can also be used as a means of redirecting physical attacks, along with inducing switcheroos to disorient opponents since the attack allows Ori to view events in slow motion. It can be aimed anywhere omnidirectionally.
  • Stomp: With this skill unlocked, Ori is able to curl up into a ball and slam their body down with great momentum and force. It can be used as a way to break and bypass the armor on enemies, along with slamming with another force to break stone platforms.
  • Kuro's Feather: After an encounter with Kuro outside of the Misty Woods, Kuro endured a rockfall which caused confusion and violent slamming until she left. From the area she slammed into it, she left a feather that Ori took during the adventure. It is useful for gliding past dangerous areas, flying further into the air, and it can effectively ride the wind current when generated.
  • Climb: This skill allows Ori to scale surfaces vertically without having to worry about losing grip. From it, this ability can be used also to perform Charged Jumps angled anywhere precisely as long as it doesn't end up going back to the wall. This is also combined with all of the other acrobatic abilities.
  • Charge Jump: Through focusing (though not having to cease all function), Ori can make use of this skill for achieving great height and off of walls. It charges up the amount of energy being put into a jump and unleashes it to gain more notable height.
  • Light Burst: Unlocking this skill permits Ori to throw bluish spheres of light at targets. This can be primarily used to produce light from lanterns by lighting them up, though it can be utilized for offensive purposes as well. Another important thing is that it can be used in conjunction with Bash in order to achieve great heights for travel and in fights.
  • Dash: Speed in short bursts is the main idea of this skill as Ori is capable of zooming passed the area as fast as the wind. When utilizing it, Ori can perform different variations of it with them being able to a grounded zoom, a version in the air, and a charged variant that automatically homes in on the enemies nearby. Regardless of the version, all of them leave afterimages in their wake.

Key: Ori and the Blind Forest | Ori and the Will of the Wisps | Spirit Tree (Fused With Seir)

Note 1: Sein acts dependently on Ori in order to work in combat. It is because of this that Sein's abilities are added to Ori's profile as he practically operates as an extension of Ori. However, it should be noted that Sein is only present in Ori and the Blind Forest before becoming one with the Spirit Tree again. As such, Ori doesn't maintain the presence of said abilities, aside from his own, throughout Ori and the Will of the Wisps. Though, Ori does regain them when becoming the new Spirit Tree in Niwen.

Note 2: This profile assumes an end-game Ori for both Ori and the Blind Forest and Ori and the Will of the Wisps. As such, all abilities and skills are automatically mastered by the time the game ends with full access to their arsenals. This is to not unnecessarily differentiate keys more than needed and because there is not a concretely discernable beginning, middle, and end phase of the game with specific abilities other than through assumptions.

Explanations

Gallery

Others

Notable Victories:

Notable Losses:

Inconclusive Matches: