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User:Volt12121/Sandbox

From The Codex

Background

Simba, also titled the Peaceful Radiant Protector, is a character from Disney's The Lion King franchise and a Tank Guardian of the Mirrorverse. A great king should be a shining beacon of hope, and that's literally what Simba is! While still maintaining the carefree bravado of his adventurous youth, Simba is every bit the protective monarch lighting the way to victory.

Statistics

Tier: At least 6-C

Name: Simba

Origin: Mirrorverse

Sex: Male

Age: Unknown

Classification: Lion, Guardian

Status: Alive

Alignment: Neutral Good (Simba is a guardian defending the mirrorverse while keeeping his carefree bravado of his younger days)

Dimensionality: 3-D

Attack Potency: At least Island level (Simba can keep up with teammates such as Maui who should be comparable to his counterpart who lifted up the sky)

Durability: At least Island level

Striking Strength: At least Island Class

Lifting Strength: Class 1 (Mature lions can easily toss around Cape Buffalo, which weighs over a ton)

Travel Speed: Superhuman (Can keep up with Sulley)

Combat Speed: FTL (Simba can keep up with teammates such as Mr. Incredible who should be comparable to his counterpart who can react to Jack-Jack's laser vision)

Reaction Speed: FTL

Stamina: Peak Human (Simba can battle fractureds despited being wounded)

Range: Standard melee range

Intelligence: Above Average (Simba is a capable leader of his kingdom) Genius in combat (Simba can keep up with fighters like Maui who has over thousand years of experience and Hercules)


Powers and Abilities

Accelerated Development (Leveling: Guardians can gain exp and level up), Non-Physical Interaction (Beast can harm Scar who is a creature of shadow),Pure Heart (Simba's pure heart was amplified by stellar magic), Light Manipulation (Simba naturally has a radiant light), Statistics Amplification (With Luminous Hide, Bright Strike and Strengthening Rays), Forcefield Creation (with Enthralling Flare, Solar Shielding and Alluring Vanguard), Limited Invulnerability and Aura (With Enthralling Flare in which Simba channel his radiant light into an aura of indestructibility), Status Effect Inducement (With Blinding Lights which inflect enemies with Dizzy which reduce their chance of landing Basic and Heavy Attacks against Simba and his allies by -50%.), Damage Boost (With Radiant Diversion), Resistance to Stun inducement (Simba is Immune to Stun.)
Statistics Amplification (With Innate Strength, Safeguard, Melee Rally, Precision, Don't Pick This One and Offense is the Best Defense), Forcefield Creation (With Enchanted plate), Healing (With Healing Burst, Questionable Medicine and My Eyes!), Electricity Manipulation (With Unlimited Power), Statistics Reduction (With Unlimited Power, My Eyes! and Offense is the Best Defense), Explosion Manipulation (With Destructive Bursts), Purification (With Battle Purification), Damage Boost (with Disorienting Attack and One In a Million), Resistance to Status Effect Inducement (With A Bit Too Immune)

Standard Equipment

Nothing Notable

Optional Equipment

Magic Item


Notable Techniques

  • Abilities
Name Icon Description
Kingly Command Immune to Stun. Simba resists 30% Basic and Heavy Attack damage from Melee and Tank enemies.
Enthralling Flare Simba deals 400% damage to enemies in front of him, then gains an Indestructible Buff and Lures all enemies for 5 seconds. While Simba's Lure is active, he's Immune to Knock Back, except from Special Abilities, and gains 15% Armor when hit by a Heavy Attack or Special Ability from a Melee or Tank enemy. When his Lure expires, Simba Knocks Back all enemies in a circle around him.
Strengthening Rays Simba deals 200% damage to enemies Knocked Back by his Special Ability. When hit by a Melee or Tank enemy while Lure is active, Simba gains a 20% Attack Buff that lasts for 6 seconds. [Max Stacks: 3]


  • Talents
Name Icon Description
Luminous Hide Grants +20% at Defense the start of an encounter.
Bright Strike Grants +20% Attack at the start of an encounter.
Radiant Diversion When an enemy is attacking Simba, other allies' Basic and Heavy Attacks deal an additional 50% damage to that target.
Solar Shielding Simba gains 15% Armor at the start of the encounter. The amount of Armor Simba gains from his Special Ability is increased by an additional 10%.
Blinding Lights When Simba's Lure expires, Melee and Tank enemies adjacent to Simba become Dizzy for 8 seconds if they are not already Dizzy, reducing their chance of landing Basic and Heavy Attacks against other allies by -50%.
Alluring Vanguard Each time Simba is hit by an attack from a Melee or Tank enemy while his Lure is active, other allies gain 10% Armor.

Other

Standard Tactics: Simba goes for clawing his opponent.

Weaknesses: Nothing Notable

Battle Records