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Simba (Disney Sorcerer's Arena)

From The Codex
Revision as of 17:18, 23 September 2024 by GiverOfThePeace (talk | contribs) (→‎Battle Records: clean up and re-categorisation per CFD)
Articles About Simba
Main Series The Lion King
Games SNES - Simba's Mighty Adventure
Non-canon Kingdom Hearts - Mirrorverse - Disney Heroes: Battle Mode - Disney Sorcerer's Arena

Background

Simba is a hero that can be summoned by The Sorcerer in order to assit them in challenging the arena as they wish to become a master sorcerer. He is a defense unit and belongs to the wild grouping.

General Information

Name: Simba

Origin: Disney Sorcerer's Arena (Originally from The Lion King)

Sex: Male

Age: Unknown

Classification: Lion, King of the Pride Lands

Status: Alive

Alignment: Unknown (While Simba is noted as a hero by the game, he is still a summon of The Sorcerer and is merely used by them in order to challenge the arena as they wish to become a master sorcerer)

Codex Statistics

Tier: 9-A

Cardinality: Finite

Dimensionality: 3-D

Attack Potency: Room level (Simba can fight summoned characters such as Maui who should be comparable to his Moana counterpart, who Tanked a large explosion of this size)

Durability: Room level

Striking Strength: Room Class

Lifting Strength: Unknown

Travel Speed: Unknown

Attack Speed: At most Relativistic+ (Can dodge attacks such as Jack-Jack's Jack-Jack Attack which shoots a laser)

Reaction Speed: At most Relativistic+

Stamina: High (Capable of fighting through waves of enemies along his teammates)

Range: Standard Melee,

Intelligence: Unknown (Simba is assisted in combat by The Sorcerer thus making his intelligence hard to determine)


Powers and Techniques

Superhuman Physical Characteristics, Natural Weaponry (With claws and fangs), Enhanced Senses, Damage Boost (Simba can hit a critical hit), Divine Protection (Simba is helped by The Sorcerer, who can cast spell in order to assist him in combat), Non-Standard Interaction and Metaphysics Manipulation (Soul Manipulation; Simba can harm ghosts), Summoning (Simba can summon both Timon and Pumbaa), Velocity Manipulation (With Royal Roughhousing which reduces the target's speed meter and Downwind Dash which reduces the target's speed meter and inflicts Offense Down), Statistics Amplification (With Hakuna Matata which can grant Defense up, Strength Of The Ancestors which grants 4% bonus defense per every 1% health missing and if simba goes below 60%, he is granted Defense up if a "Lion king" character is present and Strength Of The Pride which grants 26% bonus maximum health to teammates), Healing (With Hakuna Matata which heals 100% of Simba's current defense).


Resistance to Status Effect Inducement (The Tenacity stat is the chance that a character resist harmful effects), Metaphysics Manipulation (Soul Manipulation; Simba can survive his soul being ripped out from his body)
Summoning (The Sorcerer can summon Trigger's Tower, Bucket O' Soldiers, Conjuring Cauldron, Peter's Shadow and a Magical Meteor), Status Effect Inducement (With Sugar Rush, which grants haste, Snowgies which can induce stun and Slow, Duke Caboom which can induce Vulnerable, Fairy Slumber which induce Slow, Hunny Pot which induce Sweetened and Slow, Peanut Pummel which induce Blind, Wild Imagination which induce heal block and Infinity sided dice which grant 3.0 to 4.0 random Helpful effects for 2.0 turns to random teammatesand Inflict 3.0 to 4.0 random Harmful effects for 1.0 turn to random opponents), Statistics Amplification (With Spirit Mufasa), Sleep Manipulation (With Fairy Slumber which induce Sleep), Fear Manipulation (With The Headless Horseman and Wild Imagination which induce Fear), Power Nullification (With The Headless Horseman and Dad Moves which induce silence along with Fowl Play, which purges an helpful effect and copies it to give to a random teammate), Transmutation (With Clock Tower), Electricity Manipulation (With Zap), Explosion Manipulation (With Thunder Mountain Boom), Resurrection (With Golden Hammer if the teammate that was revived is a downtown hero, grant them Undefeatable for one turn), Healing (With Gramma Tala), Water Manipulation (With Splash Mountain Soak), Purification (With Blue Fairy Magic), Power Modification (Blue Fairy Magic and Mortal Poison), Damage Boost (With The Claw which deals more damage to summoned enemies)

Equipment

Nothing Notable


Notable Techniques

Name Description
Royal Roughhousing Deals up to x damage to target opponent. 30% chance to reduce target opponent's Speed Meter by 45%
Hakuna Matata Restore health to target teammate and all flanking teammates equal to 120% of Simba's current defense and extend the duration of Helpful Effect by 1. Gain taunt for 1 turn. 45% chance for Simba and teammates to gain Defense Up.
Downwind Dash Deals up to x damage to target opponent and all flanking opponents. Inflict Offense Down for 1 turn. Reduce speed meter by 40%
Strength Of The Ancestors Gains 4% bonus defense per every 1% missing health, 50% for rafiki to assist in any attack made by Simba. If at least one character is a "Lion King" character gain Defense up for 1 turn when his health is reduced below 60%.

Other

Standard Tactics: Wildcard, as Simba is never seen acting on his own

Weaknesses: His special skills need to be recharged after being used

Battle Records

None.

None.

None.