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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, 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)

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 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), 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: A list of some abilities the character generally uses.

Skills

  • Spirit Flame: H
  • Wall Jump: H
  • Charge Flame: H
  • Double Jump: H
  • Bash: H
  • Stomp: H
  • Kuro's Feather: H
  • Climb: H
  • Charge Jump: H
  • Light Burst: H
  • Dash: H

Ability Tree

Utility

  • Rekindle: Once a Soul Link is established, this ability permits reusing the Soul Link for rewriting to a more preferable save state. If Ori were to perish, the new copy would be where Ori reloads from. Additionally, the cooldown is significantly reduced for doing this.
  • Regroup: When making a Soul Link, this ability makes sure that Ori is healed from a decent amount of damage that was sustained in a fight.
  • Charge Flame Efficiency: This ability makes sure Charge Flame drains less stamina in its usage for Sein in order to repeatedly use it.
  • Air Dash: When taking to the air, this ability utilizes Ori's natural Dash skill and air mobility to do a quick burst that acts as a zoom.
  • Ultra Soul Link: Being an improved version of Regroup, now this allows Ori to effectively restore twice the amount of health through this ability from damaged sustained in battle when making a Soul Link.
  • Charge Dash: Ori can focus a dash this time into a variant where it homes in on enemies in close vicinity. Otherwise, it just allows for a more concentrated burst of speed that lasts longer too.
  • Water Breath: Whereas Ori only had the capability of breathing underwater for a short period previously, the ability allows for Ori and Sein to pull this off for an indefinite timeframe.
  • Soul Link Efficiency: This ability efficiently reduces the worry of using Soul Link as much as it halves the amount of stamina it drains from Ori.
  • Triple Jump: After learning this ability, Ori can sequentially jump three times, even in the air, in order to capitalize on greater acrobatic capabilities.
  • Ultra Defense: Being the final ability of this branch, Ori gains more effective durability as attacks that previously did more have been significantly reduced.

Efficiency

  • Spirit Magnet: Pickups will begin to float toward Ori when gaining this ability. This allows things such as life cells and energy cells to be easier to pick up.
  • Map Markers: Ori tends to use a map when exploring areas, even those that are unknown to them. This ability allows them to see where the different pickups in an area are so that they may find them more easily rather than pursuing them in a random manner.
  • Life Efficiency: Life pickups, when used, will energize Ori twice as much by giving back even more health than they would've otherwise upon gaining the ability.
  • Ultra Spirit Magnet: Being an improved version of Spirit Magnet, this ability will automatically bring preferable pickups straight to Ori and Sein, rather than just floating.
  • Energy Efficiency: Energy pickups, with this ability, increase by 50% proficiency in restoring Ori's stamina to a more conditioned state.
  • Ability Markers: Through this ability, ability cells appear on the map for Ori to see in a similar manner to the general pickups seen through Map Markers.
  • Spirit Efficiency: When experience cells are dropped, this effectively doubles the amount of experience that Ori obtains from a fight.
  • Life Markers: This ability also makes an indication of item locations on the map, as it shows where Ori and Sein are able to find different Life Cells to use.
  • Energy Markers: The last of the map-related abilities, this particular one allows for Ori and Sein to see where the different Energy Cells are in the surrounding area.
  • Sense: Being the final ability of this branch, Ori is completely capable of seeing through walls in order to find hidden areas. Areas that would otherwise be completely obscured from Ori's vision become visible for them to see and go check out.

Combat

  • Quick Flame: When utilizing Sein, this ability allows an increase of shooting out three flames before having to do a very brief recharge.
  • Spark Flame: Spirit Flame becomes more viable through this ability as the damage output has been greatly amplified from what it was originally.
  • Charge Flame Burn: Upon gaining this ability, Sein's Charge Flame is able to increase in general destructive power and affected radius of targets.
  • Split Flame: Spirit Flame receives yet another improvement as this ability allows for it to attack two targets at once with the different flames.
  • Ultra Bash: Bash gains an improvement through this ability as it not only increases the damage, but it allows for Ori to switcheroo with other people where they go through the opponent and swap places.
  • Ultra Light Burst: Acting as an upgrade, this ability increases the effective radius and output of Light Burst, being the penultimate version of it.
  • Cinder Flame: This ability efficiently brings even more power behind Spirit Flame to make it more formidable in its damage to others.
  • Ultra Stomp: Ori's Stomp ability becomes vastly better with the damage output rising and the affected radius being wider in tile range than previously.
  • Rapid Flame: As the name implies, this ability upgrade allows for Spirit Flame to fire off more rapidly at targets with it taking less stamina and cool down for Sein.
  • Charge Flame Blast: Being the last update for Charge Flame, this ability maximizes any sort of destruction and radius capabilities for Charge Flame to their best extent.
  • Ultra Split Flame: Being the final ability of this branch, Sein's output for Spirit Flame increases once more with the targets going up to four people.

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: