Azula vs. Galen Marek

After two days of prep time who will prevail in a fight to the death between the Dark Knight and the God of War?

Batman vs. Kratos

Saturday, April 14, 2012

Sarah Kerrigan vs. Magneto

* First of all I need to clarify something.  I have not forgotten Azula vs. Galen, I am going to do that battle first. My goal with putting this battle up is to have two different fight lead-ups (pre-battle) running at all times from this point forward, and to ensure one fight per day. Also this will give you more time to vote on a fight winner.

WHY THEY WERE CHOSEN:  Once you read the bios, I really don't expect many too many questions as to why they have been included. However for those that still do, i'll give a brief synopsis as to why they were allowed in the tournament.

Sarah Kerrigan: 
Sarah Kerrigan is the top psionic of the Starcraft Universe, a powerful figure who telepathically rules a race of billions. Her psionic powers are matched by very few in this tournament, and she further augments them with the biological powers/traits of the Zerg. Her servent Abathur allows the Queen to make significant gains after each battle (meaning new powers, changes in x-factors ect), and her hive mind is capable of processing a vast variety of information simultaneously .

Magneto:
A less controversial choice, Magneto's mastery of Magnetsism allows him to manipulate a vast variety of material, including his famous metal. His mastery over metal is such that he can manipulate the very cells within the human body, inducing severe pain or even ripping the iron right out of him. Add to that his proven track record of taking on formidable foes and Magneto is quite a contender. 
= = SARAH KERRIGAN = =
NAME: Sarah Louise Kerrigan
ALIAS: "Queen of Blades"
AGE: 33 (Chronologically, Zerg do not age) 
WEIGHT: 163 pounds 
HEIGHT: 5’10
GRADE: 7.0  Higher Being
CLASS: Class 12 Psionic Powerhouse

 * The version used below is the combined version from the books and game
BIO: 


In terms of Psionic ability there are perhaps none better in the Starcraft Universe then Sarah Kerrigan. She was so powerful that the entire PSI scale had to be adjusted just for her, and has demonstrated an array of powerful moves such as creating clones of herself out of thin air, launching massive Psionic Storms, imploding ships as big as battlecruisers in a matter of seconds, and of course maintain control over the entire single-minded Zerg Swarm. Kerrigan was trained as an elite member of an agency of government assassins, and is a master of stealth even without her cloaking device. In close combat she is shown as one of the best in the SC universe, and is capable of defeating 3 highly skilled opponents at once in a dual. As a strategist Kerrigan has managed to beat an entire coalition of forces arrayed against her, even when they outnumbered her own forces, and successfully gain control of the entire Swarm before that. Psychological warfare too is another specialty of hers.




PRE-BATTLE:


 Defining her pre-battle in two traits is going to be difficult, however I believe these two would be : A psychological emphasis and excellent use of available resources. She will look up everything the Library of Babel has on her foe; weaknesses, strengths, powers, abilities ect, however her skill with psychological warfare/manipulation  will ensure that personality traits will be a key component. She is also known for making great use of whatever is available to her to win, and this trait will directly correlate with her pre-battle bonus Abathur. She had demonstrated herself capable of advanced planning and is able to multi-task VERY efficiently. 


Pre-battle Bonus: Izsha and Abathur

 Kerrigan possesses two Zerg advisers that aid her in developing pre-battle game plans. In a past life Izsha was a former Terran medic named Amanda Haley but now after infestation she is the primary adviser to the Queen. She is a cold, rational individual who provides the Queen with Tactical/Intelligence support, as well as providing memories from when she was dominated by the Queen of Blades persona. 




Abathur: 


 By far Kerrigan's greatest pre-battle advantage is Abathur, a unique one of a kind Zerg who serves as the Swarm's evolution master. His entire purpose is to evolve and improve the Zerg Swarm, and he does this very well. Examples include evolving a complete immunity to extreme cold in a day, causing Zerglings to grow wings and be able to scale cliffs, cause mass amounts of banelings to hatch relatively quickly and frequently improving Kerrigan's own DNA. Essentially what he offers is hyper-evolution, and he'll be used by Kerrigan to evolve immunities/resistances, improve her abilities and traits, evolve new powers and (if a battle were to be won) evolve her his own unique version's of the defeated opponent's powers. The Library of Babel does not record pre-battle preparations until after each battle is over, so what this means is just as Kerrigan won't know what Magneto is doing to prepare, Magneto will not be know any of the evolutions that Abathur performs for her (though he'll know that she has Abathur, and his function).
 ======OFFENSIVE=====
LONG RANGE: Telekinesis/Psychic Attack
Range: Basic Line-of-sight | Type: Innate | Effect: Mind Rape, Vortex Usage: High- Moderate(psychic attack)


As the only class 12 psionic on a scale of 1-10, Kerrigan possesses powers far beyond that of even the highest Terran Ghost. She can utterly thrash and destroy the brain of a target in a move known as the Psychic Attack, which would she has demonstrated even on those with resistance, like her childhood tormentor Major Rumn. It seems that this attack can also be used for incapitation, given that a young Kerrigan destroyed much of her father’s brain but did not kill him and Nova stated that she could shut down brains without killing the target, though admittedly this would probably require more concentration then normal killing. Finally she has also demonstrated the ability to force a foe to relive bad memories, feel pain, and see and feel unpleasant things with her mind. There also exists a charged up version capable of destroying entire colonies (Nova did it!), but this move takes to long for it to be truly applicable. 



    Kerrigan has also demonstrated a mastery of telekinesis, and is credited with such stunts as stopping bullets mid-air and sending them back at the people that fired them, throwing someone around the battlefield and into objects, control people’s limbs against their will, throwing objects, disable guns from the inside and remotely, telekinetically guide bullets while they are in motion and low scale levitation/brief flight. It is hinted that she could do more, as a class 10 ghost named Nova (before training) could destroy a skyscraper in a matter of moments, and the  building in question was designed to withstand any weapon short of a nuclear bomb. As for the exact amount of lifting power  behind StarCraft telekinesis Nova was able to hold up ten stories worth of skyscraper  up with a great deal of effort (A then untrained, class 10 life-form did that; a class 12 would do exponentially better). Kerrigan was able to display her telekinetic powers to an even greater extent when she implodes Terran Battlecruisers, which are at least small city sized  if not greater(and she is able to do this while multitasking!).  I use this example to show the amount she can manipulate with telekinesis; Implosion as a move cannot be used on any non-mechanized or robotic foes.  Tensile strength is also not a factor in telekinetic attacks, and Kerrigan’s telekinesis will do as much damage to steel as wood. Finally she possesses a force choke-like move known as crushing grip, which grabs hold of their windpipes.

     Though Psychic attack and telekinesis don't seem to take up much in the way of energy they both possess their weaknesses. Psychic Attack will get less effective as the strength of mind score increases, while telekinesis requires a line of sight. 


MID-RANGE: Psionic/Razor Storm
Range: Basic Line-of-sight | Type: Innate | Effect: Direct Damage  Usage: Moderate


By far her most powerful move in a battle is  the Psionic Storm. The Psionic Storm summons a huge maelstrom of Psionic energy capable of frying brains, damaging vehicles, incinerating the landscape, and even changing the environment  itself. In the novels it is wide enough to cover half a valley.  Kerrigan learned this move from the Protoss, and later adapted it to her own specialized move, the Razor storm. Though lacking the same radius as the Psionic Storm, it summons a storm of energy barbs that tear apart armored units as fast as it does with those with unarmored.

       
Despite there power, or perhaps because of, these are high energy spells, meaning they will drain her of energy if spammed. Thus they must be used frugally, when the time is right. 
CLOSE RANGE: Psionic Blast/Bone Wings and Claws
Range: Assault Rifle | Type: Innate | Effect: Direct Damage Usage: Very High


The psionic Blast is Kerrigan’s most used move. Basically when using it she summons a vast amount of energy and launching it at the target in a ball-like form. When it reaches the target it explodes, and functions pretty much like a regular explosion would. She can utilize this power even when completely out of her energy bar in game, and is one of her hardest moves to dodge. In the novel Queen of Blades she can manifest a lighter version of this power as a psionic scream of rage, which made Jim Raynor’s ears bleed. 


 This is a psionic attack unaffected by energy levels: she will be able to utilize it even if completely drained of energy (remember energy in the case of Kerrigan isn't the same as stamina). The sore point here is that its rather lacking in range. 

Bone Wings/Claws
Two 7 foot Natural Wings/Nails | Material: Biological | Effect: Blades  Usage: Very High


These powerful dual sets of wings (six blades in total) are what gave the Queen of Blades her moniker. Roughly the length of her own body, these deadly six blades can function as spears, piercing through even the suits of space marines and the shielding of Protoss with ease. Once inside she has used the wings to literally rip an opponent in half, and demonstrated a degree of finesse. She can even use them to block and parry energetic psi-blades. 

For closer quarters still, she possesses seven inch nails and lethal martial arts. In two notable incidences she has used her claws to tear through power armor, and her legs to break a neck with a single kick. Spikes that still out of most of her body can be used as combat weapons too. Finally she also possesses acid spit, though she hasn’t used this deliberately in combat before. 


SPECIAL: Debilitating Attacks/ Broodling Nest
Range: Assault Rifle | Type: Innate-Prepared | Effect: Hex Usage: Moderate


 The term debilitating refers to attacks that rarely if ever kill by themselves, but are great assistors and stamina drainers. To clarify these spells would be great to use alongside a more powerful attack like Psionic Storm. 


Corrosive Spores covers an area roughly a few meters wide, targets in range are coated in a green pus that eats away at their armor, making it easier for attacks to get through whatever protects them. Another hex ability is Ensnare, which globs a sticky green slime that halves opponents attack, agility, and speed for those caught in the sudden storm. While only minor in fatality, these can be used to slow down a quick enemy with unerring accuracy or allow the Queen of Blade to make quick work of armored opponents. In addition, in the novel the Queen of Blades she was able to focus this attack into a Spiderman-esque web, using it to pull Tassadar towards her. Finally there is also Pulse, a move which does slight damage to a foe and stuns them temporarily. 


 In Heart of the Swarm she has gained the ability to place a broodling nest on the ground that will periodically pump out hordes of broodlings. These creatures possess large pincers and claws capable of rendering flesh apart, and are under her telepathic control at all times. 
  Only the Pulse ability is Psionic in nature, and that's a low cost spell. The other two are both biological, and are on their own sets of recharge and timers. For the upcoming battles she will only be able to deploy a broodling nest once and at the beginning (though she could hypothetically upgrade the TYPE of unit that comes out of these nests),  and the nests can be destroyed. The other attacks are only assistors, and will get a kill very, very rarely. 
SPECIAL 2: Burrow/Psionic Shadow
Type: Innate | Effect: Augment  Usage: High (burrow/deep tunnel) , Low (Psionic Shadow) 


Kerrigan possesses the ability to dig underground in barely a few seconds time called Burrow. Further digging still, she can use Deep Tunnel to move around underground and ambush enemies. Burrowing is more stealthy but leaves Kerrigan vulnerable to attack if one should find her, though while tunneling so deep underground she is practically immune to conventional attacks from the surface (pretty much requiring the opponent to go down there and find and kill her himself).

But by far one of her most powerful moves is Psionic Shadow, which creates up to four clones of her at once. While possessing the same amount of health as the original Kerrigan, they have their attack halved and are incapable of using any of her advanced  psionic abilities. Serve as doppelgangers and support, as well as a distraction for the enemy.

DEFENSE:


 Kerrigan doesn’t carry much for armor, instead relying on her regeneration and extreme durability, as well as some agility thrown in. However what she does have is both light and semi durable. Her hardened skin, while not preventing attacks altogether, does reduce them a little bit. In addition she has a light Zerg carapace, which is shown to be effective against small arms fire.


For further defense she can dig underground to avoid surface attacks or utilize telekinesis to slow down or negate attacks. Finally for when attacks do connect she possesses Wolverine like regeneration, being able to regenerate a wound from a specifically designed Zerg killing blade in thirty seconds. 


== VARIABLES ==
PHYSICAL


Accuracy: 85/100 :
Can use telekinesis to guide bullet while it’s in sight, and possesses ghost training and marksmanship on top of that. 
Combat: 76/100 :
Superb combat specialist, regularly takes down Protoss with hundreds of years of training and experience (and armed with the Starcraft equivalent of a lightsaber!). In her most extreme feat she beat Zeratul, Tassadar and Jim Raynor soundly in a 3 on 1 duel. 
Physicality: 28/100
She is able to burst through blast-doors, rip Protoss warriors in half with ease, cut through boulders  and penetrate power armor. She is quite strong for her build, though weak compared to most others in this tournament. 
Damage Intake: 47/100 – 
Her durability is such that she can withstand tank shells and keep coming, while her regeneration is proficient enough to allow her to re-grow limbs in a handful of seconds. 
Damage Resistance: 40/100 :
In addition to her armor, she has a near immunity to cold, resistance to fire/heat (given the world that they call Homeworld, Char) and some psionic attacks, as well as chemical agents. Zerg are also capable of operating in the vaccum of space, meaning an airless environment. 
Stealth: 87/100 – 
Very high here. First and foremost Kerrigan has ghost training, which an organization was specializing in sneaky assassinations. Secondly she can cloak even without a suit. Third her “burrow” ability gives her yet another boost. Notable Feat: the assassination of Angus Mengsk, who was known for his zealous security force. The Chief of said security said that there was no evidence that anyone ever existed or entered the room (other than the bodies of the Mengsk) family. It was described that they were killed by ghosts. Ghosts can also move through force-fields, showing a great skill in evading all sorts of protective devices. 
Sensory: 78/100 – 
In Starcraft 2 she is labeled as a “detector” meaning she is able to detect cloaked or burrowed units. To add onto this she has two abilities: Sense Psionics, which allows her to hone in on the “alpha waves” made by such powers and Psionic Sight or heat vision. This allows her to see through walls and around corners. Finally she is a superb telepath, able to hear the thoughts of even the Protoss, a race naturally able to listen in on the thoughts of most humans. However technology exists that can screw around with this ability, and a few very powerful individuals are able to shield their thoughts from her through pure force of will (though Kerrigan was still able to catch snippets).
Stamina: 66/100 – 
Being part Zerg helps to give her tenacity and endurance. She once chased around Jim Raynor and his Protoss allies for days around Char. Zerg do not require significant periods of rest like humans do.
Finesse: 68/100
Ghosts are emphasized for their agility and maneuverability; bulky Kerrigan with her wings seems to have lost this a bit. Still she is quite capable of maneuvering of navigating through the harshest terrain. 
Raw Speed: 20/100 (23/100)– 
Can move faster than most other Terran and Protoss ground units, though units with jetpacks or drug-induced stimpacks can move faster. She can also use Psionic Speed to briefly boost her speed.Desribed as a blur while in mid-attack. The 23/100 describes her bonus to movement speed on creep, and is only applicable on creep. 
Reflexes: 47/100 :
Ghosts can dodge bullets, move faster than the eye of  a normal human can track (Jim Raynor), and guide/stop  bullets while they are in mid-flight.



MENTAL


Adaptive Creativity: 65/100:
 She scores somewhat high due to the nature of telekinesis and she frequently dreams up of new and improved Zerg breeds, showing creativity in many of them. 
Intelligence: 76/100 : 
It is mentioned that she can track 1000 different things at once, an insane amount of multitasking, and does possess an amount of pre-cognition. Also is capable of processing information at light speed. It should be stated however that she is not a genius; smart but not a genius. Processing power is what brought her up. 
Tactics: 73/100:
 Skilled tactician and Mastermind behind much of the Brood War, and has  defeated opponents even when outnumbered and outgunned before.  
Intuition: 62/100 :
Ghosts do possess pre-cognition to a degree, and Kerrigan herself was able to detect threats to her rule years beforehand. 

Initiative: 57/100
Is capable of getting off the first strike even when dealing with the Protoss, who move fast enough to be considered blurs to most Terrans. 





PREPARATION: 


Experience: 73/100:
Though she hasn't lived that long she has fought and beaten a wide variety of foes since, including biological, mechanical, psionic, and highly advanced tech. 
Discipline: 61/100 – 
Ghost training emphasized discipline in combat, a cool head was necessary to carry out their objectives. She was known for behaving in a calm and collected manner in combat, even when she was about to be taken by the Zerg in New Gettysburg. However despite this there have been times where the Protoss commander Tassadar was able to infuriate her and use her anger to his advantage. 
Training: 66/100:
Ghosts are such powerful special operatives that they aren't even regarded as a myth, since no one who they have come after have lived to tell the tale. In four years they turn children into the some of the most powerful assassins their history has ever known- and Kerrigan was one of the best. 


PSYCHOLOGICAL


Psychological Warfare: 76/100: 
She was skilled enough to convince her worst enemies, all of whom also hated each other mind you, to work with her to a common goal that actually solely benefited her. 
Strength of Mind: 87/100 – 
This is one of Kerrigan’s greatest traits. A Jedi mind trick wouldn’t even faze here. She has shown the ability to mind dominate a thousand year old Protoss Matriarch without even being on the same planet, read Protoss minds with ease(who are naturally able to read humans) , mind control Zerg and maintain control of a Swarm that numbers in the billions (at least) . Basically anyone below this rating, without special equipment, has a chance that Kerrigan will be able to read his/her mind.
Audacity: 70/100 :
She gets points for  deliberately screwing over/pissing off every major power in the Korhal sector, and remaining confident when every one of them unites to try and destroy her. 
Intimidation: 55/100 
Fairly intimidating given her unique speech patterns, her Zerg body and her reputation. 
Killer Instinct: 73/100 : 
Though she is trained to kill without thinking, as you say she does talk a bit much, and has repeatedly let major rivals go. 
Psychology: 55/100:
Though less psychopathic then her Queen of Blades persona, she is still ruthless, arrogant and often impatient. 
Inner Torment: 60/100:
Since her temporary de-infestation on Char she has deeply regretted the atrocities the Zerg committed on civilians in her name. 
Corruption: 55/100
  Not good per say but no longer evil as she was in the Queen of Blades persona. 


ENERGY POTENTIAL


Energy Potential: 65/100 – 
Her high end powers require a great deal of energy, which Kerrigan possesses. She can also regenerate said energy fairly quickly. However eventually she will run out of energy if she spams Psionic/razor storm a couple of times, and will need to wait in order to utilize another power. 


COMMON FACTOR: ENERGY DIFFICULTIES: 

 Unlike the last common factor, this section has actual battlefield applications. Kerrigan is at a bit of a disadvantage here in that she possesses less overall energy then her foe, meaning that she will need to conserve here a bit or else lose her ability to launch high end attacks (the psionic storms). That said, unlike her opponent Kerrigan will regenerate energy over time, especially if underground. This difficulty will be lessened if she wins, as her energy potential increases from absorbing Magneto's DNA. 

== STRENGTHS AND WEAKNESSES ==


 Kerrigan is the most powerful psionic in Starcraft, the only Class 12 on a ten unit scale. The abilities available to her come from all three races :Terran, Zerg and Protoss. For the environmental bonus she has Creep, a living Zerg substance. On Creep, she moves 30% faster and also regenerates slightly faster. Her all-knowing senses around the Creep also greatly enhances her awareness of those near and on it. While Creep will only start out to cover a small portion of the map, it will gradually expand as the battle goes on. Another strength is her pre-battle ability to evolve new defenses/abilities, and keep them for later use. The addition of Abathur makes her a "consumer" type character; meaning she will gain new abilities and x-factor increases  at a higher rate then most characters from winning (but still not to the extent of true consumers such a Rogue and Alex Mercer). 


However, her greatest weakness is her energy levels. While she can sustain a high amount of output, anything able to drain that energy potential will severely weaken many of her enhanced abilities. She is also a bit arrogant at times as well as impatient. 




MOTIVATION:  FOR THE SWARM, Defeating the Dark Voice, Revenge, Misc.


  Kerrigan's primary objective is to defeat the Dark Voice, a entity who seeks to bring about the apocalypse by using the Zerg (once she is dead) to destroy all of creation. In order to do this she must expertly utilize the Swarm, who look up to her as their Queen and who she herself seems to feel affection for.To improve the Swarm she desires to make every unit a Metamorph, which would make a species capable of guiding their own evolution. On a personal note she seeks revenge on the man known as Acturus Mengsk, who sold her out to the Zerg long ago, and wants to see his empire fall. Other known motivators that are not as significant as above but still important  are Power and Love (for Jim Raynor).




VS.



= = MAGNETO = =

NAME: Max Eisenhardt
ALIAS: "Master of Magnetism" 
AGE: 33 (Through some bizarre re-aging process by Marvel)
WEIGHT: 190 lbs
HEIGHT: 6’2 Feet
GRADE: 7.5 Higher Being
CLASS: Mutant Electromagnetic Conductor

 *Unlike Previous profiles, this one was not developed by me but my friend Marcus, a huge Magneto fan. 


BIO:


Magneto’s history as a mutant began with the Holocaust, as a victim separated from his parents, his power over magnetism, at first the manipulation of metal, was realized. Since then, he has dominated Marvel’s universe of mutants and heroes, most notably the X-Men, with the notion that humans will seek out and destroy mutants as a way to protect their own race. Not seeing himself as an evil villain, he feels like the savior of mutant kind, to put mutants in their rightful place over humans to keep them from becoming victim to another holocaust. His range of powers is extremely dense, ranging from manipulation of metals, reshaping materials on the molecular level, and projecting images of himself as he bents light.

PRE-BATTLE:


   Magneto is another man difficult to describe in two words. but ill try with mutant mastermind and fanatical determination.Magneto is a mutant mastermind, coming up with highly complex and elaborate plans all the time. He is used to operating alone or in small groups, so that aspect won't be an issue for him in this fight. Magneto  is fanatically determined, and does not care so much about the means so much as the end. Whether his end is to win a bout or to ascend mutant kind he'll always put a lot of effort into it. His only off the bat weakness is that he is used to having all the time in the world; he now has only two days. 


PRE-BATTLE BONUS: X-Men Danger Room:


 Though his personality in this resembles the classic version, Magneto has joined the X-men before, and will have access to their unique training facility. Essentially the Danger Room is a powerful simulator, able to simulate a huge amount of environments and powers, as well as many heroes/villains in the Marvel world. Its so realistic that its barely different then the real thing (other then the safegaurds).  When it comes to a training room, there are few better then this. Also includes safe-guards so Magneto can't die in it. 




 ====OFFENSIVE====
LONG RANGE: Metallic Manipulation


Range: Several Miles | Type: Innate | Effect: Projectile Usage: Very High
Magneto exhibits extremely powerful control over metals, up to about half a mile’s range with complete control. He can move objects that weigh in excess of 50,000 pounds. As long as he can stabilize his concentration and use his hands to focus, he is able to move such a massive body of metal at least 25 mph and the speed and range increase with smaller sizes, and the concentration requirement goes down. The furthest feat he’s accomplished was pulling a satellite out from orbit.

He can use solid iron spheres the size of marbles to move as fast as bullets, and his control extends to individually holding and moving at least two dozen different firearms, cocking, and shooting them, as well as stopping the bullets that come out if he desires. Line of sight isn’t even a completely necessary component to this ability as his detection of metallic materials is so high. So long as a form of metal is in a material, he can control it, though the lower ratio of metal to non-metal objects effects how strong that control is.

To that end, Magneto is bringing with him a pump-action shotgun, M-16, a combat knife and 2 handguns to all of his fights though he does not get multiple magazines. These metallic objects he can reshape and form however he wishes once the battle starts (which limits his time).



MID-RANGE: Electromagnetic Vortex, Biological Disruption
Range: Line of Sight | Type: Prepared | Effect: Vortex Usage: Moderate
Magneto is capable of two very powerful area-effect attacks of sort. One is a magnetic vortex where he arranges the magnetic fields around him and distorts and changes their balance to the point of creating his own weather of sorts. He can freeze massive objects in their very tracks, even while restrained and being harmed, but he can create hurricane-force winds or tornadoes. The exact range of this power is not very clear, though he is capable of covering a city with snow or make a full-sized hurricane himself. The control of this vortex however is quite limited, as once it goes off there’s not much stopping it until the misbalance slowly stabilizes. To create such a power requires some concentration as he manipulates individual waves of stabilized magnetic fields.

In addition, Magneto can manipulate a person’s electromagnetic pulse within their body as well as pull out the very iron from their blood. He has demonstrated the ability to cause intense pain or lightly generate certain emotions and minor telepathy. These usually utilizes when psychologically manipulating someone to his will or crushing their spirit of resistance.


CLOSE RANGE: Lightning/Concussive Shockwave



































Range: 10 Feet? | Type: Innate | Effect: Direct Damage  Usage: Low
Range: 350 meters | Type: Innate-Prepared | Effect: Direct Damage  Usage:  Rare


While Magneto possesses some military combat training, most of his combat is conducted outside of his personal space. He has used ultra-powerful magnetic shields to prevent harm reaching him and his metallic manipulation to prevent weapons from touching him. However he has also used, with strong effort, lightning to kill others. This isn’t quite as powerful as the best Force lightning, but comes close.

He has also utilized his powers to create a “nuclear-explosive” shockwave that devastates a good two blocks worth of buildings, reducing anything in his immediate vicinity to rubble. No doubt a power that takes a great deal of concentration but is quick to execute. I placed it here because should someone show the ability to reach him in hand-to-hand, and the ability to destroy him so, he can use this power, though it is quite rare and more akin to a last-resort power.


SPECIAL: Metallic Encasement/Machine Construction
Range: Line of Sight | Type: Innate-Prepared | Effect: Hex/Augment Usage: High
Range: A few feet | Type: Innate-Prepared | Effect: Summon  Usage: Low


  Magneto shows the ability to manipulate metals on an incredible microscopic scale. Utilizing his magnetism, he can create a cocoon of metal around a person to weigh them down or stop them. This metal cocoon is strong enough to stop the X-Man Banshee from screaming out (at least for a time), and was fabricated in mere seconds. Alternately, Magneto can summon metal to protect someone, liken to a suit of armor. This is primarily how he develops and fuses armor to himself and others, molding choice metals (such as steel alloys) for the best protection and lightest weight.

One his most incredible (albeit short-lived) feats have been the complete construction of machines, notably a robot the size of a small skyscraper. Utilizing his own electromagnetic forces, he becomes the nervous system and transversely the power source to such a machine (which is largely hollow but powerful). He can use his metallic binding to rebuild broken parts. The power cannot last but a few minutes without help as this severely drains his energy.

SPECIAL 2: Light Manipulation
Type: Innate | Effect: Augment Usage: High-Low (astral projection)


Magneto’s incredible range of powers includes the bending of light waves with electromagnetism. With this, he can render himself nearly invisible to the naked eye. Like the Predator though, he will have a faint disturbance of bending light around his person.

Magneto can also use the same powers to create illusions of himself to others. The exact range of this is unknown without help, but the image is half-real and ill-focused, but allows Magneto to communicate to someone (like an enemy) without risk of harm. He also seems to be able to manifest his awareness through this projection and can thusly use his powers far outside the range of his sight or immediate senses. Unfortunately for the victims of this, the hologram of sorts cannot be attacked.


DEFENSE: Metallic Armor:


Magneto creates his armor from choice metallic elements from the molecules around him as form of physical protection. In addition to this, he has a helmet that shields his mind from all manner of Telepathic  attacks. It even prevents others from reading his mind (i.e. with the helmet he is 100% immune to a Jedi mind trick). Even without such a helmet though, his sheer intelligence and strength of willpower is very good, but he also creates a void that telepaths cannot penetrate and are thus able to detect his general location with enough concentration.

Further than this, Magneto is capable of using magnetic fields to create a near-impenetrable shield to all things physical and energy through sheer strength of will. He can even use these barriers to hinder (though not completely negate) telepathic activity, including telekinesis. He has stopped exotic alien energy beam weapons, missiles, bullets, and massive objects. His manipulation of metal also allows him to physically deflect and stop projectiles with metallic objects. This shield is even able to allow him to exist in the vacuum of space by collecting and protecting a normal atmosphere about his person (albeit, with greater concentration), meaning he can make it “air-tight”.Finally he can put up objects in front of him to block projectiles. 



== X-FACTORS ==
PHYSICAL


Accuracy: 72/100 –
 On small objects, he can be extremely precise, and with metal he is nearly 100% accurate. Larger objects requiring focus to move on a moving/flying target are more difficult.
Combat: 50/100 
Magneto is skilled in hand to hand combat, however for the most part he chooses to avoid this arena of combat. 
Physicality: 19/100: 
Magneto uses his powers to enhance his strength dramatically; he once ripped Apocalypse in half, however he does not utilize such feats often, which prevents him from getting a higher score.
Damage Intake: 12/100 – 
He’s been stabbed by an ice stake the size of his torso and was able to use his magnetism to melt/shake it away. That’s the toughest thing I’ve seen him survive.
Damage Resistance: 72/100 –
 Even fast punches have difficulty in killing him, thanks to his shielding.
Stealth: 66/100:
Though he doesn't often use stealth, he can cloak himself utilizing light manipulation. 
Sensory: 82/100
Magneto scores very high here, as he is actually able to sense Magnetic fields, seeing through most attempts of cloaking. 
Stamina: 70/100 – 
Linked to his energy potential(also see Common Factor).
Finesse: 56/100

Magneto relies too much on raw power and shielding to fight, and does not move like a cat or is nearly as agile as Mystique.


Raw Speed: 21/100 – 
Some argue Magneto can fly supersonic speeds, but I don’t buy it entirely, not without metallic help. He scores this high thanks mostly to his flying ability (which can be fast to say the least).
Reflexes: 45/100
His ability to stop missiles and bullets should be noted as well as block incoming projectiles and attacks with his shield and other objects, but it's all still mostly related to metal.



MENTAL:


Adaptive Creativity: 89/100 – 
This is easily his greatest trait, shown to manipulate hundreds of items and even non-metal items in the way he can make and shift objects. He is also fights primarily using his environment against his opponents and always finds some trace amount of metal in something to use. Not to mention how many times he uses his opponent’s weapons and surrounding objects as projectiles.
Initiative: 61/100:
Magneto has shown himself capable of striking very fast, even when against foes with superhuman speed. 

Tactics: 63/100
Magneto is a mutant mastermind, frequently coming up with complex plans. However the fact that they almost always fail has lowered his score a bit, otherwise he'd get in the 70s. Also despite his genius, he demonstrates poor flexibility in his tactics. 
Intuition: 67/100
 Magneto has a high sense for sensing danger and things to come.
Intelligence: 68/100
 Magneto is one of the smartest men in the Marvel Universe, frequently coming up with new technology or being able to utilize alien ones. 


PREPARATION:



Experience: 77/100
Has fought and beaten a huge variety of foes, ranging from the Supernatural to the technologically advanced. 
Discipline: 72/100 
Demonstrates relatively high discipline and isn't swayed from his plans often, nor give into rage. 
Training: 50/100
 From what I can gather he possesses military and personal training, which while significant isn't enough to justify an upgrade. 


PSYCHOLOGICAL:


Audacity: 66/100:
Wants to overthrow the rule of mankind and place mutants on the throne; some versions have him killing off all humans too. However he'll retreat if it seems he is losing. 
Intimidation: 47/100
This goes by strength of reputation more then personal intimidation. 
Psychological Warfare: 65/100:
Scores rather high here, as much of his game plan is to convince other mutants to work for him and by his side. 
Strength of Mind: 70/100 (97/100)
Has spent much of his life training to resist telepathy, however high grade telepaths can breach through his defenses. With the helmet however (in parenthesis) he can pretty much resist 
Killer Instinct: 62/100 –
 Against most humans, Magneto does not waver but he has shown a strong willingness to keep others alive in hopes for his cause. When that is not a possibility, he sees the need to remove them from the world with little hesitation.
Psychology: 43/100
Possesses a messiah complex, genocidal desires and is traumatized by earlier events. 
Inner Torment: 59/100:
See Above. 
Corruption: 60/100
 He actually views himself as a savior and cares for the mutants under his control. Views humans as insects though. 
ENERGY POTENTIAL:


Energy Potential: 70/100
 His energy potential is rather high, however directly linked to stamina (see below). 


COMMON FACTOR: ENERGY DIFFICULTIES:


  When it comes to Energy, Magneto has the benefit of starting out with more then Kerrigan. However this comes with a catch ; this energy is directly linked to stamina, and does not regenerate. What this means is that every blow taken makes him weaker overall, makes him less able to utilize the more formidable aspects of his powers. He does fair well in long term battles.  Because of this attrition is Magneto's enemy, and he'll try to end battle quickly to avoid having to deal with this. Should he beat Kerrigan, among what he'll gain is the ability to regenerate energy. 




== STRENGTHS AND WEAKNESSES ==


 Magneto is the master of Magnetism, able to wield metallic objects with great skill, and even able to utilize non-metal objects (though not to the extent of his metal abilities). Any  deposit of metal in any shape or form creates something that Magneto can utilize to his advantage, and thus his environment will include some (hidden) metal deposits. He has an extremely good sense of direction utilizing the magnetic nature of metals around him as he can sense them, as well as global position based on the magnetic fields of a planet.


However, Magneto’s stamina seems to be directly related to his energy potential. Taking any sort of blows or hits weakens him all the more with every success. He also has a bit of a messiah complex that does effect him in battles. 


Motivation: Family and Mutant Ascension

   As mentioned in the prologue, should Magneto win the tournament  he'll be able to restart his life anew, with all the knowledge he gained from his long life. He'd use this to ultimately prevent many family cataclysms (see his wife, Wanda Maximoff, Pietro, mother and Dad), as well as work his way up to his long sough goal of mutant world domination (combined with the pure amount of power gained from winning this tournament; he'd succeed).







ENDING ASSESSMENT: 




 - Through the Portal Master's mastery of his namesake, each time these two warriors step into the arena 1000 different realities will be run. The best battle of the winner (the person who kills the most out of a 1000) will be shown, as well as statistical information regarding the exact breakdown of kills. 
- Assessment will be further broken down into timeframe assessment : Early, Middle and Late Game. 
     - Early onset of fighting; primarily quick and stealth kills. 
      -Mid Game: After a prolonged period of fighting; this period of time will contain some of the toughest fighting. 
     - Late Game: After a very Prolonged period of fighting this period will be marked by last resort measures. 
- After every three rounds alternate endings will be shown. 












VOTING:




- Merely shouting out a name or two sentence reasoning will result in no vote.
- Giving a pretty good but non-comprehensive vote will result in a .5 vote.
- In order to get a FULL VOTE you must evaluate each category (Pre-battle, LR,MR, CR, SP, DF, Variables or "X-factors") and give a overall winner. You do not HAVE to break down the Variables into 5 sections but you are encouraged to, nor do you have to judge common factors, strength/weaknesses and motivation, though once again you are encouraged as they could efect the overall game. 
-The numbers game for X-factors does not determine a win. Some factors such as Tactics, may be worth more then others, such as corruption. 
- If you feel that one factor gives "X" the win then you can say so- as long as its after a vote. There is a reason I did not attach numbers/scores to each category. 








- Battles may be a little slow to put up with school and all, though rest assured I will be working on them. 
- Yes, Azula vs. Galen Marek will come out  first




 - Finally Kerrigan starts with a 3 point lead for dominating on Facebook, however that does not mean Magneto  can't win. 


Bruce Wayne, the Batman probably has one of the best-known histories of all superheroes. He is known as the world’s greatest detective and has surpassed and defeated all kinds of enemies, including demi-gods though he is still himself a mortal. He possesses an intellect and ability to solve puzzles that borders the supernatural. He knows all forms of lethal martial arts that would be 127 of them, and uses them all in a highly effective mixture in the right moment. His understanding of anatomy allows him to target pressure poin