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When nine and nine meet nine, the depths of reason shall stir.
When the seal of creation is broken, a voice like thunder shall sound, and thou shalt know—we have arrived.
~ Ace

Summary

Ace is a member of Class Zero and the main representative of Final Fantasy Type-0. An orphaned boy, Ace was taken in by Dr. Arecia-Al-Recia as a part of her experiment to create and nurture the 12 loci who will become Agito, messianic saviors of the world and those who will open Etro's Gate.

Powers and Stats

Tier: 5-B, possibly 4-A | 5-B, possibly 4-A | 5-B, possibly 4-A | 2-A

Key: Base | Vermillion L'Cie Ace | Judge Ace | Dissidia

Name: Ace

Origin: Final Fantasy Type-0

Gender: Male

Age: 16

Powers and Abilities:

General Abilities

  • Blessed and Empowerment (Is blessed by the Vermillion Bird Crystal, which have the same mythology as The Crystals. Gaining the abilities of the crystals as a result)
  • Martial Arts Mastery, Weapons Mastery (Of Cards), and Marksmanship (Cadets at Academia are all trained fro a young age in the art of war with various weapons. Class Zero in particular are stated to be figures of legendary renown even amongst the elite level classes. Being capable of taking down entire armies, monsters, and divine beings on their own such as L'Cie's and Fal'Cie's)
  • Summoning (Can summon his Eidolons to battle, as well as call down Meteors)

Magic

Arecia's Protection

Eidolon Physiology: All Eidolons inherit Unseen Chaos Physiology, L'Cie Physiology, and the Blessings of The Crystals, plus

  • Automatic Resurrection (via Arise; Revives the summoner to full health upon death/incapacitation. However, the Eidolon will disappear afterwards)

Abilities achieved through Eidolins

All previous abilities, plus

  • L'Cie Physiology and Summoning (L'Cie's are the only ones capable of summoning Verboten Eidolons. Which are stated to be even stronger than regular Eidolon's. However they are uncontrollable)

All previous abilities and summons, plus:

  • Possibly Spatial Manipulation (via Knights of the Round. King Arthur's finishing strike in Knights of the Round destroys the dimension where the enemy had been taken to. However it is unknown if the Knights of the Round in Type 0 are the same as FFVII

All previous resistances, plus:

All previous abilities greatly enhanced, plus

  • Fal'Cie Physiology (Mid Tier; The Fal'Cie Gala, selects a host to take possession over, transforming the host from a mere mortal into the Rursan Arbiter)
    • Multiple Selves (Types 1, 2, and 3; The Fal'Cie Gala takes possession over a host for that person to become the Rursan Arbiter)

All previous Eidolons

All previous resistances, plus

All previous abilities even further enhanced, plus

  • Summoning (Can summon various Eidolons from Summonstones and the World of Illusions)
  • Dimensional Travel (Characters can open Torsions, rifts in space-time to travel various dimensions)
  • Sealing (Can seal off large areas and people with her will, such as Cecil sealing himself in Castle Baron or the cast sealing Kefka inside a Torsion)

Willpower Manipulation

Resistances

All previous resistances, plus

  • Summoning (Can summon various Eidolons from Summonstones and the World of Illusions)
  • Power Nullification (Via Eidolons, such as Malboro and Sylph who can inflict the Silence status which would render the target's ability to use magic null)
  • BFR (Via Typhon)


Attack Potency: Planet level, possibly Multi-Solar System level (Capable of besting the Rursan Arbiter. He is said to be capable of destroying the entire world of Orience, and Gala's Opposite Arecia Al-Rashia is stated to be the one who had created the world of Orience. The Rursan Arbiter who was able to create a starry sky within the core of Pandaemonium) | Planet level, possibly Multi-Solar System level (Far stronger than before, as a L'Cie he should be as powerful or more so than Lord Zhuyu) | Planet level, possibly Multi-Solar System level (Should be more powerful than his Rursus, who were able to contend with Lord Zhuyu and End-Game Class Zero, killed all of Class Zero and the player character in the 1st iteration of the Spiral, should be comparable to or somewhat weaker than Gala who was able to create a starry sky within the core of Pandaemonium[2]) | Multiverse level+ (Imbued by the gods during the cycles. Participated in the defeat of Shinryu and decisively defeated Machina in combat)

Speed: Sub-Relativistic (Can dodge the Dainsfeld's lasers while enhanced by Quin'Mi) | Massively FTL+ (Can keep up with the Warriors of Materia such as Cloud Strife and keeps pace with Shinryu)

Lifting Strength: Superhuman | Immeasurable (Superior to Neo Exdeath and Enuo)

Striking Strength: Planet level, possibly Multi-Solar System level | Planet level, possibly Multi-Solar System level | Planet level, possibly Multi-Solar System level | Multiverse level+

Durability: Planet level, possibly Multi-Solar System level | Planet level, possibly Multi-Solar System level | Planet level, possibly Multi-Solar System level | Multiverse level+

Stamina: Superhuman (Is able to complete high priority and lengthy missions without rest) | Superhuman (l'Cie seemingly can fight for days without exhaustion, as fellow l'Cie had fought for six days and seven nights[3]) | Superhuman

Range:

  • Extended Melee Range With his cards; Planetary as The Rursan Arbiter (As the Rursan Arbiter. He is capable of summoning Rursus across the world of Orience)
  • Multiversal+ (With Magic; Magic as a whole is shown to affect omnipresent beings such as Exdeath when he's become one with the Void itself, which spans across the entire Final Fantasy Multiverse and is stated numerous times to contain an infinite number of worlds, can banish foes into the Void)

At Least Multiversal+, likely Far Higher (Unseen Chaos originates from a Higher Dimension known as the "Unseen Realm". Where the concepts of Space and Time are nonexistent due to outright transcending them, along with the stories, information, and memories that makes up the worlds below it, and is completely inaccessible to dimensions below it through normal means. Only by Etro opening her "Gate" can the Unseen Realm be accessed. The Unseen Realm exists above the world of Valhalla. Valhalla itself is a world that is stated numerous times to be beyond Space & Time, and is confirmed to be on a different plane of existence, where all timelines are able to be viewed from and are referred to as "lower worlds", which includes "The Void" which is described as a mere "Shadow" in comparison to Valhalla. The void being a structure that is stated multiple times to contain and infinite number of universes and harbor "Extradimensional Spaces" in relation to those worlds)

Standard Equipment: His deck of Magic Cards, Various Supportive Items, Dr Arecia Al-Rashia (Arecia is known to assist Class Zero in combat), and The Crystals

Intelligence: At least Genius, likely Extraordinary Genius (Was the first member of Class Zero in the 1st Spiral, and is the de facto leader. Is able to keep a cool head in tense, life and death situations and has been training in wartime strategies and battle procedures since he was a child. As one of the smartest people in the class, he is able to understand the nature of Phantoma's, which requires a fundamental understanding of Chaos. Whose effects can range from triggering Space-Time transcending Phenomena which causes the past and future to overlap with eachother and bring impossibilities into existence, which are directly compared to the Schrodinger's Cat Experiment)

Weaknesses: Weaknesses provided by the "Heart and Soul". | Same as before, plus Verboten Eidolons take 6 hours of preparation and 1000s of sacrifices to summon and force the l'Cie into crystal stasis, and L'Cie Weaknesses | Fal'Cie (Mid Tier) Weaknesses

Notable Attacks/Techniques:

Magic: An ability granted to the citizens of Rubrum by the Vermillion Bird Crystal, they draw power from it, enabling them to use a variety of spells and abilities in various forms.

Cut Cards: Ace utilizes special cards from his deck with various abilities.

Short Stop: Ace draws white cards from his hand to feint an attack and inflict stop on his foes.

▪︎ Long Stop: Ace fires a dark orb that follows his targets and inflicts stop upon impact.

▪︎ Mega Stop: Ace generates an arcane explosion underneath his enemy that inflicts stop.

Burst: Ace draws red cards from his hands and attacks his opponent with a powerful hit.

▪︎ Mega Burst: Ace fires a magic orb at his opponent

▪︎ Giga Burst: Ace generates a massive explosion at his targets location.

HP Charge: Ace draws blue cards from his hand to heal himself.

▪︎ Super HP Charge: Ace heals himself and nearby allies.

▪︎ Mega HP Charge: Ace heals himself and allies for a tremendous amount.

MP Charge: Ace draws yellow cards from his hand to restore his mana.

▪︎ Super MP Charge: Ace restores his own and allies mana.

▪︎ Mega MP Charge: Ace greatly restores his own and allies mana.

Blind Stud: Ace leaves a card as a mine for enemies to trigger for an explosion.

Jackpot Shot: Ace fires a laser forward via 3 cards in his deck. He can also split it into 3 smaller homing beams.

True Jackpot Shot: An even more powerful variant of his Jackpot Shot utilizing all cards in his deck.

Jackpot Triad: Ace fires 3 Jackpot Shots in multiple directions.

Wild Card: Ace teleports to the location of his card.

Rifle: The standard spell type, it fires directly in front of the caster with; far, but narrow range and the ability to pierce through enemies.

Shotgun: A type that has; wide range but lower distance than the rifle type, it is powerful at close range but overall weaker than the rifle type.

Bomb: Effective at Close Range, this spell type creates a spread of whatever element around the user.

Missile: This type has homing capabilities and expands in accordance to its surroundings.

Rocket Launcher: This type is aimed overhead and results in an explosion once detonated.

Firaga: Ace releases a blast of flames to incinerate his foe.

 ▪ Kill Fire: A variation of the original Fire Spell that causes instant death.

Blizzaga: Ace fires shards of ice to Freeze and pierce his foe.

Flux Blizzard: A variation of the original Blizzard spell that ignores durability in proportion to the enemies health.

Thundaga: Ace discharges a blast of electricity to electrocute her target.

Hell Thunder: A variation of the original Thunder spell that causes multiple status effects to the target.

Aloud: A spell that fires a 180° cone of magic bullets in front of the user.

Bio: Ace sends a poison inducing wave around his person.

Death: Ace fires a wisp of magic that inflicts death.

Holy: The user fires a white sphere of holy energy that homes in on the target and turns them to stone on contact.

Meteor: Ace activates a Glyph in the sky to summon meteors overhead in a wide radius.

Quake: Ace shatters the ground over a large range.

Tornado: Ace generates a tornado that persists after his targets.

Ultima III: Ace utterly engulfs his target in a powerful magical explosion with them in the epicenter alongside paralyzing and inflicting stop.

Avoid: Ace automatically expend magic in order to automatically dodge enemy attacks.

Wall: Ace generates an energy barrier to withstand projectiles, beings can still enter it however.

Protect: Ace casts a spell on himself and allies that halves incoming physical damage.

Inviga: Ace renders himself invisible to his foe, the spell will wear off once successfully attacked however.

Curaga: Ace heals himself and allies of any damage taken.

Regen: Ace casts a spell that allows his and allies to constantly regenerate their wounds.

Esunaga: Ace cures himself and allies of any status effects.

Raise: The user revives the target from death.

Reraise II: The user casts a spell that will enable themselves and allies to revive from death automatically.

Full Cure II: The user casts a spell that can fully restore themselves and allies HP and MP and cures them of any status effects.

Full Magic II: The user casts a spell that enables them and allies to use magic with impunity, doubles their magic's strength and grants them Haste.

Boost II: The user casts a spell that doubles their strength, casts protect and invisible on themselves and allies.

Eidolons: Beings from Valhalla, the military of the Dominion relies on them as equal to siege weapons, in return for their summons, the Eidolons require their life force to be summoned albeit the Eidolon can choose to revive the would-be summoner if they were dead. Dr. Arecia however has developed special eidolons that will not result in the summoner's death, exclusive for Class Zero's use alone.

Ifrit-Class: Ifrit Class eidolons are considered wild and powerful, using fire elemental attacks.

Shiva-Class: Shiva Class eidolons are fast and nimble, using ice based attacks on the battlefield.

Golem-Class: Golem Class eidolons are sturdy and possess high defense, they are blessed with Earth Elemental attacks

Odin-Class: Odin Class eidolons are special in the fact the summoner does not need to give their life to summon them, they are capable of instant death abilities and cutting swathes of enemies in their wake.

Diabolos-Class: Diabolos Class eidolons excel in gravity and darkness based attacks and sap the life from their enemies, with their strongest attacks even surpassing the firepower of the Bahamut Class eidolons, given time.

Bahamut-Class: Bahamut Class eidolons are the most powerful class of normal eidolons excelling in all fronts alongside their powerful Mega Flare and Giga Flare attacks.

Verboten Eidolons: Eidolons only capable of being summoned by l'cie, these eidolons even surpass l'cie in strength, albeit their charge time and cost leave them unfit for constant use, as in order to summon a verboten eidolon, it costs the lives of 1000s of summoners and the l'cie themselves, forcing them into crystal stasis.

▪︎ Alexander: A Verboten Eidolon in the form of an enormous castle, it's holy rays are so powerful it can wipe out a army in a second, even a L'cie has difficulty defending from it.

▪︎ Leviathan: A Verboten Eidolon in the form of a sea serpent, it's Tsunami was powerful enough to repel the forces of Concordia single handedly.

▪︎ Ramuh: A Verboten Eidolon in the form of a wise sage, his Judgement Bolt is powerful enough to overpower a L'Cie.

▪︎ Knights Of The Round: Verboten Eidolon in the shape of 13 30 Meter tall Knights in Red Armor, their power was enough to wipe out the forces of The Imperial Army at Battle of Big Bridge.

Hi-Potion: Restores 100% of the users HP.

X-Potion: Restores 100% of the party's HP.

Ether: Restores 100% of the users MP.

Remedy: Relieves the user of all staus ailments.

Mega Remedy: Relieves the party's of all status ailments

Elixer: Restores 100% of the users HP and MP.

Megalixer: Restores 100% of the party's HP and MP.

Fortified Ration: A Militessi ration that restores 50% of the users HP and grants them aura, increasing their strength.

Strength Serum: A Militessi serum that grants the user aura, boosting their strength.

Support Serum: A Militessi serum that grants aura to the entire party, boosting their strength.

Argentum Medica: Concordian supplies that restores 100% of the users HP and grants regen.

Aurum Medica: Concordian supplies that restores 100% of the users HP and MP and cures all status ailments.

Draco Medica: Concordian supplies that restores 100% of the users HP and MP and grants invincibility.

Phoenix Down: Ressurects dead party members

Phoenix Pinion: Casts Reraise on party members, reviving them upon death.

Teleport Stone: Allows the user to safely teleport away from danger.

Argentic Hourglass: Allows the user to turn back time by one day.

Rigid Scaleskin: Scales from a monster that grants protect.

Thick Hide: Sturdy Monster pelt that grants endure.

Fire Shard: A fragment brimming with flames, granting aura.

Ice Shard: A fragment brimming with ice, granting protect.

Lightning Shard: A fragment brimming with lightning, granting quick.

Light Feather: Feather Tinged with magic that grants freecast.

Fury Bristle: Whisker from a belligerent monster that grants aura.

Tree Sap: Tree Sap packed with nutrients that grants regen.

Insect Oil: Secretion from a poisonous insect that cures all ailments.

Pretty Pelt: A beautiful pelt that grants protect and aura.

Flan Ooze: Oil filled with magical power that grants Trance and Quick.

Bomb Core: Organ said to contain the soul of a bomb that grants Trance and Quick.

Turtle Shell: Shell from an adamantoise that grants Shell and Protect.

Dragon Fang: Sharp tooth found on wild dragons that grants Quick and Freecast.

Cactuar Spine: Needle from the famous Cactuar that grants Quick.

Anima Lantern: Lantern governing life and death that grants reraise.

Beast Flesh: Meat bursting with magical energy that restores 100% hp and mp and grants Trance.

Notable Matchups

Victories:

Losses:

Inconclusive:

References

  1. 1.0 1.1 Final Fantasy IV Novel 2 Ch7 page 54
  2. Final Fantasy Type-0: Change The World: The Penultimate Truth Chapter 12
  3. Final Fantasy Type-0

Discussions

Discussion threads involving Ace (Final Fantasy)
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