
“ | That thing doesn't even look like me! The hair color is all wrong! (Among other things...) | „ |
~ Anna’s reaction to Dark Anna |
Summary
Dark Anna is an optional boss in Epic Battle Fantasy 4, encountered on Battle Mountain. As her name implies, she is the dark counterpart of Anna and one of the four dark players the party needs to defeat in order to get to the summit of Battle Mountain.
Powers and Stats
Tier: At least 4-A
Name: Dark Anna
Origin: Epic Battle Fantasy
Gender: Female
Age: Unknown, possibly at most 17 years old (Matt refers to Dark Anna as a child upon defeating her)
Classification: Dark Player, Ranger, Shadow Huntress
Powers and Abilities:
- Superhuman Physical Characteristics
- Immortality (Type 7)
- Weapon Mastery (Bows)
- Magic and Durability Negation (Magic Defense is required to resist Magic attacks)
- Status Effect Inducement
- Summoning (Can summon either an Undead Bear or an Evil Worm should one or both of her allies die)
- Poison Manipulation (Via her normal attacks, Piercing Shot, Combo Shot, Arrow Rain, Power Blast, and Mother Earth which are bio elemental, with Piercing Shot, Combo Shot, Arrow Rain, and Mother Earth being capable of inflicting the poison status)
- Death Manipulation (Her normal attacks can inflict the doom status which kills the target in 3 turns)
- Danmaku (Via Arrow Rain)
- Electricity Manipulation and Paralysis Inducement (Via Spark Arrow, which can stun a target for 3 turns)
- Ice Manipulation (Via Frost Arrow, which can freeze a target for 3 turns)
- Air Manipulation (Via Hurricane)
- Earth Manipulation (Via Gaia Blossom)
- Statistics Reduction (Hurricane can reduce a target’s magic defense by 15%, while Gaia Blossom can inflict the Tired status which reduces a target’s accuracy and evade by 10% each turn)
- Healing and Statistics Amplification (Can eat bats to heal herself which also increases her defense and magic defense by 50%, gives her the Defend and Bless statuses)
- Power Nullification (Via Power Blast, which can dispel any buffs applied to a target upon them being hit)
- Regeneration and Resurrection Negation (Mid-Godly; Power Blast casts Dispel which can remove the regen and auto-revive statuses on a target, with auto-revive allowing spirits to restore their bodies after they are destroyed)
- Regeneration (Mid-Low; Via Mother Earth, which can grant her and her allies the Regen status for 2 turns)
Resistance to
- Magic (Can take several magic attacks in which it requires magic defense to survive)
- Antimatter Manipulation (Can survive antimatter-based attacks from Lance)
- Darkness Manipulation (Immune to dark elemental attacks)
- Paralysis Inducement and Time Manipulation (Immune to the stun status, which includes resisting Slow Down, which can slow and even stop the personal time of its targets)
- Ice Manipulation and Absolute Zero (Immune to the freeze status, which includes the Absolute Zero limit break)
- Power Nullification (Immune to the Syphon status which can prevent a target from using certain moves for a certain amount of turns. Has a 70% resistance to the Dispel status which can dispel any buffs applied to a target upon them being hit)
- Curse Manipulation (Has a 50% resistance to the curse status)
- Death Manipulation (Immune to the Instant Death status)
- Statistics Reduction (Has a 50% resistance to all stat reductions. Has a 50% resistance to the Tired status which reduces a target’s accuracy and evade by 10% each turn. Has a 50% resistance to the Weaken status which reduces a target’s attack and magic by 10% each turn)
- Status Effect Inducement (Upon being granted the Bless Status, she is immune to being inflicted with any bad status effects)
Undead Bear:
- Superhuman Physical Characteristics
- Immortality (Type 7)
- Darkness Manipulation (Via Dark Spikes and Bones)
- Bone Manipulation (Via Bones)
- Death Manipulation (Its Bones attack has an 80% chance to inflict the Doom Status to its target, which will kill them in 5 turns)
- Rage Power and Statistics Amplification (If it takes damage that is more than 30% of its health, it will be inflicted with the Berserk status which increases the damage of its attacks, and it will also buff its own defense by 25%)
- Absorption (Can absorb poison and dark elemental attacks to heal itself)
Resistance to
- Magic (Can take several magic attacks in which it requires magic defense to survive)
- Antimatter Manipulation (Can survive antimatter-based attacks from Lance)
- Ice Manipulation and Absolute Zero (Has a 50% resistance to ice elemental attacks and a 70% resistance to the freeze status, which includes the Absolute Zero limit break)
- Poison Manipulation (Absorbs bio elemental attacks)
- Air Manipulation (Has a 50% resistance to wind elemental attacks)
- Water Manipulation (Has a 50% resistance to water elemental attacks)
- Darkness Manipulation (Absorbs dark elemental attacks)
- Paralysis Inducement and Time Stop (Has a 70% resistance to the stun status, which includes resisting Slow Down‘s stun status, which can stop the personal time of its targets)
- Death Manipulation (Has a 70% resistance to the instant death status)
Evil Worm:
- Superhuman Physical Characteristics
- Magic and Durability Negation (Magic Defense is required to resist Magic attacks)
- Explosion Manipulation (Via Sword Strike and Double Cannon)
- Poison Manipulation (Via Poison Burp and Blood Burp, the former of which is able to inflict the poison status on its target for 3 turns)
- Darkness Manipulation (Via Oil Burp)
- Statistics Reduction (Blood Burp has a 30% chance of reducing a target’s maximum HP by 20%. Oil Burp can reduce a target’s evade by 20%)
- Death Manipulation (Blood Burp has a 50% chance of inflicting the doom status on its target which will kill them in 3 turns)
- Absorption (Can absorb poison and dark elemental attacks to heal itself)
- Summoning (Has a 20% chance to summon an Evil Tail during its turns)
Resistance to
- Magic (Can take several magic attacks in which it requires magic defense to survive)
- Antimatter Manipulation (Can survive antimatter-based attacks from Lance)
- Poison Manipulation (Absorbs bio elemental attacks)
- Explosion Manipulation (Has a 50% resistance to bomb elemental attacks)
- Air Manipulation (Has a 50% resistance to wind elemental attacks)
- Darkness Manipulation (Absorbs dark elemental attacks)
- Paralysis Inducement and Time Stop (Has a 70% resistance to the stun status, which includes resisting Slow Down‘s stun status, which can stop the personal time of its targets)
- Ice Manipulation and Absolute Zero (Has a 70% resistance to the freeze status which includes the Absolute Zero limit break)
- Death Manipulation (Has a 70% resistance to the instant death status)
Evil Tail:
- Superhuman Physical Characteristics
- Earth Manipulation and Status Effect Inducement (Via Emerge, which induces the stagger status on its target which makes the next hit they take deal 50% more damage)
- Poison Manipulation (Via Prick and Flip, the latter of which can inflict the poison status for on its target for 2 turns)
- Paralysis Inducement (Via Prick, which can inflict the stun status on its target for 1 turn)
Resistance to
- Magic (Can take several magic attacks in which it requires magic defense to survive)
- Antimatter Manipulation (Can survive antimatter-based attacks from Lance)
- Poison Manipulation (Absorbs poison elemental attacks)
- Explosion Manipulation (Has a 50% resistance to bomb elemental attacks)
- Air Manipulation (Has a 50% resistance to wind elemental attacks)
- Darkness Manipulation (Absorbs dark elemental attacks)
- Paralysis Inducement and Time Stop (Has a 50% resistance to the stun status, which includes resisting Slow Down‘s stun status, which can stop the personal time of its targets)
- Ice Manipulation and Absolute Zero (Has a 50% resistance to the freeze status which includes the Absolute Zero limit break)
- Death Manipulation (Has a 50% resistance to the instant death status)
Attack Potency: At least Multi-Solar System level (Can keep up with a late-game EBF4 party that is strong enough to contend with Godcat’s Avatars)
Speed: Massively FTL+ (Can keep up with the EBF4 party)
Lifting Strength: Class P (Should be comparable to the likes of Matt and Lance)
Striking Strength: At least Multi-Solar System level
Durability: At least Multi-Solar System level (Took hits from the EBF4 party)
Stamina: Superhuman
Range: Hundreds of Meters with her attacks
Standard Equipment: Black Widow, Pirate Hat, Pirate Dress, several bats
Intelligence: Unknown (Does not demonstrate many intelligence feats. Despite this, she is able to put up a challenging fight for the EBF4 party)
Standard Tactics: Dark Anna will start the battle accompanied by an Evil Worm and an Evil Tail. The moves Dark Anna does in battle are random, though she cannot use Power Blast or Mother Earth if her limit break bar isn’t filled up. Once it fully builds up through taking enough damage, she will immediately use either Power Blast or Mother Earth which will use up her entire limit break bar where she will need to fully fill it in order to do those moves again. If one or both of her allies die, she will summon either an Undead Bear or another Evil Worm upon using a limit break.
Weaknesses: Dark Anna and Undead Bear are weak to Fire and Holy elemental attacks. Evil Worm and Evil Tail are weak to Fire, Earth, Water, and Holy elemental attacks.
Notable Attacks/Techniques:
- Normal Attack: Dark Anna fires an arrow at a single target with poison elemental physical damage which inflicts the Doom status on them, killing them in 3 turns if they don’t get rid of it in time.
- Piercing Attack: Dark Anna fires an arrow at a single target with poison elemental physical damage which inflicts the Poison status on them, poisoning them for 5 turns.
- Combo Attack: Dark Anna fires 3 arrows at a single target with poison elemental physical damage which inflicts the Poison status on them, poisoning them for 5 turns.
- Arrow Rain: Dark Anna fires multiple arrows into the air which rain down to hit all targets with poison elemental physical damage, with a 50% chance of poisoning them for 3 turns.
- Spark Arrow: Dark Anna fires an arrow that bursts into thunderbolts at a single target with thunder elemental physical damage, stunning them for 3 turns.
- Frost Arrow: Dark Anna fires an arrow that splits into multiple ice arrows to deal ice elemental physical damage, freezing them for 6 turns.
- Hurricane: Dark Anna hits all targets with wind elemental magic damage.
- Gaia Blossom: Dark Anna hits all targets with earth elemental magic damage.
- Eat Bat: Dark Anna eats a bat which heals 10% of her HP and amplifies her defense and magic defense by 50% while giving her the defend status for 1 turn and the bless status for 5 turns.
- Power Blast: One of Dark Anna’s two limit breaks. Dark Anna charges her attack before releasing it to deal bio elemental physical damage to all targets, casting Dispel to remove their buffs.
- Mother Earth: One of Dark Anna’s two limit breaks. Dark Anna summons a large green crest which pulses and deals bio elemental magic damage to all targets, inflicting the poison status on them for 9 turns while also granting Dark Anna and her allies the regen status for 2 turns.
Notable Matchups
Victories:
Losses:
Inconclusive:
Discussions
Discussion threads involving Dark Anna |