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Essence Mage

Summary

The Essence Mage is one of the two main character classes of Zenith VR, they draw on essence to create and shape elements and reality into their will. They embrace both destruction and restoration spending a large part of their teenage years learning how to manipulate essence outside of Zenith.

Powers and Stats

Tier: 8-C, higher with stat boost | At least 8-C, higher with stat boost, likely far higher | Low 7-B, higher with stat boost, likely far higher

Key: Early-Game| Mid-Game | Late-Game

Name: Essence Mage

Origin: Zenith: The Last City

Gender: Varies

Age: Unknown likely in their 20s

Classification: Zenithian, Essence Mage, Soldier, Cursed One

Powers and Abilities:

Superhuman Physical Characteristics, Surface Scaling (Aside from being able to scale and climb up any surface they can also perform combat while hanging from one hand), Pseudo-Flight (Has the ability to freely glide through the air and can float), Weapon Mastery, Magic, Fire Manipulation, Ice Manipulation, Earth Manipulation, Air Manipulation,Explosion Manipulation (Is able to wield essence magic controlling natural elements), Energy Projection and Energy Manipulation (Is able to fire energy blast that can be charged to deal more damage), Statistics Amplification (Passively receives a stat boost when in combat, is able cook and consume food items that can alter and raise statistics, certain abilities also give a boost to stats when performed.),Statistics Reduction (Is able to reduce the stats of foes through certain abilities), Purification(Is able to cleanse and purify corruption post Amarite Forest), Non-Physical Interaction(Is able to passively and directly harm souls with their attacks), Teleportation and Spatial Manipulation (Essence mages can rip apart the fabric of space and time, to teleport instantly between two locations.), Limited Creation (Passively regens essence launchers ammo), Resistance to Corruption (Resisted it here)

Paralysis Inducement via Electricity Manipulation (Can generate lightning strikes from above that stuns enemies)

Forcefield Creation (Can create magical fist that serve as barriers allowing the user to block projectiles and attacks), Death Manipulation (Can fire culling beams of death)

Water Manipulation and Healing (Has numerous healing abilities one of which uses water to heal in a radius) , Temperature Manipulation (Can slow enemies by freezing the air within a 10 meter radius of themself)

Attack Potency: Building level (Can create and fragment a boulder of this size, can attack with real lightning), higher with stat boost | At least Building level (Is far stronger than before and casually upscales from Gargoyles who can perform these feats), higher with stat boost, likely far higher | Small City level (Can combat a foe is capable of this, surpasses an opponent who can generate large waves, and is stated to have control over the seas and the ability to create storms which should yield this result), higher with stat boost, likely far higher

Speed: Athletic Human travel speed with Superhuman gliding speed and Subsonic combat speed and reactions (Can dodge arrows after they've been fired and is comparable to the Blade Master who did this), higher with stat boost, Massively Hypersonic+ with Lightning Strikes

Lifting Strength: Class 10 (Is able to send targets back several meters with wind alone, can pull multiple gargoyles with chains, and is comparable to the Blade Master who can block strikes from a building sized enemy.)

Striking Strength: Building level, higher with stat boost | At least Building level, higher with stat boost | Small City level, higher with stat boost, likely far higher

Durability: Building level (Can easily withstand high falls, and can endure hits from from those they fight), higher with stat boost | At least Building level (Can endure attacks from and greatly upscales from Gargoyles), higher with stat boost | Small City level, higher with stat boost, likely far higher

Stamina: Superhuman

Range: Standard Melee range. Several Meters with ranged attacks and teleportation.

Standard Equipment: Essence Launchers, Essence Amplifiers, a summonable cooking station to cook various food items that can raise statistics.

Intelligence: Gifted (Has been training for years travelling the world and becoming versed in the "old ways" to wield Essence Magic, have learned numerous techniques over the course of their journey, and has uncovered the mystery of Zenith.)

Weaknesses: Each Essence launcher has only six shots (ten if tank) that can be fired at a time (although they are created passively and replaced quickly) and they cannot glide or float when out of stamina. Can only access one classes abilities at a time and requires 1 minute before switching again which then can only be done while out of active combat.

Notable Attacks/Techniques:

DPS

  • Searing Shot: The default projectile attack for DPS that blasts an enemy with your projectile launcher to do damage.
    • Meltdown: Upgraded Searing shot that now gives 50% chance per enemy hit to gain 3% critical hit chance.
  • Planar Traveler: Aim a teleport arc that Instantly teleports with enemies nearby taking damage and being slowed 10% for 3 seconds.
    • Lighter Than Air: Upgraded f Planar Traveler that reduces the cooldown by 25% while increasing the slow effect on enemies to 30%.
  • Lightning Strike: Cast down a bolt of lightning in a [3m] radius that damages and staggers foes..
    • Lightning Strikes Twice: Upgraded Lightning Strike that has a 20% chance to double cast Lightning Strike.
  • Boulder Drop: Drops a boulder in a [3m] radius that damages and staggers foes.
  • Galeforce: Blast and knocks back enemies within a [6m] cone in front of themself.
  • Blazing Barrier: Creates a [5x5m area] wall of infernal flames.
    • Overheat: Upgraded Blazing Barrier that allows the user to regain mana as the enemy is taking damage from the attack
  • Chilling Loop: Creates a [6m] radius frozen ring around themself that damages and slows down enemies by 75% for 4 seconds
  • Pillar of Earth: Creates an earthen explosion that knocks back all enemies within a [5m] radius while regenerating 30% of their own mana reserves over 10 seconds.
    • Fissure Formation: Upgraded Pillar of Earth that afflicts an addition 150% AP
  • Magma Orb: Conjures a ball of magma that can be thrown and explodes in a [6m] radius
    • Plasma Orb: Upgraded Magma Orb that burns for an extra 120% AP over 6 seconds.
  • Glacial Orb: Conjures a frozen ball of aether that can be thrown and explodes in a [4m] radius damaging and slowing foes by 75% for 3 seconds
  • Armageddon (Ultimate): Pulls apart space time to unleash primal aether bombs.
    • Extinction Event: Upgraded Armageddon that grants a 10% boost in AP for 10 seconds after landing a blow with an Armageddon Orb.

Support

  • Divine Shift: Aim a teleport arc that Instantly teleports and generating a rejuvenating blast within a [6m] radius that gives mana/rage regeneration for 3 seconds.
    • New Perspective: Upgraded Divine Shit that gains an addition 5% mana regen for 5 seconds.
  • Boulder Drop: Drops a boulder in a [3m] radius that damages and staggers foes.
  • Massive Icicle: Drops a massive block of Ice on enemies in a [6m] radius that deals damage and reduces enemy attack by 25% for 6 seconds.
    • Ice Piercer: Reduces mana cost by 10% and increases damage enemies take by 10% for 6 seconds.
  • Galeforce: Blast and knocks back enemies within a [6m] cone in front of themself.
  • Aether Tunner: Create a [5 X 5m] Current that lasts for 6 seconds, it lowers enemy movespeed by [50%] for 3 seconds and speeds up allies by [25%] for 6 seconds.
    • Aether Slip: Gain mana each time Aether Tunnel hits a target.
  • Chilling Loop: Creates a [6m] radius frozen ring around themself that damages and slows down enemies by 75% for 4 seconds
  • Erupting Springs: A spring erupts in a (7m) radius, immediately healing allies and self initially then continuously pulse heals for while staggering enemies for every second for the next 6 seconds
    • Spring Shield: Upgraded Erupting Springs that grants everyone in healing spring a defense boost while dealing damage to enemies instantly.
  • Hydrosplat: Create a globe of powerful aquatic energy that you can throw at enemies to explode in a [6m] radius damaging enemies along with healing allies and self.
    • Everflow: Heals allies over time for the next 12 seconds.
  • Glacial Orb: Conjures a frozen ball of aether that can be thrown and explodes in a [4m] radius damaging and slowing foes by 75% for 3 seconds
  • Timeslow (Ultimate): Freeze the very air itself with a chilling blast [10m] radius around for 10 seconds. All enemies caught inside will take 60% AP damage every 1 second.
    • Shredding Storm: Upgraded Time slow that increases damage take for enemies by 5% for each pulse for 10 seconds.
  • Aether Spark: The default projectile attack for Support that fires a piercing surge of supercharged Essence to damage foes that can also heal allies and self. Can be charged up, increasing the power of the shot by up to [2.4X]. Each projectile can hit up to 2 targets.
    • Manastormer Upgraded Aether Spark that allows the user to gain a 1% AP for 10 seconds each time a target is stacking up to 20 times.

Tank

  • Binding Rift: Teleport and inflict Spirit Burn on all enemies within [3m] of the destination. Spirit Burn deals [140% AP] damage over [9s], and heals for [25%] of damage done.
    • Vampire's Lash: Heal for for 80% of their own AP value if it hits an enemy.
  • Boulder Drop: Drops a boulder in a [3m] radius that damages and staggers foes.
  • Crimson Death: Invoke a [3m radius] pool of Crimson Death around yourself that grows by [25%] each second for [8s]. Enemies within take [40% AP] damage each second and have their attack lowered by [15%].
    • Crimson Overflow: Has a 50% per hit to increase damage done by 2% for 10 seconds
  • Antimatter Shell: Create a barrier that absorbs [100% AP] damage. After [5s] or when the shield is depleted it explodes in a [5m radius] dealing [80% AP] damage.
    • Death Denied: Gain 25% more defense for 5 seconds
  • Galeforce: Blast and knocks back enemies within a [6m] cone in front of themself.
  • Chilling Loop: Creates a [6m] radius frozen ring around themself that damages and slows down enemies by 75% for 4 seconds.
  • Inevitable Demise: Pull in all enemies that are currently tethered by Spirit Burn, inflicting [180% AP] damage and [100%] additional Stagger.
    • No Escape: Targets are slowed by 30% and take 10% increased damage for 6 seconds.
  • Reaping Orb: Create an orb of entropic energy. Throw it at enemies to cause a [3m] explosion that deals [90% AP] damage and inflicts [Spirit Burn]. Spirit Burn deals [140% AP] damage over [9s], and heals for [25%] of damage done.
    • Wither and Rot: Drain foes slowing their attacks by 25% for 5 seconds.
  • Glacial Orb: Conjures a frozen ball of aether that can be thrown and explodes in a [4m] radius damaging and slowing foes by 75% for 3 seconds
  • Entropy Skewer (Ultimate): Channel energy into a beam of pure entropic force. For the next [6s] you deal [50% AP] every [0.5s] to enemies in a [15x3m area], draining [50%] of damage done as health and increasing their next Staggered duration by [5%] each time they are hit.
    • Unlimited Power: Gain 1% AP and 2% Defense for 10 seconds for each enemy hit stacking up to 20 times.
  • Culling Beam: The default projectile attack for a Tank that fires a beam of death energy that slowly drains ammo. The longer the beam is fired the more damage it deals.
    • Obsidian Shroud: Gain 2% Defense for 10 seconds for each target hit stacking up to 20 times
  • God Hands: Magical fists appear that allow you to parry and block attacks with ease.


Gallery

Notable Matchups

Notable Victories:

Notable Losses:

Inconclusive Matches:

Discussions

Discussion threads involving Essence Mage (Zenith)
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