VS Battles Wiki

We have moved to a new external forum hosted at https://vsbattles.com

For information regarding the procedure that needs to be exactly followed to register there, please click here.

READ MORE

VS Battles Wiki
Advertisement
VS Battles Wiki
Merasmus
Cower, fools! Merasmus is here!

Summary

Merasmus the Magician, or simply Merasmus (also referred to as wizard, magician, or "idiot in a dress") is an important character in Team Fortress 2 Storyline. Merasmus has several appearances or references in the comics, hidden pages, and game maps. He has more roles in game play than any other non-player character. In the Team Fortress 2 Storyline, Merasmus has a connection with Demoman in the origin of MONOCULUS!; however, he most often appears as Soldier's long suffering former roommate. His appearances in comics or other media are usually related to releases of paranormal or haunted maps, with Soldier’s actions generally being the reason the mercenaries end up fighting there.

Powers and Stats

Tier: At least 9-A

Name: Merasmus

Origin: Team Fortress 2

Age: Over 6,000 years (has had trouble with the Sumerian Mafia)

Gender: Male

Classification: Human, Wizard

Powers and Abilities: Superhuman Physical Characteristics, Can use magic (Bombs with the Bombonomicon, Transmutation, Teleportation, Flight, Resurrection, Telekinesis and Pyrokinesis), Longevity (Has lived for over 6000 years), and immortality (Type 4, He cannot die and will simply come back stronger, comparable to Soldier), Time Travel (Merasmus is the wizard the Soldier infuriated, causing both teams to be sent back in time to DeGroot Keep), Shapeshifting, Fire Manipulation, Becomes faster and stronger when defeated

Attack Potency: At least Small Building level (Capable of easily harming the mercenaries and his magic should be superior to their weaponry)

Speed: Unknown movement, at least Subsonic to Subsonic+ reaction speed (Merasmus is superior to the mercenaries large degree, making them comparable to the Pyro at minimum)

Lifting Strength: Superhuman, higher with telekinesis

Striking Strength: At least Small Building level (Can harm mercenaries by swinging his staff, which should be superior to their melee weapons)

Durability: At least Small Building level (All the team needs to work together to take him out, he can take bullets to the head with a few bruises, can take shotgun's pellets to the head with almost no difficulty and can take rockets head on, can take damage that vaporizes mercenaries), Immortality makes him hard to kill

Stamina: Superhuman

Range: Standard Melee Range, Tens of Meters with bombs, Hundreds of Meters with projectiles

Standard Equipment: His cane and the Bombonomicon

Intelligence: Gifted, is a very skillful wizard

Weaknesses: Fools around

Others

Notable Victories:

Notable Losses:

Inconclusive Matches:

Advertisement