Buu Arek

This is the form Arek took after climbing up Mount Ordeals.

Fictional Character Biography
After changing from Swamp Thing Arek into a Buu Magi.

Archetypes
Race: Buu

Class: Magi

Trainers
Cell

Luffy

Minwu

Archer

Shantotto

Horseman of War

Quicksilver

Noteworthy Powers, Equipment and Abilities
Thanks to his training, Buu Arek had thousands of abilities. The full sheet is linked at the bottom, but particularly noteworthy elements of his power and strategy are listed here.

The key to Arek's strategy was rapid, growing dominance. Arek would initiate a devastating attack with Gate of Babylon and Unlimited Blade Works, combining these with battlefield and terrain controls such as Fissure, Wall of Mummies, Power Cogs, X Marks the Spot, Arenas, and Blood Fort Andromeda and area-of-effect stuns like Black Hole, Elemental Void, Slithereen Crush, Global Stun, Malphas, Rain of Chaos and Chronosphere. Arek would force enemies on the defensive, building the rate of his attacks and unleashing an endless swarm of summons and clones to continue to control the battlefield, until he had his enemies surrounded, outnumbered, exhausted, terribly injured, disabled, and riddled with status effects. His defensive abilities were in fact only a mechanism to be uninterruptable through this endless offense. He would then ideally end by absorbing every opponent and taking their abilities.

Arek's ability variety had two primary consequences. First: It allowed him to have a tool at his disposal to counter every opponent. Second: It allowed him to play with enemies' psychology. Primarily, he used his invisibility to convince enemies that he was a squishy assassin type, then his durability to convince them that he was a tank, then his healing to convince them that he was a healer. He hoped through that mechanism to convince unwary foes that he was not, in fact, highly dominant DPR until it was too late for them to change their approach and strategy.

Also, while it is not listed under Archetypes, Arek had acquired virtually all Barbarian abilities when the Soul Tower was completed. This additional part of his archetype made him even more endurant, damaging with melee weapons, and capable of command and leadership.

''Note: Because of Arek's unique nature as a Reality Marble wielder and a master of Unlimited Blade Works, the distinction between gear and equipment versus abilities and powers is highly arbitrary. They will all be listed at once to avoid confusion.''

Absorption and Power Acceleration: Perhaps Buu Arek's most devastating capacity was his array of abilities to acquire both power and new skills at an astounding rate. He was able to absorb energy from opponents permanently using his Cell abilities, and eat and absorb a foe entirely using his innate Buu powers combined with Cell abilities. Luffy and Cell both taught him how to observe others and copy their techniques from a mere glance. Archer trained not only that capacity, but the ability to conjure his foes' signature weapon then learn all of their abilities from the soul of the weapon. The Horseman of War allowed him to absorb machinery and armor, making it part of his body. He was an Absorption Specialist not least for this reason.

In addition, Arek was able to absorb statistics from slaying opponents thanks to the powers of heroes like Silencer, Vindicator, Devourer, Cho'Gath, Veigar and Pudge the Butcher. This let him maximize his attributes and perpetually get stronger the more enemies he slayed.

In the highly unlikely event of Arek's defeat, he could use Zenkai to massively increase his power level. This would occur even without death, allowing him to heal or use reraise charges to immediately reengage with a suddenly skyrocketing power.

Ultima: Arek was also a specialist of the deadly Legendary spell, Ultima. Having been taught by one of the first men to unlock the spell, Minwu, he had great skill in controlling and manipulating it. He could form the dreaded Ultima Ray.

Leveraging Damage: Arek's cumulative damage thanks to a 19x base critical with a near 100% proc rate, damaging procs and attack effects, suite of legendary weapons, and other damage bonuses was colossal. He could then use this damage to heal through mechanisms such as Curaja Blade and to tank by gaining aggro and using taunting strikes. Stacking damage bonuses like Dimensional Link's 171% base damage increase, God's Strength's 1000% damage increase, Magnataur's Empower's 285%, Command Aura's 209% damage increase, and others would raise Arek's full buffed damage to thousands of times its base! When striking a frozen opponent affected by Geomancy, using cleaving multipliers and all damage buffs, could do billions of times his already ludicrous base damage, inflicting trillions of damage a hit! Special Barbarian skills like Berserk, Double Attack, and Leap Attack by another ten to twenty fold, inflicting hundreds of trillions to quadrillions of damage.

Meta-Abilities: Arek had a suite of abilities that, among other things, improved all his other abilities. These included Behemoth, Grow, Witchcraft, Blessing of the Loas, Voodoo, Bellerophon, Arondight and others. These powers would improve each other as well, allowing him to increase abilities far beyond their normal limits and into the realm of the absurd. And, since he could conjure Noble Phantasm prototypes of any ability and weapon available to him, as well as use Archer's ability to create weapons and Noble Phantasms one rank higher with Reinforcement, Arek's weapons and abilities were unpredictable, too ancient to be effectively countered, even stronger, and flawlessly synergized with his equipment. If necessary, he could raise his abilities another twenty ranks by using the Barbarian War Cry.

One key consequence of the Meta-Abilities, combined with active powers like Zilean's Rewind and Master Yi's Highlander, was that many of Arek's abilities dependent on cooldowns and timers were reduced to zero or negligible cooldown. Other abilities, dependent on timers, had their timers reduced to zero, causing Kraken's Shell and Spell Shield to become sheer immunities. Yet others had durations extended far beyond cooldowns.

Wex, Quas and Exort not only let Arek gain massive bonuses per stack, but alter the nature of his abilities and create new ones with Invoker's skill.

Another consequence was that some abilities became devastatingly powerful. For example: Sunder would allow an Arek at 1% HP to reduce an enemy at 300% HP to 1% while himself shifting to 300%!

Other meta-abilities caused abilities to add additional effects. For example: All of Arek's ice spells would also inflict a frostbitten status that would allow him to initiate special abilities, double his critical multiplier, and so forth. God of Thorns caused all of Arek's buffs to add armor and thorns effects that would stack, and all of his debuffs to initiate thorns effects and reduce armor.

Gravekeeper's Cloak: A particularly important ability in Arek's arsenal. Upon being inflicted damage, Arek would reduce 118.75% of the damage (thanks to the effects of his Meta-Abilities) and turn it into a heal, effectively reducing enemy damage by 237.5%. On its own, this ability could be surpassed by healing reduction effects like Arek's own Grog-Soaked Blade and massive damage, but the other elements of his defensive suite made this impossible.

Kraken's Shell: Another key ability. Arek would reduce physical blows by a large flat amount, but would also wipe effects off of him every zero seconds. This effectively prevented him from being afflicted by status effects whatsoever, adding on to Minwu's Orb, Resistant Skin, Slimy Skin, Blubber, and numerous other status-effect resistances and stun duration reducing abilities.

Battle Resets: Arek's ability to effectively restore himself from defeat to maximum capacity or ignore death was profound. Even without taking into consideration his numerous methods of reraising himself, he could use Borrowed Time, Flame Consumption, Endless Rage, Chronoshift and other effects to restore him and make him impervious to defeat. These could be countered by a clever combination of purges, managing his cooldowns, and so forth, but with so many effects, he could survive long enough by deploying each in turn to let the cooldowns on them reset. This was one of the reasons he was mathematically unkillable. Further, with his cooldown reduction, there was no known way to prevent him from cycling endlessly through battle resets.

Clones: Between Kage Bunshin, Advanced Multiplicity, Replicate the Foulness, Doppelganger, Speed Clones, Chaos Knight's Phantasm, Phantom Lancer's abilities, Divided We Stand, and other powers, Arek could have thousands of near full-power copies of him available. He could "deny" them to gain experience and power from them while stymying the opponent.

Further, unlike other clone specialists, Arek's were of an immense variety of power and type. Some were mere damage soaking decoys, but others traps. Some were mere ghosts, acting to multiply his spells, like the Tauren Chieftain's spirit; others had this role but somewhat more effect, like Body and Mind, which effectively multiplied his chaincasting by another ninefold! Conjure Image allowed him to produce a 205% damage clone. Battered Doll allowed Arek to passively produce clones linked to his target that would harm the target for 950% damage done to the Doll!

Arek also had clone utilities. All of his clones were capable of damaging others and taking damage, even ones normally incapable of doing so. Using Poof, Arek could teleport to any clone and do immense damage, and have clones teleport onto each other. Thanks to Phantom Lancer's Juxtapose, all clones had evasion and could generate further clones themselves! Slime Slam allowed him to do damage and lower armor and movement speed based on the clones nearby. Manifestation allowed Arek to switch between any of his clones randomly and passively. Restrain Glue caused all clones to fire restraining glue preventing attack. These utilities meant that every clone, no matter how weak, would contribute to his net goals.

Clones could be produced without needing preparation. Divided We Stand was always active, and Phantom Lancer's clones would trigger from auto-attacking. Numerous sludge clones were generated upon being attacked and limbs being chopped, causing Arek to multiply the more he was attacked. Haunting Presence Aura allowed Arek to produce clones every second when at maximum mana.

Clones and images also allowed Arek to effectively be in every stance, form, shape and style combination he had.

One of his most key clones was Delusional Assassin. Aside from allowing him to create up to eighty copies that would split stats at a rate that still kept the group stronger than the original, Delusional Assassin transformed all of his clones into ones that can use abilities, even if they normally couldn't. Further, since the ability was based off of the Hashishim's ability to seemingly be everywhere at once and have multiple Men of the Mountain,

Defensive Suite: Powers like Diffusion (95% of damage soaked and returned in an AoE as damage), Sand Wraith's analog to Diffusion, multiple stacking blocks, multiple stacking deflections, a special type of dodge that would heal instead of taking damage, Untouchable slowing enemy attack rates to -280%, Master of the Mantra more than doubling enemy cast times and punishing for more damage than the cost of the spell, Lancelot's ring that raised his over 500% magic resistance to even higher heights, and qualitative defenses from being a Servant would make Arek mathematically unkillable. Further, with an array of high-tier taunts, aggro management techniques, fortresses and buildings (such as Blood Fort Andromeda), barriers (such as Aphotic Shield, Armor of Ithan, Invincible Armor, Morgana's Black Shield, and Telekinetic Force Field), and deadly pets, Arek could keep enemies focusing on him rather than others, though he would frequently let Photon Fry tank. With his rubber nature, powers like Bulletproof, and training from Luffy, Arek was on a sheer physical level nearly impenetrable to bullets, blades, explosions, fire, lightning, cold and water.

Even before harming any of Arek's HP, enemies would have to beat through Arek's Granite Shield, which was based off of 10% of his HP. However, as a barrier, it benefited from all of the abilities that enhanced barriers, making it much stronger than that! This Shield would restore over time, meaning that constant attack was necessary.

A particularly devastating part of his defense suite against physical attackers was his Futae no Kiwami Reactive Defense. Because Arek was a Buu and trained by Luffy, he could have his body automatically bounce back against any attack, reflecting or neutralizing it entirely! An opponent would have to trap Arek against an impenetrable wall or otherwise prevent his body's elasticity, and even this would only mean Arek would then have to focus on FnK counter-attacks. His counter-attacks and passive attacks also let him discharge Futae no Kiwami reactions, meaning as his attack speed increased, so did his defense.

Against abilities, Arek had powers like Unravel, Rewind, and other effects to evade, absorb, ignore, reflect, deflect, redirect, channel into the ground, or otherwise defend against almost any imaginable ability. Passives like Resistant Skin would reduce the duration and effect of abilities and make it harder to target him in the first place. Arek had healthy spell resistance as well. Further, numerous stacking Spell Shields would block several spells on a timer, and he was flatly immune to and untargetable by magic and abilities!

Arek also had abilities that would delay damage or would cause later damage to be reduced. Mordekaiser's Iron Man would take 25% of ability damage taken and turn it into a barrier which could be replenished by other abilities such as Siphon of Destruction and Barrier Drain. Fairy Wish let him buff himself or others so that after the duration was over the target would be healed for 280% of damage taken. Sadistic Revelry would heal 19% of damage done to nearby allies or to self, which would stack with Arek's Gravekeeper's Cloak if he was hit and would be amplified by Healing Wind and all other healing amplifiers. Kunkka's Ghost Ship and Gladiator's Chariot would apply a buff that delayed 50% of damage taken, which would stack with the effects that would heal after a certain amount of time like Fairy Wish.

Skills like Countermeasures and Lanaya's Refraction gave him guaranteed defenses based on charges. Any attack, no matter how damaging, would be intercepted by these effects. This allowed him to deal with opponents focusing on powerful individual blows, and with cycling between Lanaya's Refraction and Countermeasures using cooldown reduction, he could have another layer of mathematical unkillability! Similarly, Cursed Touch had a 85.5% chance per hit Arek took of cursing the attacker with zero damage!

With Poisoned Blood, Arek would punish enemy vampiric and lifesteal specialists.

Between Bubbles' Take Cover and Pucks' Etherealize, Arek had two flawless, instant-casting, auto-casting effects that would make him immune to damage. While he couldn't attack during this time, his summons certainly could. In any respect, both could be used to protect him from any incoming attack instantly, or be set on auto-cast to confuse enemies.

As the battle went on, Arek became even more unkillable. Wraith's Protection produced wraiths from the nearby dead that would absorb both a flat amount and 50% of all incoming damage. Benefiting from all of Arek's passive defenses, they were virtually impossible to eliminate. His Fortified Shell and Paragon of Demacia would increase his armor and damage reduction after each hit. However, he also had effects like the other element of Gravekeeper's Cloak which declined after being hit. This meant that Arek had bonuses both from not being attacked and from being attacked, making it very difficult for enemies to manage the proper rate at which to attack him.

Arek could increase his defense by orders of magnitude by going into his Close rather than Open position, activating Bear Stance, using Concentrate which raised his defense by 13.5 times, using Battle Orders to raise his Stamina, Life and

Arek's defenses, both passive and active, were also often offensive. His two Diffusion abilities alone would return 99.75% of their incoming damage, and he had an array of auras and effects that would deal devastating attacks upon being harmed, allies being killed, etc. His net thorns effects would do at least 1000% of most enemies' damage. Being near him would cause damage from thirty-eight Cyclones, heat, cold, magic, and physical damage. Aside from the damage incurred by attacking him, he would also interrupt opponents' rhythms passively. Craggy Exterior alone had a 84% chance to stun an opponent and do massive damage after being struck, and when adding in Slab Skin, Corrosive Skin, Untouchable, Last Word, and Glyph of Silence, among others, attacking Arek would overwhelmingly lead to being interrupted.

In the event of effects that God's Hand, Kraken Shell, Spell Shield, Spell Immunity, etc. could not counter, Arek also had emergency abilities like Stoneskin, N'aix's Rage, Avatar, and Arachna's magic resistance ability that would wipe debuffs.

Armor: In particular, Arek's armor was near-impenetrable. His net armor and magic armor combined to give him both physical and ability resistance of over 99%. He wore Gilgamesh's armor, capable of repelling S+ class attacks and world-ending Noble Phantasms, augmented with his former Red Dragon scale plate. He augmented this with War's armor, power armor, natural armor, specialized pieces for each armor slot, and other effects. He was treated as having vehicle, heavy, medium, light, Hero, divine, demonic, Ethereal and other armor types. His damage reduction from having barbarian skills further augmented his armor. His AR/AC alone meant that he would deflect the vast majority of strikes, and his numerous stacking block chances from the Aegis shield and built-in natural shields would deflect massive portions of damage (both reducing damage by a threshold and reducing it to zero), trigger counter-attacks and stuns. He had natural fortification, being immune to criticals and sneak attacks. His resistances to all forms of damage were over 99%, whether energy, magic, kinetic, explosive, bladed, etc.

Volumen Hydragurum was not only a devastating long-range mercurial weapon that bypassed defenses, but also would immediately react to attacks, making an armor that functioned like a blade for purposes of parrying. Combined with Arek's over 100% chance to parry, block, and deflect with weapons, this was another layer of mathematical unkillability!

God Hand: Arek's most important defense, inherited from Hercules by means of Archer. God Hand gave Arek twelve lives: Only after being slain twelve times could Arek possibly be laid to rest. Further, the attack that slew him would be remembered and automatically countered for. By combining this mechanism with Defensive Immunity and Kuro Momotaro's Armors, Arek could stymie an opponent's entire arsenal of offense. And with his other elements of mathematical invulnerability, Arek could force an opponent to play their entire hand to no avail. And, of course, Arek could use his opponents' increasingly irrelevant attempts to attack him to acquire their entire ability set.

Though initially the reraise charges were most important, eventually another element of God Hand became more key to Arek's defenses. Innately, the move made all attacks below A rank deal no damage or do no effect. Attacks had to do both A rank damage and have A rank innate nature, or otherwise they could not harm Arek. But with his move enhancers, this became an EX++++++++++ ability threshold. No such abilities exist, and even if an ability were increased to that rank by some means and Arek could not further increase his God Hand power, they would not be capable of doing that amount of damage after passing through Arek's defensive gauntlet. This meant that almost no opponent without Arek's precise build could harm him or even affect him negatively in any way.

God Hand's final contribution was its granting of "super armor": The ability to take blows, even damaging ones, without being staggered and continuing to attack. Arek was nearly uninterruptable thanks to this effect alone.

Reraise Charges: Even if Arek died, he would reraise several times before being defeated. Aside from the lives of God Hand, he also had the Reraise spell, Shallow Grave, Soul Transfer, Bloodstone, Leoric's Reincarnation, Tauren Chieftain's Reincarnation, Roderick's Reincarnation, and two separate phoenix egg abilities. With cooldown reduction, life spells and other forms of restoration and healing, Arek was unkillable, truly immortal. In particular, the combination of cooldown resets like Master Yi's Highlander with cooldown-based reraises like Leoric's Reincarnation, Tauren Chieftain's Reincarnation and Roderick's Reincarnation made it so Arek could never burn even one of his God Hand reraises!

Further, with multiple cooldown reducers and duration extenders on multiple enrage abilities that made it so if Arek were killed he would have a last stand, Arek could cycle through endless last stand abilities. Killing Arek would only serve to make him unkillable! And some of these abilities, like Death Wish, would allow Arek to heal back up, letting him escape. And Vengeful Shadow created a separate being that would continue to attack even after Arek returned to life!

Rho Aius: One of Arek's ultimate defenses inherited from Archer. Rho Aius was stacked with other barriers to form a perfect barrier defense that was considered impenetrable.

Perfect Barrier: Cell's perfect barrier inherited from Android #17 and #18 as well as Goku and others, the Perfect Barrier could be kept up indefinitely until shattered by an immense blow, and even then could reform nearly instantly.

Avalon: Queen Arthuria's scabbard, Avalon was implanted in Arek much like it had been Emiya Shirou. This gave Arek near-immunity to all negative effects and surrounded him at all times with an omni-directional, omni-dimensional, omni-planar fortress defense. Combined with the White Sun and Red Moon Barriers as well as his other "perfect" barriers, almost no trickery, curse or effect could harm Arek, one of the few imaginable ways left to defeat him.

Breaker Prism: A field of his living chaotic magic taken to its highest level, an infinitely layered barrier formed of all of the strands of power. The barrier rips apart all incoming power, turning it into its basic elements, and absorbs it into the barrier; the prism also projects a field that controls the directionality and attractive/repulsive nature of power itself, reversing and repelling vectors; acts as a Teleshield; reactive, the shield itself evolving chaotically as a living dweomer, learning new defenses to attacks; and defends allies through the ties of power and hope with them.

Tanking: As noted above, Arek not only had defense and mitigation but bona fide tanking utilities. Arek would tank through a few primary means.

First: Taunts and aggro management. Arek had numerous taunts, such as Axe's Berserker's Call, Legionnaire's Taunt, the Barbarian Taunt, passive taunts upon attack or hitting or over time, Come, Coward!, and others. These combinations would work on virtually every enemy, even those with aggro management avoidance.

Second: Barriers. Arek could project his barriers around the entire party, and could even design the barriers to give incentives to target the main tank, whether him, Photon Fry or the Kryptonian.

Third: Damage and ability mechanics that gave an incentive to eliminate him. Some of his abilities, such as Quill Spray and Viscous Nasal Goo, would continue to stack for increased effect unless he was stunned or shut down from reapplying them. Other effects would create counter-attacks if allies were hit, encouraging enemies to hit him. And his sheer degree of auras, heals and support abilities made it virtually impossible to kill the team unless he was defeated. Arek could thus DPS tank, heal tank, spell tank or physical tank as well as use taunts and aggro management.

Fourth: Terrain control. With effects like Fissure, Power Cogs, Blood Fort Andromeda, and others, Arek could keep foes from being able to engage anyone but him and allies.

Fifth: Special abilities. Barrier hallways, arenas that would force a foe to focus fire him by having no other targets, and so forth would make it so even enemies immune to normal taunts would have to focus on him. Ath nGabla would force enemies into a deathmatch with him.

Sixth: Abilities that did more damage the more HP he had. However, enemies quickly found that he also had abilities that had the reverse effect. In particular, as Arek reached lower and lower HP totals, his defense, attack speed and vampiric effects would increase, allowing him to further stem the damage. In some ways, Arek was at his most dangerous and invulnerable when he was near death.

Seventh: Pet tanking, particularly his Tornaq. Entire summons were oriented to this focus, like his Battle Standard.

Eighth: Cover tanking. His Sanctuary Shield caused him to take 50% of the damage that the target took. Transference would transfer 75% of the damage the target took to Fred and increase the armor of both Arek and the buffed as well as increase Arek and the buffed's HP regen by 9.5% of their health. These transferring abilities would let his skills trigger. He had the Cover ability.

Terrain Control: As mentioned, Arek's ability to control the terrain to suit him was massive. His Sapphiron's Frozen Palace allowed him to conjure a frozen shielding palace that moved with him and enhanced all of his abilities. With Rank Ex. +++++++++++ Territory Creation, he could instantly create an entire temple world to enhance his powers and neutralize his opponents'!

Vampiric: Arek's ability to restore his own health and mana, and others', by attacking was immense. His passive stacking vampiric effects on both abilities and regular attacks was over 100%, and abilities like Feast would rip away percentages of opponents' health. With abilities like Insatiable Hunger activated, he had over 1000% vampiric! He had auras that would steal life, and if he slew an opponent, he restored 380% of its maximum HP.

Further, using his Caduceus, Life Source loops and vampiric meta-abilities, Arek could avoid overhealing and heal beyond 100% HP, using that HP to cast spells or to bolster his other stats!

Speed: Though superficially not the fastest member of the team, in practice Arek was a speedster nearly without equal. Using Quicksilver training, he could exceed the speed of light and step through time. With his attributes boosted by MagKogRyu, Kaioken, Gear Second, and other effects, he had speed, dexterity and agility to match anyone on his team. He had effects that not only increased his speed but produced clones after a certain distance moved, increased damage and stun durations the faster he moved, etc. Using Supreme Initiative, he was moved up a level of priority in initiative. He had Super, Divine, Demonic and Heroic Speed, Agility and Dexterity.

Further, Arek had abilities to counter other speedsters. Using the Degen Aura and Kraken's Tidal Pull, he could slow enemies' movement speeds by 266%. He similarly slowed attack speeds of enemies to a crawl. Rupture and an aura that did damage proportional to movement within it similarly punished enemies. The Quick and the Dead and Slark's Essence Shift allowed him to reduce enemies to crippled speeds and increase his own speed colossally. In practice, then, he would almost always outpace any foe.

His Bounded Time Field, inherited from Emiya Kiritsugu by way of Archer, was particularly devastating. Using his own soul's bounded field to slow enemies and raise his own reaction time, much like "bullet time", Arek could calmly react even to enemies much faster than him, gracefully and elegantly dodging or parrying attacks.

While Arek had competition on the ground, he was without equal in the air. As a Magi and Buu flight specialist trained by Cell, with built-in rockets and numerous additional flight powers, Arek had flight speeds that dwarved his ground speeds. Similarly, while not a water or burrowing specialist, he had powers that massively increased his speed and power in water and underground. This let him challenge specialists and change the terrain to water or underground when fighting non-specialists.

His attack speed could be instantly boosted to the hypothetical maximum by Focus Fire then kept there by attack speed increasing ultimates, auras and abilities. And his movement speed could be increased to the maximum by Lycanthropy, Shukuchi, Nether Charge and War Beast. Further, these abilities would prevent movement or attack speed slows and snares from effecting him. By combining this ability with Lessa the Ranger's Full Speed, which released caps on speed, he could achieve infinite movement and attack speed!

When his own speed would fail him, mounts and vehicles like Bellerophon, Gordius Wheel, Lancelot's F-15, any suit of armor or Gilgamesh's Vimana would allow Arek even greater speed and mobility options.

Movement Technique and Teleport Suite: It was not only raw speed in the ground, in the water, on the surface and in the air that let Arek escape attacks and initiate assaults. His movement technique suite of Blink Strikes, Shunpo, Spectrumshift, Ascent, Zanzoken,Soru, Body Flicker Technique, Alpha Strike, Blink, Dark Rift, Magi Teleport, Instant Transmission, chaos motions, Future Dance, Unity Dance, Venomous Leap, Waveform, Priestess of the Moon's Leap, Valkyrie's Leap, Shukuchi, and so forth let him move at several levels of speed, accelerate and decelerate quickly, initiate without punishability and escape without possibility of interruption. He could combine teleportations, movement techniques and invisibility to keep opponents guessing and prevent their attempts to engage him from working.

In the rare event that an opponent could keep up with this combination of teleportation, invisibility and movement techniques, Arek could enhance these effects tenfold by a massively improved Gear Second. He could also use temporal effects, illusions, holograms, mental attacks, hypnosis and other effects to keep enemies from keeping up with him or anticipating him.

Evasion and Counter-Attacks: Apart from damage mitigation and active dodging, Arek also had over 100% dodge, parry, evasion, miss chance, block, armor deflection, and so forth. In addition, he had an over 100% chance to counter with a few separate, stacking counters, which had the ability to interrupt or stagger enemies and thus prevent them from attacking in the first place. He had evasions like Chronos' Rewind that would turn damage into healing! This in turn stacked with Turn of the Tides, which gave him a 30% chance to turn an attack that did damage into one that healed for 95% of its normal damage, allowing him to heal more than 200% of a foes' damage instead of taking any!

Were Arek forced into a counter-attacking mode, he had numerous tanking abilities that would let him respond with devastating counter-attacks. In addition, he had Fragarach, the ultimate counter-attack weapon.

For spells, Arek had passive reflections and counter-attacks, Magick Counter, Spell Bottle, Spellsteal, Morphling's Spellsteal, and so forth.

Stunlocking and Attack Procs: Upon attack, Arek would have over 100% chances to stun, micro-stun, temporally stun, banish, disable, silence, confuse, mesmerize, poison, slow attack speed, slow movement speed, root, launch a chain lightning, reduce armor, knockback and taunt, among numerous other effects. The combination of these procs meant that Arek need only achieve a tepid attack speed to keep multiple opponents stunlocked. Using Focus Fire, attack speed increases and Luffy's Gomu Gomu attacks, Arek could launch tens of thousands of punches and weapon strikes from every direction chaotically, keeping entire armies unable to move or attack.

Particularly important procs included disarm procs, which prevented attacks;

Further, each attack would increase his next attack's damage and splash damage thanks to Pulverize and attack speed thanks to a variety of stacking attack speed bonuses. Abilities like Pluck Yew, which fired two arrows with each strike that would do only 285 damage with no modifiers except from Golden Rule and similar universal modifiers but would trigger procs, further increased his capacity to stunlock and guarantee a high proc-per-second rate. The combination of stacking attack speed increases per strike and stacking damage sources per strike allowed Arek to use Gomu Gomu barrages to build up damage no opponent could meaningfully resist.

These abilities would then be amplified by effects like Moon Glaives, which let Arek's attack bounce twenty times; Sivir's projectiles; the bouncing nature of his own attacks; and so forth. Even single-target attacks would, by combining cleave and bouncing, devastate entire armies!

Combining effects like Double Strike and Way of the Phoenix, Arek could further multiply his attack rate by dozens of times!

Arek's colossal crit rate not only could exceed 100% buffed, but Arek also had guaranteed crits against numerous opponent types, on every third, fourth and fifth hit, and on other conditions, giving him an immense crit rate even without any chance-based crits! Similarly, guaranteed stuns like Curse of Ages and Pyromania guaranteed that no matter his luck-based proc rate, he would achieve stunlocking.

Three abilities in particular truly escalated Arek's stunlocking potential. The first was Bjorn's Bash. This ability guaranteed that all stuns would last 1.5 seconds minimum. This turned micro-stun abilities like Pharoah's Hellfire, Battery Spray, Pit Lord's Corpse Explosion, etc. would become bona fide stuns, as well as short-circuiting abilities like Arek's own Slimy Skin. The second was Muddle. This made Arek's stuns also extend enemy cooldowns and initiate cooldowns on skills off cooldown, allowing him to disable an enemy permanently, even enemies with stun escapes! The last was Disabling Aura. Every time an enemy was stunned, the Aura would trigger another 6 second stun afterwards.

Summons and DIO: The Bog Brigade, Arek's own Netherbeast, Legion's Murloc squad, Myriad's ghost swarm, a mobile Goblin factory, cannons, missile launchers, swarms of undead creatures released from Arek's bowels through the power of Necrogenesis, ancient apocalypse tanks, Heimerdinger's self-evolving turrets, spirits of flame, Infernals, Eidolons, Tempest's Elementals, Malphas, the legendary dragon of the Argon Coin... In addition to swarms of clones, Arek could conjure entire armies worth of minions at his beck and call. With this highly diverse and incredibly powerful brigade, boosted by creep-enhancing powers and command skills and auras, Arek could outnumber much larger forces within a few moments and engage in highly complex manuevers and tactics. This was in addition to charming, mesmerizing, confusing, and commanding enemies and their summons, or using abilities like Eidolons, Conversion Aura, Raise Dead or Spawn Spiderling to kill their summons and produce his own in the same move.

Noteworthy summons were the Fred Jrs. due to the horror and revulsion they inspired in teammates and the demons from Prelati's Spellbook due to their great utility.

Many of Arek's summons, like the demons of Prelati's spellbook, the shadow wolves of Avenger, the Myriad spectres, and the Ionioi Hetioroi, were unkillable in various ways: Indestructible, would replenish automatically if killed, would split into two if killed, utterly untargetable, etc. This allowed Arek to pressure and stagger enemies with swarms of ghost-like enemies that could not be impeded or stopped.

Arek also made allies' summons and turrets more powerful, such as with Rook's Trebuchet passive that increased all damage by a flat amount. Entourage passively raised the health and damage of summons. Promote made summons much more powerful.

Arek's numerous necromancy utilities (Raise Dead, Raise Skeleton, Balphagore's Corpse Conversion, Pudge's Necrogenesis) further meant that the constant stream of summons he pumped out would become fodder for his own waves, which could then be again turned into a different kind of undead, making an endlessly growing summon cycle!

Necrogenesis deserves special mention. By being boosted to the heights it was, Arek pumped out passively and almost instantly Grunts, Tauren Warriors, Knights, Archimonde-equivalents, heroes... He would create almost every type of WoW unit at EX++++++++++ power levels constantly! He could further upon death release copies of everything he killed!

His turret specialization was particularly impressive. Arek could lay down a turret that gained 500% of bonuses from his stats and items and would do immense damage, nineteen Towers of Light that would chain together to do cumulatively increasing damage (so if one ToL could do 300 damage a strike, two could do 1200, three 2700, etc.), Heimerdinger's Self-Evolving turrets, a turret that would fire in place and push people backwards and do bonus damage if knocked into objects, and other such turrets and towers. He would then link his own Tower of Light into all of them, massively increasing their damage, increase their base damage with his Trebuchet ability, and activate Upgrade. In particular, by laying down cheap, fast-firing towers and exploiting the flat damage increase of his Trebuchet, he could cause immense damage at low cost while stymieing his enemies!

Bellerophon: A summon and power-up in one, Bellerophon deserves special mention. Bellerophon was a saddle that would not only amplify the rider's power but also the beast's power by a rank. Arek could summon Pegasus by using Bellerophon, but he also provided Bellerophon saddles to his entire set of summons. Beasts would not only become qualitatively stronger, but also gain even more bonus armor class and raises the creature's maximum speed to several thousand miles an hour at the minimum! This immense speed would let summons buffet buildings down with velocity. Further, Bellerophon could also be used in areas where summons were limited or mounts not viable to turn these things into missiles! Bellerophon would thus amplify the power particularly of vehicles that were effectively missiles already, such as Kunkka's Ghost Ship and Gladiator's Chariot.

Master: Perhaps Fred's most powerful and important summon was O'Tengu, though his Tornaq was similarly devastating. As a Master, Arek's power would be multiplied by his Servant. O'Tengu was a Universal Magi even before being summoned and granted Noble Phantasms. Further, O'Tengu being a fellow Magi amplified Arek's power, creating power loops. Arek's immense command powers would make O'Tengu capable of defeating multiple equal-strength opponents. While O'Tengu's speed, trickery, and mocking kept foes off balance and unable to harm Arek, Arek could calmly control Gate of Babylon and Unlimited Blade Works and launch spells without fear of being interrupted.

Tornaq: Arek's other key summon, the Tornaq Spirit Bear had HP and strength that dwarved even Fred's, dynamically linked to him. Tornaq enhanced Fred's TP, HP, armor and spell choices. Using Syllabear's powers and creep improvement, the Tornaq had heroic attributes and item slots. It could easily tank foes far beyond Arek's power.

Invisibility and Stealth Suite: Arek didn't rely merely on dodging attacks or mitigating them to be survivable. He had numerous stacking invisibilities that, combined, made him virtually undetectable. Permanent Invisibility, Night Hound's Invisibilities, Templar Assassin's Fade, Invisible Haze, Magi cloaking, Teemo's forest hiding, Scout's Vanish, Phantom Lancer's Doppelwalk, Evelynn's invisibility, Shukuchi, Madman's Stalk, Ganon's Shadow Meld, water melding, Slark's Shadow Walk and other abilities kept Arek invisible even to enemies with truesight and advanced optics. He also made himself hard to see or perceive even for those who could theoretically perceive him using Phantom Assassin's Fade, transformation into mist, stretching, hiding under ground, shapeshifting, and so forth.

An ability that amplified these powers was For Another's Honor. This skill, inherited from Lancelot, allowed Arek to disguise his identity and transfer credit for his deeds and his apparent aura to others. This allowed him to not appear as himself and delude foes for any number of effects.

Other abilities would synergize with this powerful combination. Arek had numerous backstab effects that further amplified his immense damage, critical rate and critical multiplier. His already ludicrous regeneration would skyrocket when not seen by any opponent. And, thanks to absorbing Photon Fry, he was nearly invulnerable as long as he even one of his invisibilities or partial invisibilities were available. Slark's Shadow Walk increased his movement speed by 115% and regenerated 19% of his health per second (more than 190% of his health when counting regen amplifiers) as long as he could not be seen! Blind Spot increased his movement speed, backstab multipliers, and range bonus when in a foes' blindspot.

Aside from the synergies, the point of these effects were a fewfold. First: They allowed Arek the ability to strike first and choose his method of initiation, even against faster enemies. Second: They made Arek appear to be less endurant than he was. Third: They enhanced Arek's ability to confuse and misdirect.

Arek would also cripple his opponent's senses passively and actively. Using Cover of Darkness, shadows, clouds and auras, he could lower an enemies' perception range far below zero!

Senses and Precognition: Arek was highly precognitive, capable of anticipating entire battles before they were even fought. Possessing both the Fake and True Mind's Eye, Battle Clairvoyance, Unity Dance, Future Sense, O'Tengu as his Servant, Scout's Electric Eyes, Keeper of the Forest's and Rooftrellen's Eyes, other ward abilities, multiple Blood Senses, multiple Power Senses, Danger Sense, radar, sonar, advanced senses and optics, and numerous other effects, he was aware of most attacks and attackers far before they struck. And his Scouting Sight ability countered abilities like Arek's own Cover of Darkness that took away team vision, boosted team vision, boosted his own sight range and added an Aura bonus to boost sight range, and gave truesight, making all those nearby into a unified detector unit!

Similarly, by using Mantra, Haoushoku Haki, telepathy, empathy, and other abilities, Arek could read his foes' mind and anticipate their every move.

Archer also taught him how to look at an opponent as a Master does, seeing their entire character sheet, including alignment and abilities.

If Arek was dealing with a foe he couldn't initially find, he had numerous solutions. His Skull of Knowledge enhanced his perceptions, as did his Tornaq. Both Arek and the Tornaq had master tracking skills. Kenaz was a rune that Arek put on his eye to enhance eyesight. He could cast any spell to trigger Twilight, which not only healed allies and damaged enemies for 285 damage but also created truevision areas. Not only did he have wards, but he also had Anub'Seran's Watchers, Rexxar's Hawk, Tundra's hawk, and other detector summons. As long as he could hit an opponent, his Invisible Watcher skill would reveal the enemy and reduce their attack speed, armor and damage. Pestilence's Swarm would provide truesight of the target

Meanwhile, Arek's own precognitive abilities allowed him to sabotage enemies' skills. Quicksilver made him immune to enemy precognition, and his mastery of O'Tengu's skills allowed him to use temporal effects combined with understanding the unity of things to avoid trigger enemy senses.

Arek was capable of countering enemy perceptions and reducing them to true blindness. Cover of Darkness did damage, snared and separated a target from their team's perceptions, making an entire enemy group blind to each other. Nebulosity lowered their sight range by 150 yards and caused them to take 10% more damage.

Countering and Contingent Abilities: Arek had an array of abilities that would counter specific enemy types. For example: He had Point Blank Shot, which would make all of his attacks do massively more damage based on the unused attack range of himself and his opponent. At close range against ranged opponents, he would thus turn their advantage into a deficit.

Stances, Shapeshifting and Style Changes: Arek had numerous powers that would change his entire fighting style in the blink of an eye. He could alter between Fayde's Scythe Stance and Shadow Stance, Jah'rahkal's Berserker Rage, Syllabear's True Form, Wildsoul's Bear Form, Maliken's Possession and his two sword styles, Torch's ice and fire modes, Udyr's five Stances, and so forth. With the potential combinations in the hundreds or thousands, Arek was able to remain wholly unpredictable and precisely change his style to match his opponent.

Powerups: Arek was a powerup specialist. Between MagKogRyu, Kaioken, Gear forms, rages, Battle Trance, Maliken's Possession, Battle Rage, and dozens of other powerups, Arek could increase his power exponentially, each powerup massively improving from the last. This let him battle opponents far beyond his innate power and made his fighting style and output highly variable. Powerups were incredibly costly, and might cripple Arek, but he would use effects like Time Lapse to restore to a previous state and initiate the powerup combo again.

Unlimited Blade Works / Gate of Babylon: Between Gate of Babylon and Unlimited Blade Works, Arek could always produce two endless sources of every imaginable legendary item. These would rain down at an immense rate, producing unimaginably complex combinations and constantly homing in on opponents. Arek would effectively never be disarmed, able to engage in ranged combat while in melee range and in melee combat while focusing on a range. He could take advantage of his weapon and attack procs without even using his hands.

But as devastating as the in-battle use of these abilities were, their out-of-battle use was perhaps even more devastating. Arek was able to supply his entire team with customized legendary weapons, improving them multiple ranks using his powers.

Kaleidostick: The Kaleidostick was one of Arek's most profound trump cards. By allowing him to reach into other realities, he could take on powers not normally accessible in this world and gain the full knowledge of versions of himself from alternate realities.

Pure Damage: Arek's primary focus was on being able to harm any opponent, evepn invulnerable, intangible, invisible and transcendental foes. One of his primary means to do so was accessing damage types that could not be normally resisted. Not only were all of his attacks pure, chaos, divine, demonic, and superhuman, and inflicted damage of almost every damage type imaginable, they also had a cleaving multiplier of over 1000%. By combining Cleave, Great Cleave, Whiplash, Tidebringer, Jeraziah's holy strike, the Weirding Way, and other cleaving effects, Arek not only was able to increase his effective critical multiplier against cleaved opponents to over 300x, but also could inflict pure damage!

Armor and Spell Penetration: Arek's ability to ignore enemy defenses both passively and actively was also colossal. Futae no Kiwami would reduce an enemy's defenses asymptotically near zero when striking. The Weirding Way, weak point detection abilities, burning chaos damage, and other effects would similarly let him plunge through defenses.

A key part of his armor and spell penetration suite was Natural Order. He was able to reduce an enemy's innate, non-modified armor and magical armor by 380%. This effectively turned enemies who had high base magic or natural armor's own defenses against them.

Another key part was Geomancy. Arek's version would reduce an enemy from Absorption to a x4,096 weakness!

By combining Dread, Gush, Fairie Fire, Flaming Ammunition, Caustic Spittle, Slardar's Amplify Damage, Pestilence's Insect Swarm, and numerous other abilities, Arek could reduce armor and magic resistance far into the negatives even against opponents with over 100% in either!

Passives like Pressurize, which had a 95% chance per attack to ignore armor and raise Fred's attack speed by 300%; the passive element of Olaf's Ragnarok; Piercing Strikes, passively ignoring the equivalent of legendary armor; Armor Absorption, draining armor per strike; and others obliterated enemy armor and resistances.

Luffy's training added another element to this arsenal: Haoshoku Haki. Using Haki to damage opponents otherwise invulnerable and intangible, this style of Haki served as an ideal counter to enemy trickery and resistance.

Numerous other mechanisms would cause instant death, turn armor against an opponent, absorb defenses, etc. And against opponents with ludicrous amounts of HP, abilities like Feast, Gravija, Thunderbringer's Static Magic ability, and so forth would obliterate maximum and current HP. He could also permanently lower maximum HP. Zabaniya: Cyber Fantasy and Zabinya: Delusional Heartbeat were Assassin techniques used to instantly slay opponents, and each had a unique method of resistance. Arek could also pull a trick from LeChuck and Hidan's playbook and make either a puppet linked to a foe or himself into a voodoo doll. Attacks like Decapitate, Culling Blade, Reaper's Scythe, and others would bring powerful enemies down to size then instantly slay them.

Aether Sunder allowed Arek to knock the opponents' soul out of the body, which allowed him to damage the helpless body which now had no ability or physical resistance or saving throws and drain 380% of their health and mana! Allies would also inflict 25% less damage from demoralization.

The wide variety of sources of his abilities also would stymie effects like fortification, damage reduction, thresholds, etc.

Arek's Noble Phantasms and weapons would also contribute to this goal. Weapons like Harpe, Gae Bolg, Gae Buidhe and others would slay any foe, kill immortals, prevent regeneration, and undodgably strike lethal targets. Similarly, Emiya Kiritsugu's Thompson Contender could not only neutralize an ability-based defense, but permanently take away that ability from the opponent!

Arek also had damage amplifiers like Infernal Strikes, Maledict, etc.

He could also combine ability combos to kill any opponent without chance of saving. For example: Huskar's Life Break does unresistable damage based off of max HP, which would then be comboed into Soul Reaper's ultimate and Rotund'jere's ultimate, in turn finished off by the unresistable damage of Decapitate and Culling Blade.

Truestrike and Undodgable Attacks: Aside from peneCtrating attacks and blows that would harm the tanky, armored and endurant, Arek also had utilities to fight speedsters. He would typically begin with Blink Strikes that would appear him on the target or on a nearby foe and use Essence Shift to drain their Agility, The Quick and the Dead to drain their agility and speed, Morphling's Morph to turn all his stats into agility and speed, and keep up the pressure. He would use curses and full-map spells to hit targets from far away.

Hrunting, Bakuya and Kanshou were all homing weapons that would keep up their pressure no matter how fast the opponent. Gae Bolg was undodgable both at a range and up close. Cyber Fantasy and Delusional Heartbeat would kill at any range. His Homing Destructo-Disc would similarly pressure opponents, as would Guided Scatter Shot. By keeping up endless offense that would stay in the air and continue to home, Arek punished speedsters until they no longer could dodge all of the offense and were slain.

Neutralizing Enemy Healing: Arek had abilities that would neutralize, reverse, siphon or impede enemy healing, such as Grog Soaked Blade. All of his attacks were much harder to heal. Healing Wind not only healed nearby allies passively and amplified all incoming healing, but it also prevented enemies from healing or outright stole their heals!

Chaos Effects: Arek's chaotic powers were profound. Synergy with the Chaos Phoenix, chaos damage, Chaos Barrage, Breaker Prism, and so forth allowed Arek to leverage chaos to his advantage. This had two primary advantages.

First: Arek's effects were unpredictable. He had many attacks that could strike at random locations, with random speeds and trajectories, unanticipatable even by him. Enemies who could read body language or telepathically predict foes, like his own mantra, could not anticipate his moves, nor could conventional danger senses.

Second: Arek's effects pierced all resistances.

This extended to his own fighting style. Gomu Gomu no Idiot, intuitive combat, and bouncing attacks using his elasticity allowed him to strike out chaotically and randomly.

Golden Rule: Borrowing from Gilgamesh by means of Archer, Arek's Golden Rule power had immense use both in and out of battle. In and out of battle, it increased his general luck and his luck for finding loot and money specifically by a large margin, and massively increased the amount of money gained from defeated enemies. But it also increased his abilities by a portion of his wealth. Unlimited Blade Works provided Arek unlimited wealth. The combination meant that Arek's damage from every attack was infinite!

Golden Rule synergized with many other abilities had like Goblin's Greed, Greed, barter utilities and abilities, and so forth, letting him get money from nearly every action he performed (even moving) and purchase things for near free!

To counter this combination, Yusuke Urameshi shattered Arek's Unlimited Blade Works and Gate of Babylon, reducing him temporarily to comparative pauperdom. Other counters existed, but it would take time to deal with them.

Essence Aura: The key pinion in Arek's energy efficiency strategy. Essence Aura would restore 25% of his mana with a 190% proc chance every time he used an ability or a spell. This meant he would always restore a large portion of his TP and would most of the time restore half of it. With 100 Magic, Ki and Psi, every ability he had cost zero TP, but he could pump each up to 47.5% of his total TP and never run out. This effect also extended to allies, effectively making energy management a non-issue.

Health and Mana Regeneration: As a Buu and a Magi, with training from Cell, Arek could regenerate from being completely obliterated. It would take massive spiritual damage as well as physical damage to claim even one of his reraise charges.

Further, his HP and MP regen was boosted by abilities and auras, both flat HP/MP regen additions and multipliers, that in conjunction allowed him to regenerate more HP and MP than he had per turn by an order of magnitude. Adrenaline Rush would allow him to regenerate 1.425% of his health every second, and when combined with abilities like Shadow Dance, he could regenerate through mere percentage amounts most of his HP every second!

Meanwhile, he had effects that obliterated enemy HP and MP regen, reducing them to zero and in fact turning their own HP and MP regen rate against them!

Caduceus of a Just World: Arek's ultimate weapon. The Caduceus protected him from true death effects, allowing him to protect his reraise abilities, and tied in HP and MP regen and totals of the entire team. This meant that the team had to be destroyed all at once.

Mana Restoration: Even if Arek's mana were to be obliterated, his mana regen neutralized, and his spells increased to a cost above zero, Arek had mana restoration utilities. Using Thunderbolt, Arcane Ring, Chakra Magic, and numerous other spells

Chainspell: Arek's ability to chainspell was without equal. Shantotto allowed him to chainspell numerous spells. Several of his abilities set cast times to instant on all of his spells and allowed him to chain channeling spells, which would continue even if he were interrupted by being channeled by specific clones set for the task. Chaotic Flames and Ogre Magi's Multicast each allowed him a near 100% chance to cast a spell twice for free and a 25% chance to cast it nineteen times! Adding in X-Magic and other forms of spell acceleration, Arek could cast every spell in his voluminous arsenal in a single round!

However, unlike other chainspellers, Arek also got use out of every individual spell. Every spell would heal, proc mana restoration, produce a stunning shockwave, produce a damaging shockwave, do damage direct to maximum HP, and so forth.

Ultimate Offensive Spells: Arek was blessed with multiple top tier offensive spells, including Twin Meteo, Laguna Blade, Zeus and Thunderbringer's ultimate, Pyromancer's ultimate, Epicenter, Chaos Ward, Enuma Elish, and so forth. Each new one would improve the power of the next.

In particular, his devastating Noble Phantasms like Excalibur, Ea,

Rule Breaker: The ultimate anti-magic Noble Phantasm, Rule Breaker was one of Arek's aces in the hole. It allowed him to unweave almost any attack that could hypothetically harm him, like Balefire; destroy enemy barriers and supernatural defenses; and otherwise deal with almost any tricks opponents sent his way.

Healing and Buffs: Though not focused on healing, Arek's healing ability was still at the top of the team. Passive heals like Pain Works would keep the team topped off. Arek's training under one of the greatest White Mages of all time, Minwu, allowed him to heal through physical damage with Curaja Blade. He was blessed with multiple ultimate healing abilities, such as Wish and Systemic Power. His healing was particularly devastating as many of his heals, like Soul Rip and Inner Light, let him heal while inflicting damage. Heals like Mojo would spread among allies, and his general chain healing and transfering healing skills were top of the line. Life Force was an AoE heal Arek could target anywhere that also granted move speed and true vision in the area. Janna's Monsoon was one of Arek's many clutch heals, not only healing but also pushing enemies away and providing defense. His intrinsic Buu healing was short-range but healed status effects, bodily damage and health for almost no energy.

Reverse Damage was one of Arek's bread and butter clutch heals. When utilizing it, all incoming damage was reversed to health! This global effect would let him save any ally. He could also use Sanctuary Shield to not only take 50% of the target's damage, but 100% of Fred's heals, using Borrowed Time to keep them alive.

By using Promote, he gave all of his summons Chain Heals that could be set to auto-cast. This meant that his dozens of DIO and summons could keep an entire team healed.

Arek also had a full suite of buffs and support abilities, status effect healing, resurrections, invulnerability buffs, etc. Aside from standard Final Fantasy buffs, he also had an array of unique buffs, complemented by his auras. By using combinations like Repel and Blessing of Sol, he could make entire teams immune to both ability and physical damage.

Vehicles and Mounts: Arek was fully competent at vehicle and mecha combat. His training under the Horseman of War gave him a gift for all forms of mortal combat, including vehicle and mecha combat, and allowed him to assimilate any vehicle. His Gordius Wheel, Vijana, and apocalyptic mechanical summons allowed him to compete against enemy strategic bombers, fighters, racers, etc. Further, he was himself considered among other things a natural vehicle, with qualities like a tank, airplane and mecha.

Similarly, Arek could also engage in mounted combat. Bellerophon not only provided him with a Pegasus of legendary power with divine resistance beyond any modern magic, but also amplified any other mount he could use. He could also ride a rhino for stunning and immense land speed and damage, wolves both demoniac and spiritual, dragons, horses, bulls and others. While his suite of options was perhaps smaller than a primary mount user, Bellerophon, Knight of Honor and the unique synergy between rider and mount would allow him to compete. And with Knight of Honor and War's skills, Arek could actually take over enemies' mounts! Medea's Golden Fleece allowed Arek to summon almost any beast imaginable, giving him an infinite range of potential Mounts and making him the ultimate Rider.

These abilities not only gave Arek another level of fake-out potential (convincing foes that he was in fact a primary Rider) but also gave him an additional range of options. He could make himself into an even faster aerial, aquatic or land cavalry unit, an artillery unit, a troop transport, an aerial sniper, a commanding riding general, or an anti-vehicle weapon. Further, since vehicles under his control would have immense armor, he could use vehicles and mounts to effectively increase his survivability immensely. In particular, the Pegasus controlled by Bellerophon amplified his already impenetrable magical defense exponentially!

Command: Though not the equal of someone like Mephiasu trained under a bona fide Lord, Arek was no slouch in command. As a Barbarian, he had all of the Shouts they had access to. In addition, he had buffing auras and command abilities to raise morale and boost stats. His own units could be put into stance and formation settings to optimize them for the exact task at hand, and he could apply these to allies. He also had the full power and knowledge of some of the greatest commanders in history, such as Queen Arthuria. His EX ++++++++ Bravery, Leadership, Tactics and other skills gave him unmatched basic commanding skills.

Martial Skill: Though he didn't look it, Arek was actually a master of all forms of combat. He had EX +++++++ skill in virtually every weapon and form of combat at the minimum. He combined numerous forms of martial arts into his hand to hand and weapon skill, martial arts mastered by the greatest combatants in the world. He had at least Turtle School, the assassinating art of the Hashishim, Crane School, Namekian combat, Saiyan combat, mixed martial arts, prison combat and street brawling, wrestling, savate, and boxing at his disposal.

Even totally disarmed of his numerous EX++++++++++ rank Noble Phantasms at his disposal, Arek could pick up any object and use it as if it were an EX+ rank weapon.

Mental Resistance: Though his generic ability resistance was beyond 100%, Arek also had specific abilities to counter enemy mental domination and attacks, including Mind Block, Mental Pollution, Mad Enhancement and so forth.

Long Range: Despite being an apparent melee attacker, Arek actually had immense range equalling long-range specialists. He had numerous abilities that raised his effective attack range into miles, even without using any of his spells, which had full-map range! Using curses, he could strike enemies from across dimensions. His stretching abilities let him effectively strike anything within an island's scope, and he could keep up an area of effect within that range with clones and multiple limbs.

In addition, Arek had the abilities of Archers from Fate Stay Night, and would particularly use Bakuya and Kanshou the returning blades, the Legend Shooting Bow, and legendary weapons formed into Broken Phantasms. He could also fire conventional or energy arrows, guns and blasts from rods. His bowmanship was excellent, and he specifically had abilities that would let him leverage increased range and positioning for damage. The combination of Archer's bonus from height and distance and Enchantress' Impetus attack alone meant that Arek was immensely devastating at long range! He could force opponents closer and zone them, harassing them with his bow while raining strikes with Super Ghost Attack and summons, removing their terrain and making new obstacles, while remaining stealthed.

Stat-Altering Abilities: Arek had dozens of abilities that would boost stats, add stats to each other, etc. Empowered Bulwark, Great Fortitude, Marksmanship, Orcish Endurance, HP +30%, Faith Aura, Mind Sanctum, Colossal Strength, Mind Sanctum, Spiked Shell, Glaives of Wisdom, Sage's Lore, and numerous other abilities would increase his HP and TP by several other times over and multiply his base armor, critical rate, damage, and stats by several times as well! Arek could move stats around using his Morphling abilities.

Ki Attacks: Though Fred's Magic was by far his strongest asset, he was perfectly capable of inflicting damage in other ways. From Cell, Arek had an immense ki arsenal. Though he did not get to utilize it very much, his preferred moves were Kamehameha, Neo Tri-Beam Cannon, Body Control, Destructo-Disc, Makankaseppo, Spirit Bomb and Wolfgang Fist, due to their scale-invariant utility.

Massive Area of Effect / Anti-Army: Arek was capable of destroying massive enemy groups with the utmost efficiency. Colossal nukes and area of effect attacks such as Starfall, Meteo, Eclipse, Glacius' ultimate, Zeus' ultimate, Ultima, and so forth were among his fortes. Specifically Anti-Army and Anti-Group abilities like Shooting Hundred Heads, Bellerophon's Pegasus, Gordius Wheel, Enuma Elish, and so forth were icing on the cake. Similarly, producing hordes of creatures using Prelati's Spellbook, Belphegor's unit creation and ultimate, Rook's tower construction, Necrogenesis, and other mass summons was trivial for him.

He himself was massively shielded from area of effect attacks, as were his summons and allies. He granted EX+++++++ resistance to area of effects and Anti-Army abilities, while giving his

own units EX+++++++ skill at defeating hordes of enemies.

Arek also had unique utilities against armies not often emulated. With Rexxar's roar, Tundra's Avalanche, and Gauntlet Blast, Arek could separate a core target from their protection while disabling all of their allies for a quick assassination.

Structure Destruction: Many otherwise powerful characters struggle at dealing with structures. But Arek had numerous utilities to deal with them. He would do bonus damage to and take reduced damage from all structures. With his immense range and stealth abilities, he could attack structures with damage they could not resist from outside of their effective attack range. No structure could take zero damage from any of his attacks. Spells like Nether Blast would specifically allow Arek to do damage to buildings, and Arek could amplify Collapse spells to the point that even otherwise immune structures like Chi-Town would be turned to rubble! The Queen of Thorn's Uproot would allow his root and plant spells to do damage as well as start to collapse a building from below. Other spells like Undermine would also damage buildings as their specialty. Noble Phantasms like the Gordius Wheel and Bellerophon were specifically designed to destroy cities and hardened structures. Rook's Trebuchet passively did immense structural damage. Arek also could leverage missile damage, fire damage, Prismatic Flame, wind damage and vacuum effects, ice damage, light damage, chaos damage, pure damage and numerous other damage types to destroy buildings. Rook's Structural Transfer actually allowed Arek to eat buildings for health!

In addition, with Violent Siege, Arek could take the damage he was doing to buildings and spread it to all nearby targets.

Self-Destructs: Though in most instances self-destructs are mere spoilers, Arek was uniquely adept at making them maximally effective. One ultimate involved him self-destructing, combining Cell's self-destruction, a phoenix self-destruct, Suicide Squad Attack!, and several others to do immense damage. He would then trigger his numerous after-death states and berserker rages, making sure to set up an invisibility spell and teleport away before the duration was complete, turning into an egg (which would stick with Anivia's innate) and allow him to reincarnate. This process would get him stronger from Zenkai and would risk one of his many potential lives.

Traps: Though Arek preferred to initiate fights, he was perfectly capable of setting up traps as well. Contingency, Spell Bottle, his vajra, and other preparation abilities allowed him to set up spell combinations in advance. Using the Techies' bombs, Arek could mine an entire battlefield, and when adding the ability to create fortresses, Towers of Light, wards, Jack in the Boxes, Bushwhack traps, bandit summoning areas, and bona fide military traps from his training under the Horseman of War, Arek could prepare a lethal battlefield entirely oriented to his advantage.

Growth: By using Gear Third, Namekian growth, the Horseman of War's giant form, and stacking growth abilities from Behemoth and Tiny, Arek could become a kaiju-level monster that would further increase in size upon impact. Thanks to Behemoth and Tiny's abilities, Lycanthropy, Focus Fire, and other movement and attack speed increasing abilities, Arek would scarcely lose any speed for not only an immense damage increase but also further improvements to all his abilities.

Anti-Magic Utilities: By combining the skills of Caster, Vindicator, Silencer, Anti-Mage, Magebane, and others, as well as his own innate Magi powers, Arek proved to be a devastating opponent to mystic enemies. He would detect enemies when casting spells, be able to teleport to them immediately and punish them, harvest their MP from casting and give it to allies, obliterate hundreds of TP a strike, and Feedback and Mana Burn thousands of TP away with ease. Enemy casters would find every spell cast harm their MP, HP, silence them, potentially stun them, potentially fear them, and so forth. Siphoning the energy of powerful foes with Cell's tail would also work, and Power Magnet would drain enemy casters of their mana and do damage proportional to the amount drained. Meanwhile, using Curse of the Silent, Mana Leak, and similar moves, he could force enemies to cast spells on Arek's timetable, not theirs.

Once obliterating their mana, Arek could then use Mana Void and Mana Rift to turn their own mana pool against them and their allies!

Against enemy blinkers and teleporters, not only was his own immense sensory suite and movement technique/teleportation/leap/stealth combos a devastating counter, but he could also specifically use Arcane Rift and Temporal Rift to punish the attempt. He could also use Power Magnet at the moment of teleportation or his Power Magi distortions or tachyons from Quicksilver training and Time Attacks to interrupt and punish the teleport.

Against barrier specialists like Arek himself, Arek had multiple flawless counters like Barrier Drain, Barrier Disc and Barrier Wind. A particularly powerful counter was Emiya Kiritsugu's Thompson Contender. This weapon not only blasted through all but the greatest armors, but would destroy any ability protecting the target and disable that ability permanently by causing necrosis of the related mystic circuits! Enemies who relied on their abilities to avoid Arek's damage would soon find themselves disabled utterly, not just defensively but also offensively, as their entire ability to control their powers became obliterated.

Against enemy spell DPS, Arek not only had magic resistance beyond the strongest gods and heroes, but numerous utilities. Ancestral Intellect had a 285% chance to store 95% of the damage taken from a spell and add it to his own spells. This meant that if he encountered an opponent who had better magic damage than him, he could punish them.

All casters would have to deal with Hell on Newerth, which turned each point of TP into a charge for a deadly effect that would do immense damage, summon Volatile Minions that snared then exploded as living bombs, and snared! After being used, Hell on Newerth's cooldown was replenished by spells cast nearby, meaning Arek could churn the spell out endlessly.

Status Effects and Curses: With his immense spell arsenal, it stands to reason that Arek would have a mass array of curses and status effects. He could apply Binding Cold, paralysis, petrification (with the power of Medusa), seal powers (using power manipulation or Breaker Gorgon), silence, poison, maim, root, snares, disables, stun, blindness, full sensory deprivation, DoTs, and dozens of other effects.

Particularly devastating status effects included Pugna's Decrepify, making a foe ethereal thereby slowing them to a crawl and preventing their attacks while increasing incoming magic damage; Pixie Dust, which damages, micro-stuns periodically, snares, has a chance of blind, has a chance of root, poisons, and has a chance of silence; Fog, which disabled special abilities not normally disabled by Silence (even though Arek's silences and stuns were uniquely devastating);

Shadow Dragon: A particularly important powerup, Shadow Dragon helped to increase Fred's spell acceleration, use Black Fang and Binding Cold, increase his regeneration and improve his spell vamp. Further, with his powers inherited from Avenger, when he summoned his inner darkness he would also release endless wolves and other opponents to fight.

Environmental Specializations: Arek was generally unique in that he had immense boosts in a wide variety of environments. He got bonuses during the day, at night, in water, in the trees, in open terrain, in the air, under the ground, in the void, in fire, amidst corpses, during rain or snow, and in almost any other terrain or environmental condition. He could also use spells like Darkness, water and tidal wave spells, rain storms, and others to control the terrain to his advantage. This had two consequences: He could battle specialists in their own environment, and he could change the environment to benefit him and control others.

He could initiate an endless night by repeatedly casting Balanar's Darkness, then use Balanar's Void, Hunter in the Night, Shadow Hide, Duskfang, and Nightcrawler to stalk and kill enemies.

Channeling Spells: Arek had devastating channeling spells like Pugna's Drain Life, Illuminate, Epicenter, Black Hole, Elemental Void, etc. However, using a transformation called Spirit Form, Arek could initiate a channeling spell then move and let it charge or initiate on its own. With Spell Bottle and other spell storage abilities, he could trap channeled spells, and with Contingency, he could release channeled spells at full duration. With Body and Mind, to interrupt his channeling spells would require killing nine separate illusions, each nearly as unkillable as Arek himself! In conjunction, these and other abilities allowed Arek to enjoy the full benefit of launching intensely powerful channeling spells with no fear of punishability.

Battlefield Control: Aside from terrain and environmental control, Arek also had extensive Controller-style battlefield control. Spells like Reverse Polarity, Elemental Void, Black Hole, Meat Hook, Flesh Hook, Nether Swap, and others would let Arek control where he and others were. He could teleport opponents to where he wished, knockback, knockup, pull, push, chain to himself with lassos, fear or confuse foes so they would run randomly, prevent them from retreating or force them to retreat (or do both), and so forth.

Weapon Skills: Arek was not only an stellar weapon fighter in terms of skill, manuevering, positioning and poise, but he also had a few sword and weapon techniques that put him nearly at the level of FallenOne and other weapon specialists. He would then use trickery, cunning, and his vast array of procs and spells to make himself an unstoppable juggernaut. He had mastered the ultimate assassination technique, Tsubame Gaeshi, at a level even Sasaki Kojirou could not emulate, a multi-dimensional attack that was unanticipatable, unblockable, unparryable and unresistable. Swift Slashes and Omnislash allowed him to leap around the battlefield, untargetable and invulnerable, slashing opponents with all of his weapon procs and with immense bonus damage. His Bladespin and the Whirlwinds inherited from Yurnero and Grom let him do continual damage and be untargetable and immune to abilities. Unlimited Blade Dance was an ultimate attack with his Unlimited Blade Works. He had inherited the full skill of King Arthur, Gilgamesh of Uruk, Sasaki Kojirou, the Old Men of the Mountain, Lancelot, Hercules, Cu Chulainn and other mythological warriors. He could use Rankyaku to match Kaku's Four Sword style, using all of his arms and legs as "swords". His cells contained the weapon skill of Mirai Trunks, Goku, and numerous others, which gave him not only flawless synergy with his ki and magic but also let him use special techniques like Burning Slash. He could use the Invisible Air scabbard and weapon to make his weapon invisible, which, when combined with Tsubame Gaeshi strikes that he could launch endlessly, made his attack trajectories totally imperceivable and unpredictable. His Bravery EX++++++++++++ amplified his melee damage beyond the realm of the eldest gods, and his Prana Burst EX++++++++++++ caused all of his weapon attacks to emit world-shattering bursts of prana that further covered the true motion of the blade and allowed him to make unescapable arcs. His Barbarian weapon masteries further boosted the damage, stun potential, critical multiplier, critical chance, and other parameters of all of his weapons and armors, and he could add Leap Attack, Whirlwind, Bash and other Barbarian weapon techniques for yet more options. His Sword Throw ability let him hurl any of his weapons for damage and a snare, as well as bonus effects from all of his meta-ability choices, then teleport anywhere along the thrown arc. Super Sonic Blade would sheathe his blade in sound for immense bonus damage. Aegis and Gladius gave him skill with shield bashing for knockback and a gladius for punishing. Muramase, Enkou Tsurugi, Dawnfang and Duskfang, Perun's Sword, Tidebringer, Kaiser Blade, Nether Blade, and other swords would not only give him attack procs or bonuses, but also function to effectively mean that without Unlimited Blade Works he could not be disarmed! In addition, having Gauntlet's skills meant he had full control of a gigantic chained gauntlet. Gladiator's Flagellation gave him a bonus attack on every strike that was dealt with a whip at long range, further styming opponents and giving him attack combinations not normally possible. Fishing Rod would add in a fishing rod attack. Spellblade let him enhance his attacks with spells cast nearby. Ardent Blade let him strike enemies with a flaming DoT that would spread over entire armies!

He had similar utilities for arrows. Enchanted Ice Arrow was a powerful special ice shot. Crippling Volley was a powerful pinning spray from above, while Spray and Pray and Volley were special spray effects that would make the area of effect and rate of his attack increase colossally. He had Frost Arrows, Burning Arrows, Forked Arrows, Exploding Arrows, Piercing Arrows, Pluck Yew, Black Arrows, Searing Arrows,. With Mastered Arrows, he could bring arrows from all directions toward him.

Cull was a special crippling scythe slash.

When combined with his movement techniques, leaps, blinks, teleports, clones, illusions, and pressure from Unlimited Blade Works, this allowed him to stand toe to toe with the greatest swordsmen and weapon masters in history. In particular, Minwu's Spellblade techniques let Arek put his strongest spells onto his weapons, massively increasing their damage and effect, then use additional spells with discrete special attacks.

Expert of Many Specializations: A particularly important ability, Expert of Many Specializations allowed Arek to be an EX+++++++++++ master of every discipline he did not have through any other means. This meant that Arek could challenge virtually any opponent at their own game and be sure to emerge victorious, and had statistics beyond measurement. Librarian of Stored Knowledge performed a similar role for skills, powers and lore.

Divinity: Arek was not only a bona fide god, but had achieved a level of deity normally impossible. He was an EX+++++++++++ Divinity, with no known equal, exceeding even Ahriman, Gilgamesh, Hercules and Eldritch abominations by an immense margin. This was amplified by his power loops with O'Tengu, his Universal Magi status, his Avatar nature, and other effects.

Luck: Though not as impressive as FallenOne with Matram's training, luck was nonetheless on Arek's side. Abilities like Protection of the Fairies Rank EX+++++++++++++, Luck EX+++++++++++++, Lucky Stars, Dark One's Luck, chaos manipulation, Golden Rule, and divine powers made it so luck would favor him.

Cloning Opponents: Arek was capable of cloning not only himself, but even his very foes were he to encounter a difficult battle! Children of the Grave, Morphling's Replication, Morphling's Mirror Replication, Wall of Replica and Battered Doll, among others, allowed Arek to copy his foes. So too with Archer, Luffy and Cell training and his innate Buu abilities could he copy any enemies' skill set then create a doppelganger precisely oriented to defeat them using an admixture of their own moves and Arek's.