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Mighty Specter
Personal Info
Name Hunter Kasai
Epithet Multi-faceted Specter
Weapon Action Unit equipment, Greatswords, One-handed Longswords, [REDACTED]
Class Tree Default » Dual Specter » Maximum Specter » Muteki Specter
Default » Celebrated Calibur » Fantastical Calibur » Legendary Calibur
Default » Proto Specter » Erroneous Specter » Proto Origin Specter Level 0
Stats
Max HP C
Max MP C
Attack A
Defense D
Magic C
Magic Defense D
Agility C
Luck C
Media
Voice Actor Yuuki Ono


Let's see how quick it takes for me to end you!
~ - Hunter's pre-fight dialogue

Hunter Kasai is a playable character in SAOF Arena, capable of switching between three possible playstyles depending on the class changes brought forth by player decisions.

Appearance[]

Standard[]

Hunter's standard attire is just like it usually is when in Entity Burst Online, though he has decided to forego his mask. His form-fitting bodysuit has one prominent zipper on its center while his upper arms feature zippers as well. Over this is his signature crimson coat, with a collar that features a pair of buckles to allow it to close independent of the coat's zipper and external buttons. If there is a significant amount of rain present, Hunter will put his hood on.

When he's about to engage in combat, Hunter equips his Cartridge Driver and assumes one of three forms:

  • Assuming Mighty Specter grants Hunter armor plating over his standard outfit. He is equipped with chest armor that displays his HP gauge and works in conjunction with the HP gauge the player sees; his coat fuses with his armor and takes on a more metallic design; armored shoulder pads, shin guards, and boots appear as well. An armored helmet is equipped, featuring a skull design with a series of small, protruding spikes forming a sort of slicked-back hair style. The eyes on the helm are much similar to Hunter's own eyes, dully glowing dark red.
  • If Chivalrous Calibur is equipped, the armor he gains from Mighty Specter is equipped, though it now resembles a knight's armor now. His helmet features a crown-like series of spikes on it, as well as a more knightly appearance despite the skull design still imprinted on it. The eyes on this version of the helm now glow a dull yellow.
  • The third form Hunter assumes is the Sniping Specter, a previous version of the Mighty Specter armor Hunter owns. As such, this armor is largely the same in appearance, save for the trench coat being turned into a cape draped over his right shoulder and the mask featuring an additional component on the right side to assist in aiming. A pair of night-vision goggles are seen resting on the brim of the helmet's forehead area, with the binocular portion appearing to be collapsed in to keep a close profile. The eyes of this armor feature a spiral design with a red and black color scheme.

Dual Specter Path[]

By following the Dual Specter class tree, Hunter will choose not to specialize in one specific weapon type. This allows him to keep his combat options fairly open and allow the player more choices to make in fights. The Dual Specter class is unique among all of Hunter's class options. Unlike the rest, this form creates two bodies. Both share the same general appearance of Hunter's Mighty Specter form, though there is a difference. The right half, dubbed Dual Specter R, contains Hunter's personality and wears the crimson with a black bodysuit. It shares its overall design with the base Mighty Specter design, though its eyes are a pale shade of yellow-green and its back spikes are the same color. The armor acquired is a silver color, though his left shoulder pad is slightly bulkier with the addition of three spikes pointing upward. The left half, dubbed Dual Specter L, contains the entity within the Dual Specter unit that Hunter uses to access this form. Its design is essentially the inverse of Dual Specter R: its features a pale yellow-green coat with a black bodysuit, the same silver armor, its eyes are crimson, and its right shoulder pad is bulkier with the spikes pointing upward. Due to the two bodies created from this form, they are required to share the weapon they are equipped with, though they gain the ability to perform the same move twice or perform a unique variant of the move that has both halves work in tandem to deal double the damage.

Advancing to the Maximum Specter class unlocks the "Maximum Specter" cartridge for Hunter's use, appearing as two of these cartridges merged together with an additional attachment point on one side. Using this unit unlocks the Maximum Specter form for Hunter, changing his armor to include a dull-gold bodysuit underneath dark silver armor. The coat remains dark red, fused to the chest plate which no longer features the HP gauge due to additional armor covering it and forming a collar. His shoulder armor is more ornate and features three small spikes pointing upward while gaining dark silver gauntlets. His leg armor becomes slightly bulkier, and the armor takes on a more armored design. No alterations are made to the helmet aside from the intensity of the glow in its eyes, taking on a brighter hue.

Further progressing down this path unlocks the Muteki Specter add-on cartridge. After attaching this unit to the Maximum Specter unit after assuming its form, Hunter presses down on the button on top, causing golden energy to envelop him before it disappears to reveal his Muteki Specter armor. His Maximum armor turns golden and gains star designs throughout, while the bodysuit underneath changes back to black. His coat turns golden as well, and his mask takes on a star-like appearance. The spikes on the back of the head are now one larger spike, with two additional spikes coming from the sides of his helmet. Two more spikes protrude at an angle from the bottom of his eyes, stopping just an inch off the helm. His shoulder armor becomes more regal, with two pointed portions extending off the armor. The gauntlets now extend to a point off the forearm and also form a pointed guard for the back of his hand. Additional armor on his legs take the form of stars as well. White highlights run down the ends of Hunter's coat, which also features a rainbow of seven lines running down the sides. His eyes take on a rainbow coloration with a gold outline to separate them from the white of the skull design on the golden helmet.

Celebrated Calibur Path[]

Choosing the Calibur path limits Hunter's move-set to sword-based combat, though he can wield other melee weapons without the same proficiency as swords. His preferred sword type is a one-handed longsword or a greatsword. With this set, Hunter foregoes the use of his other armors and focuses on sword and magic-based combat. The Celebrated Calibur armor resembles the Chivalrous Calibur armor for the most part, though it takes on a more knightly, armored appearance and ridding itself of the coat. Its light armor is now more apparent, and his Driver now has a sword sheath on its left hip for any swords equipped. Its eyes remain yellow, though they are brighter than the Chivalrous Calibur form. A sword independent from in-game equipment can be summoned using the Calibur class tree, aptly named Caliburnus. This sword is a silver greatsword with a gold, diamond-shaped guard and a small, hexagonal ruby embedded in the guard. Its blade features runic carvings meant to empower the blade with the element of fire, allowing it to use fire-based magic skills to increase damage. However, the Caliburnus is limited only to skill usage in this stage of the class tree.

Proceeding to the Fantastical Calibur unit grants Hunter an additional cartridge that, when used in conjunction with the Celebrated Calibur unit, advances Hunter into the Fantastical Calibur armor. This armor is the Celebrated Calibur form, with the addition of demonic armor. It covers his chestplate, augments his leg armor, upgrades his shoulder pads for more armor, adds on demonic gauntlets, and a small shield on his left gauntlet with a black cape on the back. Even his helmet is adorned with a demonic overlay, complete with a pair of horns extending from the extra armor on the mask; the eyes in this form take on a dull gold hue. The sword sheathe on the hip is no longer attached, instead hidden in the cape through magic. The Fantastical Calibur's additional armor features a maroon and dark blue color scheme, with a few black highlights and the black horns. Hunter will proceed to sheathe his sword on his back with a magical field to keep it close while the hidden scabbard holds the Caliburnus. This form grants Hunter a few skills that allow him to dual-wield the Caliburnus with his currently equipped sword.

At the end of the Calibur path lies the Legendary Calibur unit. Much like the Fantastical Calibur unit, the Legendary Calibur is a single-slot unit working in conjunction with the Celebrated Calibur to assume this form. Unlike the demonic form of the Fantastical Calibur, the Legendary Calibur takes on an angelic form, covering and augmenting the same areas that the previous class covered. Instead of demon horns on the armored overlay on the helmet, a feathery, angelic crown adorns the forehead. A white cape replaces the black one used in the previous class. Caliburnus remains in the sword scabbard hidden in the cape via magic, though it can be occasionally drawn from its sheathe in certain combos.

Proto Specter Path[]

Choosing the Proto Specter path will cause Hunter to utilize a new Change unit specifically labeled "Proto Specter." All it does is merge Hunter's Mighty Specter and Sniping Specter armors into one, adding the aiming implement on the mask's side and night-vision goggles resting on the latter's helm to the Mighty Specter's helmet. The coat is kept as well, though the armor's color scheme is changed. Instead of a black and red color scheme, the armor is now colored as if it were in grey-scale. The red coat is now a dark grey, as is the case with the red highlights found throughout the outfit. The red in the mask's eyes remain red, though they now feature a black spiral effect to them.

Going further down this path leads to the Erroneous Specter armor. Unlike all the other class trees, this path was never meant to exist, acting as a sort of alternate take on what would have happened in Entity Burst Online had Hunter utilized the power of prototype units to defeat his enemy. This armor utilizes both the "Proto Specter" and the "Proto Specter Origins" units, giving Hunter's armor a heavier appearance, though it does nothing to impede his agility. His left shoulder pad features small spikes on it, the HP Gauge on his chestplate has a metal implement over the right side for added protection while his leg armor takes a bulkier form and his overall aesthetic moves towards appearing like a glitch. His bodysuit is now white and black, but appears pixelated, as if it was rendered improperly. The eyes of his armor remain red with the black spirals, but have a more menacing and aggressive shape to them now.

Once reaching the Proto Origin Specter Level 0 class, Hunter's abilities now revolve around ranged combat entirely. He can summon digital projections of weapons to act as projectiles, and his armor changes once more. Instead of using two Change units in this form, Hunter utilizes only "Proto Specter Origins" and wields additional Action units when using certain combos. This armor appears as if his original Mighty Specter armor were colored the same as his Proto Specter armor, with the addition of the heavier plating from the Erroneous Specter form. His augmented gauntlets and greaves appear glitched out, the metal implement on the right of his chestplate is kept, the night-vision goggles and aiming implement of Sniping Specter remain, and his aggressive eye design remains.

Background[]

Hunter was brought into SAOF Arena by Paradox after another glitch occurred during a patch in Entity Burst Online's VR core was put in place after the defeat of Satoshi Kuroto. By this time, Hunter had access to the Maximum and Muteki Specter cartridges, but when he was brought into this world, those units were unable to be activated. Thus, he set out to find answers about what had happened and why it had occurred.

As he traveled, he was rewarded with various additional Change units that did not exist with EBO's coding, which intrigued him. The existence of these abnormal cartridges fueled his curiosity further. When he had access to Celebrated Calibur and Proto Specter, he thought of the possibilities that were open to him. With the Calibur class tree, he would be able to specialize in melee weapon combat with the addition of some ranged magic skills. On the other hand, using the unknown powers hidden with the Proto Specter class tree would allow him to focus on ranged combat with digital projectiles or messing with the coding of the world to temporarily bring forth a powerful ranged strike. Or perhaps, he could stick to the path he walked during the events of EBO: Resume, and develop all his abilities at an equal rate to their maximum.

Playstyle[]

Hunter's playstyle is based on swapping armors and utilizing their advantages to beat his enemies. Mighty Specter balances melee combat with ranged combat, allowing him to unleash a combo of punches before slashing several times and finishing with a firearm burst. Chivalrous Calibur focuses on melee combat, favoring one-handed longswords or greatswords with hints of magic skills to make up for a lack of ranged combat. Sniping Specter is the opposite of the Calibur, focusing on firearms and gunslinging with limited melee skills.

Progressing along the Mighty Specter path keeps Hunter's playstyle well-rounded, offering more melee and ranged attacks with a focus on hand-to-hand combat. Dual Specter allows Hunter to perform attacks twice in a row, or perform a combo attack with his other self. Maximum Specter focuses on more hand-to-hand combat, allowing him to unleash a barrage of punches at high speeds before finishing with a kick. Muteki Specter's style is more calm and relaxed, waiting for opponents to attack him before quickly counter-attacking them. His skills with firearms and melee weapons are enhanced equally as this path progresses, to the point where he is able to generate digital projections of weapons he wishes to wield and quickly getting in combos before finishing with a strike that has enough force to break the weapon projection on his opponent to deal devastating amounts of damage.

Following Chivalrous Calibur's path brings attention to melee weapon combat. Sword attacks become a major focus of this path, as well as magic skills. As Hunter progresses down this class tree, he gains more and more proficiency in dual-wielding swords, specifically greatswords and this class's personal sword Caliburnus, another greatsword. When using Fantastical Calibur, his magic skills revolve around using demonic sword-like projectiles imbued with dark flames to inflict damage. Using Legendary Calibur will change the swords to become more angelic and are now infused with white flames, though he now has access to a few minor healing skills for himself and for other party members.

Using the Proto Specter's power is based almost entirely on firearms and ranged combat. At first, Proto Specter wields pistols and sub-machine guns, occasionally switching to a semi-auto rifle for finishing firearm combos. Proceeding to Erroneous Specter allows him to dual wield semi-auto rifles and a light-machine gun, with the occasional shotgun blast for finishing combos. Once Proto Origin Specter Level 0 is reached, Hunter gains access to a full arsenal of firearms. He can summon hard light copies of multiple guns and fire them all without needing to hold them in his hand, instead moving in to finish off opponents with a firearm of his choice.

Moveslist[]

Attacks[]

Normal, Mighty Specter

  • Punch Barrage - Hunter unleashes a barrage of fast punches before an upward slash with his sword and a few shots from his pistol. In Dual Specter form, this attack can be performed twice in a row or in a unique style that has both halves work in tandem to punch, slash, and fire. Damage increase with further class tree progression.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: None
  • 5-Slash Combo - A standard 5-hit sword combo followed by a powerful roundhouse kick and a shot from his pistol. In Dual Specter form, can be performed twice in a row or as a tandem attack with both halves. Damage increase with further class tree progression.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: None
  • Gunslinger Combo 1 - Hunter dual wields a pair of pistols, unloading both of their 12-round magazines into his enemy before a downward sword slash and a powerful jab. In Dual Specter form, can be performed twice in a row or as a tandem attack with both halves. Damage increase with further class tree progression.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: 1 turn
  • Gunslinger Combo 2 - Hunter fires his gun three times, punches the target in the stomach, then fires a bullet in their head before kneeing them away. In Dual Specter form, can be performed twice in a row or as a tandem attack with both halves. Damage increase with further class tree progression.
    • Range: Single target
    • TP Cost: 10
    • Cooldown: 1 turn
  • Gunslinger Combo 3 - Hunter fires several bullets at all enemies, lightly damaging them. In Dual Specter form, can be performed twice in a row or as a tandem attack with both halves. Damage increase with further class tree progression.
    • Range: All target
    • TP Cost: 10
    • Cooldown: None
  • Piercing Burst - Hunter dashes at a single target and impales them with his sword before removing his blade and firing once at them, finishing with a powerful kick away. In Dual Specter form, can be performed twice in a row or as a tandem attack with both halves. Damage increase with further class tree progression.
    • Range: Single target
    • TP Cost: 15
    • Cooldown: 2 turns
  • Flying Barrage - Hunter uppercuts a single target, firing away as they returned to the ground before ending with an upward slash from his sword. In Dual Specter form, can be performed twice in a row or as a tandem attack with both halves. Damage increase with further class tree progression.
    • Range: Single target
    • TP Cost: 10
    • Cooldown: 1 Turn

Normal, Chivalrous Calibur

  • Caliburnus Combo 1 - Hunter summons the Caliburnus and performs a vertical and horizontal slash before switching to his equipped sword and releasing a 6-hit combo. As class upgrades increase, additional sword projections will impale the target.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: None
  • Caliburnus Combo 2 - A three-hit combo with Caliburnus before an 11-hit combo with his equipped sword. As class upgrades increase, additional sword projections will impale the target.
    • Range: Single target
    • TP Cost: 10
    • Cooldown: 1 turn
  • Multi-Stabs - Hunter performs a 10-hit stab combo before impaling the blade in his opponent and slashing them, kicking them away after. As class upgrades increase, additional sword projections will impale the target.
    • Range: Single target
    • TP Cost: 10
    • Cooldown: 2 turns
  • Upper Slash - Hunter swings his blade upwards with enough force to send his opponent into the air a little bit before jumping and slashing downwards to bring himself and his enemy back to the ground, finishing with a small eruption of flames. As class upgrades increase, additional sword projections will impale the target.
    • Range: Single target
    • TP Cost: 15
    • Cooldown: 2 turns

Normal, Sniping Specter

  • Pistol Combo Alpha - Hunter fires several bullets at one target with his pistols before switching to an SMG and unloading the magazine into them, finishing with a three-round rifle burst. Further class progression increases damage, as well as unlocking a new animation featuring different firearms.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: None
  • Pistol Combo Sigma - Hunter fires five rounds each from his two pistols, holstering them and taking out a sniper rifle, aiming for the chest, and firing away. Further class progression increases damage, as well as unlocking a new animation featuring different firearms.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: None
  • Pistol Combo Omega - Hunter dual wields an SMG and a pistol, emptying both weapons' magazines before discarding them and summoning another pistol and SMG and emptying their mags. After discarding the second set, Hunter takes out a rifle and fires several rounds into the target's limbs. Further class progression increases damage, as well as unlocking a new animation featuring different firearms.
    • Range: Single target
    • TP Cost: 10
    • Cooldown: None
  • Rifle Combo 1 - Hunter summons his rifle to fire and empties the 30-round clip into his enemy before firing 2 high-caliber shots from his pistols. Further class progression increases damage, as well as unlocking a new animation featuring different firearms.
    • Range: Single target
    • TP Cost: 10
    • Cooldown: None
  • Crowd Control Combo 1 - Hunter fires several shots from his pistols at each enemy before emptying a rifle magazine on all of them. Further class progression increases damage, as well as unlocking a new animation featuring different firearms.
    • Range: All targets
    • TP Cost: 10
    • Cooldown: 1 Turn
  • Crowd Control Combo 2 - Hunter unloads several rounds from his SMGs at each enemy before emptying a rifle mag on all of them. Further class progression increases damage, as well as unlocking a new animation featuring different firearms.
    • Range: All targets
    • TP Cost: 10
    • Cooldown: 1 turn

Buffs and "Spells"[]

Buffs, Chivalrous Calibur

  • Burning Blade - Hunter ignites the blade of his equipped sword, adding flame damage for 2 turns.
    • Range: Single target (Himself)
    • TP Cost: 15
    • Cooldown: 3 turns
  • Freezing Blade - Hunter coats the blade of his sword with a layer of spiked frost, adding frost damage and additional slash damage for 2 turns.
    • Range: Single target (Himself)
    • TP Cost: 15
    • Cooldown: 3 turns

Buffs, Sniping Specter

  • Incendiary Ammo - Hunter equips his pistols with incendiary ammunition, adding light fire damage for one turn.
    • Range: Single target (Himself)
    • TP Cost: 5
    • Cooldown: 2 Turns
  • Shock Ammo - Hunter loads his pistols with ammunition designed to discharge small amounts of shock damage. Lasts one turn.
    • Range: Single target (Himself)
    • TP Cost: 5
    • Cooldown: 2 turns

Buffs, Proto Origin Specter Level 0

  • Charged Rounds - When wielding any firearm, fire off one round charged with the power to deal massive damage by turning the impact point to nothing.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: 1 Turn
  • Elemental Override - Override the current ammunition type in the firearm currently being wielded with the player's choice of incendiary, shock, freezing, or armor-piercing ammo.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: 2 Turns

Buffs, Muteki Specter

  • Hyper Speed - Grants one ally or himself a speed buff. Can allow affected ally to strike twice per turn if lucky enough.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: 1 Turn
  • Hyper Strength - Grants one ally or himself a strength buff. Doubles damage and increased critical hit rate.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: 1 Turn

Specials[]

"Level Up Combos"

  • Ifrit Arms Combo - Hunter temporarily switches into his Ifrit Specter armor and summons its greatsword to deal a 5-hit sword combo, or empties the 8-round chambers of its dual revolvers, or unleash a 10-hit punching combo imbued with the power of fire. Can target multiple targets, though damage is decreased due to dispersion. After the combo is performed, he switches back to Mighty Specter.
    • Range: Single/All target(s)
    • TP Cost: 15
    • Cooldown: 2 Turns
  • Nymph Arms Combo - Using his Nymph Specter armor temporarily, Hunter summons a naginata to unleash a 7-hit slash combo, or fire off the six rounds held within the sniper rifle given in this form, or coat his hands in ice before punching out 10-hit combo. Multi-target is possible. Automatically return to Mighty Specter after combo is performed.
    • Range: Single/All target(s)
    • TP Cost: 15
    • Cooldown: 2 Turns
  • Pygmy Arms Combo - Temporarily uses his Pygmy Specter armor to let out a hard-hitting, 3-hit combo with a halberd, or fire off 6 rounds from the sawn-off shotgun provided, or cover his hands in rocks and deal a powerful 9-punch combo before finishing it off with a rock-covered roundhouse kick. Multi-target possible. Automatically return to Mighty Specter once combo finishes.
    • Range: Single/All target(s)
    • TP Cost: 15
    • Cooldown: 2 Turns
  • Sylph Arms Combo - Equipping his Sylph Specter armor for this one combo, Hunter lets out a 15-hit combo of slices and slashes with his scythe, or empties the 30-round magazine of this form's SMG, or unleash a punching barrage much faster than his usual punch barrage with the speed of the wind behind it. Multi-target possible. Automatically return to Mighty Specter after the end of the combo.
    • Range: Single/All target(s)
    • TP Cost: 15
    • Cooldown: 2 Turns

Dual Specter Class

  • Mighty Twin Strike - Both halves of the Dual Specter share their equipped weapon as one half punches an opponent while the other half wields the weapon and damages the target.
    • Range: Single target
    • TP Cost: 15
    • Cooldown: 2 Turns
  • Dual Burst - Dual Specter R summons a pair of pistols while Dual Specter L wields a rifle. The two fire away at a target using incendiary ammo. Does not require the Incendiary Ammo buff prior to usage.
    • Range: Single target
    • TP Cost: 15
    • Cooldown: 2 Turns

Maximum Specter Class

  • Critical Break - A weak punch that has a medium chance of dealing critical melee damage. If critical fails, light damage is inflicted.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: None
  • Reprogramming Blast - Hunter summons a heavy rifle and charges it with energy similar to a Burst Strike, firing at a single target and inflicting a random status debuff.
    • Range: Single target
    • TP Cost: 15
    • Cooldown: 3 Turns

Muteki Specter Class

  • Isolate - Hunter assumes a defensive stance and projects a field around him that negates damage for one turn.
    • Range: Single target
    • TP Cost: 15
    • Cooldown: 3 Turns
  • Overwrite Combo - Hunter releases an incredibly fast, powerful barrage of punches before uppercutting an opponent and snapping his fingers. Inflicts random status debuff once target lands.
    • Range: Single target
    • TP Cost: 15
    • Cooldown: 3 Turns
  • Overwrite Counter - Upgrade to Defend move. Counters are much more effective and small chance to debuff target.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: 3 Turns
  • Crowd Overwrite - Hunter summons a pair of pistols and fires at every enemy, with a medium chance of inflicting random status debuffs.
    • Range: All targets
    • TP Cost: 15
    • Cooldown: 3 Turns

Celebrated Calibur Class

  • Dual Wield Combo 1 - Hunter wields Caliburnus in tandem with his equipped sword and performs a 10-slash combo before finishing with an upward slice with both blades simultaneously.
    • Range: Single target
    • TP Cost: 10
    • Cooldown: 1 Turn
  • Trillion Caliburnus Puncture - Hunter impales a target with Caliburnus before magic projections of it appear and impale the target throughout.
    • Range: Single target
    • TP Cost: 15
    • Cooldown: 2 Turns
  • Homing Knives - Three magic knives appear and float around Hunter. Send all three at one target, or distribute one knife to three targets.
    • Range: Single/Three target(s)
    • TP Cost: 10
    • Cooldown: 1 Turn
  • Glorious Lance - Summon a magic lance and impale in one target.
    • Range: Single target
    • TP Cost: 15
    • Cooldown: 1 Turn

Fantastical Calibur Class

  • Demonic Barrier - Erect a barrier of magic to defend against magic attacks. Physical attacks can still get through. Can be used on himself or on one ally
    • Range: Single target
    • TP Cost: 5
    • Cooldown: 2 Turns
  • Demonic Combo C - Wield Caliburnus alongside a demonic projection of itself for a 10-slash combo before breaking the magic projection inside the target.
    • Range: Single target
    • TP Cost: 10
    • Cooldown: 1 Turn
  • Demon Blades - Summon 5 single-edged blades to be used as throwing knives. Upgrade to Homing Knives.
    • Range: Single/Five target(s)
    • TP Cost: 20
    • Cooldown: 2 Turns
  • Devil's Lance - Upgrade to Glorious Lance. Imbue the magic lance with demonic flames and impale in an enemy.
    • Range: Single target
    • TP Cost: 25
    • Cooldown: 3 Turns

Legendary Calibur Class

  • Almighty Barrier - Erect a magical barrier to better defend against magical attacks. Upgrade to Demonic Barrier. Physical attacks can be defended against with this, though not as effectively as magic attacks.
    • Range: Single target
    • TP Cost: 10
    • Cooldown: 1 Turn
  • Heaven's Punishment - Wield the Caliburnus with an angelic copy and unleash a devastating 15-slash combo before summoning several magic copies to impale the enemy.
    • Range: Single target
    • TP Cost: 25
    • Cooldown: 3 Turns
  • Holy Swords - Summon 10 magical replicas of Caliburnus to be launched at enemies. Maximum Upgrade to Homing Knives.
    • Range: Single/Ten target(s)
    • TP Cost: 30
    • Cooldown: 5 Turns
  • God's Lance - Final Upgrade to Glorious Lance. Summon the Lance of God Himself and impale an enemy, or separate the lance into smaller lances to rain down upon all targets.
    • Range: Single/All target(s)
    • TP Cost: 35
    • Cooldown: 6 Turns

Proto Specter Class

  • Pistol Rack - Summon multiple pistols and empty all their 10-round magazines on all targets.
    • Range: All targets
    • TP Cost: 10
    • Cooldown: 1 Turn
  • Bullet Rain - Jump into the air with a pair of SMGs and rain bullets down from above.
    • Range: All targets
    • TP Cost: 10
    • Cooldown: 1 Turn
  • Charged Rifle Shot - Take aim with a rifle, charge it with the dangerous powers of the unconstrained Prototypes, and fire at a single target.
    • Range: Single target
    • TP Cost: 5
    • Cooldown: 1 Turn
  • Charged Pistol Shots - Dual wield a pair of pistols and charge with the power of the unconstrained Prototype, fire at a single target or at two targets.
    • Range: Single/Two target(s)
    • TP Cost: 5
    • Cooldown: None
  • Charged SMG Burst - Dual wield a pair of SMGs and fire three-round bursts of ammo powered with the overwhelming energy of Prototype Entities. Two target maximum.
    • Range: Single/Two target(s)
    • TP Cost: 5
    • Cooldown: None
  • Proto Beam-gun Shot - Temporarily summon a prototype Beam-gun weapon and fire two beams of pure energy. Single target only.
    • Range: Single target
    • TP Cost: 10
    • Cooldown: 3 Turns

Erroneous Specter Class

  • Shotgun Strike - Hack in a sawn-off shotgun and fire a shell in one target's face. Multi-target is possible, though the more shots fired, the less damage dealt with each succeeding shell.
    • Range: Single/All target(s)
    • TP Cost: 5
    • Cooldown: None
  • Bullet Cyclone - Use the power of errors and glitches to summon a pair of Light Machine Guns. Spin around and empty their large ammo capacity in a cyclone of bullets.
    • Range: All targets
    • TP Cost: 10
    • Cooldown: 1 Turn
  • Charged Shotgun Shell - Channel the power of errors into a single shotgun shot. Similar function to Shotgun Strike, though damage dispersion isn't as low.
    • Range: Single/All target(s)
    • TP Cost: 5
    • Cooldown: 1 Turn
  • Proto Beam-gun Burst - Upgrade to Proto Beam-gun shot. Hunter can now fire two beams of pure energy in a single, three-round burst. Single Target Only.
    • Range: Single target
    • TP Cost: 10
    • Cooldown: 3 Turns

Proto Origin Specter Level 0

  • Critical Fire - Summon an entire arsenal of guns and discharge each one without the need to pull the trigger manually. Medium to high chance to miss. If more than 75% of the rounds fired at the targets hit their mark, critical damage inflicted for one of the bullets.
    • Range: All targets
    • TP Cost: 20
    • Cooldown: 3 Turns
  • Bullet Hell - Cause an error in the fabric of the world to clone Hunter. One clone gets out a pair of light machine guns and jump into the air for a rain of bullets from above. The remaining clouds encompass the enemy group and fires away with their own pairs of light machine guns.
    • Range: All targets
    • TP Cost: 25
    • Cooldown: 3 Turns
  • Summon Proto Beam-gun - Summon the Proto Beam-gun fully and wield its pure energy beams for two turns.
    • Range: Single target
    • TP Cost: 20
    • Cooldown: 3 Turns
  • Summon Railgun - Wield a Railgun that can fire projectiles of erroneous nature, causing devastating damage. Lasts two turns
    • Range: Single target
    • TP Cost: 20
    • Cooldown: 3 Turns
  • Arsenal Overload - Summon a battleship carrier's worth of heavy artillery, including multiple railguns, several anti-aircraft cannons, missile pods galore, and the Proto Beam-gun before charging them with Hunter's glitched power and firing on all enemies. Low to medium chance of skipping turn due to excessive amount of firepower and corrupt data being fired simultaneously.
    • Range: All targets
    • TP Cost: 35
    • Cooldown: 5 Turns

Miscellaneous, applicable to all classes

  • Defend - Hunter switches to a defensive stance and counters any attacks aimed at him for three turns. This move is accessible to him regardless of his current class advancement, though its upgrades depend on the class.
    • Range: Single target (Himself)
    • TP Cost: 5
    • Cooldown: 3 turns
  • Armor Swap - Hunter takes one turn switching from his current armor to one of his others. Player chooses which arm he changes into. Once progressing down a class tree, the player can freely swap between lower level classes and the current class.
    • Range: Single target (Himself)
    • TP Cost: 5
    • Cooldown: 2 turns
  • Level Overdrive - Once Hunter has completed one of his class trees, he can choose to start a battle in his default armor for that class branch and swap into a higher level class on the tree. Comes with him proclaiming the associated catchphrase before assuming the more powerful form.
    • Range: Single target (Himself)
    • TP Cost: 25
    • Cooldown: 5 turns

Burst Strikes[]

Burst Strikes consist of Hunter charging energy into his attacks and dealing massive damage to either one target or all targets. Each class has a single-target and multi-target Burst Strike. They can considered similar to another character's ultimate attack(s).

  • Mighty Specter Burst Strike - Hunter charges a Burst Strike, assuming a hand-to-hand combat stance before rushing at his enemy and unleashing a more powerful version of his Punch Barrage before jumping up and delivering a powerful drop kick. An alternate version allows him to charge the Burst Strike into his sword rather than his fists. After charging long enough, he runs at the target and executes a cross-slash attack while expelling the energy into the attack. The last variant involves charging the Burst Strike through his guns before unleashing the energy as two powerful streams of energy.
    • Range: Single target
    • TP Cost: 20
    • Cooldown: 5 turns
  • Multi-target Mighty Specter Burst Strike - Hunter charges a Burst Strike through his pistols, firing away at each enemy to deal massive damage. He can use a version of this where he slashes through all targets with his sword or performs a multi-kick combo by bouncing off opponents and drop kicking them until each target has been kicked once.
    • Range: All targets
    • TP Cost: 25
    • Cooldown: 5 turns
  • Dual Specter Burst Strike - Both halves of the Dual Specter work in tandem to perform a long chain of punches and kicks charged with energy after a sufficient amount of charging. Multi-target version affects all enemies.
    • Range: Single/All target(s)
    • TP Cost: 20/25
    • Cooldown: 5 Turns
  • Maximum Specter Burst Strike - Hunter jumps up and slams into the ground to send one target or all targets into the air before jumping higher up to drop kick them all after sufficient charging. Small to medium chance of inflicting status debuffs.
    • Range: Single/All target(s)
    • TP Cost: 20/25
    • Cooldown: 5 Turns
  • Muteki Specter Overwrite Burst - Hunter chooses his target(s) and charges up his attack. Once fully charged, he disappears in a flash before reappearing in his default form despite having the Muteki and Maximum Specter cartridges in his belt. He'll begin with a punch barrage before changing into his higher-level Specter-path classes and performing their respective Burst Strikes before returning to this form and impaling his opponent(s) with his hands. Medium to high chance of inflicting status debuffs.
    • Range: Single/All target(s)
    • TP Cost: 40/45
    • Cooldown: 7 Turns
  • Chivalrous Calibur Burst Strike - Similar to the Mighty Specter Burst Strike sword version, though he dual wields his equipped sword and the Caliburnus. He performs a 10-hit energy-slash combo before slashing downwards with both blades simultaneously for massive damage.
    • Range: Single target
    • TP Cost: 20
    • Cooldown: 5 turns
  • Multi-target Chivalrous Calibur Burst Strike - Hunter performs his Chivalrous Calibur Burst Strike on all opponents, distributing a large amount of damage amongst them all. It's not as strong as the single-target version due to the spread of damage among all the enemies.
    • Range: All targets
    • TP Cost: 20
    • Cooldown: 5 turns
  • Celebrated Calibur Burst Strike - Hunter performs his Chivalrous Calibur Burst Strike with Caliburnus and a magic replica infused with the power of a Burst Strike. Upon finishing the attack, Hunter discards the magic Caliburnus copy by impaling his target and breaking the blade inside them. Using the Multi-target version will cause Hunter to unleash a longer chain of sword attacks before merging the magic replica to the true Caliburnus to generate a large magic blade around the sword and slashing at all enemies. The size of the blade makes it brittle, thus causing it to break as it slashes through its targets.
    • Range: Single/All target(s)
    • TP Cost: 30/35
    • Cooldown: 5 Turns
  • Fantastical Calibur Demonic Burst - Hunter creates an ominous fog that covers the entirety of the field. Using a magic spell to see through this fog, Hunter selects his target(s) and summons demonic replicas of the Caliburnus to impale them before he himself uses the charged up Burst energy to propel himself at the target and drop kick the target. If the multi-target version is selected, he will ricochet off each enemy until all of them have been struck.
    • Range: Single/All target(s)
    • TP Cost: 30/35
    • Cooldown: 5 Turns
  • Legendary Calibur Godly Burst - Hunter levitates into the air as several magic circles appear behind him. The circles then move to surround his target(s) before unleashing a rain of swords formed from magic. Once the blade rain is complete, Hunter will drop kick his target, then ricochet off each opponent until they have all been kicked if the multi-target version was chosen.
    • Range: Single/All target(s)
    • TP Cost: 30/35
    • Cooldown: 5 Turns
  • Sniping Specter Burst Strike - Similar to the Multi-target Mighty Specter Burst Strike, Hunter charges energy through his pistols and fires at one chosen target, though the energy will be distributed to his SMGs and rifle as well. This allows him to empty a pair of SMGs into his enemy before finishing with a direct headshot.
    • Range: Single target
    • TP Cost: 20
    • Cooldown: 5 turns
  • Multi-target Sniping Specter Burst Strike - Just the same as the single target, though the attack now reaches all the enemies and causes a large amount of damage. Not as strong as the single target due to distribution of damage among all targets.
    • Range: All targets
    • TP Cost: 25
    • Cooldown: 5 turns
  • Proto Specter Burst Strike - The same as the Sniping Specter Burst Strike, though the energy charged into his guns deals more damage due to corrupt data deleting the impact points of the rounds fired. Multi-target version acts the same as the Multi-target SS Burst Strike, though damage distribution isn't as low.
    • Range: Single/All target(s)
    • TP Cost: 20/25
    • Cooldown: 5 Turns
  • Erroneous Specter Burst Strike - With access to more firearms, Hunter wields a light-machine gun charged with corrupt energy. He then empties 20 rounds from his pistols, 60 rounds from his SMGs, 30 rounds from an assault rifle, 6 rounds from a sniper rifle, and 8 shotgun shells; all of which are charged with corrupt energy. He finishes this attack off with a burst of energy from the Proto Beam-gun. Multi-target version distributes all this firepower among the enemy forces.
    • Range: Single/All target(s)
    • TP Cost: 30/35
    • Cooldown: 5 Turns
  • Proto Origin Error Burst - Hunter releases a pulse of energy throughout the world, warping the fabric of reality to stop the flow of time as he performs all the Burst Strikes of the Proto Specter class path, starting at Sniping Specter and working all the way up to Erroneous Specter. Once he returns to Proto Origin Specter Level 0, he performs his Arsenal Overload within the stopped time before warping reality once more to resume the flow of time and allow the effects of his attacks to take place.
    • Range: Single/All target(s)
    • TP Cost: 40/45
    • Cooldown: 5 Turns

Ultimate[]

  • Muteki Specter Critical Overwrite - Accessible only in Muteki Specter, this skill warps the fabric of the world to temporarily stop time, allowing Hunter to go through each and every class and armor he has. His armor reverts to Mighty Specter before performing its Burst Strike, then onto Chivalrous Calibur's Burst Strike, then Sniping Specter's. From here, Hunter follows the Proto Specter path of Burst Strikes before changing over to the Caliburnus tree of Burst finishers. After that, Hunter assumes Dual Specter and performs that Burst Strike, then Maximum Specter's Burst Strike. Finally, Hunter returns to his Muteki form, where he resumes the flow of time to allow the effects of each strike to take place and deal devastating damage to all targets.
    • Range: All targets
    • TP Cost: 65
    • Cooldown: Once per battle
  • Proto Origin Level 0 Critical Error - Exclusive to Proto Origin Specter Level 0, this skill is essentially the Muteki Critical Overwrite, though the flow of class paths changes to Chivalrous Calibur's path, then Dual Specter's path, and ending with the Proto Origin path. After returning to his Proto Origin Level 0 form once completing the chain of Burst Strikes, Hunter resumes the flow of time and allows all the effects of the performed attacks to take place and utterly destroy his targets.
    • Range: All targets
    • TP Cost: 65
    • Cooldown: Once per battle

Dialogue[]

In Combat[]

Action/State Speech/Line
Character Select You're going with me? Heh, alright.
What weapons do we want to use this time?
Introduction Let's see how quick it takes for me to end you!
Good grief. Can we get this over with soon?
"Leveling up" in the Dual Specter path Dual up!
Level Overdrive!
Invincible Overdrive!
"Leveling up" in the Caliburnus path Proceeding with Calibur formation.
Proceeding with Demonic/Angelic Caliburnus Operation.
"Leveling up" in the Proto Specter Path Switching to sniping tactics.
Activate Erroneous tactics.
Initiate Protocol Zero Origin.
Using a Muteki Specter buff Here, use this!
Low health Do we have any healing items?
Gauge is getting low!
Status Effect Something's messing with me, watch out!
Agh... This is stupid...
Successful Counter My turn!
Using Armor Swap/Level Overdrive Switching Armors!
He'll also use any of the phrases associated with a certain form as written above.
Defeat The gauge hit zero...
Looks like it's game over for me...
Defeating an enemy You're going down!
How quick was this?
Victory Ha! Told you it'd be quick!
Alright, mission complete!
Blasted straight though that one!
What next?
Standby (Idle) mid-battle What's taking so long?
I know I have a lot of moves to go through...
Standby (Idle) post-battle We've got places to go, don't we?
Good grief, this is taking way too long...
Why are we idling?
Wonder how the team is doing...

Attacks[]

Action/Combo Speech/Line
Performing Punching Barrage or Overwrite Combo Oraoraoraora...!
Dorarararara...!
Mudamudamuda...!
Performing any Gunslinger Combos or Firearm-based attacks Bang!
Dodge these!
Performing Piercing Burst This is gonna leave a big mark!
Performing Flying Barrage/Upper Slash Going up!
Outta the park!
Performing Burning Blade One piping-hot sword, coming right up!
Performing Freezing Blade Let's see how you like being cut down by an icicle!
Performing any Crowd Control combos Everyone calm down!
Standby, proceeding with crowd control!
Performing any Sniping Specter buffs Swapping ammo types!
Performing any Proto Origin Level 0 buffs Charging round!
Let's just override this.
Performing a "Level Up" Combo Ifrit Specter, moving in!
Nymph Specter, standing by!
Sylph Specter, rushing forward!
Pygmy Specter, smashing through!
Performing Critical Break Lucky me! (If successful)

Ah, whatever! (If unsuccessful)

Performing Isolate Can't touch this!
Back off!
Performing Trillion Caliburnus Puncture Trillion blades, buddy!
Performing any variation of Homing Knives or Glorious Lance Eat this!
Mudamudamuda...!
Casting Demonic/Almighty Barrier Magic defense coming up!
Here, this'll help out a bit.
Performing Summon Proto Beam-gun Shot/Burst Chu don!
Imma firin my laser!
Performing Bullet Hell Welcome to a good ol' bullet hell!
Performing Arsenal Overload Clear out!
Bang!
There's no escape...
Before any Burst Strike Time to wrap this up!
This clinches it!
We're clearing this with no continues!
Before activating Muteki Critical Overwrite You will now experience my full power.
You will never reach the truth.
There's no escape!
After Muteki Critical Overwrite No chance of surviving that.
Die set down!
And now, reality returns to normal.
Before activating Proto Origin Level 0 Critical Error Face the power that is nothing!
Feel the void envelop you.
Your errors empower me...
After Proto Origin Level 0 Critical Error To your existence I say... No thank you.
I'll be resetting you to zero now.
And now, the glitches dissipate.

Miscellaneous Character Interactions[]

Character Name Speech/Line
Sento Kasai You're... my son?
There's a lot of resemblance between the two of us...
You look familiar, but I've never met you...
Haru Yamamoto You remind me of... Hideo and Kyoka...
You've got my back, right?
Sneak around, I'll distract them.
Haruko Amachi I've been looking for you.
You ready to deal some punishment?
Let's do this together!

Theme[]

Real_Game_-_Rayflower

Real Game - Rayflower

JoJo's_Bizarre_Adventure_Diamond_is_Unbreakable_OST_Vol.1_-_Main_Theme

JoJo's Bizarre Adventure Diamond is Unbreakable OST Vol.1 - Main Theme

Lets_Try_Together_KAMEN_RIDER_GIRLS_Live_Edit

Lets Try Together KAMEN RIDER GIRLS Live Edit

Gallery[]

TBA

Trivia[]

  • Several of his dialogue pieces are in reference to JoJo's Bizarre Adventures and to Kamen Rider Ex-Aid.
  • His movelist may get cut down significantly, since there's at least 65 different moves in total.
  • His Maximum and Muteki forms are not canon to the ending of EBO: Resume. The Caliburnus path and Proto Origin path are also non-canon to EBO: Resume. Think of them as end-game equipment for an alternate ending.
  • Muteki Specter features the power to overwrite the game coding of Entity Burst Online though transcendence while Proto Origin Specter Level 0 posses the same ability through nullification. This ability to overwrite using two methods is what allows them to extend past their limits. The Caliburnus path does not posses the ability to overwrite, thus preventing it from achieving an Ultimate ability like the other two.
  • In a way, Muteki Specter and Proto Origin Specter represent a balance of opposite. Both achieve the same ability through entirely opposing means. The former transcends all limitations and brings forth the ability to overwrite while the latter nullifies all limitations and unlocks the ability to overwrite. I'm getting way too philosophical for this.
  • Can't believe I dedicated 13 paragraphs to his appearance alone...
  • I'll be working on drawing his armors over the summer, starting with Fantastical Calibur because why not.
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