Vita and her hammer, Graf Eisen |
Name: Vita, "Knight of the Iron Hammer", "Crimson Iron Rider"
Origin: Magical Girl Lyrical Nanoha
Gender: Female
Classification: Magical Program (Artificial Being), Wolkenritter, TSAB Second Lieutenant, Knight, Mage
Age: Hundreds of years
Powers and Abilities: Super strength, speed, agility, endurance, durability (with barrier jacket), flight, magic energy manipulation, projection and conversion (with Strike Cannon or War Hammer), melee specialist, knowledgeable in various forms of combat, magic barriers (resistance to physical, magical, time-space, dimensional, and environmental factors), auto shields, matter creation, can create flash, noise, and radar jamming to distract opponents, teleportation including dimensional travel and BFR, dimensional time-sealing force field creation, can block telepathy and other communications, small scale fire manipulation, passive telepathy, search and scanning, extra sensory perceptions, can sense killing intent | Water and ice magic manipulation including freezing, binding spells, telekinesis, healing, can give control of her body to Reinforce Zwei, creates a pocket dimension in which she can recuperate
Weaknesses: She loses her durability without her barrier jacket. Needs Graf Eisen to preform most of her powerful techniques
Destructive Capacity: At least country level, likely higher (is no weaker than Nanoha and Fate that took a Jewel Seed explosion at point-blank range); higher with her strongest attacks | At least continent level, likely higher (far stronger than her A's version); far higher with her strongest attacks
Range: Extended melee range with devices, several kilometers with projectiles
Speed: Massively hypersonic+ (at least triple digits mach, is comparable to the captains in Riot Force Six) | Massively hypersonic+ (could take on a non-serious Zest)
Durability: At least country level, likely much higher | At least continent level via powerscaling, likely higher; magic barriers make her hard to kill
Lifting Strength: At least Class M, possibly Class T+ (able to lift and swing Graf Eisen in its Gigantform)
Striking Strength: Class YJ+ (matched Fate, was able to destroy Nanoha's barriers), far higher with her strongest attacks | At least Class YJ+ (can part clouds and create gigantic explosions with Giganthammer), far higher with her strongest attacks
Stamina: Superhuman+, can continue fighting despite being impaled through the chest and other serious injuries
Standard Equipment: Graf Eisen, magic cartridges (similar to shotgun shells), CW-AEC02X Strike Cannon, CW-AEC03X War Hammer
Intelligence: Years of fighting experience against diverse foes.
Notable Attacks/Techniques:
- Shield: Defends from attacks by using an opposing magical power. Uses a rebounding effect to defend with.
- Panzerschild (Tank Shield): The basic Ancient Belkan shield-type defensive spell. Notably, she was able to conjure it while her arms are still bound by a binding spell.
- Panzerhindernis: An Ancient Belkan barrier-type defensive spell, comparable to the Mid-Childan Protection. Normally, the spell generates a dome-shaped barrier similar to Protection.
- Panzerhindernis Complete Defensive Version: Abandoning attacks or movements, defends in every direction with a polygonal barrier.
- Panzergeist (Tank Spirit): Generates a defensive aura around the whole body.
- Barrier Jacket (Knight Clothing): An extremely versatile and ubiquitous defensive spell that summons a magical armor protecting a mage from external harm. A Barrier Jacket is summoned when the mage activates their Device (mages who don't have a Device summon it manually) and is accompanied by a bright flash of light. Whatever normal clothes the mage is wearing at the time disappear until the Barrier Jacket is dismissed. Technically, a Barrier Jacket consists of both barriers and defensive fields (it protects the entire body with an invisible protective field). Like other field-type spells, a Barrier Jacket constantly consumes the caster's mana while active. The more defense the Jacket provides, the higher its mana consumption. A Barrier Jacket increases not only durability but also other parameters such as speed and power, so some mages develop multiple Barrier Jacket configurations and switch between them in combat depending on the situation.
- Shooting: Spells of this type are guided (like Divine Shooter) or aimed (like Photon Lancer) at targets. It also includes the rare material accelerating spells.
- Shockwave: Strictly speaking, it is not really a formal spell under a magic system, but an application of mana to give a single-direction shock.
- Schwalbefliegen: A guided shooting spell cast by Vita, by generating solid iron spheres as projectiles and striking them with Graf Eisen's Hammerform.
- Kometfliegen: An enhanced version of Schwalbefliegen, performed with a single but much bigger iron bolt and Graf Eisen in Gigantform. Fragments of the bolt as well as the accompanying blast are also capable of inflicting damage.
- Tödlichschlag: Vita and Graf Eisen's basic mana-charged hammer attack throughout the series.
- Flammeschlag: A fiery variation which causes extra flaming effect after hitting the target.
- Giganthammer: Vita's normal attack with Graf Eisen's Gigantform. It utilizes the weight to blow enemies like Tödlichschlag, breaking barriers and shields. Although it is a simple attack, simple means the power is high. When cast under the Unison with Rein, the high physical and mana power of both persons can generate a great explosion.
- Raketenhammer: A rocket powered hammer strike. Vita uses the momentum from Graf Eisen's spinning to add to her attack power.
- Gigantschlag: Greatly increases the size of Graf Eisen for a powerful attack.
- Zerstörungshammer: Vita's strongest attack. Basically a huge, rocket-powered drill hammer.
- Gefängnis der Magie: A force-field spell, analogous to the Mid-Childan Time-sealing force field (a spell to alter the flow of time in a localized area, in order to "mask" magical effects from public view). It generates a near-impenetrable dome surrounding a vast area, entrapping all inside. This dome also disables telepathic communication as well as visual display with anyone outside the force field.
- Dimensional Transfer: A spell to teleport across dimensions.
- Pferde: A spell cast by Vita to briefly boost her speed by summoning up a localized whirlwind effect focused on her feet.
- Awareness of things: Mages can perceive what is happening around them. Due to this ability mages can control the movement of their blasts/bolts inside their "range" where they can not see them, or they can react to movements that they can not see physically.
- Multitasking: The ability of mages (often supported by their devices) to perform several tasks simultaneously or to successfully focus on a few things. Due to this ability, mages can simultaneously read several books, or effectively fight against multiple enemies.
- Search: Mages can use the search system, they can receive data about the objects that lie around them. To show the information (usually an interactive map or an image from a specific location), one or more floating displays appaear.
- Scanning: Mages can scan the area around to locate specific objects or detect stealth and illusion (the time required for discernment of the illusion depends on the complexity of the illusion/degree of protection against scanning). The search for this is based on scanning of the electromagnetic field.
- Telepathy: A magical ability for direct mind-to-mind communication.
- Graf Eisen: Also known as "Black Iron Count", is Vita's Armed Device. It appears to have no programmed gender, and speaks only German.
- Mana output regulation: In addition to computational capacities, the Device also assists and regulates the mage's mana output. Two output modes are available: "User Cross Link", wherein magical energy is constantly channeled through and stabilized by the Device, and "Direct Boost", where the mage's magic output is directly strengthened and accelerated.
- Auto Guard: Device automatically casts defensive magic spells if the mage is under attack but cannot respond due to surprise or injury.
- Automatic External Defibrillator: In the event of cardiac arrest of the master, the Device will preform an AED operation.
- Cartridge system: Allows the mage to temporarily boost their Device's power output by expending "cartridges", capsules of compressed magical energy prepared in advance.
- Self-repairing: A repair and restoration of a damaged Device, powered by its master's mana.
- Form Changing: Most Devices have several forms they can change to at their master's command. The two most common forms are the inactive and active state. In the inactive state, used for energy conservation, Devices appear as small objects, ranging from gems to cards. Additionally, Devices initiate an auto-repair mode (if required) when inactive, and will automatically deactivate if the damage is significant. In the active state, necessary to cast most magic, they can take a variety of forms, depending on their type and specialization, but the most common one, especially for Storage Devices, seem to be a simple staff. Some Devices can assume different active forms depending on the needs of their masters, though this seems to be reserved only for more advanced Armed and Intelligent models.
- Standby Form: Appears as a miniature hammer, hanging on Vita's neck-chain.
- Hammerform: Graf Eisen's default form, appearing as a two-sided hammer that distantly resembles a polo mallet. It can launch up to 4 circular bomblets (Schwalbe Fliegen) and create a massive sonic shockwave (Eisengeheul) as a distraction.
- Raketenform: The more powerful rocket-propelled assault mode. Faces of the hammer become octagonal. It can grow to many times its (or for that matter, Vita's) size, or remain compact in size which allows cartridge loading.
- Gigantform: Faces of the hammer become octagonal. It can grow to many times its (or for that matter, Vita's) size, or remain compact in size which allows cartridge loading.
- Zerstörungsform: Graf Eisen's Limit Break form, combining Gigantform's size changing capabilities with Raketenform's rocket propulsion. As opposed to a metal spiked tip like the Raketenform, this form features a spinning drill as the tip.
- Closed Mode: The default closed mode. Apart from using the nozzle booster at the back, the spinning central spike can be used as a drill.
- Mode "Plasma Pile": The open mode. A longer and much more powerful plasma spike is generated with a "plasma jet".
- Magic Energy Conversion: The primary function of the Strike Cannon is instant conversion of the users' mana into physical effects, such as impact shocks, solid cannon projectiles, and barriers. This differs from standard Devices, which merely shape magical energy into a form where it can be used as a weapon, and allows Strike Cannon to efficiently counter the magic-neutralizing effects like the Anti Magic Field and Zero Effect.
- Open Mode: The default form. In it, the two halves of the "barrel" are slightly apart and the Cannon functions as a medium-to-long range railgun.
- Close Mode: The secondary form, in which the "barrel" is closed and the weapon can be used either as a lance or a claymore.
Notable OBD Losses:
Inconclusive Matches:
- Bunchuu (Houshin Engi) - Bunchuu Profile (She takes scenario 2 and 4)
Other:
Key: Base | Unison with Reinforce Zwei