|“||I am the living engine of Zone 3. The Queen relies on our kind to make living spaces for men. We are a little like gods, drawing the infinite power of the Sun to sculpt our worlds into the nothingness. Ahaha, I love that metaphor. Yes, like gods... precisely.||„|
Round, gigantic, and wearing a simple tie and dress shirt, Enoch is the laid-back and usually well-mannered Guardian of Zone 3. Treating his Zone much and its inhabitants much like a corporation or business, Enoch would have been perfectly content to allow his system to continue to run as it had prior to the events of the game. However, he is confronted by The Batter as part of his sacred mission, and forced to reflect upon his actions.
Powers and Stats
Tier: At least 4-C, likely High 4-C
Name: Enoch, The Big Mister
Classification: Guardian of Zone 3, Envoy of The Queen
Powers and Abilities: Superhuman Physical Characteristics, Skilled leader, hand-to-hand combatant, and baker, Magic, Creation (Created an entirely new element as well, implying greater skill with this power than the other Guardians), Energy Manipulation, Minor Conceptual Manipulation, Can interact with incorporeal/intangible objects and beings, Able to perceive and attack abstracts, Can manipulate his size, Can likely survive without air/in a vacuum.
Speed: Hypersonic+ with Speed of Light reactions and combat speed (Kept pace with The Batter.)
Lifting Strength: Varies from At least Class 50+ to At least Class K+ (Physically the strongest of the three main Guardians; at his largest is this strong through size alone), likely higher
Striking Strength: At least Star Class+, likely Large Star Class
Durability: At least Star level+, likely Large Star level (Easily tanked the blows of The Batter and his Add-Ons at his peak; required the combined forces of The Batter, Alpha, Omega, and Epsilon to defeat.)
Stamina: Superhuman (Kept fighting after repeatedly being smashed and blasted, continued to live a short life even as only a head, though his stamina is notably low in comparison to the other Zone guardians.)
Range: Standard melee range normally, varies from at least Hundreds of meters (several hundreds) to Planetary with powers and competences.
Standard Equipment: None notable.
Intelligence: High, skilled leader who was able to develop and create his own fifth element.
Weaknesses: Can be tricked by savvy opponents into letting down his guard, somewhat overconfident, can become enraged if his Zone is truly threatened or if he is severely humiliated, and has a limited (albeit very large) pool of competence points with which to cast competences.
Notable Attacks/Techniques:A number of competencies with names primarily based on drama and theatrics:
- Attaque Double: A heavy-hitting double physical attack.
- Dramatic Crescendo: Afflicts an enemy with Sleep, causing the enemy to fall asleep.
- Dramatic Irony: A special attack that can also afflict the enemy with Furious, enraging the enemy into abandoning all strategy and relentlessly focusing on normal physical attacks.
- Trigger Element: An exceptionally powerful single-target attack.
- Law of Causation: A special attack that can also afflict the enemy with Poison, continuously dealing them damage that ignores their armor and durability.
- Climax: A special attack that inflicts notable damage to all enemies. Only uses this attack when sufficiently low on HP.