'Sky Devil's Raise' Heero's eyes would glow white for a moment, and then return back to normal as he enchanted himself with some kind of Magic from Ardere's point of view.
"Show me how you'd protect Infinity Hydra.."
As he pointed this finger, Sphere Island would be shown from a distance as a tornado as tall and wide as the Empire State Building would explode around the island. At first leaping back from Heero in all directions, the initial gust causing a huge knockback gale right through Ardere most likely. As the spell powered up.
The water on the outskirts of the island began to get picked up and pulled into the tornado that reached well into the heavens.
The tornado would whip around for a moment and sparkle bright white, as Heero stood at the eye of the storm, the H-Ranked wind whirling around him pushing his clothes and hair in the wind. Suddenly, the entire tornado would whip back down and yank into Heero as a massive amount of water would drop back down into the ocean, the wind settling as Heero stood completely still. Looking unchanged for the most part. 'Sky Devil's Sonic Wind'
Except for the sound of rolling, thundering waves crashing and water settling from the Moses like event, nothing had changed.
Until Heero moved. A sonic boom exploded behind him as at the speed of sound he would run at Ardere, chunks of the island exploding up behind him just from his movement alone. He would approach Ardere, and then abruptly at the last second, turn and head to the right; kicking another S-Ranked knockback wave in his face filled with raw wind as another sonic boom exploded on him point black.
A trail of wind and smoke was seen moving across Sphere Island in one direction, as Heero came barreling up from a random direction like road runner at 720 MPH; he would leap once and Airbend a car sized wind as he passed through Ardere faster than any jet.
'Sky Devil's Hurricane Kick' he would circle around Ardere in huge loops on wind, foot extended out like Ryu and Ken as he tried to corale him into one area.
Randomly, he would land from this spell--sliding back from his own speed. Stomping, to stop himself he would launch forward again. At the speed of sound he would circle Ardere once, ducking low in case of a sword swing randomly, pivoting 5 times and creating 5 knockback waves and up close and personal sonic booms around Ardere each time he changed directions. Juggling or trying to juggle, Ardere around a bit.
Heero would then leap up and do front flip mid-air and split his legs out, delivering a kata punch downward as he gathered a huge amount of wind that billowed into him like a master airbender.
Exploding at the speed of sound downward; Heero would gather a swimming pool sized amount of wind behind him as 'Sky Devil's Iron Fist' went off.
He would hammer into the location closest to Ardere's Magic Power as what looked like a train of wind came barreling at the Fire wizard at the speed of sound. Heero would and try to jaw him or hit him in the stomach or ribs with well beyond H-Ranked strength. He would carry Ardere, or if he missed he would rocket forward on wind for awhile as it would eventually breeze off of him.
He would land at a frontflip with his knees bent and back to Ardere or in front of him having launched him backward 100ft.
Suddenly, Heero would backflip through the air gracefully with a split, landing in front of Ardere. He would then throw three quick punches, and then perform a leaping spin kick right into his neck. Landing, he would try to leap the opposite way reversing momentum for another spin kick, and as soon as he landed from that he would try a backflip kick as he would flip with his knee going toward Ardere's chin as he would backflip away. Giving him a look that said 'bring it' mid-backflip. All of this happened within 20 seconds.
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HP: 100%
MP: 55%
Sky Devil's Sonic Wind: (ON)
Sky Devil's Raise: (ON)
- Spells Used:
Name: Sky Devil's Sonic Wind
Rank: H
Duration: 15 Posts
Cooldown: 25 Posts
Type: Slayer
Description: Heero bends his knees and begins to power up as wind seems to rip through the area, churning from his body in huge H-Ranked knockback waves of Gale Force wind; they whirl away from Heero in a giant tornado that is well beyond S-Class at 1250 ft tall (Empire State Building) and 500ft wide. The wind begins to sparkle bright white as it begins to break the sound barrier; visible from easily three miles off. At this very moment; Heero enchants himself Magically with the exact speed of the wind as the wind itself whips back down into his body all at once causing water, buildings, loose earth or whatever else that was caught up in the power up to tumble, and crash back down to the ground. Now able to move, see, and hear, and think at the Speed of Sound; Heero is a force to be reckoned with and creates Sonic Booms in his wake when simply running while Enchanted with this ancient Magick.
Strengths: Allows Heero to run at the Speed of Sound (720MPH). Makes keeping up with him very difficult. Allows him to take down a large amount of enemies, or move from enemy to enemy rapidly. Creates S-Ranked Sonic Booms in 300 ft knockback waves behind him as he runs every time he turns or switches directions. Can run on Water.
Weaknesses: Crashing into things deals B-Ranked damage to Heero. Only affects Heero. The Sonic Booms don't do any damage and are mainly just a large knockback effect. Doesn't heal Heero. Doesn't Buff Heero's Allies. The spell powering up only lasts half a post so any damage must occur while Heero is powering up. If you can quickly get back 500 feet away from the tornado you'll be safe from the power up damage, although the tornado is massive and you will still feel the gale force or breeze even from afar.
Name: Sky Devil's Raise
Rank: S
Duration: 10 Posts
Cooldown: 14 Posts
Type: Slayer
Description: Heero inhales and exhales once, as his eyes glow white for just a split second. Sometimes he will do a hand motion when activating this legendary effect. This is said to allow one to traverse the Nine Hells; while protecting ones mind body and soul from insanity, sickness, and other factors on such a journey. Meant to allow Sky Slayers to traverse the Netherealms, the ancient art of Raise is an enchantment to be reckoned with. Bringing the user to the peak of absolute health, and keeping them there for the duration of it's enchantment.
Strengths: Protects the caster against any adverse affects or spells that have a lasting effect on their body. Such as any poisons, burns, sickness, illness, blindness, or hearing. Anything involving paralysis does not seem to work at all. No symbiotes or anything unnatural will stick to Heero's body or work. Any debuff or anomaly that works through the body or casted upon Heero's doesn't seem to work. While it is not a healing ability, this ancient Sky Art allows the caster too keep themselves in peak traveling or fighting condition without fear of adverse affects in battle.
Weaknesses: Does not heal Heero, does not heal Heero's allies. Only affects Heero. Only protects against Status Effects and has no HP or MP Regen or healing factor to it unlike a lot of Sky Devil Slayer arts. Does not buff any Physical Stats.
Name: Sky Devil's Iron Fist
Rank: A
Duration: Instant
Cooldown: 6 Posts
Type: Slayer
Description: Heero fires himself on a blast of wind at about the speed of your average bullet. He coats his fist in wind as he either launches himself through the air or runs on the ground. As he does so, a huge windstorm the size of your average swimming pool begins to churn around him. Sweeping up enemies besides his main target, and also anything not tied down. As soon as Heero makes contact with his target; the Gale Force winds explode backward off of Heero from his fist. Throwing him forward as the punch is turned into a carry attack as Heero rockets forward carrying one opponent on his fist, sending one opponent sailing and perhaps a legion of his lesser cohorts behind him done in by the wind blast from the punch itself.
Strengths: Heero can use this Spell over a distance of fifty feet to quickly catch up to a target or get himself back in the mix against one. Deals A-Ranked damage to one target swiftly, is a very powerful motion spell; and can be used to blaze through slower effects that take awhile to fully develop. Deals B-Ranked damage to opponents caught between Heero and his main target. Has an incredible explosion of A-Ranked wind of about 100ft from Heero's knuckles after about two seconds of flying back being carried by Heero's fist.
Weaknesses: Usually only hits one target, as the knockback from being carried on Heero's fist is extreme (unless a crowd of enemies is very close together). The explosion of wind after a few moments of being elbowed is very large and A-Ranked in magnitude, can easily hurt Allies if too close a few seconds after Heero elbows a target at blazing speeds. Is a very straightforward technique. Does not buff Heero, does not buff Heero's allies. Does not heal Heero. Does not heal Heero's allies. Has a cooldown of 6 posts.
Name: Sky Devil's Hurricane Kick
Rank: D
Duration: Instant
Cooldown: 3 Posts
Type: Slayer
Description: Heero charges up wind on one leg, usually while running or after jumping. As the spell triggers, it spins Heero about ten times clocking an opponent in the head or body with a Street Fighter style Tatsumaki. Each time Heero's foot makes contact with his target(s) a small but violent blast of wind explodes from his leg and foot. Heero whirls around the battlefield like a frizbee or directly towards one target for repeated whirling kicks on them. Heero never touches the ground during this technique, and only lands after ten whirls or when he hits something defensively strong enough to hold up against it.
Strengths: Can be used to go flying and whirling through a crowd of unsuspecting or unskilled opponents; kicking them all as Heero whirls through them in a pure Tatsumaki. Can hit multiple targets if gathered together or surrounding Heero in a circle. Actually creates a very small wind vortex around Heero as he whirls about for ten seconds with one leg extended and covered in wind.
Weaknesses: Doesn't have much magical damage in it, as the explosions of wind that rip off of his feet and leg while he's whirling about for kicks is only D-Ranked in magnitude. The real power comes from the force of Heero's physical strength kicking an opponent.