Accel World characters (index) Great Legions: █ Nega Nebulus | █ Prominence | █ Great Wall | █ Leoniz | █ Crypto Cosmic Circus | █ Aurora Oval | █ Oscillatory Universe
Other: Acceleration Research Society | Chrome Disaster | Other Burst Linkers | Enemies | Real World | Accel World/dural: Magisa Garden
A list of Accel World characters who are Enemies (aka Beings), the monsters of Brain Burst.
- Astral Projection: Sapient Beings like the Four Saints are capable of projecting themselves to somewhere they call "The Highest Level", essentially a doubly-Accelerated version of the Unlimited Neutral Field where distance is meaningless and living things appear as intangible points of light. They can also take Burst Linkers along for the ride.
- Boss in Mook Clothing: Even the weakest Enemies are strong enough that managing to defeat one solo is a sign of serious badassery, yet the rewards for doing so are usually pitiful. Blue Knight's title of "Legend Slayer" grants him almost mythical status.
- Cycle of Hurting: In a scenario referred to by Burst Linkers as an "Unlimited EK" (Enemy Kill), an avatar is killed by an Enemy and respawns before the Enemy has left. If not somehow interrupted, this results in said avatar repeatedly dying and respawning until their Burst Points hit zero and they're left Deader Than Dead. Over the course of the story, various factions have tried to Exploit this process as a way of assassinating their rivals.
- Elite Four: There are two groups of Legend-class Enemies with abilities beyond other members of their kind:
- Magic Is a Monster Magnet: Not only is the Incarnate System less effective against Enemies, they can "hear" it and are drawn to its location. This makes it extremely dangerous for Incarnate users to fight each other while in the Unlimited Neutral Field.
- Piñata Enemy: In addition to the small number of Burst Points they grant when defeated, some weaker enemies will also drop a card that can be converted into a large number of additional points. This isn't actually a game mechanic - rather the Green King, Green Grandee, spends long hours farming points from stronger enemies and distributing these cards in order to help low-level players stay in the game.
- Tier System: Divided into Lesser, Wild, Beast and Legend classes, with a semi-official God class for some Final Boss Enemies.
The Four Gods
- Counterpart Combat Coordination: In Nega Nebulus's initial raid on the Imperial Palace, each of the four Elements (Sky Raker, Aqua Current, Ardor Maiden and Graphite Edge) lead the attack against the boss who shared their Elemental Powers. The result was a disaster, and in the aftermath Ardor Maiden (who'd been assigned to Suzaku) instead began developing a Lava Pit technique for use against the slow-moving Genbu.
- The Four Gods: A straight example.
- Gate Guardian: Each boss is a Beef Gate who sleeps in an altar on the path to one of the Imperial Palace's four gates, emerging when a Burst Linker draws near.
- Gemini Destruction Law: Capable of rapidly buffing and healing each other from long distances, making them nigh-invincible unless the gods in all four locations are battled at the same time.
- It Can Think: The Four Gods appear to display actual hate towards Burst Linkers, and are capable of remembering their past encounters and learning from them.
- Unwinnable by Design: No force in Brain Burst has ever been able to defeat the Four Gods, only bypass them. Volume 19 reveals that they were placed by an enemy of the Brain Burst developer, who wanted to prevent anyone from reaching the core of the Imperial Palace.
- Walk into Mordor: Jumping or flying into the Imperial Palace is normally impossible due to its moat's strange gravity, forcing invaders to go through one of the Four Gods.
Genbu of the North
- Dishing Out Dirt: The guardian corresponding to the element of Earth.
- Gravity Master: Among its abilities.
- You Will Not Evade Me: Slow-moving, but capable of pulling in Burst Linkers to prevent them from fleeing.
Seiryū of the East
- Level Drain: Its most feared attack is a homing, unblockable projectile named "Level Drain" which causes any avatar struck by it to rapidly bleed Burst Points. That alone is bad enough, but once their Burst Points hit zero, contact with the projectile causes it to explode, stunning them and permanently reducing their Character Level by 1.
- Making a Splash: The guardian corresponding to the element of Water.
- Our Dragons Are Different: Described as combining traits of Eastern- and Western-style dragons.
- That One Attack: Its Level Drain attack makes it the most feared of the Four Gods In-Universe. In fact the level 6 Blood Leopard, as part of her plans to fight Seiryū in future, keeps enough points in reserve to level up twicenote just so that she can survive as long as possible before the effects kick in.
- Weak, but Skilled: Has the lowest raw power of the Four Gods, but the greatest number of attack forms.
Byakko of the West
- Blow You Away: The guardian corresponding to the element of Air.
Suzaku of the South
- It Can Think: When Silver Crow decides to revisit the Imperial Palace in volume 18, he attempts to bypass Suzaku by combining Gale Thruster, Metatron Wings and Light Speed, boosting his speed to supersonic levels and flying all the way to the gate before it can finish spawning. Instead, Suzaku spawns before Crow enters its territory in order to intercept him.
- Playing with Fire: The guardian corresponding to the element of Fire.
The Four Saints
- Caged Inside a Monster: The Four Saints' huge, monstrous normal forms are actually a sort of armour/prison for their true forms, which are humanoid and much more intelligent.
- Final Boss: Each of them fills this role for one of Brain Burst's four great dungeons.
- One-Winged Angel: Defeating their monster form will normally leave their core unscathed, but doing so under very specific circumstances will instead release the core and cause the battle to enter a second stage.
- Telepathy: Even while trapped, the Four Saints' true forms are capable of communicating with others in limited ways.
- Angelic Abomination: Is an angel, but looks utterly bizarre and has a rather abstract morality.
- Asskicking Equals Authority: Capable of ordering lesser Enemies to simply go away, as long as they're not being controlled by something else.
- Blue-and-Orange Morality: Self-declared:"I have no concept of good and evil as you do, and I have no interest in the squabbles of little warriors. However, I have no intention of breaking my vow to lend you my strength."
- Bonus Boss: Normally intended to be fought in the Hell stage, which strips her of her most deadly abilities... but if somehow defeated outside of the Hell stage, she enters a secret second form.
- Boss Arena Idiocy: Metatron's insanely powerful abilities are meant to be balanced by the Dual-World Gameplay of the Contrary Cathedral dungeon where she appears, becoming drastically weaker when players step on a panel that switches the dungeon to "Hell" mode. In the overworld, however, the appearance of the Heaven and Hell stages is vanishingly rare, turning her into a Hopeless Boss Fight.
- Cast From Hit Points: If she's somehow incapable of gathering sunlight for her Trisagion, she can sacrifice her own energy instead.
- Celestial Paragons and Archangels: Named after Metatron.
- Defrosting Ice Queen: Starts off hostile towards "little warriors" (i.e. Burst Linkers), but slowly warms to them until eventually she calls herself a member of Nega Nebulus with pride.
- Depending on the Artist: Her appearance in Accel World vs Sword Art Online gives her human form three wings rather than two.
- Equippable Ally: Once freed, she creates a fairy-like extension of herself that can transform into the powerful Enhanced Armament "Metatron Wings", boosting Crow's attack power and flight speed.
- Exposition Fairy: Her terminal acts like a Sour Supporter version of this, though she can't talk while in Enhanced Armament mode.
- Feather Flechettes: In monster form, the twelve giant "feathers" on each wing can be launched as projectiles, then return to her.
- Fusion Dance: Briefly fuses with Crow in the fight against Wolfram Disaster, granting him her durability and Multiple Life Bars, though the aftermath ensures that they can't soon do it again.
- Gold and White Are Divine: Her human form wears white clothing with gold trim, and is sometimes depicted illuminated by gold light.
- Gratuitous Greek: Her attacks are named after Greek religious terms used in the Eastern Orthodox Church.
- Insistent Terminology: She will have you know that the proper term for inhabitants of the Unlimited Neutral Field like herself is not Enemy but Being, thank you very much. And don't you dare call her Ektenia something as crude as "that wing attack".
- "Instant Death" Radius: Her Trisagion has a very long range and is powerful enough to vaporise even Green Grandee, Brain Burst's ultimate Stone Wall. Thankfully, she only uses it to keep people from approaching.
- Intangible Man: Outside of the Hell stage, Metatron is intangible and almost invisible unless the emission point for Trisagion is damaged, which will force her into physical form.
- Kaiju: One of the largest bosses in Brain Burst, transported out of her dungeon to perch on a Tokyo skyscraper.
- Mystical White Hair: In her human form, along with white robes.
- Our Angels Are Different: Initially introduced as a freakish translucent Kaiju which doesn't resemble any living creature, her second phase causes her "horn" to detach and transform into a woman with ribbonlike wings.
- Our Monsters Are Weird: Has ten legs, four "wings" that look like rows of unconnected fins, a body made out of layered rings, a long tail ending in a beak-like structure, a spherical head that spits lasers and drills, and a horn that transforms into a different creature if the body is destroyed. And is usually transparent. When Haru tries to get his allies to aim for the forehead, Niko first has to ask where that even is.
- Razor Wings: Ektenia ("Litany") lets the Metatron Wings shoot forward to skewer targets, implied to be a smaller-scale version of Metatron's Feather Flechettes attack.
- Sesquipedalian Loquaciousness: A mild example, but compounded by her use of unusual terminology unfamiliar to Burst Linkers (such as calling the Duel Field "the lower field" and referring to the Twilight stage as "field attribution HL06").
- Shock and Awe: Can generate a wide-area blast of purple lightning by spinning her body segments against each other.
- Sour Supporter: Assists Haru through her "terminal" out of obligation, but takes every opportunity she can to spell out how unhappy she is about it.Haru: "Metatron... thanks."Metatron: "Refrain from pointless utterances."
- Spark Fairy: Her miniature "terminal" takes the form of a diamond-shaped jewel with a halo and two smaller jewels resembling wings. Haru thinks it looks more like a selection cursor or an AR map marker than an object players can interact with.
- Telepathy: Can communicate telepathically with Silver Crow, though she isn't very forthcoming about information. She can talk too, but is initially disgusted by the thought of "lesser beings" hearing her voice without good reason.
- Wave-Motion Gun: Her Trisagion ("Thrice Holy") gathers sunlight through her wings to fire an incredibly powerful blast.
- Red Herring: Converses with Silver Crow in the first half of book 22, "Sun God of Absolute Flame", implying that she's the title character. Then in the second half, Inti (who hasn't been referenced in a long time) shows up out of nowhere to wreak havoc.
- Royal "We": As part of her formal speech patterns when she shows up in book 22. However, she didn't talk like this when she reassured Crow in book 16; when he points this out, she awkwardly claims that she was in a hurry.
- The Shut-In: Like her namesake she's something of a recluse, only ascending to the Highest Level once every 100 years (a little over a month in Earth time).
The Eight Divines
- Duel Boss: While just as powerful as the Four Gods, they're human-sized and fought in a small room, making it impossible to bring raid parties against them.
- Gate Guardian: They block the path to the "The Fluctuating Light", a mysterious item at the heart of the Imperial Palace.
- Unwinnable by Design: In the same manner as the Four Gods.
- Serial Escalation: A second set of Imperial Palace Gate Guardians even more unfair than the Four Gods.
Sun God IntiA mindless Legend-class Enemy that roams the Unlimited Neutral Field, taking the form of a massive white fireball twenty metres in diameter.
- Foreshadowing: Early in the series, Inti is briefly mentioned as a powerful boss that Graphite Edge once tried to defeat by luring it out of its normal grounds and into a lake.
- "Instant Death" Radius: The air within 10 metres of Inti is super-heated, destroying even the most powerful defences in seconds.
- Sinister Sentient Sun: Takes the form of a miniature sun that vaporises anything it comes in contact with.