Character page for Attack On Lololo 4.
The Glass Cannon of the bunch, Meta-Mind started out as a Badass Normal before picking up a Cool Sword and gaining some powers to go with it. He specializes in extreme offence, relying on support from healers and others to keep him in the game as he dishes out large amounts of damage in small amounts of time.
His main character development arc so far has revolved around his moving from the more self-centered viewpoint he held at the beginning of the game to a more altruistic one. From the looks of things, future development arcs will be based around his status as a Legacy Character, though exactly how is unknown.
- Awesome, but Impractical: Ultimatum, an apparently unavoidable Skill which deals upwards of a thousand damage in one hit. However, certain very specific conditions must be met in order to use the Skill, and the GM has been oddly close-mouthed about what exactly those conditions are.
- Break Them by Talking: Did a lot of this early on, talking down both of the game's first two lieutenants.
- Energy Weapon: The Twilit Rays, which are essentially a pair of Magitek Beam Katana with Light 'em Up and Casting a Shadow capabilities.
- Legacy Character: The "Meta-Mind" title is this, although Meta wasn't sure that his predecessor even existed until Wave EX-1.
A spear-twirling freedom fighter with aura-related powers and a veteran of the Third Lololo War.
The Quiet One of the players who post regularly, he started out as the member of the resistance who constantly would taunt opponents, and then be in a position to defend other members of the resistance. After gaining a few skills, he would settle into the role of a Lightning Bruiser that would usually use two of his skills in combination to do a priority attack and decent damage in the same turn, almost every turn of each battle.
- Brought Down to Normal: Part of his backstory: thanks to him constantly swapping powers in a series of fighting tournaments, he no longer has any proficiency with any of them, and has to relearn to use them.
A defensive tank and healer, Aeront is one of the most team-oriented members of the group. His mighty armor seems to conceal a mysterious past.
- Luckily, My Shield Will Protect Me: His primary weapon is the Old Glory Red Repulser, a heavily modified version of Captain America's shield which he uses to dispense healing around the battlefield
- The Medic: Specializes in healing magic.
- Battlecry: His skill of the same name allows him to raise the Resistance's spirits as well as intimidate foes.
- Magic Wand: Started off as a Crooked Wand, but was later refined into a more potent weapon.
- Healing Hands: Quite literally, she learns the Skill 'Healing Hands' from SBSam soon after Wave 2.
- Chuck Cunningham Syndrome: Disappeared during the battle with Umbra, and hasn't shown up since.
- Drop the Hammer: His weapon of choice.
- Verbal Tic: Fond of adding "yo" to the end of his sentences. Just roll with it, yo.
- A Wild Rapper Appears!: Capable of dishing out sweet rhymes which intimidate his opponents.
- Absurdly Sharp Blade: Can be accomplished temporarily thanks to his Sharpen skill, which, well, sharpens his sword.
- Charged Attack: Quite often, in order to build up the power of his blade. The most notable example was during Wave 6, when he combined nearly every sword-related skill in his arsenal to release an absolutely massive attack, setting the player record for most damage dealt in a single turn.
- Combination Attack: His playstyle revolves around supporting his allies. He even receives special bonuses while doing so, due to his title. In addition to this, he also possesses a more straight-forward combo attack, Dual Strike.
- Cool Sword: His Rust Bringer / Blade of Ruin / Atlantic Sword / Oceanic Entrencher / Tsunami Breaker / FLOOD QUAKE BUSTER is this. At the end of each Wave, he takes a Seal and applies it to his sword, resulting in a unique weapon that constantly grows in power.
- Critical Hit: In addition to pulling these off in-game several times, he also possesses the Critical Strike skill, intended to achieve exactly this effect.
- Finishing Move: His Finishing Blow skill allows him to perform a final, definitive attack when an enemy is in critical condition.
- The Leader: His role in the team is essentially this. Upstanding, noble, and willing to lead by example, Nicholas is probably the closest thing the Resistance has to a leader.
- Making a Splash: His signature sword has this elemental affinity.
- Master Swordsman: But you may have picked up on that already.
- Catch and Return: One of the Mirror Baton's many purposes is to absorb and redirect momentum; it can do this.
- Dual Wielding: Frequently dual wields the Mirror Baton with a sword of some kind.
- Magic Music: The theme for his weapons, though it's less music with magical powers and more "what if all instruments were also deadly weapons?"
- Badass Normal: He may not have the magical powers that other members of the Resistance have, but he doesn't need them to kick some ass.
- Gadgeteer Genius: Specializing in electricity and time manipulation.
- Attention Deficit... Ooh, Shiny!: A bit- apparently spent an entire turn in the wings of a stage investigating a mysterious light, and then almost started doing magical experiments in the midst of a battle.
- Cool Sword: The Sunset Blade/Sunset Divider, which adopts whatever element the target is weak to. Somewhat subverted, though- he doesn't really use the sword to fight, instead to discover the enemy's weak points, and then attacks with his spells.
- Cosmic Retcon: Thrown in to account for his "backstory" not matching his character at all. He switched places with a version of himself from another dimension, and that version was retroactively always there.
- Elemental Powers:
- Runes, Glyphs, and Symbols have various elemental abilities.
- The Sunset Blade has an even better version of this, adopting whatever element the target is weak to.
- Magic Knight: More focus on the Magic than on the Knight, he mostly uses his sword to find the weakness of his enemies instead of attacking them.
- Motor Mouth: Has a tendency to ramble after the dimension switch.
- Sesquipedalian Loquaciousness: Recently switched places with the version of himself from "The Dimension of Increased Verbosity, although it more shows up as Motor Mouth.
- The Smart Guy: Tries to be this, doing his best to come up with a strategy for the battles, and using his sword to find the enemy's weakness.
- Technobabble: Refers to his ramble as "magical technobabble" when learning how to make Symbols.
- Third-Person Person: Started off as this after the dimension switch, but quickly switched out of it.
- Alchemy Is Magic: Practices Refinement Alchemy, a method of upgrading weapons.
- Archer Archetype: Most of his playstyle revolves around archery, but he's anything but archetypal.
- Bow and Sword, in Accord: Uses a wrought iron sword to supplement his long-range tactics.
- Attack! Attack... Retreat! Retreat!: Immediately after Kmj10 chooses to expand out in the Commemorative Wave, the Drift Plague shows up. He promptly goes back to attempting alchemy.
- Epic Fail: So far, most of his attempts to actually do something have failed.
- Motor Mouth: Tends to ramble a lot, whether actually talking or internally monolouging.
- Anti-Hero: Galax has no problem killing. In his own words, "I have no delusions of heroism."
- Dimensional Traveler: Galax isn't even from the same timeline he flew in from.
- I Gave My Word: "Never speak, always fight, and make things right...That was the vow, wasn't it...?"