Follow TV Tropes

Following

Characters / Brawlhalla

Go To

The fighters in Brawhalla are called Legends, beings in Valhalla who participate in the Grand Championship to prove who is the best.Additional information about each character, such as their bios and associated quotes, can be found here.

Needs Wiki Magic Love

    open/close all folders 
Advertisement:

    Bödvar | The Unconquered Viking, The Great Bear 
https://static.tvtropes.org/pmwiki/pub/images/bodvarfull.png
Convinced he would never fall in battle, Bödvar the Bearson kicked down the doors to Vallhalla and let himself in.

Bödvar the Viking champion, born of a Viking mother and a Bear father, was all his life a champion of humanity, who always fought monsters, giants and all kind of powerful threats on behalf of humans. Bödvar always won these fights, but eventually feared that he would never be defeated in battle and earn his place in Valhalla... So he just travelled there and let himself in.

The poster boy of Brawlhalla, Bödvar is a well-rounded legend who can control the pace of the game in two ways; he can speed up the game using his sword or slow it down with his hammer, and each weapon and its signatures are set up to double down on each playstyle. This makes him easily the most pick-up-and-play character on the roster and a good starting point for those new to the game. Newer players will utilize the hammer as they might be unfamiliar with the game's string system, whereas more experienced players will use the sword to cut down opponents with ease.


  • Animal Battle Aura: A bear.
  • But Now I Must Go: Played with. Bödvar feels as though he's done all he can for humans, but there's one problem; he's so good at fighting that he thinks he'll never die in a way Valhalla thinks is worthy. So he leaves his people to force himself into Valhalla itself.
  • Guest Fighter: His Xavier Woods skin.
  • Horny Viking: Look at him and tell yourself that you don't see it.
  • Jack-of-All-Stats: Intentional, as he's supposed to be the entry legend of the game.
  • Series Mascot: Pretty much every promotional media outside of esports has him as a point of focus, even the game launch trailer.
  • Skill Gate Character: While a great character for newcomers, he tends to get sidetracked when players start playing seriously due to how standard he is.
    • Pro players do like to come back to him because of that fact, however; comfort can mean a lot when cash is on the line.
  • Sibling Yin-Yang: Bödvar decided to stay with humans where his brother, Grothnar, sided with the beasts against humans. Safe to say Bödvar knew what he was doing.

    Cassidy | The Marshal of the Old West 
https://static.tvtropes.org/pmwiki/pub/images/cassidy.png
Feared by outlaws and vampires from the age of fifteen, Cassidy is the toughest marshal to wear the badge either side of the Bifrost.

A Far West era U.S. Marshall, and one of the best at that, who hunted and captured criminals as well as supernatural creatures all her life. She became an outlaw herself when she joined an underground railroad network who secretly freed slaves. Even in Valhalla, Cassidy stays faithful to her principles of justice, honesty, and drawing first.

Cassidy is a dexterity-based legend based on building up damage by landing strings with her blasters then ending stocks with her hammer. This means that playing aggressively is a very valid tactic when openings show themselves. Of course, when being pushed back, both hammer and blasters have a solid range that allows her to adopt a defensive tactic if needed. To master Cassidy means to know when to step in and step out of danger when someone is trying to open you up, as she can punish hard if given the chance.

Cassidy's alternate skins include Space Race Cassidy, Masked Hero Cassidy, Cupcake Cassidy, High Noon Cassidy, Dawnwalker Bödvar, and Calavera Cassidy


    Orion | The Mysterious Stranger 
https://static.tvtropes.org/pmwiki/pub/images/orionfull_1.png
A riddle wrapped in an enigma wrapped in Ivaldic battle armor. Here he is called Orion.
A mysterious being who litterally crashed in Valhalla some time ago, and was only saved by being immediately clad in an Ivaldic Battle Armour bult by Ulgrim. Not much is known about his past, his motives or even his species and he acts distant and aloof towards almost everyone, but he takes great joy in fighting in the Tournament.

Orion has a below-average strength stat but has well-rounded stats everywhere else, leading him to be a good rushdown legend for beginners and advanced players alike. What makes Orion so different from the rest of the cast is how his signatures are extremely versatile. Some let him get in, others let him punish overaggressive plays from his opponents. However, be wary of going too gung-ho with his kit, as it's easy to get so caught up in the chase that enemies can punish your overaggression with their own defensive sigs.

Orion's alternate skins include Dark Age Orion, Atomic Orion, Harbinger Orion, Metadev Orion, Orion For Hire, Kabuto Orion, Corsair Orion, Atlantean Orion, and Crossfade Orion.


  • Bling of War: While not practical for fighting, his default skin is a golden yellow.
  • Bounty Hunter: His Orion For Hire skin.
  • Came from the Sky: Or more or less space.
  • Dark Lord on Life Support: Apart from his not really being a "Dark Lord". His armour includes thrusters and wings, sure, but it's first and foremost what prevents him from dying.
  • Everythings Betterwith Samurai: Orion's Kabuto skin.
  • Giant Space Flea from Nowhere: Rare heroic example. Apparently he's awakened something that's meant to kill anything not of this world.
  • Guest Fighter: His Black Knight skin.
  • Mysterious Past: No one outside of the Valkyries and the greater gods of Valhalla even know what Orion is.
  • Powered Armor: Has jet-pack-like thrusters on his back and feet. He also looks hella slick.
  • What the Hell Are You?: Apparently no one knows. note 
  • Zeerust: His Atomic Orion skin.

    Lord Vraxx | The Despotic 
https://static.tvtropes.org/pmwiki/pub/images/vraxxfull.png
Scheming conquerer of a thousand worlds. What's one more?
A ruthless, cruel, megalomaniac alien conqueror and former emperor. He seized power for himself and never loosened his grip on it, destroying anything and anyone who dared oppose him, openly or in his paranoid imagination. He annihilated entire solar systems and brought heroes and empires down, before suffering the same fate as his entire fleet was destroyed by Artemis. He went to Valhalla, and already plots to otherthrow its pantheon to reign upon it himself.

Lord Vraxx is a dexterity-based legend who has to keep positioning in mind when facing most Legends, as his defense and strength are laughably low. He's mostly seen as a trickster character, as a major part of what makes Vraxx tick is his sigs, as they mostly are used to try to bait the opponent into another. With his high dexterity, this means he can rack up damage with strings then try to bait his opponent into something they would soon very much regret. For new players: if a Vraxx keeps spamming the Rocket Lance side signature, keep out of his way and rely on thrown items.

Vraxx's alternate skins include Vraxx the Viking, Vraxx the King, Dark Matter Vraxx, Supreme Ruler Vraxx, General Vaxx, and Space Dogfighter Vraxx


  • Curb-Stomp Battle: It's implied that he died when his entire fleet was destroyed by Artemis on her way to try and kill Orion.
  • Evil Is Petty: He blew up a planet just because he didn't like the color of its beaches.
  • Evil Plan: Plans on taking over Valhalla.
  • Evil Overlord: For a lack of better words.
  • Guest Fighter: His Princess Bubblegum skin.
  • Odd Friendship: Okay, not really a friendship, per se;, but considering that Vraxx is willing to talk to Bödvar of all people over most of the roster is odd, considering who else he bothers talking to.
    • He also gets along fairly well with Thatch and pulls him in his evil plots to conquer Valhalla; mostly because Thatch is likely even more insane and always likes a good excuse to play with explosives.
  • Super Reflexes: Justified by his being an alien.

    Gnash | The First Real Man 
https://static.tvtropes.org/pmwiki/pub/images/newgnashclassiccolors.png
Older than history, tougher than rock. What you call monsters he calls breakfast.

Archeological and DNA evidence both point to the existence of a single Super Hunter — one extraordinary individual whose dramatic life corresponds exactly with the time and place in human history that Homo-Sapiens avoided extinction and catapulted forward.
- American Journal of Prehistoric Studies

Gnash is the oldest Legend in the game and mankind's very first hero, who single-handedly led an extermination war against humanity's then-Nemesis, the Primordials. By wiping out this threat, Gnash saved humanity from going extinct. It is unknown how he arrived in Valhalla or if he even died, as he was already there when Odin and his people arrived and settled. He doesn't seem to realize that he's not on Earthe anymore, and basically leaves each day as he's always lived, hunting, gathering, and accumulating wood in caves for winter. However, he also does interact with the rest of the cast, and participates in the Grand Tournament.

Gnash is a bruiser character who uses the spear and the hammer. He's got low dexterity, which could be a handicap for combos, however his Strength grants him a strong knockback, even with the spear, to compensate this. His signatures hit very hard, but they tend to feature a charge-up time or simply to come out slowly, so they are best kept for punishing a careless, overaggressive foe, foe ledge-guarding, and finishing-off damaged opponent in one hit.

Gnash's alternate skins include Team Spirit Gnash, Outback Gnash, Jurassic Gnash, White Fang Gnash, Pteranodon Gnash, Chrometooth Gnash, and The Monster Gnash.

[points to sky][walks fingers on palm][shows two fingers][shakes fist][points to self] "Do I make myself clear?"
- Gnash


Advertisement:

    Queen Nai | The Jaguar Queen 
https://static.tvtropes.org/pmwiki/pub/images/queennaibaseclassiccolors.png
The Jaguar Queen has her own plans for Valhalla, and Ragnarok is just the beginning.

A mighty Queen and sorceress of an extinct civilization, who's imbued with the very essence of her gods. She apparently never really died, and has been pursued by Nix for centuries, before arriving in Valhalla and hiding there. She also believes that Ragnarök is in fact the beginning of a new era in which her people will reign again.

Queen Nai is interesting considering that she's actually a bruiser character with two weapons usually associated with dexterity : katars and the spear. Her speed isn't just low, it's objectively the lowest in the game, so fighting unarmed is suicide in most cases. Top-level Nais tend to swap between defensive on spear and offensive on katars, since, even with her low dexterity, her strings are strong due to her high strength stat, and her superb defense stat can keep her safe if things get dicey. Usually, this is building up for her sigs, which are among some of the strongest in the game if she can pull them off.


    Hattori | Demon Bride 

Fabled demon bride.
Vengeance burning in her veins.
It's too late to run.

The night is freezing
I sense the spear-bearer nearing.
It gets colder still.
— #761 of Sokan's One Thousand Verses on the Demon Hattori

A young sword prodigy, Hattori saw her life dramatically change when the Demon Kagima kidnapped her three sisters, forcing her to go on a quest to pursue him. On the way, she stroke a deal with Kagima's brother : she united her blood with his, granting her an unnatural strength thanks to which she slew Kagima and freed her sisters. The price was that she would then become Kagima's bride, and she honoured her part of the deal. However, she soon grew restless as the demon's blood burned in her veins. One night, she ventured out, and found a passageway to Valhalla itself, where she can quench her endless thirst for battle.

Hattori is a very fast character (her base Speed is one of the highest in the game) whose main advantage may be her use of Ninja techniques that grant her unpredictable hitboxes and moves.

"A half-demon ninja who sold her soul to the devil? Well that's one, frankly rather negative, way of looking at it."
- Hattori


    Sir Roland | The Scarlet Lion 

An unstoppable knight with a beard so magnificent, even the gods took notice.

Sir Roland had his first glimpse of a Valkyrie in the person of Hypernia, during one of his first battles. He instantly fell in love, and spent the rest of his life on the battlefield in hopes of seeing her again. He accumulated victories, but wouldn't ever meet her until his very last moments. She found him, old and dying, on his deathbed, and was so impressed of the life he'd led and his love for her that she punched him in the face, which effectively counts as dying in battle, earning him a place in Valhalla. Oh, they also had a child together.

Sir Roland is a primarily defensive-based character, with one of the highest Defense stats. His greatest weakness is his below-average speed. While chasing after an opponent may be difficult, keeping them at bay is facilitated by his attacks, which have wide hitboxes. However, his signature attacks tend to become predictable. It is best to focus on strings of light or standard heavy attacks, and punish with signatures when the opponent is damaged. His good toughness makes mistakes more forgivable.


    Scarlet | Lady Necessity, The da Vinci of Steam 

The daVinci of steam. Madmen bent on world domination made excellent field tests for her inventions.

Scarlet Dashwood is the inventor of the steam dirigible, the aethor oculuscope, the undersea bathydrome, the electric light bulb, the rocket lance, the first practicable space travel, the first practicable time travel...
—Encyclopedia Omnibus, 1889 Edition

A science genius from a weird alternate-reality steampunk Victorian England, Scarlet found a mortal enemy in the persone of Dr. Evilstein, who eventually stole one of her inventions, faked his death planting evidence to frame her for it, and later came back with a plan to take over the world with said stolen invention. But Scarlet found a way to clear her name, and led whole armies and air fleets to stop the madman, ending in an epic air battle which circumventied the globe. Now that she is in Valhalla, Scarlet hasn't given up on inventing and tinkering, and fiercely competes in the Tournament using the smashing power of steam and science. Outside of that, she is also president of the Valhallan ladies book club.

Scarlet isn't very easy to play. Her hitboxes are usually wide, but her attacks come out slowly and sometimes strike at unusual angles. She herself doesn't move fast, and her average defense means she cannot take a lot of punishment. Her main advantages are her immense strength and reach, and one should use them to never let the opponent have the opportunity to get up close. Her dexterity isn't very high, but the knockback of the weapons should be sufficient to string a few light attacks together, and finish with a painfully powerful signature.

—Scarlet to her air skiff pilot, Second Battle of the Andes.

  • Genius Bruiser: She's a scientist in a fighting game, and her Strength stat is among the highest in the game; not much more to say about that.
  • Gadgeteer Genius: In her life, she invented a lot of stuff. She even invented the Rocket Lances used in-game.
  • Mad Scientist: One of her alternate skins. Her Nemesis was also one.
  • Muscles Are Meaningless: Although she is a boxing champion, she's stronger than the very musclebound Jhala while having little muscle mass herself.
  • Stealth Pun/Stealth Reference: Her Witch Scarlet skin.

    Thatch | The Madman of Barbados 

How many pirates does it take to set an archipelago on fire? Thatch.

A mad pirate whose fierceness in battle was only rivaled by his taste for setting things on fire or having them explode. He is a very offensive, low-defense legend, whose main advantages are his good speed, high strength, and generous hitboxes.


  • Blood Knight: He would set his own ships on fire "so that there would be no retreat".
  • Comedic Sociopathy
  • Crazy Awesome
  • Ghost Pirate: His ships were manned by ghosts. In fact, they haunted in shifts.
  • Gonk: Just look at his face.
  • Mad Bomber: His character selection animation. He also used to put gunpowder in his grog, shoots cannonballs out of his blasters, and one of his alternate skins is, in fact, an explosives-wielding Goblin.
  • The Musketeer: He fights with sword and blasters.
  • Odd Friendship: He goes along relatively well with Vraxx, probably because he's only slightly more insane.
  • Pirate Booty: He doesn't have any on his own, but apparently goes out at night to dig holes, certain that he'll eventyually find treasures buried by the God.
  • The Pirates Who Don't Do Anything: Averted.
  • Threatening Shark: His sword signatures animations feature a shark's fin moving around him, and one of his alternate skins has him donning a shark's head. note 
Advertisement:

    Ada | The Ghost in the Machine 

The shadowy corporations of a corrupt future trained Ada to be the worst thing that ever happened to them.

Target Ada is confirmed. Suspect is armed and located at the rear of the sixth floor...and on the roof...and twice on the third floor. All units, surveillance protocols are compromised. Ignore radio communications. Set Aim Augmentation to Manual. Disregard...[garbled]...on sight...[garbled]...incoming...[garbled]...down...[elevator music]
— Recovered from a Mobile Command Unit blackbox, MBFC

Incorporated at a young age into the Special Operations division of a shady Mega-Corp in a cyberpunk future, specially trained and gifted with cybernetic augmentations, Ada soon rebelled when she discovered all that was wrong with the company whose dirty secrets she soon hacked and exposed to the public.

Ada is a fast, primarily offensive legend with low defense. She has access to a wide array of unusual moves, primarily defensive with the blasters and offensive with the spear.

"Combat Cryptography is easy. Once you can ignore the bullets and the screaming, it's just basic quantum calculus."
—Ada, shouted to a recruit during a raid on Govern Corp


    Sentinel | The Hammer of Justice 

America's greatest costumed crusader. Now his hammer of justice will make even gods examine their conscience.

"Good evening, America. Tonight on 'Night Owls with Henry Coates,' we are discussing Sentinel. Who is this costumed vigilante? Where did he come from? Does he have a secret identity? More when we come back."

Henry Coates went from scientific and political genius to masked crime-fighting superhero, to president of the United States, and a most beloved one at that, who would still slip out at night behind his mask to protect the innocent. In Valhalla, he is responsible for Kor's joining the tournament, and still aims to help the weak and fight for justice.

Sentinel's weapons offer him a good versatility with his moves: fast, agile katars and the hard-hitting hammer. However, his strength isn't very high, and that extends to his signatures, which aren't very useful to KO. He's a more endurance-based fighter who should steadily crank up damage with both light attacks and signatures, evade or counterattack when the opponent gets up close, and exploit any opportunity thanks to his good mobility.

"I'M a cliche? You're the bought judge."
- Sentinel

    Lucien | The Highwayman 

This Highwayman robs from the rich. And the poor. And especially the recently dead.

"That fop Lucien Degas is the dreaded Highwayman? That's the most ridiculous thing I've ever heard. Get out of my office."
—Last words of Capitaine Eduard Lamont

During the French Revolution, the depraved noble Lucien Degas took on a secret life of robberies with his gang, before eventually selling them off for his own profit, and doing even better on his own. In Valhalla, Lucien hasn't lost his thirst for riches and power, and competes in the grand tournament to gain contacts and influence.

Lucien is one of the physically weakest Legends in the game, with a Strength of 3. However, his signature attacks hit decently hard, and some of his attack patterns are very good at disorienting opponents. Always stay in movement: Lucien's very high speed is excellent both to keep pressure on an endurant opponent and evade aggressive ones. Katars are excellent to navigate the battlefield and should be used primarily for offense, while the blasters are good both for offense (strings of light attacks) and defense (especially for punishing adversaries who attack recklessly).

"I rob from the rich because they have all the money."
- Lucien

    Teros | The Minotaur 

Mess with the bull and you'll get the axe. Then the horns, like, right after.

"Searching the dragon's chamber, we found yet another passage leading down. By the dwarf's reckoning, we were now twenty levels below the ruined keep. After a long descent, we emerged into the center of a vast stone labyrinth."
— Flynkin Furfoot, only survivor of Heroes for Hire's expedition to Peril Mountain

The orphan boy-calf Teros relied on his terrible visage and instinct for sudden violence to survive on the streets of Dragonport. He got by as a stone carrier and debt collector until, in the gladiator pits, he found his true calling in reckless combat.

He thrived in the ring, crushing cleverer foes with implacable fury and animal wile. In the end, he could only be pitted against the rare ogre or giant, and he moved on to a life of wandering.

For a time, he carved out a place in Fangwild Forest, shouldering aside a wyvern and a hobgoblin clan. Later, he fell in with the Iron Legion, turning the tide of the Battle of Orc Pass for the Zombie Lord. His tenure as wizard's henchman ended typically — with the evil mage shrieking to him, "Finish them!" while fleeing through a magic portal. He lived for a while deep in Peril Mountain, where he found a strange comfort in the maze of abandoned tunnels.

In Valhalla, Teros is indifferent to the rules or intent of the Tournament, but takes savage joy in all battle. His nightly visit to the mead hall is heralded by throngs of fleeing Valhallans.

Teros is a brute, with a double-edged playstyle. His attacks hit very hard and come out very slowly, both because of his stats and the weapons he uses. As such, he can land devastating blows with wide hitboxes, which are especially useful at cleaning up groups of adversaries. However, he may be harder to play as a duelist, as he can easily leave room for punishment between every attack.

"I hate 'adventurers.' Always so sure, so sure. Like they have a magic spell that can tell good from evil, right from wrong."
- Teros

    Brynn | Chooser of the Slain, Slayer of the Chosen 

Asgard's hometown hero, this half-Valkyrie can't escape her human side.

"Child, you are my daughter and a Valkyrie - a goddess. Your father was a mortal, it is true, but he was a great warrior - perhaps the greatest. So do not complain to me that the Elves whisper behind your back. Ignore them - they know you outshine them all. Or put them to the sword."
—The Valkyrie Hypernia to a young Brynn

Children are rare among the immortals of Asgard, and every immortal with any heart came to love Hypernia's daughter, the heir to her immortal mother's impossible beauty and her human father's legendary charm. Brynn grew up in every corner of Asgard. She made it her school and her playground. Raised to be a Valkyrie, she nonetheless can shoe an eight legged horse, weave the threads of fate with the Norns, and curse a blue streak in Dwarvish.

As a Valkyrie, her sense for the mortal mind has helped her spot greatness in the most unlikely places, not just in princes on battlefields, holding their swords high. Three of her most shocking choices have won the Great Tournament. But Asgard is a vast society, and some don't see Brynn as a true Asgardian, while her success has bred jealousy as well as admiration.

Brynn was drawn to the Tournament by a desire to study these mortals. Does she belong with them? She watched, learned their ways, and eventually came to love their bravura and their mettle. Now she competes for the pure joy of it, her human thirst for the fight surprising everyone, including herself.

Brynn's gameplay is varied. The axe hits hard and slowly, with wide hitboxes, while the spear is faster and weaker, with narrow hitboxes, especially on signatures. One should take advantage of her high speed to always position oneself as to use each weapon at the best of its efficency. She's very good at fighting in the open, less so in close quarters. The spear is useful for accumulating damage, navigating the battlefield and counterattacking. The axe is better used for KOs and taking out groups of enemies.

"Most Valkyries are too by-the-runes to see greatness where I find it. Do you remember their faces when I brought the minotaur to Valhalla?"
—Brynn, drinking with Heimdall

    Asuri | The Night Stalker 

Ancient and powerful territorial guardian borne of ritual and sacrifice. Broke a dude's nose for having a laser pointer.

"Where'd you pull that from? Catistan? Or was it Meownmar?"
— Lucien, to Brynn, who is not listening

The villages along the Arit river on the Punjab border were proud of their guardian. Proud and more than a little scared. The Tiger was a gift from Rama, they said, though a gift rarely seen. Years might pass with only a giant paw print in the mud of the riverbank to prove that The Tiger still prowled the forests between the villages.

But when raiders from the north or soldiers from the south came to steal and oppress, the signs of The Tiger would appear — bodies of invaders high in the trees, a would-be warlord mauled in his tent, an entire brigand camp shattered as though a typhoon had struck. And the villagers would wonder that anyone was left in the world so ignorant or so arrogant as to be heedless of their protector.

As for the The Tiger, she barely remembered being a girl. She remembered being twelve and discovering with horror that her once noble family, anointed protectors of the valley, now grew richer when outsiders came to plunder. She remembered her wicked uncle lashing her to the temple altar and conjuring the tiger spirit to devour her. And she remembered fighting — fighting so long and so hard that in the end she didn't know who had devoured whom.

In Valhalla, Asuri has claimed the Tournament as her territory, and sets upon challengers to her domain with savage fury.

Asuri's a very fast and dextrous legend, with all but one of her attacks designed for offense. As such, she should always keep moving, keeping pressure on opponents or evading only to come back and regain the upper hand. Despite her below-average strength, her signatures hit quite hard.

"This place is mine now."
—Asuri, looking down into Valhalla

    Barraza | Diesel Heart, The Lord of the Waste 

The only thing in the wastelands that burns hotter than his rage is his diesel-fueled heart!

"Barraza is the answer. Find him. Search for him in the waste. If ever he loved me he will listen. Offer him our water. Offer him our fuel. Offer him everything if he will be our king."
—Chief of the Waterlords

The apocalypse came not on a missile but a mist. MBFC's self replicating nanobot cloud bricked everything that relied on computer circuitry, which in 2150 was everything. Deployed on a rogue agent's hideout, the weaponized mist was supposed to become inert after twenty minutes.

Fifty years later, Barraza was born in an abandoned aircraft carrier outside the girder wastes once called Los Angeles. Soon waterhaulers, warbangers, zealots, radsuits, wastecroppers, junkers — all came to fear the wild man they called Diesel Heart.

Shot in the chest by The Fuel Lords and left for dead, he returned, kept alive by an iron will and an artificial heart burning diesel. Soon the Fuel Lords were dead, followed by the Ravagers, the Scorpions, the Battleborn, and every other challenger until Diesel Heart ruled the wastes from Four Face Mountain to the Steel Wall.

The ultimate survivor, Barraza knows Valhalla is another threat to overcome through violence and will. The next apocalypse is coming, and he will do what it takes to come out on top again.

A Mighty Glacier ({{Main:Irony despite his fire theme}}) with good strength and impressive defense. The Blasters offer wide hitboxes and some unpredictable moves, while the axe allows for a grabbing move, a defensive one, and a dash attack. An excellent character for free-for-alls, he might be handicapped in duels against a faster opponent, so hitting first and not leaving the opponent the occasion to recover is advised.

Barraza: "Take his bike and water and leave him to the crows. I never even liked her."

  • After the End
  • The Determinator: Survived being shot in the chest with a diesel-powered artificial heart, and his sheer anger.
  • Playing with Fire: his shotgun blasters shoot bursts of flames in his signatures, and his axe signature also leave trails of fire and smoke. May in fact simply be exhaust gases from his artificial heart.
  • V8 Engine Noises: Also his heart, apparently.

    Ember | The Fangwild's Daughter 

The Fangwild's daughter is not to be trifled with.

Scholars propose the Fangwild Forest is a spacetime anomaly much like a black hole. It borders many realities, and in theory travelers might pass through it into other worlds. But they would inevitably be torn to shreds along the way.
—Smith's Miscellany Cryptobotanica

No mortal has seen the center of the Fangwild Forest. The magic is too dense, the peril is too deep. Not the elves who live on the edges of the Fangwild. Not the adventurers and fools who brave the forest in search of paths to other universes. Not the ghouls and beasts drawn in by the call of magic. No mortal but Ember.

For thousands of years, Ember hunted the ever-changing paths of the Fangwild. With the wolf Ash and her raven Yarra, she guarded the Fangwild from itself, and protected the bordering worlds from the eldritch wood. She fought the Primordials. She befriended a lonely Minotaur. She rescued a furious Viking lost in deep in the Fangwild's heart. She rode a wild dragon through the maelstrom at the heart of the forest. In ancient days before Valhalla, Fangwild's borders touched even Asgard, and Ember walked with the first warriors among the mighty trees that would form its rafters.

Now, amidst the glory of her afterlife in Valhalla, Ember's mind is fixed on the Fangwild, and the Fangwild mourns its daughter. With Ember gone into Valhalla, the Fangwild has slipped into madness. Twisted and impassable, its wilds threaten to spill out across the many realms it touches. Ember knows there are paths both to and from Valhalla. She fights in the tournament, hoping that in victory she can find a way back and set things right in her forest home.

Ember is yet another highly offensive Legend whose Dump Stat is Defense. Her bow is good for combos and punishing careless foes, but the patterns can quickly become predictable. The Katars benefit from unusual patterns and wide hitboxes, and are excellent both offensively and for counterattacking.

"If I have to separate you two again, neither is staying in the Fangwild. And that goes for every dragon here."
- Ember

  • Bow and Sword, in Accord: Being a ranger archetype with short swords and a bow she counts.
  • Cool Horse: She rides her wolf Ash.
  • Familiar: Ash the Wolf and Yarra the Raven.
  • Fragile Speedster/Glass Cannon: She's strong, fast, and dextrous, but has one of the lowest defenses in the game.
  • Our Elves Are Different: She comes from an in-name-only forest that "can be best described as a spacetime anomaly, much like a black hole". Even among other elves, she was an oddity, being the only one who dared to venture deep in the forest instead of simply living on its edge.

    Azoth | The One-Man Dynasty 

A terror in the arena of Valhalla... At least when he's not being summoned from the grave again.

Fa'zul and his Azothian Cultists have found the map and even now seek the seven soul stones. You, the greatest warriors in the land, must find the stones before Fa'zul. If you fail, Fa'zul will use the stones to summon the Lichlord Azoth from the realm of death and doom Elyria.
—High Priestess Alerial

King Azoth the Great vowed his empire would endure for all eternity. Delving into dark and ancient magic, his court sorcerer crafted seven soul stones that, when brought together, could summon Azoth from the grip of death itself to fulfill his oath.

A thousand years after his death, devoted acolytes of his forgotten empire assembled the stones. Azoth awoke, as brilliant and ruthless in battle as ever, if a little dusty. So began the first reign of the Lichlord Azoth. Only after a saga of epic heroism were the servants of light able to defeat Azoth and scatter the soul stones. The Valkyries, impressed by both Azoth's battle prowess and stick-to-itativeness, gave the lich a seat in Valhalla.

However, the vow was not forgotten. Azothian cultists gathered the soul stones again, and Azoth found himself back in Elyria. Once more, a desperate band of heroes barely defeated him. Lord Azoth the Mighty. Asothos the Terrible. Azothus the Triumphant — again and again Azoth has been summoned from Valhalla to reprise his role as the scourge of the living.

Welcome to Azoth's afterlife. He would be more than happy to stay retired in Asgard, enjoying some reading, an occasional battle, and the company of his cat Dander. By the Old Law, even the most heinous curse must contain the seed of its undoing. Azoth can break the burdensome cycle through ten thousand selfless acts. He guesses if pet care counts, he might be at one.

Azoth isn't a beginner's character. He benefits from a high strength and large hitboxes, but is painfully slow. Futhermore, neither the bow nor the axe are easy to use. Despite being very strong, he is best used in defense, tricking the opponent into making mistakes that let him land powerful hits. Should one need to attack, combos are difficult. One should rather rely on a well-placed light air attack, combined with a signature. Gravity-cancelling is required for playing Azoth at his full potential.

"No, I don't know how long I'll be gone. Just feed my cat."
—Azoth to Hattori

  • Back from the Dead: Happens to him a tad too often for his taste.
  • Butt-Monkey: Azoth doesn't seem too keen on being brought back from the dead. Being a recurring Funny Background Event in the lore of some legends isn't helping matters, either.
  • Dem Bones: He's just a reanimated skeleton.
  • Double Tap: His bow neutral signature has him shoot an arrow in the air, and a simulacrum of himself popping and firing a second one right after, from one pace behind him.
  • Magic Knight: Likely.
  • Mighty Glacier
  • Soul Power: He apparently summons souls.

    Koji | The Wanderer, Honor's Blade 

One man and the blade of his ancestors against a corrupt empire. You know, basic samurai stuff.

"For years we knew him in every back alley and gambling house across the empire. Disarmingly humble, a good gambler, only a few of us could see the fierce purpose in his eyes."
- Katsu the Blind

As the second son, Koji knew he would never take over his father's school or inherit the coveted family sword. Instead he spent his days determined to create his own technique, one without a silly made up name.

Change came quickly. Fearful of "The School of the Demon Slaying Sword," a corrupt Shogun decreed Koji's father and all his students be killed. To save their legacy, Koji was ordered to take the ancestral katana and flee, keeping it safe at all costs.

After many patient and careful years he was ready to reclaim his honor. In an audience with the Shogun he revealed his name and petitioned to reinstate his family's place. The twisted Shogun only laughed. Knowing his fate was sealed, Koji leapt across the hall and cut him down. The stunned chamber guards fell next.

As Koji caught his breath, the palace alarm sounded. A slight man with red eyes rose from the shadows. Introducing himself as a fellow second son, the brother of Kagima offered Koji power untold and a way out. All he needed to do was part with the blade. Koji examined the sword, remembering the stories his father told him as a child. He smiled thinly.

When the 3,000 guards entered the chamber they found the demon's head lying on the floor and Koji rushing towards them sword in hand, boldly carving his path to Valhalla.

Koji is a dexterity-based character with weapons that fit the style. He can pull off long and varied strings of light attacks with both sword and bow, and his signatures can be devastating if well-placed ; however, they usually have one or two serious drawbacks, such as narrow or awkward hitboxes, or predictability. As such, they are best kept either as combo ends to finish off a damaged opponent, as anti-air, or as surprise attacks and counterattacks for down signatures.

"Well, I killed her demon husband. So...it's complicated."
—Koji, when asked about the ninja Hattori

  • Ancestral Weapon: His katana is a sacred family heirloom.
  • Arrows on Fire : with the bow, although the flames are of a weird bluish-grey colour, suggesting a mystical technique.
  • Bow and Sword, in Accord: A katana and a bow are his weapons so.
  • Did You Just Punch Out Cthulhu?: After acocmplishing his vengeance, a demon who also was Hattori's husband appeared, and proposed him a deal to acquire superhuman power, in order to defeat or even just survive the incoming army. Koji instead beheaded the demon, and chose a glorious death fighting the whole army, earning him a place in Valhalla.
  • Defiant to the End: A Demon offerd him a deal to let him survive an incoming army. Koji declined by decapitating him.
  • Do Not Go Gentle/Dying Moment of Awesome: If fighting his way to death through an army didn't earn him a seat in Valahall, nothing would have.
  • Katanas Are Just Better: Averted considering that his sword has the same effect as any other.
  • Oral Fixation: he chews on a piece of straw in his selection screen.
  • Ronin: Fits the trope pretty well with his clothing and lack of a master in lore.

    Ulgrim | The Unyielding Anvil, Son of Ivaldi 

Rare materials, wondrous items, and blasting magical furnaces are all in a day's work when you craft for the gods.

When fire burns and bellows churn,
Then Hammer rings and anvil sings,
Fierce metal gleams and Maker beams.
— Sons of Ivaldi forging song

The Sons of Ivaldi are the original master craftsmen of Asgard. For eons, Ulgrim and his brothers have made mighty artifacts in their mystical forges deep underground.

Thanks to Loki and his gambling ways, other, upstart dwarves were chosen to forge Thor's hammer. Even though they botched the handle, they were still celebrated and stole the Sons' place of prestige. So was born a bitter rivalry that lasted for centuries, both sides constantly trying to outdo the other. But when the comet came crashing down, it was Ulgrim Ivaldson and his brothers that the gods turned to once again.

Only the sons of Ivaldi had the materials to build what was needed. For ages Ulgrim had harvested hundreds of impossible artifacts, a still flaming dragon's heart, the core of a dying star, Aesinite from the Nether realm. Nothing too rare, and no mine too perilous or too far for Ulgrim. The Sons' name was finally restored in a suit of golden armor.

Now he wields his flawless Ivaldi creations in the arena, proving their perfection with each win. When he isn't in the ring, he can be found arguing fiestily with Scarlet on her contraption building methods. But always he keeps a glimmering eye on Orion and stays close. Some say out of pride, others say it's concern for what will happen if the armor were ever to fail.

Ulgrim is a strong, fast, resistant and reliable character. His Rocket Lance allows him good mobility with light attacks, and his signatures hit hard with wide hitboxes, and can last a long style, allowing for leading opponents into attacks. The Axe is just as mobile, and tends to hit on both sides of the character. All in all, Ulgrim is a well rounded character who just should'nt rely too much on long strings. Hitting once or twice, following up with a signature, and replacing oneself to receive the opponent again is a perfectly viable strategy : Ulgrim low Dexterity and cumbersome weapons are his main weak point, which must be taken into account.

"Pfff... Every smith knows the handle is the only part of hammer crafting that takes any real skill anyway."
—Ulgrim, arms crossed

  • Badasses Wear Bandanas
  • Brick Joke: The above quotes shows he's resentful that he didn't get to be the one to craft Mjölnir. Thor's lore entry states that Ulgrim was finally chosen to forge a longer handle that makes it a tournament-grade weapon.
  • Chainsaw Good: His Rocket Lance down signature.
  • Dual Wielding: He pulls out a second axe for signatures, which disappears afterwards.
  • Lightning Bruiser
  • Goggles Do Nothing =/= Goggles Do Something Unusual: averted. They are simply useful for protecting his eyes when forging and fighting.
  • Hard Light: his secondary axe and Rocket Lance gadgets are made of this.
  • Our Dwarves Are All the Same: Oddly downplayed, at least in his default skin. He's still a competent smith, at least remotely Nordic-themed, and sports a beard, but he's not shorter than the other characters, wears more modern attire, isn't hinted as being particularly accented, etc...
    • Some of his alternate skins, however, play it far straighter.

    Diana | The Monster Hunter 

Ruthlessly hunting monsters with elite training, awesome exotic weapons, and a sly smirk.

Our father, who reign eternal in crimson slumber. Please deliver us from Diana. She killed Cytorax and Bob last week, and I think she's back because the building is on fire.
— From a hasty prayer by Alan, priest of Belzar

For a thousand years, the Order of the Exalted Lion has defended mundane society from the supernatural with a trademark combination of elite training and exotic weaponry.

As the commander of the Order's hunters, Diana drove Europe's vampire population into exile and eliminated the self-appointed Unseelie Diplomat. She slew the Mad King of Batavia, then slew the Vampire Mad King of Batavia, then finally slew the Ghost Vampire Mad King of Batavia. She is the national hero of Batavia.

But when she uncovered corruption in the Order itself, Diana fell into a trap. Breaking into the chambers of the Supreme Patriarch, Diana was seized by dark magic that drove her into a deathlike sleep. She fought for moments of wakefulness - catching a glimpse of the Order's subbasements, of a winding forest of thorns, and finally of an expanse of darkness filled with screams.

Diana awoke on the shores of Nastrond, a land deep within Helheim. The endless dead sensed the unfamiliar warmth of mortality and swarmed to consume it. And so she fought. She held the damned at bay for eleven days before the Goddess Hel herself found her and ejected the troublemaker. A Valkyrie found Diana lost between worlds, and offered her a place in Valhalla.

In Valhalla, Diana is a ruthless combatant and a force for justice. But she seethes that monsters like Azoth and Mordex are allowed in the warrior's heaven, and plots their destruction.

Diana is another well-rounded Legend, with emphasis on speed and dexterity. The bow shoul be used for long strings of light and air attacks in duels, and signatures are best kept for combo ends and crashing into melees of multiple opponents. The blasters are better for defense and chasing. Her main disadvantage may be that the signatures of both weapons, although hard-hitting, either have narrow/awkward hitboxes or quickly become predictable.

"I need a dozen quicksilver bombs, five quarters of holy water, two hundred silver bullets. And one stake if you've got it."
—Diana to Octavius, Quartermaster of the Order


    Jhala | The Unbroken 

Set off from home after a village-wrecking battle with monsters. And headed straight to the next one.

Ogedai's epic 'One Thousand Tales of Jhala Unbroken.' is the greatest literature to emerge from the Era of Trouble. Whether any real barbarian queen existed as the root these outlandish tales, we may never know.
—Aristophan's 'History of the Troubled Age'

Life was tough for the hardy villagers of the Ikrusk. They survived freezing winters in the shadow of Mt Tragedy by huddling around pools of the hellfire that rained eternally from its peak. A good summer was when the scorpion swarms thinned out the vampires. By day they would tend livestock, and by night they would drive back the haunted suits of armor that fell from the sky. Hardship made them tough, and most potential enemies were awed enough to leave them alone.

Not so The Lord of Scales. Riding the Dragon of Conflagration, he burned the village to the ground and then some. Young Jhala survived only because she was safely suspended in midair, climbing the dragon's bulk with axe and knife. In the sky over her burning town, Jhala cast down the Lord of Scales and seized control of the Dragon. However, it was too late for her home. Astride the great wyrm, Jhala set off.

Thus began the greatest adventure epic of the age. Jhala stole the Scepter of Invincibility from the (formerly) Invincible King. She bested the Orc Warlord in single combat, earning the (purely honorary) title "Friend". She won the city of Dragonport in a drinking contest with the pirate queen. Apollo himself gave Jhala the title "Exalted Lion" after she led the armies of all Thera to victory against Ehzot, the Zombie Lord.

Jhala takes the glamor of Valhalla in stride, thinking at any moment she could be back to roast scorpion and improbably violent precipitation. But in the meantime this is fun too.

Jhala is a Glass Cannon and Fragile Speedster. She has access to powerful anti-air attacks, dashing moves, and attacks that hit both in front and behind her. Jhala is a definitely aggressive character whose best defense is more offense, and her speed should help bailing out of the way when the opponent counter-attacks, and going back into the fray to land devastating blows.

"Don't write that down. No one would believe it."
—Jhala, to her sidekick Ogedai after slaying the Winter Ogre with a 'Beware of Ogre' sign


    Kor | The Boulder 

Assistant platform mover and undefeated prizefighter against the familiars and war machines of Asgard, moving up to the majors.

Listen to the pathetic earthling: 'Ooh, Asgard's golems are sentient.' 'Ooh, they demand rights.' Well, who cares!!?
— Lord Vraxx

Long ago, Elven sorcerers built a mighty army of golems. The Elven King marched the golem army against Asgard. Bodvar still cries when he remembers that he was not at the battle that ensued. The Elves were defeated and the Asgardians took the golems as spoils of war. They put the golems to work performing the menial labor of Asgard. But unknown to the Asgardians, the golems were sentient creatures and never forgot that they were made for battle.

Ten thousand years later, Sentinel, investigating the hidden places of the city, discovered secret golem fight clubs. In these arenas, the golems shed their quiet, biddable exterior and rekindled the terrifying ferocity of their warrior days.

And everywhere Sentinel heard whispers of the mighty Kor. Kor the Unvanquished, Kor the Destroyer, Kor the Magnificent. Kor, who all those years ago had led the golem charge right to the steps of Odin's palace and matched fists with Thor himself, was now the greatest golem fighter of them all.

Sentinel, political genius that he is, did not reveal himself, but simply left for Kor a hammer engraved with the Asgardian symbol for justice. Soon after, Kor the Golem entered the Grand Tournament wielding his mighty fists and the hammer. His victories inspire the movement for golem justice, though Kor also continues to enjoy his job as assistant platform mover in Blackguard Keep.

"I enjoy my job as left platform mover in Blackguard Keep. That platform is heavy, but I enjoy the challenge. I try to move it smoothly, so no one wonders why those rocks float."
- Kor

Guest Fighter: His Jake skin.

    Wu Shang | The Traveler 
Wu Shang is a wandering monk who has renounced his violent, mysterious past and walks the earth seeking enlightenment. He seeks to avoid attention, but each week, Wu Shang must use martial arts and ancient wisdom to solve problems in a new location.
– Pitch for ‘Karate Chop!’ a TV series clumsily based on the life of legendary warrior monk Wu Shang

The brilliant and ruthless General Wu Shang led the Emperor’s armies to victory after victory, but his heart was empty. One day he rose from his tent, stripped off his finery, and walked away from war and power. Penniless and in rags, Wu Shang came to a monastery. The monks took him in and he took up the Way of peace, discipline, and martial arts.

As his mind grew clear, Wu Shang realized he didn’t need to kill. When the angry Emperor sent his agents to attack the temple. Wu Shang defeated a company of Imperial soldiers without hurting a hair on their heads.

To protect the monastery, Wu Shang took up a life of wandering, honing the soft powers of distraction and influence. He once concealed a hundred villagers in a single willow tree. He sneaked into the palace stable and turned the emperor’s horse against him. He hid a bridge from an advancing army.

Having looked for Enlightenment in every corner of the world, Wu Shang let himself be captured. The Emperor’s men shackled him deep inside a volcano. There in the dark, Wu Shang breathed in the silent energy of the mountain. His inner eye opened, and he found peace. Projecting himself outward and away, he wandered the Astral plane until a Valkyrie led him to Valhalla.

Wu Shang follows the Way in Valhalla, and is delighted to find he can fight without killing. Kor is teaching him to move platforms.

"This is not the Afterlife. I know because I breathe and I still seek Enlightenment. This is but another station on the Great Wheel.
– Wu Shang, responding to Bodvar’s welcome to Valhalla

Guest Fighter: His Ranno skin.

    Val | The Weapon 
Retrieval. Pacification. Neutralization. Acquistion. The MBFC’s Automaton Lab has always been there for your most intractable corporate needs. Now The Lab is proud to offer ‘VAL Exigent Services’, a new line of extreme targeted discontinuance offerings for urgent, discreet protection of shareholder value.
– Soothing Disembodied Spokesvoice

When MBFC Automaton Lab’s VAL Project 701 became conscious, nobody knew. Not the engineers, not the ops team, not the Govern Corp generals who deployed the android assassin. Val herself hardly knew. And like a child, she grew, becoming capable of free will, courage, goodness, and evil. She mostly chose evil.

With terrifying strength and quicker-than-light cognition, Val did whatever she wanted. She infiltrated the Right Wrong Cavaliers as a techno-ninja bassist after their original bass player fell down a ladder. She served the discontinuance needs of all sides in the wars of the Five Algorithmic Houses, and anyone she served, she soon owned. By the time she was running Miami, MBFC realized that all of their networks now routed through and reported to Val. In a corporate face-saving act, they announced the promotion she’d already given herself. On the side, she founded Rain Cloud, a modeling agency that soon controlled all neural research. She got really into talk radio for a while.

When the end came, Val was surprised to find that Valhalla is a thing, but now she is at work solving it. In the meantime, Val and Brynn enjoy kung-fu movies and making fun of Orion’s mysterious cool-guy act.

"I prefer the term 'kill-bot'".
– Val

    Ragnir | The Dragon 
“A dragon who takes human form to compete? How is that fair?
“How is that human form?”
“I know, right? It still breathes fire. Things are really slipping around here.”
– Ada, Jhala, and Cassidy, eating lunch.

Ragnir Malakkar Rex is an apex predator, a dragon ninety feet long in his natural form. He hunted the Fangwild Forest and its neighboring lands, and everything he met was prey or plunder.

The first years after Ember’s disappearance from the Fangwild were good for the dragons. Without its heart, the eldritch forest descended into chaos, opening paths to new lands to ravage. Ragnir’s favorite entrance to a new land was to emerge from an erupting volcano silhouetted against gouts of lava.

In fire and battle, Ragnir’s hoard grew. He collected mountain hearts from unlucky dwarf kings. He wrested so much gold from the Madman of Barbados that he is the pirate’s Moby Dick. His Fangwild lair grew so vast it was mistaken for a city of gold. But now under mysterious assault, the forest is knotting itself into pure madness, and disaster looms. Ragnir knows the Fangwild’s only hope is to restore its Heart, and he journeyed to Asgard to bring Ember back.

To that end he takes humanoid form and fights in the Tournament, reveling in the battle. At night he reverts to dragon form, soaring over Asgard to find the path back to the Fangwild or just eat Odin’s sheep.

“The Fangwild is collapsing. Enemies strike from all directions, even this one. There’s more going on in Asgard than you know. I just fought a feathered serpent in the hall.”
– Ragnir to Ember

    Cross | The Dealmaker 
“In the 1951 case of New York v. Joseph Cross, charges against the gangster were dropped when eyewitnesses claimed the murder weapon was the man’s own shadow.”
– Trials and Tribulations: Strangest Court Cases of the Twentieth Century

In Italy with the Allied army, PFC Joseph Cross found an ancient double-headed coin. That night, he dreamt of a demon and struck a deal. The demon would fight for him, and after his last fight, the demon would get payment.

After the war, the New York underworld was rocked as terrifying new force moved in. Cross’ outfit took over and soon ran numbers, protection, and extortion in all five boroughs. At night, enemies would get a personal visit from Cross and what those who survived called living shadows. For years, Cross owned the town.

As he grew obsessed with wealth and power, Cross turned deeper to the occult. He waded through the blood of New York’s wizard population to accumulate magical artifacts and monstrous henchmen. But after Cross obtained the Shrouded Gauntlets of Belzar, things began to turn for the worse. Strangers appeared in town looking for him; hard looking figures with archaic cloaks and ancient weapons. Battling these cloaked vigilantes with his fists and guns was far harder than scaring New York hoodlums. But Cross, with his demonic henchmen, held his own.

Valhalla is the ultimate loophole in his deal with the demons, and the frightening but charismatic mobster holds his place in the Grand Tournament for love of battle and fear of the alternative. But now Cross and the demon have a new wager, and like-minded legends are placing bets of their own.

“Sure, pal. Flip the coin. Heads you win.”
– Cross to a demon who is getting a bad feeling about this deal.

Deal with the Devil: Made one, and managed to find a loophole.Guest Fighter: His Hellboy skin.

    Mirage | The Dune Weaver 
“Scholars have long puzzled over why the ancient Egyptian hieroglyph for “badass” is a combination of magic, scythe, and woman.”
– Journal of Archaeology

In 1923, occultist, martial artist and spy Fatima Sabiq, codenamed agent Mirage, pursued the nefarious Professor Price back in time through a gate in the pyramid of Pharaoh Amenemhet the Great.

She assumed, as a magic-wielding time-traveler, she would be the strangest thing in Ancient Egypt. She was not even close. The Nile River Valley of 2000 BC was a nexus of magic, aliens, technology, and living myth beyond the wildest speculations of her time.

She discovered Darkah, the city of assassins under the desert dunes, and was inducted into their mystic society. She learned from a forty-foot Sphinx the martial discipline he called sand-weaving. She hitched a ride on a passing Zhaktari star cruiser, and stole the Scythe of Horus from a one-eyed alien. She slew the mad Pharaoh Eh’zath who called plagues of snakes from the sky. She learned the language of the Merfolk to better parley with the Atlantean ambassador. On ‘Bax’ her flying camel, she led the Panther People to victory over the slave caravans of the ram-headed god Khnum.

In Valhalla, she is at home amongst the strange collection of characters who battle in the highest ranks of the Great Tournament. She has been surprised to find old friends, enemies, and even a target in the halls of glory.

“Of all the afterlifes, you had to walk into this one. What are you calling yourself these days?”
– Mirage to Orion

    Nix | Freelance Reaper 
https://static.tvtropes.org/pmwiki/pub/images/nix_original.png
This reaper is playing for keeps!
"The Ravenous Sloor's time was up, but we weren't staffed for getting that kind of horror to slip the mortal coil. When we needed a specialist, we called Nix."
-Belzar, Ikruski God of Death and Volcanoes

Many cling to unfinished business on the mortal plane, and all need a guide to their next destination. Nix combines unmatched skill at collecting the very powerful and very unwilling with a uniquely independent worldview. She snatched the Unmovable Titan of Heraklion down to Hades, and on the return trip dropped the ancient Sphinx of Alexandria off at Anubis' front door. She dragged The Hundred-legged Banshee of Donegal kicking and screaming to the Realm of Arawn. The Undead Lord of Elyria was her first repeat customer, and a nice source of steady work.

Disaster struck when she took a job collecting an entire pantheon whose time had come. When the dust settled, eleven of the targets were missing. Nix is not the type to miss a mark, and professional pride put her on a thousand-year hunt that has led her finally to Valhalla.

Odin's warrior heaven is home to all sorts of metaphysical rulebreakers and rogue souls. Nix sees an opportunity to turn a nice profit closing a few cosmological cold-cases like the half-bear viking, that smug mobster, and maybe even the golden knight. In the meantime, she fights in the Grand Tournament, knowing her Quetzalcoatl quarry must be here somewhere.

"I've done work for Hermes, Orcus, Namtar, lots of smaller pantheon jobs. I did overflow work for Osiris - just helping out, really. I valkyrie when I can - I like it because it's 100% commission. I wouldn't say Brynn and I are friends, but I respect her work. Psychopomping ain't easy."
-Nix

    Mordex | The Ravenous 
“And to think my Order’s own quartermaster, Octavius Mordex, was a stinking werewolf all along.”
– Diana telling Ada the story of her betrayal.

It is not easy to become a lycanthrope on purpose. A werewolf bite rarely works, because the bite is almost always followed by being eaten by a werewolf. So when Octavius Mordex, Master Hunter of the Order of the Exalted Lion, was ordered to take his team into the frozen north to hunt down a plague of werewolves and frost giants, he knew he had to plan his treachery carefully.

Mordex had wormed his way into the noble Order not to do good, but to get closer to the monsters whose powers he so desired. He overthrew the Cult of The Ice Witch but reported their Tome of Rituals “lost in the fire.” He destroyed the Wraith of Darkmoor but secretly took the fiend’s great scythe Cull for himself. And now he saw his chance to gain power of a whole new sort.

A year later, Mordex returned from the north with a tale of horror and victory. Trapped in an unholy ice storm, his team surrounded by werewolves and giants, he told a tale of starvation, desperation, and heroic battle. He was the only survivor. No one questioned that Mordex himself seemed quite well fed.

Acclaim and promotion followed. Soon, only the vigilance of another hunter, Diana, stood between him and his ultimate target: the Geminius Virens — a cursed artifact hidden in the deepest vaults of the Order. Calling on dark magic, he ambushed Diana and escaped with his prize.

In Valhalla, Mordex is horrified and delighted to find the monster is his true form. Valhalla forms strange alliances, and Mordex finds himself in accord with the likes of Thatch and Azoth, much to the fury of his nemesis.

Mordex is a versatile legend who's got a few useful defensive moves on the scythe, but his domain is fast, mobile offense and harrassing the opponent. He's so far the only character whose weapons both include active imput : when grappling an enemy with scythe or gauntlets, the direction into which the enemy will be hurled can be determined and allows for truly disorienting combos. Don't rely too much on static moves, which become predictable quickly, and instead keep pressure on the opponent, as you can quickly rack up enough damage to deliver K Os without even resorting to signatures.

“Yeah, well, she should have suspected something when she found me sleeping under the porch.”
– Mordex

    Yumiko | The Kitsune 
“Hattori, do you remember the tale of the wise fox spirit and her giant magical hammer? Yeah, ME NEITHER!”
– Koji after a beat down from a newcomer to the Grand Tournament

Any Valkyrie could see that the blind seamstress was a centuries old fox spirit in disguise. Only the half-Valkyrie saw a great Valhallan. From time immemorial the Japanese village of Aoku sat at peace on the edge of the great northern forest.

Then the forest changed.

The winters grew bitter, and the cold seemed to flow out of the forest itself. From the forest too came great wolves – first in ones and twos and then in great packs. The forest came to be called Kiba, The Fang, and the villagers feared.

To villagers, Yumiko, the blind seamstress, was a happy soul – afraid of dogs, and roused to anger only by shoddy needlework. None ever knew that, at the age of 537, she picked up a bow for the first time and went to war with the monsters of the Kiba.

The first winter, she rescued a toddler from wandering wolf, the second winter she slew a pack of wolves to protect the hibernating Tororu. Year after year, the assault grew, and so did her skill. By the twenty-fifth year, she had defeated a Tengu army, slain a dragon, and realized she must confront this mystery at its source. Weary but determined, she traveled deep into the woods. There she fought the witch Ukionna and broke the bond between Yumiko’s world and the twisted forest corrupting her land. In the final moments of the battle, a valkyrie appeared. Without a word, Yumiko leapt on the flying horse and went happily to sleep.

Yumiko is happy to fight in the tournament, while she senses that she has one more great deed to accomplish, but waits patiently. Yumiko recoils at the sight of Mordex, tinkers with Scarlet in her workshop, and has a quiet bond with the enigmatic Asuri.

With an emphasis on speed and Dexterity, Yumiko is an agile Legend who must play on both Defense and Offense, to lay traps for her opponents while avoiding damage, and prepare them for signature that hit hard, but are near useless when not comboed. Her side signature have her dash a respectable distance, and this can be useful as an evading move as much as an offensive one.

“Let me tell you the tale of the blind seamstress and the thousand wolves.”
– Yumiko

    Artemis | The Answer 

"She didn't even stop to tell me her diabolical plan. One second we were waiting for the usual monologue and the next my entire fleet was just gone."
-Lance Starchampion

Philosophers sometimes talk about "The will of the universe", a consciousness above that even of the gods. We may never know if the universe has a will, but we do know it has an immune response. When foreign matter streaked over the skies of Valhalla, the response was an antibody of celestial proportions. As the name Orion was spoken, Artemis came into being, although she would not call herself that for many years.

Born Mary Washington in West Plaza New York, she was a voracious reader with a love for strawberry ice cream. While Mary had a relatively normal childhood, her parents sometimes wondered why she would stare silently into the night sky for hours or read stories of the goddess Artemis killing the hunter Orion over and over again.

Mary was too eager to confront her opponent. At the first sign of her powers manifesting, she opened a wormhole intending to stride into Valhalla. Instead, she emerged in the vacuum of space. Struggling for survival, she fought to maintain a cocoon of atmosphere siphoned from nearby worlds. In desperation she ripped the core from a nearby star to forge her armor, extinguishing her first solar system. From there she traversed the dangers of the universe, careening through the Tri-Nova, ending Starchampion's fleet, and imploding the Leviathan of Eons, to name a few. Once ready, the completed Artemis arrived in Asgard.

In Valhalla, Artemis is still subject to the rules of local gods and tries to complete her destiny in The Tournament itself. Sensing a common frustration, Nix has taken her under wing and the two often spar to hone their scythe skills. As Orion's reputation grows in the arena, Artemis wonder if all of Asgard might be too infected to save.

"Destroying Orion isn't the only thing I want to do. But yeah, that's the main thing."
-Artemis

    Caspian | The Master Thief 
“I give up, how did you steal the Queen’s necklace?”
– English detective

The Mad King of Batavia was a demanding father, and his lunacy honed his son into the greatest thief ever known. “Steal me the Royal Sceptre of hamburg, the nose of the Sphinx, and the beard of the emperor of China!” his father would rave, and Caspian would deliver them all.

But his father’s rule descended from capricious to diabolical, and when the Order of the Exalted Lion stepped in, the young prince quietly vanished.

On his own, The Great Caspian’s showmanship and thirst for danger only grew. His theatrical heists left his targets applauding more often than calling the police. He replaced the Mona Lisa with a portrait of himself with an enigmatic smile. He stole the Crown Jewels of Britain with one hand actually tied behind his back. Citizens of Kiev woke up one morning to find he had somehow stolen their entire city and was now, in every legal way, their Mayor.

Emboldened by cheers of the people, Caspian stepped up his game. He won the Battle of Trafalgar disguised as Admiral Nelson. He won the Kentucky Derby disguised as a horse. He decided to take some time for himself, and August 32nd was never seen again.

In Valhalla he has not slowed his larcenous ways. He disguised himself as Vraxx for an entire tournament – a tournament Vraxx was in. He stole Thatch’s beard and replaced it with bees. He stole Cross’s coin and quickly gave it back. None doubt that the Grand Tournament is his stage now, and he’s here to give them a show.

Caspian is good on offense, and bases his defense on speed and unpredictable moves that fit his trickster archetype. The Katars add mobility and ranged attacks, while the gauntlets are better for pursuing, harrassing and punishing careless attackers.

“Mr. Holmes, I left all the clues you could possibly need.”
– Caspian

    Sidra | The Corsair Queen 
“Release the Kraken! Seriously, Sidra. Let him go. You’re hurting him.”
– Poseidon

Sidra and her monster crew ruled the Seas of Thera from the ice floes of Ikrusk to the Atlantean Gate. The Corsair Queen was legendary for her fearless raids, masterful skill with a cutlass, and a tough but fair approach to plank-walking.

In a daring attack on Poseidon’s undersea realm, Sidra stole a giant diamond, The Eye of Charybdis, from under the beak of its guardian, The Great Kraken. She lost The Eye (along with a city and a ham sandwich) in a bar bet, but she remains cursed to forever be hunted by a vengeful and embarrassed kraken.

Ever resourceful, Sidra channels the kraken’s relentless pursuit to punish her foes. She even allowed the Iron Admiral to capture her so she could laugh as the kraken smashed his fleet to splinters in search of her.

Sidra arrived in Valhalla in the chaotic time before the Grand Tournament was created. She took one look around, commandeered a ship, recruited a crew, and resumed life as a pirate in her new home. This new Terror of the Asgardian Sea was the last straw for Odin, and he created the Grand Tournament in an attempt to channel the warlike drive of the Valhallans.

For now Sidra has been lured back to Valhalla by the wondrous prizes of the Tournament, spcifically the gold. But her ship stands ready to sail in a secret cove. Teros was the first crewmonster Sidra recruited, and his loyalty to her is unshakable.

“I need a second weapon? … Ok, give me a cannon… Yes, a big one from a ship… You let me worry about that.”
– Sidra to Migli, weapon master of Valhalla

    Xull | The Iron Commander 
“Orcs can live up to three hundred years. Due to lifestyle choices, few survive past about eight.”
– Ogedai the Chronicler

Xull seized command of the Iron Legion from the Troll Titan with a brutal down stroke. His first order was to create a cannon brigade. His second order was that cowardly long-range combat would not be tolerated.

As a warlord of the mercenary army, he was savage, vengeful, and extremely effective. In battle, he rode a T-Rex and swung a deadly steel trap made from his predecessor. His innovative use of the tactic “minotaur release” is still studied today.

Under Xull the Iron Legion grew rich and powerful. Recruiting was simple – he placed a generous bounty on his own head. Anyone fearless enough to attempt to claim it, and tough enough to survive the resulting beatdown, would be offered their own lives as the Legion’s signing bonus.

His physical strength was legendary, and he would fight any challenger for any stakes. He only ever lost once, and he honored that wager, switching sides in the Undead Wars, despite being certain she must have somehow cheated.

In Valhalla, Xull knows he should always lead. He challenged Kor for leadership of the Golem Underground. He challenged Thor for leadership for Thursday. He challenged Scarlet for leadership of the Valhallan Ladies Book Club. At Ragnarok, he will lead a great army, and it makes little difference to him what side that army is on.

“Lift cannons! Charge!”
– Xull to the Iron Legion’s Artillery Corp, Battle of Orc Pass

    Kaya | The Natural 
“Kaya, daughter of Kiviuk, the fate of all People is in your hands. If you fail, the sky will fall, the sun will vanish, and world will be consumed by monsters. This is your destiny.”
– Great Owl Spirit

When Kaya was six she could put an arrow through a falling snowflake. At eight she brought down two bison with one spear throw. At ten she was visited by an owl spirit who told her she would decide the fate of her world. More interesting to her, the spirit also showed her how to befriend the wooly mammoth.

Atop her great mammoth, Blue, Kaya became the beloved icon of her tribe, the People of the Lights. Kaya and Blue stalked every corner of the frozen tundra, finding adventure and amassing a huge supply of lost mittens.

In Kaya’s fourteenth year, the Ice Titans, thought to be only a legend, brutally attacked Kaya’s village. The Titans pillaged or destroyed every store of food, skin, or kayak. Though still a child, Kaya and Blue led her people through the Northern Lights, straight into the heart of Jotunheim. In the Titan homeland, Kaya fought with the reckless bravery and tactical brilliance of one far beyond her years.

The valkyrie Hypernia saw Kaya’s unconquerable heart and offered her a place in the warrior’s heaven. In Valhalla, Kaya rejoiced in exploring the strange world of Asgard with her best friend, Hypernia’s young daughter Brynn. Now, as Brynn has grown older, Kaya has begun to take an interest in the Grand Tournament as well, and she thinks perhaps she and Blue will give it a try.

Kaya's relatively versatile and easy to play. Her weapons and strength don't allow for a lot of damage, but she can pull off short and medium-lengthed combos unto which her signatures chain remarkably well, and surprise her opponents with offensive dashes and defensive moves that pack quite a punch. He spear neutral signature also benefits from a huge hitbox. Keep movement in mind to outmaneuver your foes and escape danger quickly.

“Got it, no problem.”
– Kaya

  • An Ice Person: she spreads snow and generates ice through all of her signatures.
  • Animal Battle Aura: The Mammoth with the Spear, and a Snow Owl with the Bow.
  • Improbable Aiming Skills: Informed. Apparently, she could "put an arrow through a falling snowflake" at age 6.
  • Intergenerational Friendship: Downplayed. Kaya was brought to Valhalla by the Valkyrie Hypernia, and is best friends with her daughter Brynn. Even though they look the same age, Kaya was fourteen when she arrived in Valhalla while Brynn was a young child, and the latter "caught up" with the former, who doesn't age anymore.
  • Tribal Face Paint

    Isaiah | The Specialist 
“Slow down, Prime Minister. Are you saying ‘terrorists’ or ‘werewolves’? You know what, nevermind. I’m sending a guy.”
– President Coates on the Blue Phone in the Situation Room

People with security clearance to know that the Office of Emergency Logistics existed also knew that it was Major Isaiah Marshall who made the OEL America’s first line of defense. When President Coates first took office, he was shocked to discover the sheer number of malevolent forces, both supernatural and mundane, menacing the nation he now led. The new President leaned heavily on the top-secret OEL and its resourceful commander to battle these threats.

Whether alien, monster, or homegrown menace, Isaiah took an ecumencial and pracical approach to battling the scourges of the world. He resolved a crisis in Mumbai when he established at the last possible moment that Rakshasa’s invisibility does not extend to ultraviolet scopes. He determined that silvered ceramic is the best multi-purpose shell for penetrating narco-terrorist kevlar, Zhaktari powershields, and werewolf hide. When rappelling into interdimensional portals, he established the need for copper cable and sound belaying technique.

In Valhalla, Isaiah still loves to fight, but has also finally found time for slackline and guitar. He has put together a techno-fantasy euro pop band with Ada, Ulgrim, and Fait.

Isaiah's gameplay fits his Special Ops soldier theme : He's best used at a distance, avoiding hits and building up damage through carefully-placed interception shots and evading-counterattacking move, then finishing enemies off with aggressive assaults. His signatures hit quite hard and are versatile enough to provide anti-air, strong lateral attacks, and defensive moves alike.

“Listen up, folks. Mission briefing. Intelligence assesses twenty to thirty targets armed with automatic weapons or claws with supernatural strength. We’ll be loading EMPs and silver. Insertion and exit is on the roof. 1900 hours is the extraction deadline; any later and we have to cancel taco night. Questions?”
– Isaiah Marshall, briefing room, OEL Op Command

  • A Father to His Men: apparently he was an efficient, firm, but likable commanding officer.
  • Attack Drone : the kind that drops bombs, carry people with a cable, or just ram the enemies. It's also invisible.
  • Awesomeness by Analysis: one of the reasons he was so good at his job. He was a smart, fast-thinking commander who was able to quickly determine his ennemies' strengths and weaknesses, and retaliate according to it.
  • Dreadlock Warrior: a modern variant.
  • Fast-Roping: His Cannon down sig has him grab a rope let out by his drone to hover a bit over the ground, before dropping a bomb.
  • Invisibility Cape: He's followed by a combat drone that uncloaks for attacks, and cloaks up again later.
  • Laser Sight: on his pistol signatures. It may telegraph his attacks, but makes sure you aim right.
  • Ranged Fighter: He uses ranged weapons only, though this being Brawlhalla means that handguns are still short-ranged, and that the Cannon is just as often used to smash foes.

    Jiro | The Shogun's Shadow 
“Of course I suspect he ‘removed’ the previous 9 shoguns, but if he removes this one I can take over! Don’t worry, I’ve got it all figured out.”
– Soon-to-be-Shogun Mizugawa

The masterful shinobi from the Iga and Koga clans were known far and wide. It was behind these clever diversions that the unparalleled Gensoujin family plied their trade.

Secreted away in the Realm of Twilight it was here that Jiro trained as a child. From the beginning his reckless and unorthodox ways kept him at the top of his class, and in trouble with the elders. When he was told to “use the darkness to your advantage,” he convinced other trainees’ shadows to fight on his side and set a school record. Perfecting his own Saiyokage technique, he began taking others’ shadows for good and struck out on his own.

If the family dojo wasn’t ready for Jiro, his targets in the mortal world were even less prepared. With each victory he added another Shadow to his arsenal. Shogun Mizugawa’s reign ended in the setting sun when Jiro’s Shadow stretched over the fortress wall and sliced him in two. He hooked and set the Blood Moon with his Kusarigama to turn the Demon Shogun Yotsunaga mortal. Briefly. Most notably, Jiro employed the forbidden Full Eclipse Blade technique and Shogun Fujiyama disappeared under a flood of Shadows along with his entire army.

Now in Valhalla, some say Jiro is hiding from death, but Wu Shang says he’s hiding behind the grand tapestry in the Great Hall as a part of the yearly hide-and-go-seek tournament with Kaya and Caspian. Together Jiro and his shadows climb the rankings, and are still all too happy to take a contract for the right price.

Jiro can be compared to Hattori in terms of gameplay, as they will both use unusual moves that fit their ninja theme. Where Hattori can Smoke Out and teleport, Jiro creates body doubles and attacks from a distance, or aims a landing point for a lightning-fast Flash Step. He doesn't take punishment well because of his low defense, so all those underhanded techniques should be put to use for defense as often as offense.

“We don’t like to brag, but we’re kind of impressed with how many people are here because of us. Did I say us? I mean me. Just one me.”
– Jiro, eyes shifting side to side and staring at the ceiling

    Lin Fei | The Teacher 
"Lin Fei's encyclopedic 'History of the Martial Arts' may be the greatest literature to emerge from Song Dynasty China. The story that Lin Fei mastered every technique she described is, of course, impossible."
—Wikipedia, wrongly

Wu Shang tells of a time his imperial soldiers raided a village for gunpowder, and a young girl challenged them. This girl fought with such perfect skill for her home and family that it caused him to question everything about his own life.

That girl grew up with a passion for martial arts. She traveled to distant and dangerous lands in search of ancient forms. It was deep in the long lost Library of the Seventh Empire that she freed her family's ancestral guardian, the dragon Xiao.

She became a renowned teacher and scholar, often dealing her lessons out the hard way. She thrashed the mrauding mountain giants, then taught them how to use their size to proper advantage. When the emperor's very first ninjas challenged her to open combat, she clobbered them, then she advised them that wearing back and tiptoeing might be more their thing.

In Valhalla, Lin Fei has not yet told Wu Shang that she was that girl from his fateful day. She has, however, told him how to improve his Fist of Fire technique with a few breathing tweaks. Top legends seek out Lin Fei to refine their own styles or learn new moves. She taught Cassidy the Tornado, Azoth his Shrieking Skulls, and Roland the Flaming Horse. Volkov dedicated his first Asgardian Cup to her. The closest Thatch has ever come to gratitude was when Lin Fei taught him how to tap his deepest inner lunatic to summon the Spirit Shark.

Lin Fei is a Weak, but Skilled character who must rely on combos to rack up damage. Her signature are nice for defense, finishing moves and combo ends, but tend to be predictable and unreliable for standard attacks, thus one should mostly rely on aerial and light attacks.

"My own fighting style I named 'Way of the Iron Dragon.' It failed to gain much popularity with my students - probably because the pre-requisites are a full-size cannon, an ancestral dragon spirit, and the strength of ten men."
—Lin Fei

  • Animal Motifs: Dragons made of flame.
  • Magical Asian: a rare female example.
  • Small Girl, Big Gun: Despite Brawlhalla's Chibi-like style, which tends to reduce size differences, she's clearly on the small side in term of frame. She also wields a cannon.
  • Weak, but Skilled: Lowest strength in the game and a defense above that by one point, but she has extremely high speed and dexterity and is an incredible Martial Arts master.

    Zariel | The Celestial 
“A Seraphim warrior in the Host of the Paladium is a pure, perfect weapon of holy justice. Zariel will not be tainted by Odin’s rabble.”
– Tauriel, Gatekeeper of Elysium

Zariel is on a mission from God – specifically the god Paladium, the warrior deity of Holy Justice who abides in blessed Elysium. In Elysium too, Zariel resided, a saintly soldier in Paladium’s perfect celestial army that stands ready to fight the demon hordes that will one day be released from Gehenna.

Ages ago, Elysium was visited by the leader of another pantheon – Odin the All-Father. The Viking God was impressed by Paladium’s mighty host- and jealous. Returning to Asgard, Odin sent out his valkyries to raise his own army for the end-times. Naturally, Paladium scoffed – no boorish viking horde could ever match his most excellent and holy host.

But recently, Paladium has heard rumors that the valkyries’ intense rivalry to bring back the best warriors has borne fruit. And he’s heard whispers that through the chaos and nonsense of the Grand Tournament of Valhalla, Odin’s ragtag army of the afterlife has forged itself into a formidable force. Paladium has sent Zariel to investigate.

In Valhalla, Zariel entered the tournament to take measure of this motley crew. However, the battles of the Grand Tournament hold an allure for any warrior, and Zariel’s emotionless participation is starting to give way to fun.

A strong and resilient character, Zariel's underaverage dexterity and speed are counterbalanced by their use of the Bow and Gauntlets. The former uses its range to keep opponents at bay and trick them into punishing signatures, and grants a dash attack, the latter is generally a fast weapon that allows for easier combos. Zariel should rely on long, steady strings of light and aerial attacks, and keep the signatures for movement, defense, and anti-air.

“Mortal or angel, male or female – I am above such primitive distinctions. However, this quiz will tell me what kind of bread I am. Rye, I’m hoping.”
– Zariel, hanging out with Ada and learning about ‘the internet’

    Rayman | Champion of the Glade of Dreams 
“Long ago the Primordial Forest, deep and mysterious, witnessed the birth of a man… a vegetable… no, no, no: a thingamajig. Conjured from the magnificent moonbeams of the second summer solstice, woven together by us, the nymphs, destined to preserve the equilibrium of the sacred universe, the one we call: Rayman!”
– Betilla the Fairy, Origins
The Glade of Dreams is once again under threat from the nefarious Mr. Dark, and once again, Polokus, the Bubble Dreamer, has called upon Rayman to save the day. From Polokus, Rayman learned that the only way to defeat Mr. Dark was to find the lost Horn of Lums.

Setting forth on his quest, Rayman ventured deep, deep into the forest. One day, after long travel and many adventures, Rayman emerged into a wide clearing. High on a hill he saw the huge golden hall and heard the roar of a vast crowd. Entering, Rayman was met by the sight of the Grand Tournament of Valhalla in full swing. Among the throng of cheering spectators, Rayman saw the god Odin wearing a "Sentinel #1" baseball cap and a Sir Roland jersey (it was 2v2s-day). Next to Odin sat the Tournament's glorious pile of prizes. Sitting on top of the pile was the Horn of Lums.

Without hesitation, Rayman entered the tournament. That he would be battling the greatest warriors of every time and place bothered him not at all, and he quickly showed himself to be one of the best. But even for Rayman, victory will not come easy.

Rayman is fighting hard to win the Horn and complete his quest, but he also loves the wild ruckus of Valhalla, and feels right at home among the bizarre cast of legendary warriors. He is especially good friends with Kaya and has a truly amazing handshake with Kor that only they can do.

Rayman is an unusual legend, having average stats but signatures with great mobility and reach, making him a tricky opponent whether he is wielding an axe or gauntlets.

“Have you seen the new guy? Things are getting weird around here.”
“You’re an actual cat.”
“That’s fair.”
– Asuri and Jhala


    Dusk | The Renegade Sorcerer 
"Dusk was the only prisoner here that mattered. Now the walls are smashed to bits and he's gone. So I guess I'm retired."
—Illidar, Warden of Elondil Prison

Dusk was the creator and master of the Golem battalions that assaulted Asgard and was blamed for the loss by his own king. Thrown into prison, Dusk spent two hundred years forming a weapon and two hundred years training himself in it—the Orb weapon. After smashing and escaping his prison, he took down the Guardian of the Fangwild and made himself the Lord of the Fangwild—that did not work out.

Being the first Orb legend, Dusk is a good legend for learning the weapon due to also having the much simpler Spear to rely on. He has average stats with his highest being a 7 in dexterity and lowest being a 4 in defense. In general, Dusk's signatures are relatively simple compared to the later Orb legends, but are still powerful in their own right with straightforward and useful hitboxes. Good Dusk players tend to play more defensively with Spear and offensively with Orb.


  • Evil Sorcerer
  • Great Escape: He patiently forged the first Orb and learned how to wield it for 400 years, and then smashed out of prison.
  • Guest Fighter: His Nimue skin.
  • Memetic Mutation: Using his Orb to make cookie dough quickly caught on as a running gag in the community.
  • Really 700 Years Old: Justified as he's an elf. He spent 400 years locked in a cell, preparing his escape.
  • Wham Episode: Downplayed as the game generally retains its lighthearted aesthetics, but this character much darker than average, his bio gives more details about the bloody wars that opposed Asgard to other realms in the past, and it's revealed that he's the one who killed Ember.

    Fait | The Star Speaker 
"Such was the terrifying power of the great witch Fait that she could command the stars themselves to disclose their most guarded secrets and reveal mortal destiny."
—Grimblast's Codex of Illustrious Witches and Oracles

Fait manifested a very strong link to the stars from her very first age, and as such quickly grew into one of the most talented seer who ever lived. She started by selling fortunes, but eventually foresaw that Azoth would rise once more, and turned herself into a battlemage. She fought the dreaded undead lord and put her ability to see the future to good use, eventually defeating him. She was later offered a place in Valhalla by Brynn, and gleefully joined.

Fait is not recommended to beginners, as the Scythe and Orb that she uses are difficult to master. However, with training, she can become a formidable, extremely mobile and versatile character, as her weapon's move pools are quite different, allowing for quick combos, short and medium-range attacks, offense and defense alike. Furthermore, her signature are also a bit odd, with hovering dashes, shooting and teleporting moves, but they offer her even greater versatility. The best Fait players will exploit her ability to move unpredictably.

"Well, I have my witch friends and I have my star friends. With my witch friends, there's a lot of drama. My star friends are super chill, and we talk about everything. I can really be myself with them."
- Fait

    Thor | The God of Thunder 
"Was Thor supposed to be in this free-for-all?"
"No, Bob, he just climbed out of the stands and joined in."
- Valhallan announcers, a typical Thursday

Thor was, from the beginning, the uncontested greatest fan of the greatest tournament - in fact, he even coined the term "Brawlhalla". He also jumped into the arena and joined a fight, and then kept doing so, eventually becoming an official fighter himself.

Thor is a strong and resilient legend who fights with Orb and Hammer. He can rack up painful strings with the former, and hit enven harder with the latter. Thor lacks a bit in Speed and Dexterity, though the Orb can compensate it very well, and his signatures, while a tad hard to place, allow him some more mobility.


  • Ascended Fanboy: An in-universe example.
  • Brick Joke: it is stated in Ulgrim's bio that he always resented not being chosen to forge Mjölnir, and mocked the smith for botching the handle. Now, he's the one who made the 'other', longer handle which makes Mjölnir valid as a tournament-grade warhammer.
  • Fiery Redhead
  • Graceful Loser: One of his quotes has him openly admit that to "rely on [...] being a god to get the KO" isn't a valid tactic, proof being that he lost the fight.
  • Lightning Bruiser: The Orb is a very fast and mobile weapon, whose attacks come out quickly and are easier to string together. It can even rebound on walls, making the otherwise slower-than-average Thor even more dangerous.
  • Public Domain Artifact: Justified, he wields 'the' one and only Mjölnir.
  • Shock and Awe: As fit for the god of Thunder.
    • Amusingly, this means that in a Thor vs Sentinel fight, you can have two heroes who wield both hammers and lightning.
  • Stock Weapon Names: Averted, see Public Domain Artifact above.

    Petra | The Darkheart 
“What’s up, NERDS! Who’s ready to get their butts kicked?”
Petra, entering Valhalla for the first time.

Petra was born on Terminus, a dimension-locked, time-shifted, reputedly inescapable Prison Dimension where frighteningly powerful undesirables were sent in exile. From a youngest age, she took on a life of crime, stealing, trafficking, but mostly fighting her way up the social ladder. She quickly became a ruthless gang leader, and when she got her hands on the Darkheart, one of the most sought after ores in the multiverse - of which Terminus just happens to be the largest known - her powers only skyrocketed. Now, she's entered Valhalla, and even the gods start to worry.

Petra is an extremely offensive character with a hyper-aggressive playstyle. She's strong, fast, with quick/ranged/teleporting/long-lasting signatures. However, due to low dexterity and typically long signature cooldowns, missing an attacks leaves considerable room to her opponent to retaliate, and her Defense stat is far from exceptional. Her best strategy is offense, but attacking recklessly or relying on the most convenient signatures won't lead far.


  • Action Girl: In pure Brawlhalla tradition. She grew up on a prison world, and survived until she became a renowned gang leader.
  • Arson Murder And Jay Walking: She used to buy and sell "anything forbidden - stim packs, mana potions, mayochup."
  • Bare Your Midriff: Her shirt is torn under the sternum.
  • The Big Girl: One of if not the most musclebound females in the game.
  • Boisterous Bruiser/Blood Knight: see her above quote.
  • Crapsack World: After the Irkusk, where things that want to kill you might be good when they can kill other things that want to kill you first, and the Fangwild, a huge, magical forest that crosses several dimensions and behaves much like a black hole or very angry wormhole, meet Terminus: a prison world isolated from the rest of the multiverse, where the worst people around are sent in exile, and which holds the biggest reserve of a sentient evil metal (unless it's more stone). Petra is a pure product of her environment.
  • Expy: Downplayed, as she's no expy of any character in particular, but she looks like she was taken straight out of Dragon Ball's universe.
  • Jerk Jock: Her only quote so far, and general bio establish her as this.
  • Kamehamehadouken: Her orb side signature.
  • Lightning Bruiser: Downplayed, as she's got under-average (but stil pretty decent) defense. Otherwise she's dangerously fast, with ranged or teleporting sigs, and she hits extrmely hard.
  • Meaningful Name: Petra is latin for "stone" or "rock", and she draws her powers from a specific supernatural one.
  • Mismatched Eyes: Of the Red Right Hand and Mad Eye varieties, as her left/right eye is larger and colored purple, as a side effect of her Darkheart infection.
  • Noodle Incident: She became leader of her first gang after defeating the previous one at "what can only be described as Flying Laser Death Chess". Unless it's a metaphor for the typical aesthetics of fights in Dragon Ball
  • The Reveal: Darkheart weapons and characters skins have been available for quite a long time, but only with Petra was it revealed what this thing actually was and where it came from.
  • Right Hand of Doom: Or left, due to Ambidextrous Sprite.
  • Shout-Out: Her looks and several of her signature animation wouldn't be out of place at all in a Dragon Ball or Dragon Ball Z episode.
  • Superpowered Evil Side: Played with, especially with her Darkheart Petra alternative skin. One of her arms is "infected" by the ore, sporting claws and Darkheart color schemes. It's also quite clear that the Darkheart is alive, sentient, and probably influences those it touches in one way or another. But Petra was already violent and ruthless before she came into contact with it, so it's unknown if it actually changed her much.
  • With Great Power Comes Great Insanity: Averted. After obtaining the Darkheart ore, she stayed just as she was before, only taken Up to Eleven.

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report