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Characters / Kamen Rider Geats / Desire Grand Prix Participants

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This is a partial character sheet for Kamen Rider Geats. Subjective trope and audience reactions should go on the YMMV page.

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    In General 
  • Animal Theme Naming: All the Desire Riders have Rider names that allude to their Animal Motif.
  • Badass Longcoat: The official "uniform" DGP participants wear is a black and dark blue hooded trenchcoat.
  • Back from the Dead: With an high synergy and enough usage, the Zombie Raise Buckle can revive its user from the dead.
  • Bag of Spilling: Zigzagged. DGP Riders don't retain any Buckles they gained between seasons, but their personal combat experience does carry over after their Core ID restores their memories.
  • The Berserker: The Zombie Buckle. In addition to the poison abilities it grants to do long-term harm, the Zombie Breaker is able to demolish targets it hits, making the overall purpose of the Buckle clearly to do as much damage to opponents as possible.
  • Bling of War: In addition to all the other benefits it grants, the Feverslot Buckle also grants each Rider a secondary copy of whatever Uniformity Exception they possess. Though it's unclear if it similarly boosts their unique effects. Each is emblazoned with the same star/cross symbols that adorn the Buckle itself.
    • Geats gets a golden scarf named the Fever Cross Tail.
    • Tycoon gets a golden thighwrap named the Fever Cross Bandage.
    • Na-Go gets a second set of bracelets which when added to her initial set become the Fever Cross Bangles. To emulate the cross design, the second set interconnect and cross with the first.
    • Buffa gets a long, flowing second golden waist-cape on his left side named the Fever Cross Muleta.
    • Punk Jack gets two golden capes flowing off of Monster's shoulder pauldrons named the Fever Cross Cloak.
  • Came Back Wrong: Riders who are non-lethally eliminated also lose the desire that gave them their wish in the first place, which is why Keiwa and Neon act very differently early on in the "Scheme" DGP season. Returning to being a Rider largely rectifies this, however.
  • The Chosen Many: Many participants came from various walks of life within society and the staff randomly chooses various individuals to become Kamen Riders in the Desire Grand Prix.
    • #2 and #10 deconstructs this since participants can be physically or mentally unprepared for what the DGP has to offer. That, combined with the Jyamato's constant evolution, leads to a majority of them not making it past the first round.
    • To accommodate the "Dezastar" rule in #17, the "Divergence" DGP changes up the selection to just five Riders, all of them being finalists in previous seasons.
  • Color Motifs: Each of the main DGP Riders wear DGP-branded clothing underneath their uniform that can be purchased and customised with Desire Money earned from battles, however each person has a fixed color motif that matches their Rider form.
    • Ace/Geats — Red
    • Keiwa/Tycoon — Green
    • Neon/Na-Go — Yellow
    • Azuma/Buffa — Purple
    • Morio/Mary — Pink
    • Win/Punk Jack — Orange
  • Combo Platter Powers: The Ninja Buckle. Anything a ninja has been capable of doing in any fiction, it grants. Faster movement and a general agility increase? Check. Knowledge of various jutsu such as substitution, teleportation and duplication? Check. Elemental manipulation? Check. Via the Ninja Dueler it can even generate energy shuriken.
  • Experienced Protagonist: While everyone starts out with whatever combat experience they have — be it a lot, or none at all — the longer a Rider participates, the more skilled they become, and every time they rejoin the DGP and regain their memories, they get back that skill, and then gain more. That makes any recurring DGP Riders among the most skilled of all Riders across the series. Ace is the most obvious out of them all, given that he's been fighting in the DGP since 1 A.D.. The Divergence season is notable in that all participants are DGP finalists from previous seasons.
  • Finishing Move:
    • A Strike can be performed via any singular Raise Buckle that utilizes the full power of whichever ability it grants. Boost however appears to be more special than other Buckles as shown early on. It can activate Boost Time which can provide either a Victory with a single rev of its grip, or a Grand Victory with two or more revs, and more importantly two Raise Buckles. While a Victory can also be utilized via any two Raise Buckles, rather obviously the result will be weaker without Boost.
    • Larger Raise Buckles provide weapons that can perform a Charge to execute a Tactical finisher through them or in conjunction with another Raise Buckle inserted.
    • The Feverslot Buckle grants several different finishers depending on which side activates one.
      • The Feverslot Buckle results in a Golden Fever Victory if the slot rolls on "Golden Fever" i.e. itself.
      • Boost has one as well. The activation of Boost Time results in a Hyper Grand Victory. However unlike normal Raise Buckles, the power generated by the combination of Fever and Boost will cause the latter to eject and fly away, even if Boost Time isn't used.
      • Finally all Raise Buckles have a Hyper [x] Victory where the variable is which Buckle it is.
    • The Command Twin Buckles have their own special ones. A Command Twin Victory can be used when a Rider is in either of the armored forms.
  • Flight: The Propeller and Command Twin (in Jet Form) Buckles allow the user to fly.
  • Gathering Steam: The Command Twin Buckle has a different mechanic unlike the other buckles. The user must fill the meter by hitting their enemies with the Raising sword before the other buckle can be detached and used via the gathered kinetic energy. It's not easy as it sounds as it only provides the weapon not the armor so the user must be extra careful.
  • Gold-Colored Superiority: The Feverslot Buckle. The first upgrade item of the series, it grants a golden accessory based on the Rider using it, and fully equips a Rider with both the Body, and Leg Armor of whatever Raise Buckle they're using, along with a second copy of a weapon if it's not two handed. Geats as an example not only gets fully equipped with Magnum armor giving him all the guns contained within, but can dual wield the Shooter 40X. However this all comes with a catch, as a slot machine, the Buckle rolls a companion Buckle to transform into, with Fever [x] Form being unlocked if it lands on the current secondary Buckle equipped. Failing a roll can net any Buckle, be it another Large one, or even just an Armed one.
  • The Gunslinger: The Magnum Buckle. Beyond granting a gun as its primary weapon, it has guns in its gauntlets as Body Armor, and in its shins as Leg Armor.
  • Heads-Up Display: All Riders' masked helmets have one that displays their own score, a small Level-Map Display, their Rider Name with civilian name, a Life Meter, a Shield Meter and displays what Buckle is equipped.
  • Magic Music: The Beat Raise Buckle. It turns a Rider into a Musical Assassin that wields sound as their secondary weapon, channeled through their primary one, the Beat Axe. Through the sounds both can produce, a Rider has access to, but not limited to: attacks imbued with the three primary elements, recovery and strength boosting music, and music that can pacify Jyamato. This particular buckle is incredibly versatile in its applications and is only limited by the user.
  • Next Tier Power-Up: The Command Twin Raise Buckle. This Buckle is unique in that it grants three forms, and is itself split across two Buckles, unlike all others before it. With just the Command Jet Buckle (Orange), a Rider can gain access to the Raising Sword and visor of the form, known as Raising Form. From there, activating the Command Cannon Buckle (Blue), then placing it onto the Driver fully equips the armor of one of the aforementioned other two forms...with a caveat. To enable the Buckle to be able to be charged to be removed, the Rider in question needs to eliminate Jyamato with the Raising Sword first, to then gain access to the Armored forms. Said forms shown are Command Form: Jet/Cannon which as the name implies Cannon grants heavy shoulder mounted cannons, while Jet trades the guns for mobility and flight and both in general grant an overall increase in power, Which form is used is dependent on which side the Buckles are on, meaning performing a Revolve On can change the tide and tactics of a battle. Cannon is tied to the Cannon Buckle, while Jet is tied to the Jet Buckle.
  • No Body Left Behind: Should a Rider get killed via ID Core destruction, they dissolve into dust.
  • One Person, One Power: Every Riders' passive abilities are built into either their helmet or their unique clothing aspect that gives them a Uniformity Exception. Geats has better situational awareness that allows him to avoid incoming attacks and use the environment to his advantage. Tycoon's luck leads to events that are more likely to be in his favor, such as obtaining Boost Buckle four times in a row. Na-Go has higher punching power to better defend herself. Buffa has increased determination and resolve, making him very difficult to put down in a fight. Punk Jack has increased jumping power.
    • This also comes into play with the reveal of rule #5 which confirms that ID Cores have specific Buckles that they want to be used with, even going beyond a Rider's own personal preference. While both Geats and Buffa prefer Magnum and Zombie, and their fighting styles compliment them, their own IDs primarily enforce the use of them increasing the strength of the form by an unknown amount. It's true that while anyone can be a ranged fighter via Magnum, Geats alone is the "best" at it. While this maintains the often used idea of specific power combinations, it does so in a much less overt way.
  • O.O.C. Is Serious Business: The surviving Riders from the previous DGP were restored to their normal lives, but with off-character traits that did not go unnoticed to those close to them. #11 reveals that the surviving Riders don't only lose their memories relating to DGP, but they lose their motivation to go after their previous desire as well.
    • Keiwa becomes an apparent gambling addict with bad luck whose Trademark Favorite Food is now sushi instead of tanuki soba, which Sara immediately finds odd. He also spends his money trying to get rich quick in the lottery, which also surprises Sara as she expects Keiwa to donate the money he won to charitable causes.
    • Neon becomes a proper ojou who obediently listens to her mother, even willing to agree to an Arranged Marriage set up by her. Her father however questions if this is really what she wants.
    • Averted with Michinaga: sure, he doesn't show any animosity towards Ace or Kamen Riders until he gets his memory back, but his desire is dependent on having memories of the DGP.
    • Averted with Ace as well; much like Michinaga, the desire he forgets when he loses his memory near the climax of the "Scheme" DGP is DGP-related (wanting to become a DGP staff member), thus his personality remains more or less the same without his memories.
  • Powered Armor: The primary design aesthetic of the Powered Builder Buckle and Gigant weapons, mixed with construction equipment as a secondary. By itself the armor is strong, durable, and has extra arms to allow for more attacks, but add in any weapon Buckle and its power grows proportionally to the weapon equipped. Further, each Gigant weapon has secondary uses outside of just mauling Jyamato. The Gigant Sword can cut down durable objects, the Gigant Hammer can break down obstacles, and the Gigant Blaster can create solid objects out of a concrete mixture. And unlike other weapons that can attach onto the Driver, the three can be stored in the Gigant Container, which makes movement much easier too. As such, they're not able to be found on their own, and must be earned via a secret mission.
  • Power Equals Rarity: Raise Buckles are grouped into two primary categories:
    • Armed Buckles are common, grant armor that can only be called so charitably, and grant weapons or tools that typically are only useful in keeping a Rider alive and capable of competing barely more than going unarmed. However each can be strengthened by Boost, or via clever use of the surrounding area. Water gains a boost if used near sources of water, or via flooding a room by filling an adjacent one with water as an example. So while generally weaker they're not without their uses.
    • Larger Buckles are unique and exponentially more powerful, and are thus much more sought after. They also provide an even greater boost of power if paired with a compatible Rider, such as Geats and the Magnum Raise Buckle.
    • Boost is especially powerful, but rare even among the larger Buckles. While it can be found every round, it also leaves a Rider at the end of a round if it has been used for a Boost Time finisher thus forcing it to be found again.
  • Power-Up: The Boost Buckle acts as this, going into any slot of the Desire Driver to access Boost Form, allowing for far more powerful attacks and the ability to summon a Boostriker based on the Rider's animal. It flies away after it's used in combat for a finisher though.
    • The Feverslot Buckle. As noted above, it significantly boosts the power of any Buckle paired with it, even Boost itself. However it's rather obviously hard to come by, only being given out in the case of an emergency or extreme threat.
    • Tne Twin Command Buckles are ridiculously powerful and are paired with a unique weapon named the Raising Sword that can shred through even the boosted Jyamato of the Scheme arc. Furthermore they also grant two additional armored forms that equip cannons or allow for flight. To offset this, a Rider has to earn the armor and power that comes with it by using the sword to charge the Cannon Buckle, and while Jet grants the Sword, it conveys no armor; while a Rider has their natural mobility in the Buckle's uncharged state, they've still got to be careful while fighting.
  • Red Ones Go Faster: The red Boost Buckle is especially powerful, and makes the Rider that uses it faster and stronger than other Buckle forms (which if official stats are to be believed, their strength is magnified 13 times that of their Entry form).
  • Shoe Phone: All Desire Riders get a Spider Phone to keep them connected to the game in various ways. Beyond being able to transform, it too is able to be placed onto the Desire Driver, though this has yet to be utilized. One particularly helpful function is being able to track progress of secret mission objectives and generate a Treasure Drop with a reward if they are cleared as Tycoon demonstrates in #3 when he saves some civilians during the first round.
  • Super Strength: The Monster Buckle. While not as visibly apparent as its counterparts, this is the primary ability granted to the user of Monster. When Geats used it against a fully powered last boss, he was able to quite literally one shot it with a single punch. When combined with PunkJack's enhanced jumping abilities along with the power boost from his ID core, the threat of this Buckle becomes obvious. Geats learns this the hard way when PunkJack attacks him in #13.
  • Suspiciously Similar Substitute: When one of the main Riders (i.e, those with Uniformity Exception accessories like Geats' scarf) isn't present in the current DGP, they seem to be replaced with new Riders who act as a stand-in for them; Keilow for Tycoon, Letter for Na-Go, Lopo for Buffa, and Nadge-Sparrow for PunkJack. So far, these new Riders also tend to leave the DGP if one of the main Riders return (for instance, Letter being killed before Na-Go returns and Keilow swapping his entry with Tycoon's).
  • Swiss-Army Hero: Every Desire Rider is capable of using nearly every Raise Buckle, making their abilities limited only to which ones they currently have access to at the moment. That said, certain buckles clearly suit certain Riders both in terms of ability and color.
    • This also applies to each larger Raise Buckle, as each can be used either as Body Armor, or Leg Armor. While core abilities generally don't change, some effects in battle can only be obtained with a specific orientation. As an example, Ninja can grant faster movement overall, but when worn on the legs can grant running speeds comparable to Boost.
  • Technicolor Eyes: The color of each Rider's visor can change depending on what Buckle is equipped, and what side of the Desire Driver it's on.
  • Uniformity Exception: The core undersuit of the Desire Riders is the same, outside of gendered areas, and the individual mask that matches each Rider's unique Core ID. However rather interestingly, each also has some unique aspect to their suit that no one else seems to have, even in Entry form, and what and where each is located is also different. Geats has his tail shaped scarf, named the Geats Tail, Na-Go has golden bracelets known as the Na-Go Bangles, Tycoon has a thighwrap called the Tycoon Bandage, and Buffa has a waist-cape on his right side named the Buffa Muleta. Punk Jack has a traditional cape on his back called the Punk Jack Cloak.
  • Weapon Specialization: The primary difference of larger Raise Buckles is that in addition to actual armor and a strength boost each confers a weapon or tool upon the Riders that is much, much stronger than those granted by Armed Buckles. And each suits specific fighting styles, which means even greater power if used by a Rider that excels in it. Each ID Core is paired with a different Raise Buckle that will give a further strength boost if used.
    • Magnum: Geats' paired Raise Buckle, which grants the Magnum Shooter 40X, a pistol that can be extended to become a rifle. When its corresponding Buckle is inserted it can act as a machine gun. Excels in ranged combat and has a fast fire rate, perfect for Riders that prefer long range combat or wish to supplement physical attacks. Can strengthen the power of its shots via a Bullet Charge and fire either a Tactical Shot on its own, or a Tactical Blast with a Raise Buckle attached.
    • Zombie: Buffa's paired Raise Buckle, which grants the Zombie Breaker, a chainsaw blade that can shred through foes, objects and truthfully anything it's swung toward. Much simpler than its counterpart granted by Magnum, this sword makes up for a lack of versatility in sheer power, and as such is excellent in the hands of Riders that fight in close quarters. The engine "grip" can be slid along the saw to activate a Poison Charge and ending on a Tactical Break.
    • Boost: Grants the Boostriker, an A.I.-operated motorcycle that can transform into an animal form. Beyond acting as transportation to and from battle zones, it can also aid in combat either directly by powering up attacks, or indirectly by enhancing the abilities of another Buckle. Can be summoned simply by holding the Buckle in hand and revving the grip, with no need of the Driver.
    • Ninja: Tycoon's paired Raise Buckle, which grants the Ninja Dueler, a double-bladed sword that can separate into two hand-held daggers. Light and capable of blitzing attacks, this weapon is unpredictable, much like its corresponding Buckle, and is best used to keep opponents off balance.
      • By spinning the shuriken dial on the weapon it can be charged for Rounds of combat up to three times. Charging for one to two unleashes a Tactical Slash. Charging for the full three charges the weapon into Fever mode. Here it will unleash a Tactical Finish.
    • Monster: Punk Jack's paired Raise Buckle, which grants the Monster Gloves, a pair of gauntlets.
    • Beat: Na-Go's paired Raise Buckle, which grants the Beat Axe, a battle-axe crossed with an electric guitar. It can play up to nine songs, each in groups of three, and depending on the genre of the tune can unleash one of three elemental attacks. Funk Blizzard chills foes with jazzy tunes, Rock Fire heats things up with burning beats, and Metal Thunder electrifies the surrounding area with shocking sounds. Using a Tactical move while channeling any element will unleash an attack with it: Tactical Blizzard, Tactical Fire, and Tactical Thunder.
    • Command Twin: Grants the Raising Sword, a double-edged blade that works in tandem with its paired Buckle. Interestingly enough, the blade itself stores the Twin Buckle on its hilt, which acts as its handle for Tactical attacks while attached and can activate a Full Charge while stored though this isn't for an attack, rather wielding the blade in combat unlocks the full powers of its companion Buckle. It can unleash a Tactical Raising Rider Slash after performing a Raise Charge.

"Dawn" DGP Participants

    Takeshi Goutokuji/Kamen Rider Shirowe 

Portrayed by: Yamato Kinjo (live), Masato Tsutamune (suit)

A firefighter who transforms into the polar bear-themed Kamen Rider Shirowe.

Tropes that apply to him in general
  • Actor Allusion: Takeshi's DGP uniform includes a blue scarf. Guess the color of the Ranger he played before.
  • Advertised Extra: He was included in the pre-series promo material to make it look like he would be an important character, but he dies right at the start of the series to establish Anyone Can Die.
  • Ambiguously Evil: Given how viewers had little time to learn more about Takeshi, it's uncertain whether he was genuine about his desire to save people or if he really was pulling off Engineered Heroics as Michinaga accuses him of.
  • Ambiguous Situation: His return in #17. Is it Takeshi reincarnated as a Jyamato, or a Jyamato assuming his form? #19 reveals it's the latter, with two more Jyamato taking up his form as well.
  • Chronic Hero Syndrome: He can't help but rescue people he sees are in trouble, a trait he developed as a result of his job as a firefighter. Or so he claims.
  • Engineered Heroics: Michinaga accuses him of pulling this by saving Keiwa and Neon in order to gain rescue points.
  • Nice Guy: He does not hesitate to save Keiwa and Neon from the Jyamato. His motives are called into question when Michinaga brings up the rescue points, but it's unclear whether this is a valid point or just Michinaga's misguided cynicism.
  • Sacrificial Lamb: He's killed in the first episode to establish what the newbies in the next round are up against.
  • We Hardly Knew Ye: While he made it to the final three of the "Dawn" DGP, he also gets killed off not even halfway into the episode.

Tropes exclusive to him as Kamen Rider Shirowe
Armed Arrow! Ready, Fight!
  • Beary Friendly: His Animal Motif is a polar bear, and he has a approachable and amiable demeanor.
  • Meaningful Name: Polar bears are called shirokuma in Japanese. They are also used as mascots by ambulance and rescue crew.
  • Weak, but Skilled: Implied. In the very little time we get to see him in action in the first episode, Shirowe is only seen using the basic Arrow Raise Buckle. Yet somehow, he managed to make it all the way to the final round of the "Dawn" DGP as one of three survivors out of at least three dozen participants before dying there and then.


"Encounter" DGP Participants

    Takahito Taira/Kamen Rider Ginpen 

Portrayed by: Tomoharu Hasegawa (live), Danki Sakae (suit)

An office manager who transforms into the crested penguin-themed Kamen Rider Ginpen. His aim is to use his wish to cure his ailing son Naoto.

Tropes that apply to him in general

  • Advertised Extra: He was included in pre-release material and even the poster, but he ends up dying right at the start of the "Encounter" DGP.
  • Alliterative Name: Takahito Taira.
  • Died in Your Arms Tonight: He expires in Keiwa's arms after being mortally wounded by the Toryo Jyamato.
  • Early-Bird Cameo: He appears in #1 as the man leading the panel interview that Keiwa goes through.
  • Healthcare Motivation: His reason for participating in the Grand Prix is to heal his ailing son.
  • Reasonable Authority Figure: Though he ends up turning down Keiwa's job application, outside of it he's nothing but polite to him and appreciates his desire to bring world peace better.
  • Small Role, Big Impact: Killed in literally the second episode, but his death has an important effect on Keiwa's Character Development. Hearing his last words be repeated by a Jyamato is also what clues Keiwa in to the fact that they are made from the cores of deceased participants.
  • We Hardly Knew Ye: He lasts only until the second episode before he is killed off.

Tropes exclusive to him as Kamen Rider Ginpen
Armed Arrow! Ready, Fight!

    Morio Koganeya/Kamen Rider Mary 

Portrayed by: Koji Abe (live), Takuma Komori (suit)

A cheerful, laid-back man who transforms into the bighorn sheep-themed Kamen Rider Mary. While seemingly a helpful ally, gradually a different side begins to reveal itself concerning him...

Tropes that apply to him in general

  • A Wolf in Sheep's Clothing: While Morio seems pleasant enough in his introductory episode and is goofy enough to be a Plucky Comic Relief, his subsequent appearances and actions gradually reveal a more jerkish and sinister side (while his facade slowly crumbles as well), such as stealing Keiwa's Boost Buckle while feigning sympathy towards him and railing against the others as he is eliminated, which frightens Neon. Fittingly, his rider form is themed after a bighorned sheep.
  • Asshole Victim: Azuma purposely going behind his back to get him eliminated would ordinarily be a Kick the Dog moment, but Morio is a scumbag that it instead comes off as well-warranted karma instead.
  • Blatant Lies: When he's revealed as a shady casino dealer, he can employ this to try maintaining his crumbling facade such as claiming he's a Reformed Criminal which Ace points out that there are no news on his arrest, or flat out denying that he stole Keiwa's Boost Buckle when exposed.
  • Character Tic: Scratches the back of his head when frustrated.
  • Cheaters Never Prosper: He employs cheap tactics to win the game such as stealing Keiwa's Boost Buckle. However, this earns Michinaga's ire, leading him to switch partners back with Keiwa behind Morio's back, getting Morio eliminated.
  • Engineered Heroics: One of his later questionable actions involve deliberately endangering a couple of construction workers in order to get rescue points.
  • Establishing Character Moment: He puts on a Nice Guy act by teaming up with Neon after Kanato coldly blows her off, and later tries to make a deal with Kanato to trade Buckles. Gradually, this'd establish him as a self-serving crook whose behavior depends on what's convenient for him, including putting a friendly façade.
  • Evil All Along: His revelation as a wanted criminal and his escalating slimeball behavior makes him another Token Evil Teammate aside from Kanato in the "Encounter" DGP.
  • Fair-Weather Friend: He's friendly and easygoing towards other players, but when someone becomes detrimental to him, he can become standoffish towards them, like coldly dragging Neon to isolate her after she got infected and speaking ill of Keiwa behind his back. After he's revealed as an underground casino dealer however, no one can stand him anymore, even Michinaga.
  • Faux Affably Evil: After the cast learns his background, Morio still tries to maintain his usual friendly and happy-go-lucky façade, even though everyone can clearly see through him and doesn't buy his excuses any more. He doesn't hesitate to drop the act once he's exposed.
  • Foil: Morio and Keiwa are the Riders highlighted in Michinaga's A Day in the Limelight between #5-#6, and are pitted against each other in the "Catch the Boost" game set up by Michinaga. Both are 2 of the most outwardly cordial Riders who are ready to lend a helping hand towards other players. When their true colors are revealed, though, Keiwa is shown to genuinely care about others regardless of any circumstances, where Morio is a Fair-Weather Friend who only cares about those who can benefit him, and turns on those useless to him. Due to this, Keiwa somewhat reminds Michinaga of Tohru and grows a bit of soft spot towards him, while Morio reminds Michinaga of the Riders who left Tohru for dead, and earns his ire enough to purposely eliminate him.
  • Foreshadowing: He brings up money when the players are discussing about the possibilities of DGP's wishes. Later, he's revealed to be an underground casino dealer.
  • Futureshadowing: He's revealed to be a fugitive criminal on the run, and later he steals Keiwa's Boost Buckle while denying the accusations.
  • Hate Sink: He already got some red flags before since #4, but #6 confirms him as this. A truly underhanded, two-faced slimeball who is more than happy to screw over his competition for his own benefit while feigning sympathy, not to mention a full-blown wanted criminal on the run. Azuma, his own ally, chooses to go behind his back and purposely get Morio eliminated just because he's that loathsome.
  • The Hyena: Has a tendency to laugh when he thinks things are going his way. Unfortunately for him, this ends up setting off Azuma's Trauma Button.
  • Hypocrite: When Michinaga turns on him, he calls him a turncoat, while he himself constantly schemed against his competition to gain an upper hand.
  • I Never Said It Was Poison: As a criminal on the run, he can slip into this when trying to maintain his crumbling facade, such as instinctively defending himself when Keiwa asks how Michinaga got the Boost Buckle, realising too late that Michinaga never said who stole it, only stating it was Keiwa's fault for making it so easy to steal.
  • Irony: #6 reveals Morio was a dealer at an underground casino, who then fled the country after embezzling money. He ends up eliminated in a match centered on concentration, literally one of the simplest card games in the world, and is for good measure the only of the three teams to never figure out the gimmick.
  • Jerk with a Heart of Jerk: Morio was already a nasty piece of work to begin with when the truth about him comes to light. And all the friendships he made with his fellow DGP Riders are merely an act for his own benefit.
  • Kick Them While They Are Down: He thinks it's a valid strategy to win, with him stealing Keiwa's Boost Buckle to further guarantee last place for him and Punk Jack.
  • Meaningful Name: Kogane can be translated as "Gold", in reference to his past life as an underground casino dealer.
  • The Most Wanted: It's implied that Morio is still on the run for his crime of embezzlement, as Ace mentions that there are no news of his arrest in response to Morio's claims of having "done his time".
  • The Nicknamer: Towards the other Riders; e.g., "Mr. Star" for Ace, "Mr. Nice Guy" for Keiwa and "Mr. Halloween" for Punk Jack, to name a few.
  • Opportunistic Bastard: His behavior depends on what's convenient for him and he jumps at any opportunity to gain an upper hand, including resorting to cheap tactics such as luring the Jyamatos towards civilians to get rescue points or switching partners with others if given a chance.
  • Plucky Comic Relief: The primary source of comic relief in an otherwise Darker and Edgier series. This is subverted hard once his true nature comes out, acting like a vicious thug instead during his elimination.
  • Real Men Wear Pink: His civilian clothing prominently features pink. This extends to his Rider helm and Core I.D.
  • Shoo Out the Clowns: One of the more comedic characters in the series, who drops his comedic qualities upon the revelations of his true nature, and then proceeds to get eliminated in #6.
  • Smug Snake: His Fatal Flaw. Morio thinks his opportunistic traits would make him Azuma's ideal partner, happily revealing his true colors while helping him, thinking that they would cheat their way to victory together, only for Azuma to view him as loathsome and switch partners back. And when he thinks he can return to get revenge the next time they meet with the remaining Riders, Ace just rebukes "there won't be a next time" as he is removed from the DGP.
  • The Unreveal: We never learn what his wish was before he's eliminated, though his backstory and his initial reaction to learning about the DGP implies it to be money.
  • Villainous Breakdown: As his plan to avoid elimination falls apart, he lapses into gangster-speak, swearing revenge on the other participants.
  • Walking Spoiler: Morio's true nature is a big surprise of the first arc.
  • Workplace-Acquired Abilities: As a former casino dealer, he's able to distinguish cards based on subtle feeling alone, allowing him to rig the team switch so that he and Azuma can work together.
  • Yakuza: Implied, between his former occupation an underground casino dealer, and him slipping into "gangster" speak when he drops his façade.

Tropes exclusive to him as Kamen Rider Mary
Armed Chain Array! Ready, Fight!
  • Epic Flail: His second — and apparently favored — Armed Buckle weapon is the Raise Chain Array.
  • Gender-Blender Name: Has a feminine name and a male user.
  • Luckily, My Shield Will Protect Me: His initial Armed Buckle Weapon is the Raise Shield, which he later foists off onto Punk Jack for the Raise Chain Array.
  • Meaningful Name: The me (メ/め) in his name is the onomatopoeia for a sheep's bleating.
  • Shout-Out: His name and Animal Motif are one to the nursery rhyme "Mary Had A Little Lamb". His demeanor, on the other hand, is one to the idiom "wolf in sheep's clothing."
  • Spell My Name with an S: Some fansubs spelled his name as "Merry", until TV-Asahi confirmed the official spelling.
  • Sweet Sheep: He's themed on a bighorn sheep, and has a cheerful personality. Later episodes reveal it to be a facade.

    Kanato Sumida/Kamen Rider Da·Paan 

Portrayed by: Ryunosuke Miyamoto (live), Masato Tsutamune (suit)

A high school student who transforms into the panda-themed Kamen Rider Da·Paan. His baby-faced countenance belies his frightening personality and ambition. His wish is the extinction of the human race.

Tropes that apply to him in general

  • Ax-Crazy: He was already a horrible misanthrope after his accident but was made worse when he joined the DGP and became a Kamen Rider. He put Neon in danger and actively tried attacking her, especially after being infected by the Zombie Jyamato.
  • Career-Ending Injury: He was an aspiring basketball player, but had to quit after injuring his leg in a traffic accident.
  • Dick Dastardly Stops to Cheat: The other contestants point out that Sumida could have escaped his demise simply by doing nothing because of how poor Neon's score was up to that pointnote , but threw himself into last place by attempting to bite Morio for no reason other than spite, and/or the belief that he already lost by then.
  • Does This Remind You of Anything?: At one point, he's shown to be brooding in the corner of his classroom, stewing in his resentment, and looking at the Magnum buckle in his bag. Now, combine that with his Put Them All Out of My Misery mindset...
  • Establishing Character Moment: He flashes a bloodthirsty grin as he prepares to fight the Jyamato, before coldly blowing off Neon when she asks him to team up with her.
  • Evil Is Petty: Kanato's Fatal Flaw. Because of his misanthropic worldview in general, Kanato can't resist doing unnecessarily cruel acts towards his fellow Riders merely because he can. This bites him in the ass in that he ends up finishing dead last in episode 4, and ultimately eliminating him from the DGP.
  • Evil Laugh: After he gets the lowest score in the third round of Zombie Hunt game, he breaks down in psychotic laughter and mocks the other participants over how they're ultimately just fated to die anyway, before being eliminated from the DGP.
  • Face of an Angel, Mind of a Demon: He has baby-faced looks and his Animal Motif is a panda, but he's a cold-hearted Jerkass and violent misanthrope whose wish is to completely wipe out the human race. This is actually Invoked from how pandas are known as unpredictably aggressive beneath their cute looks.
  • Faux Affably Evil: Usually he's openly rude, condescending, and misanthropic to other people, but he's capable of putting up a superficial charm against Neon to trick her into getting infected.
  • Foil: To Neon. Both are infected by the Zombie Jyamato and had a Dark and Troubled Past which prevented them from living the life they wanted and shaped their desires in the DGP. Otherwise, Neon is an amiable wealthy celebrity who plays the game by teaming up with other players, disapproves of dirty tactics, tries to prevent other players from getting infected, and is a Plucky Girl who manages to step up her game and avoid her elimination, while Kanato is a misanthropic Jerkass Ordinary High-School Student who plays the game by sabotaging other players, wastes time cheating to screw over other players, spreads his infection to other players out of spite, and is a Doomed Defeatist who gets eliminated by his own spiteful actions.
  • Getting Smilies Painted on Your Soul: Implied to be his fate after #11 reveals disqualified participants are brainwashed into losing their desires and what drove them; since Kanato is a Misanthrope Supreme, losing his desire to Kill All Humans probably would've made him a happier and more compassionate person.
  • Griefer: He spends most of his screentime attacking or otherwise hindering other players despite knowing this is illegal by the rules of the Desire Grand Prix, which quickly leads to his elimination when his score plummets as a result.
  • Hate Sink: Kanato's whole existence in the show is just to show how low he could become despite having a Dark and Troubled Past.
  • Irony: Had he not gone out of his way to attack the other Riders the moment he was infected, he would've beaten Neon by just 200 points. Instead, he comes in dead last and gets eliminated while Neon ends up reaching the final round of the Encounter season.
  • It's All About Me: To a truly horrifying degree. His wish in the Desire Grand Prix is directly related to his Career-Ending Injury prematurely ending his basketball career. However, instead of wishing to heal his leg and set his career back on track, he decided the best course of action would be to punish humanity for his misfortune by wiping them all out.
  • Kick the Dog: #3 has Kanato trick Neon into thinking he's on her side, only to shoot her in the back later on, injuring her; since he was already a "zombie" by that time, this results in Neon getting infected as well. His reaction upon seeing her plight is to laugh and say that she deserved it.
  • Kill All Humans: The Reveal of #3 is that Sumida's wish for the DGP was for the extinction of the entire human race.
  • Mask of Sanity: Kanato is able to project a calm and collected veneer, despite being openly rude and condescending, all while hiding his misanthropic worldview. When that mask slips, it also shows Kanato is more willing to let even his fellow Riders die to justify his hatred for humans.
  • Misanthrope Supreme: Despises all humans, especially those who are rich.
  • Put Them All Out of My Misery: His wish in the Desire Grand Prix is the extinction of the entire human race, born from his bitterness over his Career-Ending Injury and resentment towards happy, affluent people like Neon.
  • Self-Fulfilling Prophecy: He thinks there's no way to escape loss/elimination after he's infected, feeling that it's futile to continue the game and resorting to spreading his infection to other players instead. He's eliminated exactly due to his inaction and spiteful actions, of which actually can be prevented by him not doing that.
  • Taking You with Me: After being infected midway through the second round, Sumida decides to throw away any and all restraint and go out murdering Neon and whoever else he can in cold blood. Ironically, this mindset is what ultimately leads to his elimination, as attacking participants penalizes his score enough to where Neon gets ahead of him in the rankings.
  • Team Killer: Midway through the Second Round, he attempts to murder Neon by shooting her in the back and then letting her be killed by the Zombie Jyamato, despite knowing that attacking other players is strictly prohibited. He only fails because of Ace's intervention, and Sumida tries to kill him as well.
  • Teens Are Monsters: He is of high-school age (16-17 thereabouts), yet displays an unsettling amount of cruelty, apathy and misanthropy.
  • Token Evil Teammate: He is the first outright villainous DGP Rider due to his wish to eradicate humankind.
  • Uncertain Doom: It's not initially clear if the removal of his Core ID killed him or just booted him from the game without his memories. #6 confirms that it was the second.
  • Villainous Breakdown: Undergoes an episode long breakdown once he realizes he's infected and getting his wish to eradicate humanity foiled, seeing no point in playing the game by the rules. Once this behaviour gets him eliminated, his breakdown is fully cemented as he gloats about how he can't wait to see who else will join him.
  • We Hardly Knew Ye: He lasts for about 4 episodes before he is eliminated.

Tropes exclusive to him as Kamen Rider Da·Paan
Magnum! Ready, Fight!
  • Bears Are Bad News: Unlike the affable Shirowe, this panda-themed Rider is the most malevolent Rider we've seen so far in the show. Word of God states that this is a reference to how pandas are known to be unpredictably aggressive.
  • Cold Sniper: He's the one who ends up with the Magnum Raise Buckle in the "Encounter" Desire Grand Prix, and his first speaking line in the second episode has him coldly brush off Neon when she offers to team up. Additional proof is given when his first fighting appearance has him jump into a tree and start sniping Jyamato from his perch.
  • Fighting Panda: He's themed on a panda, though he prefers attacking from a distance rather than up close and personal.
  • Light Is Not Good: Da·Paan's helm is primarily white (with the Magnum Buckle granting him matching armor), and its user is a sociopathic misanthrope.
  • Palette Swap: As Da·Paan, his helm looks identical to Shirowe's, but with black ears instead of white and in a different shape, more pronounced black markings around the eyes, and a green gem in the middle of his forehead instead of blue.
  • Significant Anagram: His Rider name is basically one of "panda".


"Scheme" DGP Participants

    Ittetsu Tanba/Kamen Rider Keilow 

Portrayed by: Hideki Kurauchi (live), Naoya Iguchi (suit)

An elderly man who transforms into the owl-themed Kamen Rider Keilow. His aim is to regain his lost youth.

Tropes that apply to him in general
  • Bittersweet Ending: He willingly gives up his spot so Keiwa can fight again as Tycoon. However, just before he's eliminated, he swears that he will live his life to the fullest, even after losing his chance to chase after his own youth.
  • Cool Old Guy: Currently known as one of the oldest DGP participants, and the oldest person to be a Kamen Rider, who can hold his own once he gets a Status Buff from Na-Go Beat. He also behaves this way with the civilians in the Labyrinth game, showing a fierce dedication to protecting them at all costs.
    • Unlike the Showa-era Riders, who gained their powers as young men but continued being Riders into old age, Tanba is currently the only Rider in the franchise to first become a Rider well into his twilight years.
  • *Crack!* "Oh, My Back!": The main reason he refuses to actively fight, even after transforming into a Rider.
  • Expy: Of Oh Il-nam from Squid Game, being an old man who's clearly ill-fitted for the series of deadly games he's wrapped up into and only in it to rediscover his youth. Unlike Il-nam however, he has no known relations to the game's staff and appears to be simply an innocent old man.
  • Graceful Loser: Despite passing his entry rights to Keiwa, he's okay with losing his chance to regain his youth after being satisfied from seeing the latter in action.
  • The Load: He's unable to help Michinaga defend their flag in #10 until the last minute, where he's given a Heroic Second Wind and Status Buff, defeating a few Jyamato despite being forced to use a weaker Buckle. During the Labyrinth game, he only manages to hold his own against the Jyamato for a short time before succumbing to his injuries, and he eventually willingly retires from the DGP to allow Keiwa to return.
  • Made of Iron: He manages to survive a finisher to the chest from a Jyamato Rider despite his age, and survives long enough to retire when it becomes clear he won't be able to keep up.
  • Sole Survivor: He ends up being the only new Rider in the second full game shown to survive the first round. By the end of the second game, he's the only new Rider shown to survive at all.
  • Surprisingly Realistic Outcome: He's an old man, and not just "old" for Kamen Rider (as in, being middle-aged but still in decent shape), but elderly — and very frail. As a result, even a Rider suit can't really make up the difference, and he really struggles to keep up with the other Riders, eventually bowing out in his second round to let Keiwa return. While he has a moment or two, and proves tougher than he looks by virtue of managing to survive a Jyamato Rider's attack with only moderate injury instead of death, he eventually realizes and flat-out admits that he's not cut out for the DGP.
  • What You Are in the Dark: In spite of being an old man, he more than proves he's worthy of the title of Kamen Rider in #11. When confronted with a group of Jyamato, knowing full well he's not a good fighter at all, he decides to fight them head on to protect the civilians under his care.
  • Worth Living For: He values human lives, particularly the lives of the young, as they have so many things they have yet to do. This desire to make sure they can find what makes them happy and enjoy their lives while they've got so many possibilities ahead of them is what makes him really protective of the younger civilians under his care.

Tropes exclusive to him as Kamen Rider Keilow
Ninja! Ready, Fight!
  • Meaningful Name: His Rider name is a portmanteau of keironote  and either fukuronote  or a Significant Anagram of the English "owl", depending on the source.
  • Noble Bird of Prey: He's themed on an owl, and he's shown to be quite friendly and easy-going, as well as the most heroic extra DGP Rider thus far.
  • Palette Swap: As Keilow, his mask is a recolor of Ginpen's.
  • Spell My Name with an S: His Rider name is written as "Keilow" in the show and the official Kamen Rider website and "Keiro" on the TV-Asahi site.
  • Weak, but Skilled: He's able to defeat a few Jyamato with a weaker Buckle once he receives a Status Buff. While this is enough to survive the first game of the "Scheme" DGP, his old age prevents him from fully unleashing his strength without support.

    Yukie Yaginuma/Kamen Rider Letter 

Portrayed by: Michi Ohta (live), Mutsumi Igarashi (suit)

A young woman who transforms into the mountain goat-themed Kamen Rider Letter. Her aim is to lose weight and get married to her idol.

Tropes that apply to her in general
  • Advertised Extra: She was highly advertised as a focus character for the "Scheme" arc, even having a prominent position in the Evolving Credits for the arc. Unfortunately, she shortly dies within the episode she was introduced in.
  • Alliterative Name: Yukie Yaginuma.
  • Elegant Gothic Lolita: Is dressed in this fashion.
  • Foil: Yukie's wish to marry her idol is a superficial version of Neon's wish to find true love. Both women also find themselves in over their heads at the beginning of their DGP seasons, but while Neon manages to rise above most of her fears — only stopping short at facing the final boss, and becomes one of the top three finalists in the Scheme DGP — Yukie is afraid of fighting in general, succumbs to her fear, and winds up getting killed in the first round of the Scheme DGP while trying to flee. Neon is also a famous celebrity with tons of fans, while Yukie is an ordinary girl who is a fan of an idol.
  • The Load: She is unable to help Michinaga defend their flag due to being afraid of the whole Deadly Game. Unlike Ittetsu, she never got over it and dies trying to fly away.
  • Punny Name: The "yagi" in her surname (written as 八木) is homophonous to the Japanese word for mountain goat (山羊), which her Rider form is themed on.
  • Sacrificial Lamb: Like Takeshi before her, she dies in the episode she's introduced in, though this time it's to showcase that the Jyamato have gotten stronger. Ironically, she has a goat motif.
  • We Hardly Knew Ye: She tries to flee in her debut episode, but gets shot down and killed by the Jyamato shortly after.

Tropes exclusive to her as Kamen Rider Letter
Armed Propeller! Ready, Fight!
  • Palette Swap: As Letter, her mask is similar to Mary's, but the fur on the helmet is removed and is colored white.
  • Shout-Out: Her Rider name and goat motif come from the Japanese children's song "Yagi-san Yuubin", which is about two goats receiving letters from each other and eating them before they could read their contents.

"Divergence" DGP Participants

    Daichi Isuzu/Kamen Rider Nadge-Sparrow 

Portrayed by: Dai Goto (live), Masato Tsutamune (suit)

A young prodigy and reputed "Quiz King" who transforms into the tree sparrow-themed Kamen Rider Nadge-Sparrow. His wish to obtain the collective knowledge of all mankind.

Tropes that apply to him in general

  • Awesomeness by Analysis: One of his main advantages is his uncanny ability to discern people's desires as well as objectives just by careful observation. This also extends to battle with his unique passive ability at reading his target's behavior, such as when he uses the Monster Buckle's strength to create a trap for some Delinquent Jyamato by luring them to a sandbox and trapping them by collapsing it and sucking them in.
  • Badass Bookworm: Not only is he shown to be sharp-witted as well as spending his spare time by reading books, but he can also hold his own in a fight.
  • Bait the Dog: He pretends to be a listening ear for Keiwa—who tells him about the connection between Jyamato and dead Riders—and asks Keiwa to keep the secret between them to not upset the others, only to betray Keiwa's trust and frame him as the Dezastar by denying their conversation ever took place; the fact that Keiwa didn't tell the others this (by virtue of following Daichi's lead) gets used by Daichi to frame Keiwa as a shady Secret-Keeper.
  • Character Tics: Has a habit of pushing up his glasses, making the gesture even in Rider form.
  • Fatal Flaw: His judgmental nature of others. He spends his time in the Divergence DGP accusing others as Dezastar whenever he gets any evidence he deems plausible enough, culminating in his Frame-Up of Keiwa when it's revealed that the players can be voted out. Eventually his shit-stirring causes others to suspect him as the real Dezastar, with every other Rider voting him out as the Dezastar after it's revealed that Keiwa was telling the truth.
  • Foil: To Ace. Both are equally intelligent, making boasts (to each other) about themselves easily winning the DGP, and both have a knack of manipulating others to get ahead of the game, to the extent of gaslighting a certain person's emotions, in this case, Keiwa. During the Encounter season, Ace constantly uses Keiwa as bait only out of necessity aside from advantage. Daichi has a knack of rubbing other people the wrong way, to the point of demoralizing them, using that as a means to frame Keiwa as a Dezastar.
  • Gentleman Snarker: Remains courteous and composed as he points out other contestant's mistakes such as immediately suspecting who's the spy after Chirami announces the current game.
  • Insufferable Genius: Has a slight case of this, such as dismissing Keiwa and Neon as simple to read when he figured out their wishes.
  • Pragmatic Villainy: He sows doubt around Keiwa due to him being such a Nice Guy, allowing the others to believe he's the Dezastar.
  • Punny Name: The "suzu" in his surname (written as 鈴, "bell") is a play on suzume (雀), the Japanese word for the tree sparrow, which his Rider form is themed on.
  • Red Herring: In spite of some clues that lead up to him being the Dezastar, ultimately when he's voted out, he was revealed to be not the Dezastar.
  • Smart People Wear Glasses: Sports a pair of large ones, and he's shown to be intelligent enough to be able to discern the other participants' wishes simply by observing them.
  • Veteran Unit: Along with Sae, he was a finalist in a previous DGP.
  • Villainous Breakdown: A subtle one, but he vows that the other Riders will regret voting him out.
  • We Hardly Knew Ye: Despite being a veteran, he only lasts for 3 episodes before he got eliminated. Seemingly subverted by his reappearence on #21.

Tropes exclusive to him as Kamen Rider Nadge-Sparrow
Monster! Ready, Fight!
  • Palette Swap: The second Rider to reuse Ginpen's helm design.

    Sae Ganaha/Kamen Rider Lopo 

Portrayed by: Rina Onuki (live), Suzuka Usami (suit, episode 17), Hikaru Okada (suit, episodes 18-21)

An athlete who transforms into the gray wolf-themed Kamen Rider Lopo. Her wish is for her health to never weaken with age.

Tropes that apply to her in general

  • Aloof Dark-Haired Girl: A fairly tall (at least by Japanese standards in 5'7") and dark-haired woman who is rather cold and dismissive towards people around her.
  • Animal Motifs: Wolves. Sae is rather aloof and cool — in other words, an archetypical "lone wolf". In contrast to Ace's fox motif of wit and cunning, she possesses great physical prowess and ferocity, as well as speed as an athlete. She can also be impulsive at times, as shown with her charging headlong into the fray at first opportunity. The opening lampshades this by having her do a "claw" gesture. To a lesser extent than Morio, she also has "wolf in sheep's clothing" aspect as well, if only against Neon, due to her seemingly posing as her Cool Big Sis while also playing the Dezastar role of the "Divergence" DGP.
  • Badass Arm-Fold: Does this in her introduction scene.
  • Big Sister Instinct: Her financially struggling family means everything to her, particularly her two younger siblings. The motive for her wish was to forever maintain her health in order to better provide for and protect them.
  • The Comically Serious: Despite her straight-laced demeanor, her interactions with Keiwa are a source of comedy, as she treats him with calm dismissal even when doing ludicrous things like throwing him halfway across the room to keep him out of the "girls' side" of the Desire Lounge.
  • Contralto of Danger: Her voice has a much lower pitch than the other female characters', and she is certainly not one to be trifled with in battle.
  • Cool Big Sis: She acts as this towards Neon, doing a bit of practice with her for the Jyamar Ball game and generally getting along well with her, with Neon refering her as her "Big Sis" herself. She's also literally this considering that she has younger siblings that she seems very affectionate toward, given the way she talks about them.
  • Distaff Counterpart: Continuing the trend of the new Riders seemingly being stand-ins for the missing main Riders, Sae takes Michinaga's spot; they're both introduced as DGP veterans with lone wolf tendencies, and demonstrate similar levels of impulsiveness, physical prowess, and comfort with using the Zombie Buckle in battle. They're also cold to Keiwa before slightly warming up to him, but the Rider Sae actually has a softer demeanor around with however, is Neon as the other female Rider, who Michinaga is consistently hostile with, and for him, Tohru fits the bill instead.
  • Meaningful Name:
    • The name "Sae" is usually written as 紗英; in her case, it's written as 冴, which is Japanese for "clear-headed" or "skillful". It also contains the character for "fang".
    • Her family name contains the Japanese word for "eye" (眼, gan); as the Dezastar, she's effectively an agent of the DGP.
  • The Mole: The end of #20 shows her holding the Dezastar mission card, indicating that she is the Dezastar of the "Divergence" DGP.
  • Passionate Sports Girl: She's introduced as a rather driven athlete, and her wish is to have athleticism that doesn't fade away with age.
  • Practically Different Generations: She's 21-22 years old, while her younger brother and sister are both around 9-11.
  • Super Strength: Enough to single-handedly throw an armchair with a grown man sitting in it into the air and across the Desire Lounge.
  • Tomboy and Girly Girl: Of the two female Riders in the Divergence season, she's the no-nonsense athlete to Neon's Ojou.
  • Veteran Unit: Along with Daichi, she was a finalist in a previous DGP.

Tropes exclusive to her as Kamen Rider Lopo
Grab! Crush out! Zombie...! Ready, Fight!
  • Lightning Bruiser: Befitting an athlete, as well as her Animal Motif, she's able to hit hard while outrunning/running circles around her enemies.
  • Meaningful Name: Her Rider name is basically lobo, the Spanish and Portuguese word for wolf, but being closer to the Latin root word lupus.
  • Red Eyes, Take Warning: Her visor with the Zombie Buckle upper body is dark red, and she turns out to be The Mole.

Previous Participants

    Tohru Imai/Kamen Rider ??? 

Portrayed by: Tasuku Maekawa

The best friend of Michinaga Azuma and a former participant in one of the previous DGPs, who was killed by Jyamato after being attacked by two unknown Riders for his Zombie Buckle. His aim was to build a famous landmark in his hometown.

  • Animal Motif: His ID Core emblem appears to be that of a hedgehog.
  • Died in Your Arms Tonight: His Core ID cracked and he dissolved in Azuma's arms.
  • Informed Flaw: While it's never displayed, Michinaga mentions that Tohru had a fear of heights.
  • Posthumous Character: Died during a previous DGP and before the events of the series.
  • Small Role, Big Impact: Along with Ace, he's one of the driving influences in Michinaga becoming a Rider, having blurted out the DGP's name to him as he lay dying.
  • They Died Because of You: The reason Michinaga's wish is to crush all Kamen Riders is because of the two unknown Kamen Riders that left Tohru to die.