Zelda vs Nina (Legend of Zelda vs Breath of Fire)

“History doesn’t repeat itself, but it often rhymes”

-Mark Twain

Princess Zelda, bearer of the Triforce of Wisdom

Nina, the Wing Clan princess of Breath of Fire

It’s a tale as old as time; a legendary hero, a great evil, and a princess. No matter the incarnation, these two ladies always manage to cross paths with a resurrected hero in their quest to save the realm from the forces of darkness. Will Zelda’s wisdom prove to be for naught, or will Nina take her last breath?

Before we start…

There’s a lot to talk about going into this match so buckle up

As probably everyone reading this who's played a Zelda game and all both of you who have played a BoF game will know, both of our combatants have a number of versions and often are flat out different people, many versions of both are distant ancestors for instance. As people do for the likes of Link and Ganondorf, both characters will have all their versions rolled into one composite and treated as the same person. Versions of both have greatly different power sets and have abilities not used by other versions (Zelda hasn’t always used Light Arrows or sealing abilities, Nina flops between healer and DPS mage between games, etc.), so this is mostly being done to cover all bases and for fairness, though there is a decent amount of homogenization in their toolkits overall. For the sake of clarity, feats from specific games will be abbreviated. Zelda games will have their subtitles shortened (Adventure of Link is AoL, Ocarina of Time will be OoT, Breath of the Wild will be BotW, etc.). Dragon Quarter is the only subtitled Breath of Fire game which makes it much simpler.

Retroactively Added Disclaimer

This is being added a bit after this blog goes live since a question was posed as to if a composite would be viable for Nina, since she doesn't have a (known) reincarnation deal going like Zelda (First 3, 4 and DQ are different worlds). To reiterate, this is more so being done for fairness, since many Zeldas are as well different people even with reincarnations and their kits are different across assorted timelines. If you do think a composite isn't warranted, all individual games are labelled, so you can just read this blog in that way if you choose too and come to your own conclusions, although scaling is bit different for Nina versions. This blog is still going with a composite as it was originally written. Apologies for any misinformation this blog has spread on the internet

End of Retroactively Added Disclaimer

Anyways, for material, Zelda’s getting pretty much every game that isn’t Hyrule Warriors 1 due to it falling outside of the main timeline and no other official timelines mentioning it, the CD-i games since Nintendo doesn’t acknowledge they exist (not that they add much, will be used for memes though, of course), and the Tingle games because fuck ‘em. Some odd books and encyclopedias here and there will be used as well and labeled as such because corpos and hackers are massive fuckwits when it comes to Internet Archive and they may or may not be taken down at some point. Said books do have some contradictions and things that don’t make sense (glares at Skull Kid creating Termina) so will mainly be used as secondary sources.

Breath of Fire is pretty easy, all of its RPG games, the manga versions we could get our hands on which we aren’t linking because of some copyright stuff that was going around at the time of writing, and other material like artbooks. You sadly cannot find said Mangas by searching for some of the ones listed here and the BoF4 manga since those are the ones that have fan translations and pulling them up on your preferred manga hosting site from the search results, since going to sites like that is bad. There’s more material, a novelization that seems to have some illustrations and an artbook that seems to have a lot of stuff for 3 which unfortunately seem to not be on the internet, another one that is entirely in Japanese, and a manga adaptation of Dragon Quarter and a sequel to a manga original story. We tried to find them while not dropping a bunch of money on them, but well... 

Breath of Fire 6 is going to go unused, solely due to a complete lack of even fan translations, the game not even being playable anymore, and us not wanting to find, go through and translate the entire game for one silly versus blog. If the game has 17th-Dimensional/Makes Flash look like a statue jobber enemies, we aren’t gonna know (The game according to all sources kinda sucked anyways lol). Same goes for the phone spinoffs, except they’re in an even worse spot since there isn’t even footage of them, period.

In short, everything that’s in some way accessible. BoF has extremely bad Japanese Only syndrome if you can’t tell lmao. It should be noted that various mangas and other media for both are debatably canon and have some contradictory info, so will mostly be supporting evidence. The games will be the main source. Stuff like Party Fusions and Shamans that are prep related are obviously not going to be considered.

Breath of Fire localizers also hit us with the one-two punch of kinda crummy localizations and them not making up their minds with the names of some things, and they’re inconsistent across versions (i.e Deis is known as Bleu in earlier translations). We’ll try and aim for translations that come up from BoF3 onwards since that’s usually what they go with for the English versions. If there are different names than the ones you know or we’re idiots and forget to have the correct name, that's why. Also yes, they had a very bad habit of abbreviating the names of items in weird ways.

Lastly, by the time this blog is hopefully released, Echoes of Wisdom will have been a recent release and will be used for feats and abilities and such. Spoilers for Echoes of Wisdom should be expected. Spoilers for both series are also going to be littered around everywhere, of course.

Background

Zelda

Before time began, before spirits and life existed, a trio of Goddesses descended upon the nothingness and created a land that would come to be known as Hyrule. The goddesses Din, Nayru, and Farore would create the lands, all life, and law, departing for the heavens and leaving behind an immensely powerful relic called the Triforce, a symbol of their power. To prevent it from falling into the wrong hands, they entrusted fellow goddess Hylia with its safekeeping.

Her duty held throughout the era of Hylia, until the Demon King Demise fought a war to obtain it. Hylia sent the humans to live in the sky, separated by a cloud barrier, and rallied surface tribes to fight Demise. Hylia would seal Demise away, but would suffer grave injuries during the battle. Knowing the seal would not hold forever, she enacted two plans. First, she would create the Goddess Sword and the spirit Fi to aid a chosen hero. Second, as gods cannot use the Triforce, she renounced her divinity and transferred her soul into a mortal who would come when Demise returned. This mortal would be born as Zelda, and she would live in the floating city of Skyloft with childhood friend Link. All would change when a twister would take Zelda away, caused by Ghirahim and attempting to revive his master Demise.

Link would go on to follow Zelda, leading to an adventure and the two learning of their destinies as the Chosen Hero and the mortal reincarnation of Hylia. Zelda opted to fall into a deep sleep to maintain the seal on Demise, but this spurs on Link to defeat Demise for good. Ghirahim would absorb Zelda’s soul and use it to awaken Demise, but would be promptly stopped by Link. Demise would be slain and Zelda’s soul restored, but not before Demise would impart a curse that the blood of the goddess and the spirit of the hero would be forever followed by a manifestation of his hatred. Despite the challenge and no matter the era, the wisdom of Princess Zelda would always shine through.

Nina

Thousands of years ago, the world was inhabited by numerous different clans. One of these was the Dragon clan, who split apart and warred as the Light and Dark Dragons, the latter wanting favour from the wish granting Goddess Myria. In actuality, she was encouraging the war as they caused greater and greater destruction. The war ended when a hero from the Light Dragon Clan, the sorceress Deis, and six others sealed away Myria with the help of six keys. The two clans then secluded themselves from the world.

Years later, the Dark Dragons, led by Emperor Zog, would return, hunting what remained of the Light Dragons. They would find the village of Dragnier and take one of them, Sara, prisoner, prompting her younger brother Ryu to start his journey, gathering the keys before Zog could unleash Myria again. Shortly after his journey begins, he stops at Windia, home to a clan that can take the form of birds. Coincidentally, Windia’s king is poisoned by the Wizard of Karma, leading Windia’s princess Nina to save him.

She and a pair of soldiers attacked the Wizard’s fortress, but fell into his trap, suffering a gas attack targeted towards Wing Clan members. The Wing Clan gets Ryu to save her, as he was immune to the gas, and the pair manage to bring Nina’s father a remedy. Nina elects to join Ryu on his journey, and the pair continue the quest. They gather the keys, meet new allies, and save countless other locations across the world before defeating Zog and reuniting with Sara. However, Sara was being controlled by Jade, one of Zog’s subordinates, and tricks Ryu into giving her the keys. Jade unseals Myria and unearths her home, Obelisk. Ryu by this point had learned the ultimate Dragon power Agni, and the party defeats Jade and Myria. Nina and Ryu part ways as they begin to rebuild the world, and the world returns to peace. This would be far from the end though. Evils would continue to crop up through the ages, and Myria or her spawns would continue to plague the world, even cropping up in other worlds, and a Nina and her friends would always be there to fight them.

Experience

Zelda

It’s not exactly a secret that Zelda spends a lot of time out of combat, but she has contributed to a fair number of fights overall, usually assisting Link with various forms of magic. She’s quite handy with a bow as seen in games like Wind Waker, Twilight Princess, and Spirit Tracks. She’s playable for much of Age of Calamity and has cleared several temples and bosses in Echoes of Wisdom, showing she can more than handle herself in solo fights.

Nina

Breath Of Fire Ii Breath Of Fire2 GIF

Nina has a large amount of experience across multiple adventures, fighting a large variety of monsters across the world. While the amount of proper training she receives is nebulous, she’s shown proficiency in all manner of healing and offensive magic arts and some games have her learn under a host of masters for skills and stat upgrades.

Abilities

Zelda

Light Manipulation

Zelda possesses the ability to control Light, a power letting her dispel and banish evil beings. Her light has properties of binding targets, holding down a weakened Ganon in OoT and a chargeable ball of light in FSA being able to lock down Ganon, preparing him to be sealed away.

In Age of Calamity, she showcases more attacks with with her light:

Sealing

A primary power of hers passed down through her bloodline, she has the ability to seal away evil beings. Examples of such are:

Skyward Sword shows she can even use a similar ability on herself, putting herself into a form of stasis for thousands of years

Telepathy

Zelda in numerous games has shown communicating through telepathy.

Clairvoyance

Zelda often has prophetic dreams about future events. It often takes the form of knowing of an impending danger or darkness that threatens Hyrule.

Teleportation/Portal Creation

Zelda often uses teleportation for mobility and quick traversal of distance. She can also extend this to others, where Link and herself enter another realm after defeating Ganondorf in OoT, the Oracle games, and to save herself and Link in Twilight Princess. She can also teleport small objects like the Goddess Harp in Skyward Sword and likely teleports Link from Hyrule Castle in BotW. She and the other maidens seem to open a portal to the Four Sword. Lastly, Echoes of Wisdom also lets her fast travel between waypoints.

Magic Barriers

Zelda can make magic barriers for defense, such as preventing herself getting blown away by monsters in Minish Cap or creating barriers (Creating a Champion, Pg.411) to prevent enemies from escaping an area.

Spin

Simple Spin attack Zelda can perform. It mainly is used to cut grass and can’t damage enemies, but it is able to deflect projectiles like Arrows and Javelins.

Minor Abilities

The following are random one off abilities that Zelda or one of her forms has shown:

Resistances

  • Heat - Sheik can survive inside Death Mountain, which Link needs the Goron Tunic to even enter without damage. Can create Smoothies with the Fire-Proof effect.
  • Cold/Electricity - Echoes of Wisdom smoothies provide protection against cold, some ice attacks, and Electricity
  • Soul Manipulation - Zelda can survive within the Twilight Realm with no ill effects, despite how normally you can be turned into a monster or spirit. It's noted that prolonged exposure to the Still World removes your spirit (~25 seconds in), which Zelda and Link can traverse without harm.
  • Telepathy - Ganondorf described Zelda’s dreams as just oceans when trying to read her mind.
  • Absorption - Spent 100 years within Calamity Ganon’s body and was never absorbed by his Malice, unlike the various Sheikah relics (Creating a Champion, pg. 76) the form uses.
  • Memory Manipulation, Deconstruction, Petrification - Zelda can be inside of the Still World, which is likened to petrification and eventually fades away those who enter it, likely from being consumed by Null. Memory loss has been mentioned and shown when people don’t remember being in the Still World as well

Nina

Stats/Status Explanations

As a quick primer on how the relevant stats work (note that some games have stats that may or may not appear, or different names):

  • HP - Hit points
  • AP - Equivalent to Mana or MP in other RPGs.
  • Power (ATK) - Physical strength
  • Defense (Def) - Physical defense
  • Intelligence (Int) - Magical attack power and defense. Sometimes called Wisdom
  • Agility - Speed
  • Fate - Determines crit chance
  • Action (Act) - Determines who acts first
  • Condition - Affects dodging and counter attacking chances
  • Guts/Willpower - Chance a character can get up after their HP reaches 0, a 0 - 25% chance

Though more of a broader category, there is also Psionic moves in some games, which deal with stat changing abilities

Full stat list here

There are also a number of status effects she is able to inflict or defend against:

  • Curse - The Fate stat drops to 0
  • Paralyzed/Stun - Victim cannot act until the condition wears off or is healed
  • Poison - Victim loses HP at a steady rate
  • Silence - The opponent cannot transform or use magic
  • Sleep - Victim is asleep and unable to perform actions, usually wears off naturally
  • Zombie/Undead - Depending on the game, becomes weaker in the day but stronger at night, may attack randomly, or healing will instead damage the victim.
  • Blind - Lowers accuracy
  • Confusion - Victim will attack random targets until hitting themselves or being cured
  • Death - Chance to instantly kill a target, also a broader category of abilities that deal with high damage moves, such as dropping a target to 1HP
  • Egg - User turns into an egg. Defense drops to 0 and cannot use any items, but HP and AP will be fully recovered when the effect wears off
  • Bind - Victim can’t move, but can still attack
  • Freeze - Targetis encased in ice and cannot move
  • Lock: Prevents attacking/defending, but moving is still allowed

Most status conditions can be found here

Wing Clan Physiology

Normally, Wing Clan members have little that separates them from regular humans, though they have long lifespans that can last hundreds of years. As one may have guessed, their wings can be used to float slightly off the ground or hover over dangers like spikes, and the first Nina can fly with them. However, successive generations of Wing Clan members, Nina included, slowly lost the ability until the wings became vestigial and purely for looks. This changes in 4, however, as the wings do still have the ability to fly and slow her fall.

Magic

Breath of Fire 1 Magic

(Nina’s max AP in BoF1 is ~631. Other stats can be found in this link. All the AP costs from here on out will be placed in brackets, free to use abilities will have no cost listed)

  • Cura1 - Heals 50 HP (3 AP)
  • Fort - Raises physical defense for the rest of battle (6 AP)
  • Heal - Removes negative status effects (5 AP)
  • LK-UP - Raises Luck for one battle (6 AP)
  • ATK-UP - Raises physical attack for one battle (15 AP)
  • Cura2 - Heals 100 HP (6 AP)
  • Hold - Attempts to paralyze all enemies (8 AP)
  • Ag-Up - Raises Agility for one battle (8 AP)
  • Warp - (Overworld only) Teleports to a previously visited location with a dragon shrine
  • Zom1 - Deals 120 damage to the undead (5 AP)
  • Cura3 - Restores 250 HP (15 AP)
  • Renew - Revives a fallen ally at 1HP (10 AP)
  • Idle - Attempts to slow one enemy (5 AP)
  • Shield - Reduces spell damage for the rest of battle (8 AP)
  • Cura4 - Fully restores all HP (20 AP)
  • Zom2 - Deals high damage to undead (15 AP)
  • FortX - Raises the whole party’s defense for one round (14 AP)
  • Hush - Briefly prevents enemies from using magic (6 AP)
  • Dispel - Void an enemies magic for one round, making them ineffectual (20 AP)
  • RenewX - Revives a party member to full HP (30 AP)
  • CuraX - Restores 250 HP to the whole party (20 AP)
  • Wall - Reflects an enemies spell for one round (15 AP)
  • ZomX - Deals 200 damage to all undead (35 AP)

In addition, this particular incarnation has shown up as the Guardian boss in the second game, however all the spells she has are usable by BoF2’s Nina or one she possesses normally

Breath of Fire 2 Magic

(Nina’s max AP is 362)

  • Tornado - Deals 30 Wind Damage to an enemy (5 AP)
  • Cold - Deals 30 Ice Damage to an enemy (4 AP)
  • Thunder - Deals 25 Thunder Damage to all enemies (6 AP)
  • Spark - Deals 25 Fire Damage to one enemy (4 AP)
  • Ag. Down - Halves an enemies Agility if successful (5 AP)
  • Pwr. Down - Reduces enemy an enemies Power by 12.5% (5 AP)
  • Exit - Immediately exits a dungeon (8 AP)
  • S. Boom - Deals 50 Thunder Damage to all enemies (11 AP)
  • Def. Down - Halves an enemies Defense if successful (5 AP)
  • Drain - Absorbs 1/3rd of an enemies AP if successful, up to 30
  • Flame - Deals 60 Fire Damage to all enemies (12 AP)
  • Typhoon - Deals 80 Wind Damage to all enemies (14 AP)
  • Freeze - Deals 100 Ice Damage to one enemy (10 AP)
  • Angel - Attempts to kill all Spirit and Undead enemies (12 AP)
  • Death - Attempts to instantly kill one enemy (8 AP)
  • Hail - Deals 100 Ice Damage to all enemies (17 AP)
  • Bolt X - Deals 180 Thunder Damage to all enemies (30 AP)
  • Fireball - Deals 120 Fire Damage to all enemies (20 AP)
  • Bomb - Deals 40 Wind Damage to one enemy (6 AP)
  • Missile - Deals 150 Wind Damage to all enemies (26 AP)

With side activities and quest rewards, Nina can also learn:

  • Cure2 - Restores 100 HP (7 AP)
  • Renew - 70% chance to bring a party member back with 1 HP (10 AP)
  • Chop Chop - Deals around 60 physical damage, ignores defense
  • Boombada - A reward from the shittiest JRPG minigame of all time, halves the current HP of all enemies on the field (50 AP)

Can also use the command “Will” to restore a small amount of AP

Breath of Fire 3 Magic

(Nina’s max AP is 322)

Naturally learned:

  • Cyclone - Low level Wind attack against one target (3 AP)
  • Frost - Low level Frost attack against one target (2 AP)
  • Jolt - Low level Electric attack against all targets (3 AP)
  • Simoon - Low level Flame and Wind attack against one target (4 AP)
  • Blunt - Lower one target’s Power (1 AP)
  • Weaken - Lower one target’s Defense (1 AP)
  • Iceblast - Medium level Frost attack against one target (5 AP)
  • Slow - Lower one target’s agility (1 AP)
  • Typhoon - Medium level Wind Attack against all targets (7 AP)
  • Lightning - Medium level Electric Attack against all targets (7 AP)
  • Drain - Steal one target’s HP (3 AP)
  • Leech Power - Steal one target’s AP
  • Blizzard - High level Frost attack against all targets (10 AP)
  • Sirocco - High level Flame and Wind attack against all targets (12 AP)
  • Myollnir - High level Electric Attack against one target (10 AP)

Examined and Master Abilities:

In BoF3 (and later 4), all party members have the ability to examine enemies. If the targets use a certain skill, it can be learned and used immediately. Not all abilities can be learned, however. BoF3 also contains Masters that can teach party members certain skills. They are:

  • Aura - Holy attack against one target at 2 times power (20 AP)
  • Backhand - Attack vs. one target: non-lethal
  • Bad back - It’s a turn waster why can you learn this lmao
  • Barrier - Raise one target's magic defense (4 AP)
  • Benediction Restores all dead party members (20 AP)
  • Berserk - Raises Pwr for 3 turns, then die (2 AP)
  • Blind - Induces blindness against one target
  • Blitz - Attacks all enemies in the field at the cost of halving the users HP
  • Bone Dart - Bone Attack that causes confusion
  • Burn - Low level Flame attack against one target (1 AP)
  • Celerity - Increases all stats by 50%, usable at fixed time (as in, three actual, real life hours)
  • Charge - Damage altered based on users Def
  • Charm - Increases chance of finding item when defeating an enemy
  • Chill - Frost attack, lowers Agil (7 AP)
  • Counter - Auto counter-attack when in use
  • Cure - Restores HP and status (18 AP)
  • Demonbane - Physical Attack: double damage to devils (1 AP)
  • Disembowel - Fatal blow, dropping victim to 1 HP. User’s max HP down goes down
  • Double Blow - Two physical attacks against one target (2 AP)
  • Douse - Weaken one target vs. flame attacks (1 AP)
  • Ebonfire - Attack: non-elemental (5 AP)
  • Enlighten - Raises user's Intelligence (2 AP)
  • Evil Eye - Paralyze single target (7 AP)
  • Feign Swing - Take a practice swing (It’s useless lmao)
  • Flame Strike - Flame attack vs. one target (1 AP)
  • Flying Kick - Damage altered based on Agil
  • Focus - Raise Power when used: max of 2X
  • Frost Strike - Frost attack, induces sleep (4 AP)
  • Gambit - Critical damage if enemy is hit
  • Gloom - Turns a single target into an undead (1 AP)
  • Holy Strike - Holy attack vs. one target (2 AP)
  • Inferno - Flame attack against all targets (10 AP)
  • Influence - Bait enemy, making them attack the target (10 AP)
  • Intimidate - Cancels one targets action
  • Jump - Jumping attack, does random damage
  • Kyrie - Destroy undead (5 AP)
  • Last Resort - Raises Power by lowering Def to 0
  • Lavaburst - Flame attack vs. all targets (7 AP)
  • Magic Ball - Attack using solid ball of magic (2 AP)
  • Meditation - Raises Int when used, max of 2X
  • Mighty Chop - Attack vs. one target, ignores Def
  • Mind Flay - Attack that lowers enemy Intelligence
  • Mind Sword - Attack target with magic sword, damages based on enemies defense stat (2 AP)
  • Mind's Eye - Raises chance to hit temporarily
  • Monopolize - Steals all EXP from a battle
  • Multistrike - 1-3 attacks at half normal damage
  • Purify - Cures poison (4 AP)
  • Recall - Cast random low level magic spell (2 AP)
  • Resist - Invulnerability for 1 turn (2 AP)
  • Rest - Restores 5 HP and 1 AP
  • Risky Blow - Critical damage if enemy is hit
  • Sacrifice - Target is dropped to 1 HP, user dies (1 AP)
  • Sanctuary - Dispels all positive and negative status effects (5 AP)
  • Shadowwalk - Warp attack, deals a critical blow (8 AP)
  • Shield - Raise all targets' Def (4 AP)
  • Snap - Attack: lowers Defense
  • Snooze - Restores a few HP and AP (user sleeps)
  • Spirit Blast - Attack vs. one target, ignores Def
  • Steal - Steals item from enemy
  • Sudden Death - Casts Death on random target (1 AP)
  • Super Combo - Attack one target with a combo (12 AP)
  • Target - Raises chance to hit, damage halved
  • Thunder Clap - Electric attack vs. one target (4 AP)
  • Thunder Strike - Electric attack, paralyzes foes (4 AP)
  • Timed Blow - Deals damage equivalent to current HP: user fatally wounded
  • Tornado - Fatally wounds random targets (4 AP)
  • Transfer - Share 10 AP with one target
  • Triple Blow - Three attacks against one target (5 AP)
  • Trump - Casts random spell
  • Tsunami - Reduces affected targets' HP by half (8 AP)
  • Unmotivate - Useless lmao
  • Wall of Fire - Flame attack vs. one target (4 AP)
  • War Shout - Raise all targets' Power (6 AP)
  • Ward Of Light - Raises Def & counterattack chance (5 AP)
  • Wind Strike - Wind attack against one target (1 AP)

Breath of Fire 4 Magic

(Nina’s max AP is 476)

Learned Naturally

  • Sever - Level 1 Wind Magic against one target (3 AP)
  • Heal - Light healing of a target (5 AP)
  • Purify - Cure Poison on a target (3 AP)
  • Barrier - Halves magic damage for 3 turns (4 AP)
  • Rejuvenate - Medium healing of one target (9 AP)
  • Cyclone - Level 2 Wind Magic against all targets (6 AP)
  • Raise Dead - Revives one target with 25% HP, but can fail (18 AP)
  • Remedy - Cures all negative status effects on a target (6 AP)
  • Vitalize - Light healing on all allies (20 AP)
  • Inspire - Raises Wisdom of a target by 20% (2 AP)
  • Typhoon - Level 3 Wind Magic against all targets (12 AP)
  • Kyrie - Instantly kills all undead targets (9 AP)
  • Restore - Major healing on one target (18 AP)
  • Resurrect - Revives a target with full HP (30 AP)
  • Vigor - Medium healing on all targets (50 AP)

Examined and Master Abilities:

  • Air Raid - Physical attack vs one target, can stun (4 AP)
  • Bad Back - It’s worthless lmao
  • Backhand - Physical attack, cannot kill targets
  • Benediction - Revives all allies with 25% HP, can fail (45 AP)
  • Blind - Physical attack that can inflict blindness (2 AP)
  • Blitz - Multi-hit attack based on HP, user loses 25% HP
  • Burn - Level 1 fire magic against 1 target (1 AP)
  • Celerity - Doubles Power, Defense, Agility and Wisdom, takes three actual real hours to charge
  • Charm - Increases chance to find treasure after battle
  • Chlorine - Physical attack that can poison enemies (2 AP)
  • Cleave - Attacks all targets, ignores defense (3 AP)
  • Clip - Physical attack, damage is based on Agility (2 AP)
  • Command - Bait other enemies or confused allies into attacking one target
  • Concentrate - Raises Wisdom and Counter-Attack rate
  • Counter - Raises counter attack rate for one turn (1 AP)
  • Coward’s Way - Damage increases with the number of times you flee from battle (2 AP)
  • Curse - Halves enemy HP, can miss (13 AP)
  • Disembowel - Perform the Shun Goku Satsu which drops enemies to 1 HP. Can miss and lowers the user’s max HP by 10%
  • Distracted - Why am I even listing all the useless ones lol
  • Double Blow - Two physical hits on a target (3 AP)
  • Douse - Lowers a targets resistance to Fire Magic (1 AP)
  • Ebonfire - Non-elemental Fire Magic (9 AP)
  • Eddy - Deals a small amount of wind damage to one target (2 AP)
  • Egghead - Turns the user into an egg
  • Faerie Attack - Damage based on the number of Faerie’s in the Faerie Colony (20 AP)
  • Faerie Breath - Restores the parties HP (20 AP)
  • Faerie Charge - Faerie attack (20 AP)
  • Feint - Physical attack, can cause Confusion (2 AP)
  • Final Hope - User is invulnerable for three turns, but user will die at the end of the three turns
  • Flame Pillar - Heavy fire damage to one target (8 AP)
  • Flame Strike - Fire-based physical attack against one target (2 AP)
  • Flex - Chance to poison all combatants
  • Focus - Increases attack power and counterattack rate
  • Frost Strike - Water-based physical attack against one target (2 AP)
  • Holy Strike - Holy-based physical attack against one target (2 AP)
  • Icicle - Deals a moderate amount of water damage to one target (4 AP)
  • Knock Out - Attack one target, can induce sleep (2 AP)
  • Last Resort - Drops Defense to 0, but raises Attack Power according to defense lost
  • Magic Ball - Magic Ball against one target (5 AP)
  • Megaphone - Increases power, but lowers defense (4 AP)
  • Mind Flay - May lower Wisdom in one target (2 AP)
  • Molasses - May lower Agility in one target (2 AP)
  • Monopolize - User receives all EXP gained at the end of a fight
  • Muffle - Attacks one target, may induce Mute (2 AP)
  • Multistrike - Hits a target 1-3 times (5 AP)
  • Palliate - Heal and remove status effect of one target (20 AP)
  • Pilfer/Steal - Attempts to steal an item from an enemy
  • Plateau - Moderate Earth damage to one target (5 AP)
  • Resist - Blocks all attacks for one turn (3 AP)
  • Rest - Restores some HP and AP
  • Reversal - Chance to swap victim and target’s HP
  • Risky Blow - Critical Hit with a 40% success rate
  • Roulette - Has a random effect
  • Sacrifice - Sacrifice yourself to drop all enemies to 1 HP (13 AP)
  • Sanctuary - Nullifies all status buffs on all targets (8 AP)
  • Shadowwalk - Critical Hit with a 100% success rate (12 AP)
  • Shout - Chance to stun all targets
  • Snap - Chance to lower targets defensive power (2 AP)
  • Snooze - Fall asleep, but recovers some HP and AP
  • Spirit Blast - Physical attack on one target that ignores defense
  • Spray - Physical attack whose damage is based on defense, deals extra damage to insect creatures (2 AP)
  • Super Combo - Deals damage based on number of successful inputs from the player (12 AP)
  • Supplication - Healing Magic effectiveness and Dodge power up for one turn
  • Sword Breaker - Chance to lower attack power (2 AP)
  • Target - 100% hit rate, but deal 50% damage (1 AP)
  • Tiger Fist - Attack all targets, damage based on users Power and Agility (6 AP)
  • Timed Blow - Sacrifice the user, dealing remaining HP to target as damage (13 AP)
  • Transfer - Gives 20 AP to a target
  • Triple Blow - Three physical hits (8 AP)
  • War Shout - Raises attack power of front row team members (20 AP)
  • Wild Swing - Deals up to 2 times damage
  • Wind Strike - Wind-based physical strike against one enemy (2 AP)

Dragon Quarter Magic

Weapon Skills:

Level 1 Skills

  • Chop! - A regular attack
  • Blunt - Reduce enemy attack power by 10%
  • Weaken - Reduce enemy defense by 10%
  • Enfeeble - Reduce enemy magic power by 10%
  • Slow - Reduce enemy speed by 10%
  • Divine - Reduce enemy move power by 10%
  • Flare - Magic fire attack done by making fire erupt beneath the foe
  • Frost - Crushes foes with icicle shards
  • Jolt - Drops lightning to strike enemies in range
  • G Flare - A trap that generates a magic glyph that upon an enemy making contact, erupts into a burst of flames
  • Joltball - A trap that makes a magic glyph that upon an enemy making contact, paralyzes them and damages them

Level 2 Skills

  • Fireblast - Stronger version of Flare. Hits a wider area.
  • Fireball - Magic trap that stuns the enemy when they make contact
  • Iceblast - Stronger version of Frost. Creates ice pillars to skewer foes.
  • Fragball - Magic trap that freezes the enemy
  • Lightning - Stronger version of Jolt that calls several lightning bolts in a straight line
  • Teleport - Switch places with an ally
  • Transfer - Give some AP to an ally
  • Mirage Doll - Creates a Nina Doll that explodes upon hit. Enemies are attracted to it.
  • G Iceblast - Creates a trap that blocks enemy movement

Level 3 Skills

  • Inferno - Magic fire attack
  • G Inferno - Magic wall that blocks enemy movement
  • Blizzard - Stronger version of Iceblast. Creates a small scale blizzard that engulfs the area around its targets and traps them in ice
  • Valhalla - Stronger version of Lightning
  • Lag Valhalla - A version of Valhalla that releases a blast of lightning after a short while. It is set up as a trap.
  • Kyrie - An instant kill spell that’s effective on the undead. Hits an area around Nina.
  • Death - Instant kill spell
  • Shazam - Gives her the powers of Shazam obviously. It hits enemies around Nina, sending them flying backwards
  • Ragnarok - A mighty spell that takes some time to charge up
  • Mirage Blast - A stronger version of Nina’s Mirage Doll

Other Moves

Shield Skills:

  • Steal - Enemies that are attacking have a chance to have their items stolen by the defender
  • Anger - When hit, Spirit Charge activates automatically, which multiplies the power of the next attack by 1.5
  • Explosion - Releases a large explosion that severely weakens the foe and the cost of losing the shield
  • Feint - Block an enemy’s attack
  • Leech Power - Recover 5 AP when hit
  • Reflect - Allows a counterattack on magic attacks
  • Shield Boost - When hit, defense increases by 1%
  • Snatch - Cut damage received by 25% and steal items from the foe
  • Valor - A one time revival in battle
  • Weapon Boost - When hit, attack increases by 1%

Resistances

  • Numerous methods of curing poison
  • BoF4 Wind Affinity grants 25% Wind damage reduction
  • While elaborated on later, Nina has armor that reduces damage, negates, or even absorbs damage from the following sources:
  • Fire
  • Ice/Water
  • Lightning
  • Earth
  • Wind
  • Holy Damage
  • Sleep
  • Instant Death attacks
  • Curses
  • Stat Changes
  • Blindness
  • Confusion
  • Muteness

Arsenal

Zelda

Triforce of Wisdom

One of the three pieces of the Triforce, containing a portion of the power of the Three Golden Goddesses and quoted as “the chosen power of the gods. It embodies the Goddess Nayru, goddess of wisdom and creator of law in the world. It provides whoever its bearer is a number of abilities:

Wind Waker and the original LoZ also show triforces can be broken up into pieces and hidden away for safekeeping if needed.

Bow of Light/Light Arrows

A staple in many of Zelda’s appearances, the Bow of Light and their accompanying Light Arrows can be summoned at any time. They’re Holy in nature and either contain or are made of pure light. They’re capable of destroying weaker beings in a single hit and injuring and stunning many powerful beings like Ganondorf, Malladus and Yuganon

Light Arrows have a few other effects:

In AoC, Zelda can fire several light arrow pillars, can summon arrows on their own and cause a large light blast after firing the bow. AoC bow combos can be found here. Many are used in conjunction with her light magic.

Ocarina of Time

OoT Ocarina of Time Render

An instrument passed down generations of Hyrule's Royal family. It's more than a simple instrument, and it in fact has a number of magical effects. Directly, Zelda has taught Link to play, or knows:

  • Zelda’s Lullaby - Usually has a special effect in various dungeons or opens hidden passageways. Zelda at the end of OoT also sends Link back in time with the song, creating the child timeline in the process.
  • Minuet of Forest – warps to the Sacred Forest Meadow
  • Bolero of Fire – warps to Death Mountain Crater
  • Serenade of Water – warps to Lake Hylia
  • Requiem of Spirit – warps to Desert Colossus
  • Nocturne of Shadow – warps to the upper part of the Graveyard
  • Prelude of Light – warps to the inside of the Temple of Time

Goddess’s Harp

Another magic instrument used in Skyward Sword and by Sheik. It performs many of the same songs as the Ocarina, but it has been used in Skyward Sword to reveal locations and open some passageways

Deku Nuts

OoT Deku Nut Render

While not shown directly, it's likely Sheik uses Deku Nuts to disappear from targets. It should be usable in the normal way of stunning targets they’re thrown at.

Pirates Charm

Effectively an upgraded Gossip Stone, Zelda can talk to and watch anyone who holds it.

Telescope

It does what a telescope normally does.

Light Force

Another type of force, contained within all living beings and passed down through Zelda’s bloodline. While less elaborated on than the Triforce, it still has a practical use that it’s used as an endless reserve of magic, though her ability to use all of it is questionable.

Rapier

Sword seen in Twilight Princess. Zelda herself hasn’t used it, but it is shown to channel and reflect Ganondorf's magic

Sheikah Slate

BotW Sheikah Slate Model

A piece of Sheikah technology in the form of a handheld tablet. Used by Zelda often before and after the events of BotW and during AoC, it has a number of functions. It can zoom in to distance objects with a scope, serve as a camera and map, activate Sheikah technology and teleport to some locations, but it also serves to receive various runes for a number of effects:

  • Bombs - Remote detonating explosives, can be thrown and have a short cooldown after detonation. They come in round and square varieties depending on if the user wants them to roll
  • Magnesis - The slate can pick up and move metal objects, like loose weapons and crates
  • Cryonis - Creates a pillar of ice on the surface of water if it has room to form. This rune can also destroy similarly created ice blocks
  • Stasis - Freezes time on an object for several seconds. Objects in stasis can store momentum if they’re hit. This does work on enemies as well with Stasis+

Age of Calamity also adds a number of abilities and extra functions to Zelda’s rune kit:

Master Cycle

DLC weapon from Age of Calamity, and a similar ability exists in BotW DLC. It has its own distinct moveset, broken down in this video

Comes in three versions:

  • Standard Master Cycle Zero
  • Master Cycle Sentinel, preferring stability and safety
  • Master Cycle Hunter that is better suited to combat

Paraglider

Used in Age of Calamity for gliding around freely and slowing descents.

Secret Stone of Time

Secret Stones are artifacts from the time of Hyrule’s Founding, able to amplify the powers possessed by their wearers. As the name suggests, it gives Zelda better control over abilities relating to time, where she can stop and reverse an object in time, even multiple at once. It also sent Zelda to Hyrule’s distant past and seems able to make a portal that allowed Link to send the damaged Master Sword back in time.

Tri Rod & Tri

The Tri Rod was given to Zelda by Tri, a being that can only be seen or talked to by those who have been inside the Still World. Tri is also intangible and has some knowledge of happenings in the main world while inside the Still World. Tris as a species use their power to seal rifts with their power to create objects, and as such, the Tri Rod’s primary purpose is to create Echoes, constructs of enemies and objects. Most objects can be learned naturally, and enemies need only be defeated once to echo, though stronger bosses are immune to this. The rod can only create so many echoes at once as indicated by triangles that follow Tri, but there’s otherwise no cooldown.

As Tri levels up, the Rod gains extra powers, more echoes it can create, and echoes require less energy to make. It can also bind targets like objects and enemies for Zelda to move around or use reverse bind to follow their movements or sometimes pull against and remove in the case of Deku Baba enemies and some bosses, though some stronger enemies like Lynels are immune. Echoes can also be summoned at a distance with a small charge time.

The maximum number of “tri points” for lack of a better term the rod can use is six, henceforth referred to as TP. All echo costs will be assumed to be with a max level rod. The Echoes are:

Objects:

  • Table - Used as platforms to jump on (1 TP)
  • Old Bed, Soft Bed, Zelda’s Bed - Restores hearts every few seconds, though Zelda is obviously immobile. Caps at 2 hearts (1 - 3 TP, version dependant)
  • Decorative Shrub - Tall object that can be used as a platform or pushed. Can block strong winds (1 TP)
  • Wooden Box - Boxes as tall as Zelda, can be used as platforms and float (1 TP)
  • Pots - Can be thrown or hidden inside. Can be thrown for distractions (1 TP)
  • Boulder - Large rocks that block wind, have some heat resistance (1 TP)
  • Rock - Can be thrown to deal damage (1 TP)
  • Lava Rock - Fully heat resistant rocks, used as platforms (4 TP)
  • Ice Block - Can be slid or pushed, float on water and can be melted to make water blocks (1 TP)
  • Snowball - Large Snowballs that can be rolled down slopes (2 TP)
  • Sign - Gives some tips, can be used to block a strike (1 TP)
  • Grilled Fish/Meat/Rock Roast - Attracts certain enemy types to its location (1 TP)
  • Stuffed Toy - Attracts some ghost type enemies (1 TP)
  • Carrot - Summons Zelda’s Horse (1 TP)
  • Animal Statues - Used to block projectiles, charges and usable as weights (1 TP)
  • Ancient Orb - It's a puzzle thingy lol (1 TP)
  • Trampoline - Grants a higher jump when jumped on (1 TP)
  • Wind Cannon - Fires a constant stream of strong wind, can also extinguish Zelda (2 TP)
  • Flying Tile - Flies in the indicated direction after a short delay (3 TP)
  • Cloud - Can be used as a platform (2 TP)
  • Spiked Roller - Can be rolled down a slope for damage (4 TP)
  • Beetle Mound - Spawns Beetles until destroyed (3 TP)
  • Firework Launcher - It's in the name (2 TP)
  • Brazier - Provides light, heat and can melt nearby ice and snow (2 TP)

Enemies:

  • Zol - Basic slime enemy (1 TP)
  • Ignizol - Zol that's on fire, igniting anything they touch (1 TP)
  • Hydrozol - Immune to fire, and grow when in contact with water (1 TP)
  • Buzz Blob - Emits electricity that stuns enemies, shock field is larger in water (3 TP)
  • Spear Moblin - Regular, spear throwing Moblins that try to keep distance from foes. Come in two levels (2 - 4 TP)
  • Sword Moblin - Sword wielding Moblins who charge in. Come in 3 levels, gaining shields, more health, and damage (1 - 4TP)
  • Club Boarblin - Charges in, similar to Moblins. Level 2 version gains a shield (1 - 3 TP)
  • Boomerang Boarblin - Ranged Borblins who throw boomerangs. Level 2 version has more accuracy (1 - 3 TP)
  • Lynel - Immensely strong Centaur like foes with large swords. Fast and strong and can charge down enemies, described as the most fearsome monster in Hyrule (5 TP)
  • Lizalfos - Spear wielding monsters, they’re fast, nimble and can jump large distances. Level 2 is fire resistant and Level 3 can also fight underwater (2 - 5 TP)
  • Darknuts - Slow, but strong axe wielding knights who are immune to blunt damage. Level 2 gains a spinning attack and Level 3 is immune to physical projectiles like arrows (2 - 5 TP)
  • Armos - Living Statues that hop along a back and forth path. Vulnerable from the back, but immune from the front (1 TP)
  • Ball and Chain Troper - Swings its titular weapon around, being able to destroy objects and hit enemies in a wide area (3 TP)
  • Gibdos/Redead - Gibdos and Redeads stop enemies with their screams, but Gibdos are vulnerable to fire. Level 2 Gibdos become redeads when lit on fire (2 - 3 TP)
  • Wizzrobes - Float in the air, firing projectiles and teleporting. Come in Fire, Ice, and Electric varieties (4 TP)
  • Caromadillo - Rolls forward at fast speeds. Has a stronger Level 2 version (1 - 2 TP)
  • Rope - Snake enemies. Weak, but cheap (1 TP)
  • Tornado - Launches enemies it hits into the air (1 TP)
  • Ribbitune - Lures monsters with its croaks (1 TP)
  • Drippitune - Calls rain, even without clouds (2 TP)
  • Torch/Freeze Slug - Slowly crawls along the ground, leaving their respective element in their path (2 TP)
  • Holmill - Digs holes enemies can fall into, can also throw rocks (2 TP)
  • Wolfos - Agile wolf enemies (2 TP)
  • White Wolfos - Stronger Wolfos that can howl and summon their weaker versions (4 TP)
  • Keese - Weak bat enemies. Cheap, but can be used as a makeshift glider. Come in Fire, Ice, and Electric versions (1 - 3 TP)
  • Mothula - Flying enemies that blast through enemies with charge attacks. Level 2 version can survive more hits and can’t be stopped while charging (2 - 4 TP)
  • Needlefly - Flies around and lunges at enemies (1 TP)
  • Albatrawl - Flying enemy that you can grab onto and glide, can also dive underwater (1 TP)
  • Crow - Flying enemy that can steal enemy rupees (1 TP)
  • Beakon - Flier that follows prey and calls for nearby monster help (2 TP)
  • Guay - Flier that attacks with a dive and can steal rupees (2 TP)
  • Octorok - Spits rocks at enemies it sees, otherwise immobile. Has fire and ice versions (1 TP)
  • Sea Urchin - Spiky enemies. Unmoving, and good for blocking paths (1 TP)
  • Sand Crab - Moves left and right attacking with its claws (1 TP)
  • Biri - Electric Jellyfish. Shock radius increases underwater (1 TP)
  • Tangler - Basic fish that charges towards enemies. Level 2 gets a light on its head (1 - 2 TP)
  • Bombfish - Fish that explode after a duration that can destroy some walls. Can also explode if hit regularly(3 TP)
  • Chompfin - Powerful sharks for underwater combat, attack with spins and large jaws (3 TP)
  • Piranha - Fish that swim around and attack whatever is in water. Has a sand version (1 TP)
  • Deku Baba - Immobile plant that bites at anything in its range. Vulnerable to fire and having its head pulled off. Level 2 and Bio Deku Baba can swallow enemies (1 - 2 TP)
  • Peahat - Large plant creature that spins spiky roots for attacks. Vulnerable to fire (2 TP)
  • Giant Goponga Flower - Immobile plants that shoot pollen at nearby enemies (3 TP)
  • Zirro - Flies over head and spits bombs (2 TP)
  • Ghirro - Flies over head and shoots strong winds (1 TP)
  • Strandtula - Spiders that shoot a thread to the ceiling. Flammable, but Zelda can climb them (1 TP)
  • Crawtula - Spiders that crawl walls. Useful with reverse bind for vertical traversal (2 TP)
  • Baby Gohma - Spiders that shoot flammable, slowing webs at enemies (1 TP)
  • Beetle - Weak, 4 legged spiders (1 TP)
  • Aruroda - Scorpions that burrow, trying to sting enemies from behind (1 TP)
  • Tektite - 4 legged spiders that can jump and hop across water. Has a stronger level 2 version (1 - 2 TP)
  • Hoarder - Bugs that burrow, waiting for a target to approach before striking (2 TP)
  • Poe - Ghostlike enemies that flee from enemies, dropping fire and moving through walls (3 TP)
  • Moa - Floating eyeballs that protect allies with energy shots. Passive if no allies are around (2 TP)
  • Goo Specter - Lays flat on the ground, impossible to attack until it springs up for its own attacks (2 TP)
  • Ghini - Ghosts that attack enemies by licking them. Level 2 is larger and stronger (1 - 2 TP)
  • Leever - Subterranean monsters that wait underground before springing up and attacking foes with rotating blades (1 TP)
  • Pathblade - Spinning blade enemies who travel in one direction (1 TP)
  • Gustmaster - Immobile creatures that pushes enemies back with wind gusts (2 TP)
  • Tweelus - Fire resistant monsters. Has a temper variant that gets angry when hit, attacking faster (1 - 2 TP)
  • Freezard - Slow moving monsters that spew ice capable of instantly freezing foes. Can be melted with fire (2 TP)
  • Snomaul - Throws snowballs that it can regenerate at foes. Can melt from fire (2 TP)
  • Spark - Electric entities that move along walls. Electric radius increases in water (1 TP)
  • Platboom - Tries to crush anything that gets close, can also be used as a platform (2 TP)
  • Beamos - Rotating turret that fires at anything it sees with an energy blast. Hardens into stone if hit (2 TP)

Zelda’s Horse

Zelda’s unnamed horse was a gift to her from Impa, and can be summoned anytime with the use of a Carrot Echo. The horse allows for faster travel over land, jumps over obstacles and can dash through and defeat some monsters.

Automatons

Monster machines made by Dampe, having their own special parts and unique abilities to separate them from the monsters they take inspiration from. All of them can be picked up and held. They can fight alongside echoes, but need to be wound up for a short period prior. Automatons only have so long of a charge before needing to be wound up again, only one can be active at a time, and they can’t be repaired in the field.

Zelda’s selection of automatons are:

  • Techtite - Launches upwards, creating an explosion
  • Tocktorok - Rapidly launches fireworks at opponents
  • Gizmol - Launches music notes around itself that inflict damage to those that touch them
  • High-Teku Baba - Swallows any monster in its reach
  • Roboblin - Attacks enemies with a massive AoE slash
  • Goldfinch - Knocks rupees out of enemies it hits

Fairy Bottles

Long running items from the series, however this time they can only contain fairies instead of other items. Still, they can revive Zelda if she runs out of hearts and she can carry up to 4 of them.

Smoothies/Potions

Consumable items made and sold by Deku Scrubs and sold around Hyrule, providing healing, sword energy (more later) and other effects. Only one effect can be active at a time and 20 smoothies/potions can be held at any given time. They are:

  • Sweet Smoothie - Heals two hearts
  • Milky Sweet Smoothie - Restores fifteen hearts and three sword meter energy
  • Refreshing Smoothie - Restores five hearts
  • Refreshing Mixed Smoothie - Restores seven hearts
  • Sweet Refreshing Smoothie - Restores ten hearts
  • Refreshing Milky Smoothie - Restores thirteen hearts
  • Milky Smoothie - Restores seven hearts
  • Mixed Milky Smoothie - Restores thirteen hearts
  • Salted Milky Smoothie - Restores ten hearts and fully restores sword energy
  • Tough Smoothie - Restores seven hearts and gives one minute of damage reduction
  • Mixed Tough Smoothie - Restores fifteen hearts and gives one minute of damage reduction
  • Sweet Tough Smoothie - Restores fifteen hearts and gives three minutes of damage reduction
  • Milky Tough Smoothie - Restores eighteen hearts and gives three minutes of damage reduction
  • Salted Tough Smoothie - Full sword energy refill and gives one minute of damage reduction
  • Cactus Smoothie - Restores two hearts, become fireproof for one minute
  • Salted Cactus Smoothie - Restores two sword energy and become fireproof for three minutes
  • Warm Smoothie - Restores two sword energy and become chill proof for one minute
  • Warm Mixed Smoothie - Restores three sword energy and become chill proof for one minute
  • Warm Rocktato Smoothie - Restores three sword energy and become chill proof for three minutes
  • Warm Mixed Special - Restores six sword energy and become chill proof for one minute
  • Apple Smoothie - Restores two hearts and become lightning proof for one minute
  • Mixed Apple Smoothie - Restores five hearts and become lightning proof for three minutes
  • Salted Apple Smoothie - Restores six sword energy and become lighting proof for one minute
  • Bubble Smoothie - Restores two hearts and longer dive time (Zelda can hold her breath longer underwater) for one minute
  • Mixed Bubble Smoothie - Restores five hearts and longer dive time for one minute
  • Pumpkin Bubble Smoothie - Restores ten hearts and longer dive time for one minute
  • Milky Bubble Smoothie - Restores ten hearts and longer dive time for one minute
  • Salted Bubble Smoothie - Restores three sword energy and longer dive time for one minute
  • Rapid Smoothie - Restores five hearts and swim faster for one minute
  • Milky Rapid Smoothie - Restores ten hearts and swim faster for one minute
  • Climbing Smoothie - Restores two hearts and climb walls faster for one minute
  • Mixed Climbing Smoothie - Restores five hearts and climb faster for one minute
  • Sweet Climbing Smoothie - Restores five hearts and climb faster for one minute
  • Milky Climbing Smoothie - Restores ten hearts and climb faster for one minute
  • Mango Climbing Smoothie - Restores fifteen hearts and climb faster for three minutes
  • Salted Climbing Smoothie - Restores three sword energy and climb faster for one minute
  • Radiant Smoothie - Restores two hearts and Zelda glows for one minute
  • Apple Radiant Smoothie - Restores five hearts and Zelda glows for one minute
  • Mixed Radiant Smoothie - Restores five hearts and Zelda glows for one minute
  • Sweet Radiant Smoothie - Restores five hearts and Zelda glows for three minutes
  • Pumpkin Radiant Smoothie - Restores ten hearts and Zelda glows for one minute
  • Milky Radiant Smoothie - Restores ten hearts and Zelda glows for one minute
  • Salted Radiant Smoothie - Restores three sword energy and Zelda glows for one minute
  • Twisty Smoothie - Restores five hearts and automatons can be winded faster for one minute
  • Mixed Twisty Smoothie - Restores ten hearts and automatons can be winded faster for one minute
  • Sweet Twisty Smoothie - Restores ten hearts and automatons can be winded faster for three minutes
  • Milky Twisty Smoothie - Restores thirteen hearts and automatons can be winded faster for one minute
  • Mango Twisty Smoothie - Restores fifteen hearts and automatons can be winded faster for three minutes
  • Salted Twisty Smoothie - Fully restores sword energy and automatons can be winded faster for one minute
  • Golden Smoothie - Fully restores hearts
  • Golden Touch Smoothie - Fully restores hearts and gives five minutes of damage reduction
  • Golden Chilly Smoothie - Fully restores hearts and become fireproof for five minutes
  • Golden Piping-Hot Smoothie - Fully restores hearts and become ice proof for five minutes
  • Golden Electro Smoothie - Fully restores hearts and become electricity proof for five minutes
  • Golden Bubble Smoothie - Fully restores hearts and longer dive times for five minutes
  • Golden Rapid Smoothie - Fully restores hearts and faster swim speed for five minutes
  • Golden Climbing Smoothie - Fully restores hearts and climb walls faster for five minutes
  • Golden Radiant Smoothie - Fully restores hearts and Zelda glows for five minutes
  • Golden Twisty Smoothie - Fully restores hearts and automatons can be winded faster for five minutes
  • Red Potion - Restores five hearts
  • Blue Potion - Restores ten sword energy
  • Purple Potion - Restores three hearts and five sword energy
  • Tough Potion - Damage reduction for five minutes
  • Chilly Potion - Fireproof for five minutes
  • Warming Potion - Chill proof for five minutes
  • Piping-Hot Potion - Ice proof for five minutes
  • Electro Potion - Lightning proof for five minutes
  • Bubble Potion - Dive time increased for five minutes
  • Rapid Potion - Swim speed up for five minutes
  • Climbing Potion - Climb walls faster for five minutes
  • Radiant Potion - Zelda glows for five minutes
  • Twisty Potion - Faster automaton winding speed for five minutes

Accessories & Outfits

Equippable items that provide buffs. Zelda can wear up to 5 at a time. The options are:

  • Zora’s Flippers - Faster Swim Speed
  • Zora Scale - Longer dive times
  • Gerudo Sandals - Prevents sinking into quicksand
  • Gold Sash - Prevents knockback from wind
  • Climbing Band - Zelda can climb walls faster
  • Goron’s Bracelet - Can move faster while carrying objects
  • Spin Brace - Spin knocks back enemies
  • Ice Spikes - Reduces slipping from ice patches
  • Frog Ring - Doubles Zelda’s jump height
  • Charging Horn - Increases damage from horse charges
  • Stone Anklet - Reduces knockback
  • Clockwork Bangle - Faster automaton winding speed
  • First, Second & Final Mastery - Three ranks of scrolls that grant reduced sword energy consumption
  • Might Bell - Detects nearby Might Crystals
  • Heart Pin/Heart Barrette - Both increase the appearance of hearts
  • Silver/Gold Brooch - Increases rupee drop frequency
  • Energy Glove/Energy Belt - Increases appearance rate of sword energy
  • Survey Scope/Binoculars - Increases appearance of smoothie materials
  • Fairy Flower/Fragrance - Increases appearance rate of fairies
  • Ancient/Curious Charm - Reduces incoming damage

She also has a few outfits, some of which provide additional effects:

  • Disguise - Hooded outfit used to disguise Zelda
  • Royal Travel Attire - Noble attire meant for long journeys
  • Customary Attire - Zelda’s traditional outfit
  • Silk Pajamas - Zelda restores hearts faster sleeping in a bed
  • Dancer Outfit - Increases the radius of the spin
  • Cat Clothes - Lets her speak to cats
  • Green Tunic - Outfit that resembles Link’s outfit
  • Stamp Suit - Literally a collectible lmao

Nina

Note before beginning: Many weapons and armour in the games have little variation aside from a change in numbers, which is hard to slap VS stats onto. As such, only equipment with special attributes will be mentioned. Full equipment lists will be linked for the interested

Breath of Fire 1 Equipment

Rapiers:

  • FlameRP - Casts F. Ball when used as an item, a single target fire spell (90 damage)
  • ThunderRP - Casts the Fry spell when used as an item, a single target thunder spell (80 damage)
  • PowerRP - Strongest rapier, can also cast Ag-Up

Shields:

  • IcySH - Reduces Ice damage by 25%
  • LightSH - Reduces Fire damage by 25%
  • MaskSH - Reflects some magic damage

Armour:

  • PrisonCL - Fate +20
  • QuartzAR - Reduces Lightning damage by 25%
  • AngleAR/PowerAR/EvilRB - Reflects some magic damage
  • EarthRB - Restores some HP when struck by magic

Helmets:

  • TideHT - Protects from instant death attacks
  • SkullHT - Doubles damage taken. Yes, it is purely detrimental
  • EchoHT - Reflects some magic damage

Accessory:

  • Clog - Act +10
  • DreamRG - Blocks the Sleep status
  • LoveBR - Heals HP with every step
  • MagicRG - Increases Wisdom by 8
  • RubyBR - Protects against Rub (an instant kill ability)
  • Sash - Attack +10
  • SilverBR/MystSF - Lowers enemy encounter rate
  • SkullRG - Increases Defense by 10
  • WindBR - Act +20

Breath of Fire 1 Items

Usable items:

  • Acorn - Recovers 20 AP.
  • Antdt/Antler - Cures poison.
  • Apple - Recovers 60 HP.
  • B.Stn - Casts Fry. The elemental weakness bonus is not applied against targets.
  • C.Fsh - Recovers 200 HP & removes all status ailments except for Stun.
  • C.Nut - Recovers 20 HP.
  • C.Stn - Casts "Frost" while in battle. The elemental weakness bonus is not applied against targets.
  • Charm - Removes all status conditions except for Stun.
  • Cure - Recovers all HP.
  • Cure2 - Entire party recovers full HP.
  • DkKiss - Casts Rub while in battle, acts as the Death spell
  • F.Stn - Casts Flame while in battle. The elemental weakness bonus is not applied against targets.
  • Herb - Recover 50 HP.
  • HrGlas - Switches between daytime and nighttime.
  • Life - Revives from "Stun" state with 1 HP.
  • Life2 - Revives from "Stun" state with full HP.
  • M.Drop - Entire party recovers full HP and has all status conditions removed other than Stun.
  • Mackrl - Cure poison.
  • Meat - Recovers 70 HP to the entire party.
  • Melon - Recovers all HP.
  • Mrbl1 - Causes either a 'slam' or 'cont' attack. It can be used while in dragon form. (Essentially, a crit or a second attack)
  • Mrbl2 - Causes either a 'slam' or 'cont' attack. It cannot be used while in dragon form.
  • Mrbl3 - Prevents random enemy encounters for an interval.
  • ProtnA - Casts "Atk-Up" while in battle.
  • ProtnB - Casts an enhanced form of "Atk-Up" while in battle.
  • Smoke - Casts "Flee" while in battle.
  • Snapr - Removes all status ailments except for "Stun."
  • Sole - Recovers 100 HP.
  • Srdine - Recovers 50 HP.
  • T.Drop - Cure zombie status
  • Trout - Cure poison status and recovers 150 HP.
  • Tuna - Removes all status effects and fully recovers HP.
  • Vitamn - Increases all stats for the duration of a single battle.
  • W.Ant - Recover 100 AP.
  • WMeat         - Entire party recovers 100 HP.

Though most Goddess Keys do nothing in combat, Nina also can use the Earth Key, which causes an earthquake that deals 30 damage to all enemies

Breath of Fire 2 Equipment

Rings when used in combat fire a small blast of magic energy as a normal attack

Rings:

  • Fire Ring - Deals Fire damage, casts Spark when used (25 damage, single target)
  • Hush Ring - Casts Hush when used, stopping enemy spells for a time if successful
  • Worth Ring - Casts Death when used
  • Storm Ring - Deals electric damage, casts Thunder when used
  • Immortal Ring - Grants +5 Wisdom, casts Renew when used

Armour:

  • WiseRB - Less damage from Thunder attacks
  • OceanRB - +3 Wisdom, less damage from Ice
  • WindRB - +10 Vigor, less damage from Thunder
  • RainbowRB - Less damage from Ice and Fire
  • Noe’sRB - Less damage from Fire and Holy

Equips:

  • Charm - Blocks Curses
  • Collar - Increases monster encounter rate
  • D. Earring - Prevents Sleep

Breath of Fire 2 Items

Usable Items:

  • Antdt - Cures poison
  • Beef - Recovers 40 HP
  • Biscuit - Casts DefX (Increases all part member’s Defense) and CureX (Fully restores health)
  • Chkn - Restores 100 HP
  • Cond. Up - Gets rid of Curse, raises the Condition stat
  • CureAl - Removes negative status conditions
  • DeadSoup - Casts Death when used
  • DivideBL - Cancels Shaman uniting
  • Egg - Revives an ally with full HP
  • Extract - Full restores HP
  • F.Spice - Casts Flame
  • FireRock - Casts Fireball
  • Frizbee - Casts S.Boom
  • GutsBL - Increases Guts stat
  • HelpBL - Recover 100 HP
  • Herb - Recover 40 HP
  • IceChunk - Casts Hail
  • KmikzeBL - Casts Typhoon
  • LifePl - Revives an ally with full HP/AP
  • Liver - Cures poison
  • LuckCndy - Increases Luck
  • Meat - Restores 100 HP
  • Medicate - Casts Atk-Up
  • Minnow - Recover 20 AP, lose 20 HP
  • MoonDrop - Casts RenewX, Heal (removes status conditions), and fully restores HP to all allies
  • Octopus - Casts Atk-Up on all allies
  • P.Pourri - Casts a random spell from Angel, Flame, Hail, and Thunder
  • PanPizza - Casts Pwr. Down
  • PileWm - Fully restores HP
  • Roast - Fully restores HP
  • Shaker - Casts 8.0, dealing 70 damage to all non-flying enemies
  • ShaveIce - Casts Freeze
  • Smoke - Lowers enemy encounter rate
  • Snper - Casts Heal
  • SprRib - Fully restores HP
  • Srdine - Restores 40 HP
  • TearDr - Restores allies from the Zombie condition
  • Tendon - Restores 20 AP, loses 20 HP
  • Tuna - Cures Poison
  • Unagi - Restores 100 HP
  • Van.Ext - Restores 120 HP
  • Vtmn - Removes the Curse status
  • WFruit - Restores 20 AP, loses 20 HP
  • WiseBL - Restores 100 AP

Breath of Fire 3 Equipment

Nina’s main weapon is a Chrysm staff, which can be summoned on demand and make shields omnidirectionally or in one direction, which lowers damage

https://bof.fandom.com/wiki/Category:Breath_of_Fire_III_Equipment

Staffs:

  • Blessed Staff - Can cast Heal (restores ~40 HP), helps resist instant death attacks
  • Hidden Dagger - Possibility of instant kills on hit
  • Lacquer Staff - Can cast Silence (prevents enemies from using magic)
  • Ouroboros - Boosts Intelligence, can cast Raise Dead on fallen party members
  • Ruby Scepter - Can cast Flare (basic fire spell), attacks have flame damage properties
  • Thunder Rod - Can cast Jolt, attacks have lightning damage properties
  • Wind Cutter - Can cast Cyclone, attacks have wind damage properties
  • Magician/Beryl Rod - Boost Intelligence by a few points

Shields:

  • Aries Gloves - Increases Power by 10 points
  • Spiked Gntlets - Increases Power by 5 points
  • Protectors - Resist Status Changes

Helmets:

  • Silver Tiara - Blessed armor, increasing healing potency on wearer and resisting status effects
  • UV Glasses - Resists the blindness effect
  • Tiger’s Cap - Increases Power by 5 points

Armour:

  • Diana’s Dress - Blessed armor
  • Force Armor - Defense against Psionic attacks. Can cast Barrier
  • Holy Robe - Blessed armor, less protection than Diana’s Dress
  • Sage’s Frock - Increases Intelligence by 5 points
  • Phantom Dress - Wearer becomes undead, resisting Psionic, Status, and Death attacks, but gains weakness to Holy properties
  • Robe of Wind - Gains Lightning, Wind, and Earth resistance, can cast Speed, increasing agility

Accessories:

(Note: two accessories can be equipped at a time)

  • Artemis’ Cap - Accuracy up by 10%
  • Balance Ring - Immune to confusion
  • Barrier Ring - Protects from Psionic attacks
  • Bat Amulet - Immune to Blindness
  • Bell Collar - Increases enemy encounter rate
  • Coupons - All shop prices reduced by 20%
  • Cupid’s Lyre - Heals 1 HP per step
  • Diamond Ring - Resists Instant Death attacks
  • Dream Ring - Resists Sleep
  • Hawk’s Ring - Increases chance of a Surprise attack (free turn on starting combat)
  • High Boots - Increases Defense by 5 points
  • Holy Mantle - Decreases enemy encounter rate
  • Ivory Charm - Increases defense against Status changes, instant death, and all elements. Restores 1HP per step and doubles healing effects
  • Life Sandals - Increases status change protection
  • Light Bangle - Increases status change protection (but like, better)
  • Lion’s Belt - Increases Willpower
  • Midas Stone - Lowers Agility, but enemies drop 50% more money
  • Ring of Fire/Ice/Thunder - Attacks using their respective element will heal the user
  • Shaman’s Ring - Drops AP usage by 25%
  • Speed Boots - Increases agility by 10 points
  • Spirit Ring - Drops AP usage by 50%
  • Soul Gem - Fully revives the wearer if they die. One time use
  • Talisman - Resists instant death attacks
  • Titan Belt - Increases Power by 10 points
  • Wisdom Ring - Increases Intelligence by 30 points

Breath of Fire 3 Items

Recovery Items:

  • Man-o’-War, Jellyfish - Restore 1 HP
  • Berries, Horseradish, Shaly Seed - Restores 5 HP
  • Bread, Cheese, Green Apple, Piranha, Flying Fish - Restores 20 HP
  • Healing Herb, Trout - Restores 40 HP
  • Bass, Sea Bass - Restores 80 HP
  • Beef Jerky, Rakda Meat, Vitamin - Restores 100 HP
  • Black Bass - Restores 80 HP to all party members
  • Vitamins - Restores 100 HP to all party members
  • Barandy, Spearfish - Restores 240 HP to all party members
  • MultiVitamin - Restores all HP
  • Mandrake - Restores all HP, Max HP is reduced by 10% for the battle
  • Antidote, Blowfish - Cure Poison
  • Eye Drops - Cures Blindness
  • Croc Tear - Chance to cure status ailments
  • Vinegar - Chance to cure negative status conditions
  • Panacea - Cures all negative status conditions
  • Moon Tears, Whale - Restores all HP & cures negative status conditions to the whole party
  • Ammonia - Revives an ally with 1 HP
  • Sea Bream, Rainbow Trout - Restores 5 AP
  • Wisdom Seed, Black Porgy - Restores 20 AP
  • Wisdom Fruit - Restores 100 AP

Offensive Items:

  • Belladona - Casts Death
  • Dynamite, Angler, Red Catfish - Casts Quake (deals earth damage)
  • Firecracker - Casts Inferno
  • Icicle - Casts Blizzard
  • Molotov, Puffer - Casts Flare
  • Napalm - Casts Sirocco
  • Taser, Devilfish - Casts Lightning
  • Weather Vane - Casts Typhoon
  • Martian Squid - Induce Blindness in one target
  • Octopus - Induce Blindness in all targets

Support Items:

  • Ginseng - Casts Might
  • Hourglass - Freezes all combatants except the user for 3 turns
  • Ivory Dice - Doubles EXP gain

Breath of Fire 4 Equipment

Staffs:

  • Blessed Staff - Holy Element, casts Heal if used as an item
  • Magic Wand - +3 Concentration Points (It’s worthless in a 1v1 lol)
  • Ouroboros - Casts Raise Dead when used as an item
  • Ruby Scepter - Deals Fire based damage
  • Rune Staff - +5 Concentration points and +10 Wisdom
  • Sage’s Staff - +5 Wisdom
  • Skull Staff - Might instantly kill the target
  • Wand of Air - Deals Wind based damage, casts Sever when used
  • Warding Staff - Increases users magic resistance
  • Weather Wand - Deals Wind based damage

Clothes and Robes:

  • Angel’s Vest/Diana’s Dress/Holy Robe - Blessed Armor, resisting status changes and instant death attacks
  • Armored Vest - Resists ranged attacks
  • Light Clothing - Can be used to cast Speed
  • Mage’s Robes - Grants slight Magic resistance
  • Phantom Dress - Resists Status and Death attacks, weak to holy attacks
  • Ranger Garb - Resists Fire attacks
  • Robe of Wind - Resists Wind by 5%
  • Sage’s Frock - +5 Wisdom
  • Star Dress - +5 Concentration Points
  • Wetsuit - Resists Water attacks

Accessories:

  • Artemis’ Cap - +25% accuracy
  • Astral Wand - Raises Magic resistance, but lower defense
  • Aura Ring/Barrier Ring - Raises Mind attack resistance
  • Balance Ring - Protects wearer from Confusion
  • Body Ward - Raises Physical resistance, but lowers magic resistance
  • Cupid’s Lyre - Restores 50 HP per turn in battle
  • Diamond Ring/Divine Helm/Talisman - Resistance to death attacks
  • Dragon Helm - Resists Status and Death attacks
  • Dragon Tear - Prevents status effects
  • Dream Ring - Protects user from Sleep
  • Earth/Fire/Water/Wind Ward - Resistance against the respective element
  • Hunting Cap - Increases chance to learn abilities from enemies
  • Ivory Bangle - Restores 150 HP per turn in combat
  • Life Sandals/Light Bangle - Increases status condition resistance
  • Medallion - Increases attack, but decreases defense
  • Midas Stone - Increases money gained from battle
  • Poison Ward - Protects against the Poison condition
  • Red Cape - Increases counter attack chance
  • Ring of Clay/Fire/Ice/Wind - Elemental damage (earth, fire, water, wind) is restored as health
  • Shaman’s Ring - Reduces AP costs by 25%
  • Speed Boots - Increases agility
  • Spirit Ring - Doubles concentration points
  • Soul Gem - Revives wearer once, then is destroyed
  • Soul Ring - +50% Concentration points
  • Titan’s Boots - +10 Attack
  • Toothpick - +5 Critical
  • Topaz Tear - Increases effect of healing magic
  • UV Goggles - Protects from the Blind condition
  • Winged Boots - +20 Evade
  • Wisdom Ring - +20 Wisdom

Breath of Fire 4 Items

Healing:

  • Ammonia/Sturgeon - Revives an ally with 25% HP
  • Angelfish - Revives a target with 50% HP
  • Antidote/Blowfish - Cures poison
  • Apple - Restores 100 HP
  • Barandy - Restores all HP and removes all status conditions
  • Berries/Jellyfish/Man o’ War - Restores 50 HP
  • Black Bass - Restores 1200 HP
  • Black Porgy - Restores 100 AP
  • Bonito - Restores all HP to a target
  • Croc Tear - Restores 20 HP and a chance to restore status effects
  • Dorado - Restores 800 HP
  • Eye Drops - Cures Blindness
  • Flank/Trout - Restores 10 AP
  • Flatfish - Cures bad status in one target
  • Flying Fish - Restores 100 HP and a chance to restore status effects
  • Healing Herb/Ribs - Restores 300 HP
  • Ivory Dice - Doubles EXP and Money gained from battle
  • Jabbergrass - Cures the Mute condition
  • Loins - Restores 800 HP to all allies
  • Martian Squid - Removes all status buffs in battle
  • Moon Tears - Restores all health and status effects on all allies
  • Moorfish - Chance to revive allies with 1 HP
  • Mozweed/Panacea - Cures bad status conditions
  • Multivitamin/Rice Ball/Spear Fish - Restores 1500 HP
  • Piranha - Restores 150 HP
  • Reflex Seed - Raises dodge chance
  • Roast - Restores 500 HP and a chance to restore bad status conditions
  • Salmon/Sea Bream/Wisdom Seed - Restores 30 AP
  • Sea Bass - Restores 400 HP
  • Super Vitamin - Restores all HP
  • Sweetfish - Restores 5 AP
  • Vitamin - Restores 800 HP
  • Vitamins - Restores 1000 HP to all allies
  • Whale - Restores all HP and status conditions on all allies
  • Wisdom Fruit - Restores 150 AP

Offensive Items:

  • Acheron - Induces poison in all combatants
  • Angler - Deals heavy Water + Earth damage to all targets
  • Belladonna - Can instantly kill a target
  • Blue Gill - Deals minor water damage to one target
  • Bullcat - Deals moderate Earth + Fire damage to all targets
  • Electrode - Deals moderate earth damage to all targets
  • Firecracker - Deals major fire based damage to one target
  • Flash Grenade - Induces Blindness on target
  • Icicle - Deals major water damage to all targets
  • Knockout Gas - Induces sleep in one target
  • Molotov - Deals minor fire damage to a target
  • Mouth Gag - Induces Mute into a target
  • Napalm - Deals moderate fire + wind damage to all targets
  • Octopus - Induces Blind to all targets
  • Poison Powder - Induces Poison in a target
  • Straw - Saps a target's HP
  • Taser - Deals heavy wind + water damage on a target
  • Void Sphere - Deals heavy wind damage to all targets
  • Water Bomb - Deals minor water damage to one target
  • Weather Vane - Deals minor wind damage to one target

Stat Boosters:

  • Browntail/Hard Seed - Raises Defense
  • Dark Draught - Raises hit rate, dodge, and other stats
  • Dodge Seed - Increases evasion chance
  • Dragon Scale - Raises defense power for one battle
  • Draught/Draught + - Raises Power, Defense, Agility, and Wisdom
  • Earth, Fire, Water, Wind Seeds - Raises resistance to their respective elements
  • Elixir/Elixir + - Raises resistance to elemental magic
  • Ginseng/Rainbow Trout/Strength Seed - Raises Attack power
  • Headband - Raises Wisdom
  • Holy Seed - Raises healing effectiveness
  • Phoenix Seed - Raises resistance to Death attacks
  • Reflex Seed - Raises Dodge chance
  • Sage Seed - Increases Wisdom
  • Sight Seed - Increases chance of learning enemy abilities
  • Speed Seeds - Raises agility
  • Spirit Seed - Raises resistance to Sleep/Confuse
  • Strike Seed - Increases Critical hit chance
  • Target Seed - Raises Counter attack chance
  • Vigor Seed - Increases resistance to status changes
  • Wassail/Wassail + - Increases resistance to mind/status changes

Dragon Quarter Equipment

Armors and Shields:

  • Divine Coat - Armor that grants immunity to all status effects except Death
  • Sleep Check - Armor that protects against sleep status effects except Death
  • Virus Check - Armor that protects against the Virus status effect
  • Death Check - Armor that protects against instant death moves
  • Impact Check - Armor that reduces hit back by 75%
  • Soul Ring - Reduces damage based on current health (lower health = higher damage cut)
  • Vari Ring - Shield that reduces all damage taken by 25%
  • Vari Loop - Shield that reduces all damage taken by 50%

Weapons:

  • Holy Heart - Allows the Kyrie skill to be casted
  • Demonscythe - Allows the Death skill to be casted
  • Pyromania +6 - +5% damage dealt with Fire attacks
  • Thor Hammer +6 - +5% damage dealt with Electric attacks
  • Glacier +6 - +5% damage dealt with Ice attacks

Dragon Quarter Items

Notable Items:

  • Life Kit - Fully restores health
  • Multimeds - Cures any status effect
  • Mega Panacea - Fully restores health and cures any status effect
  • Full AP - Fully restores AP
  • 7th Sense - +50% to Attack, Speed, Magic, Range and Defense
  • Dynamite - An explosive that damages enemies
  • Bomb - Stronger version of Dynamite
  • Prox Bomb - Detonates upon an enemy standing near it and deals fire damage
  • Bind Bomb - Damages enemies and inflicts them with Bind
  • Fire Bomb - Damages enemies and leaves behind an area of fire that burns anyone fighting in it

Forms

Zelda

Sheik

Form taken by Zelda to hide herself away from Ganondorf during Ocarina of Time, helping the Adult form of Link in his quest. Sheik does little in combat, though has a few minor abilities and tools covered previously and has a good amount of athleticism, such as swiftly climbing a tree.

Tetra

Another disguised form of Zelda. She holds some pirate related equipment and some stealth skills when she sneaks a stone into Link's pocket.

Spirit Form

Though she has no way to enter this form by herself, Zelda does have a few abilities whilst as a spirit, being able to fly, hover, go through walls, normal ghost stuff. Mainly, she can possess injured Phantoms, which mainly help with puzzle solving and occasionally combat and are strong enough to stop rolling boulders. Zelda can also repossess her body by herself come the end of the game.

Light Dragon

Entered when ingesting a secret stone, Zelda becomes an immortal dragon, gaining flight and her scales possessing special properties when attached to objects, and is nimble enough to fly around Ganon’s Demon Dragon form. It does also destroy all her memories and personality with nearly no vestiges of their former life so it's kinda impractical lol.

Swordfighter Form

A form Zelda can assume or exit at any time, letting her take on the appearance and move set of Link using the Sword of Might. It is based around a gauge that depletes over time, broken into eight chunks when being replenished by a smoothie or potion. It lasts for 40 seconds at its best without other factors.

It’s abilities are:

  • Sword of Might - Normal sword arcs and chargeable spin attacks. Fires sword beams if Zelda is at max health
  • Bow - Fires arrows, can be charged to fire three shots at once
  • Bombs - Creates large explosions, can be charged to turn into Bombchus that track enemies and explode on contact
  • It also lets Zelda jump higher

Nina

Great Bird

Though the form is only usable by the first Nina as others either lose or don’t have the power to begin with, Great Birds are a form members of the Wing Clan can enter at will upon reaching adulthood. They can swiftly traverse the world and over obstacles while carrying the entire player's party on their back. This ability was lost over time however. During BoF2, Wing Clan members could only access it with a ritual, but onwards can’t use the form at all.

Feats

Zelda

Overall

  • Helped Link kill Malladus
  • Prevented Calamity Ganon’s return for a century
  • Helped defeat Ganondorf alongside Link many times, even defeating an Echo of him herself
  • Defeats Volvagia, Jabu-Jabu’s Echo, an Echo of herself and Link, and others
  • Defeated Null, saving Hyrule from the encroaching Still World

Strength

Speed

Durability

Nina

Overall

  • Saved her father from a curse
  • Passed the trials to obtain the Mark of the Wing, defeating another Nina to do so
  • Among the first to have crossed the Outer Sea and Desert of Death in centuries
  • Defeats Joh
  • Helps defeat Myria, Deathevan, Fou-Lu

Strength

Speed

(this isn’t Nina but shhhhhh idk what else to do for a gif)

  • [BoF1] Seems to vanish when moving with regular attacks
  • [BoF1] Great Bird form is used for quick traversal of the world
  • [BoF2] The Storm Ring can use Thunder as a spell, implying lightning spells count as legitimate
  • [BoF3] All party members can dodge machine soldier beams (pretend they dodge in this clip I assure you it’s possible), which are potentially light beams [Debatable, see Q&A]

Durability

  • All versions are able to survive the assorted spells present in their respective games, such as:

Scaling

Zelda

Link

Spirit Tracks Zelda helped Link impale and shatter Malladus’ weak point gem which Link was struggling with normally. The Triforce of Wisdom was absorbed by and used by Yuganon when fighting Link, who also had the Triforce of Power, and possessed Zelda is fought in Twilight Princess. Lastly, she fights and defeats many Echoes of Link in her most recent outing. Even if not fully at times, Zelda has many ways to scale to most iterations of the Hero of Hyrule.

Ganondorf (Pre-TOTK)

Zelda in several installments has been shown to somewhat hold her ground against the Great King of Evil. Arrows of Light have frequently shown to stun Ganondorf, her magic pinned a weakened Ganon in OOT, she was going to be sacrificed to bring Ganon back to full power in the Oracles games, and she managed to hold back Calamity Ganon for a century even as her powers were continuing to weaken and could make a barrier to hold him back in the final battle and battling him directly in AoC. She even defeats a Ganon Echo in EoW.

It should be noted Zelda shouldn’t scale to Tears of the Kingdom era Ganondorf proper. She still struggled immensely simply to hold back Calamity Ganon, which is only part of a mummified, massively weakened Ganondorf’s power. When being sent back in time, she stood no chance against his strongest point even with the Secret Stone and backed up by the other sages. It also took 10,000 straight years of her power to repair and empower the Master Sword to where it could harm him in this state.

Still, while never shown to be completely comparable, she should somewhat scale to most of the earlier showings of the Demon King.

Majora

An ancient, powerful artifact used for bewitching rituals that grew too powerful, cursing Termina and nearly destroying the world. There’s quite the rabbit hole to go down for Majora scaling, too much for some measly intro paragraphs, so it will be its own Q&A section later.

Vaati

A Minish turned demon due to his desire for power and fascination with evil. Link defeats him at multiple points, and Zelda scales well enough to Link, so this is straightforward.

Echoes of Wisdom Bosses

(Thumbnail shamelessly stolen from here)

They’re the game’s bosses what more do you want lol

Assorted Characters

Zelda should be comparable to lesser bosses and enemies that Link has defeated and Ganondorf should realistically be stronger than. There’s also no shortage of villains who want Zelda’s powers or body as a vessel for resurrection, so it should be fine to scale her to lesser characters throughout the series

  • There’s a lot of storm feats, honestly

Nina

Ryu

Fellow party member and main character. The two have fought pretty much every enemy worth mentioning together and Nina can damage enemies able to survive his dragon forms attacks. Dragons in the series usually get hyped up as the strongest race, but the two should be able to scale at least somewhat

Myria/Tyr

Major antagonist of 1 and 3 and a major driving force behind 2. Don’t let her innocent appearance fool you, she has numerous other monstrous forms and craves destruction. Naturally, as a JRPG villain, Nina has been a contributing force to her defeats.

  • [BoF1] Her seal is maintained by the Goddess Keys, the manga adaptation saying the group of heroes who fought her in the past transformed into them [Volume 1, Chapter 1, pg.36]. The keys have a variety of effects:

Jade

Major villain and penultimate boss of the first game, though he’s fought in a monstrous form

  • It should be noted we don’t know if this is from his power, but the only other suspect is Myria, so Nina would be able to scale regardless

Deathevan

A demonic scar, born from Myria’s first defeat and final villain of BoF2. Though Nina is initially killed by him, she proves capable of fighting him after being revived by Ryu’s Infinity ability

Fou-Lu & other Endless

From a race of Dragon beings called Endless and final boss of Breath of Fire IV. The party fights him in two phases and can survive his best attacks. It was planned to have the other summoned Endless grant power to Ryu to match Fou-Lu, and they become summons for the rest of the game

Misc. Party Members and Enemies

Weaknesses

Zelda

Zelda is far from a direct combatant most of the time. She has had her share of scraps, but most iterations lack experience in 1 on 1 fights. She’s also been sealed, had her powers stolen, turned into a statue, her spirit stripped from her body and all manner of such debilitations numerous times. A couple of her abilities also need prep time to do, and can be easily interrupted without support. Her sealing does seem to be escapable with enough power as well, and has occasionally needed to weaken a target before it can work

Also, she’s scared of mice

Nina

Being an RPG mage, she naturally has the standard weaknesses of low physical might and defense against physical attacks, on top of diminishable AP for her magic, though she has plentiful ways to restore it. Due to her wind affinity in BoF4, she also takes extra damage from earth magic. She also has shown in 2 and 3 that she can’t defend against attacks that seem to disintegrate the target and otherwise has shown to be affected by abilities such as time manipulation, size changing, and paralysis.

Before the Verdict

Recent LoZ Developments

Yeah Echoes of Wisdom is pretty good, piss easy and the framerate chugs like a train in some parts but overall a good package.

Oh yeah we’re here for scaling and shit riiiiiiight right right.

So what happened? Simple. This is the first game since Skyward Sword where the Golden Goddesses have any semblance of plot relevance and hohoh baby did some shit come from that.

So ok, plot time. Zelda gets kidnapped by Ganon, Link beats him, usual Tuesday, but oh no! A weird rift opens up and swallows everyone. Zelda escapes, the first half of the game happens, but after Hyrule Castle’s rift is sealed, new rifts swallow up temples connected to the Golden Goddesses. Upon freeing them, the second Goddess you free will tell you that they created all of existence to seal Null, the game’s villain and guy creating all the rifts, to stop him from devouring life. Null ambushes and makes an echo of Zelda and seeks the full Triforce (referred to as Prime Energy in-game). Echo Zelda gets it, but the Triforce goes “nuh uh” and splits into three pieces. Link and Zelda get their respective pieces, Echo Zelda gets the Triforce of Power, final rift happens, Null absorbs Echo Zelda and the Triforce, wants to “return the world to nothing”, makes a bigass rift, Zelda and Link beat the snot out of him, the end.

So yeah, a lot to unwrap here obviously. If we take it at full face value, then Null imprisoned the three Goddesses who made bottom of the barrel minimum the Earth and Sun, and some sources mention creating countless other realms such as Termina and upwards of millions of other worlds as a byproduct. Echo Zelda says The Triforce in its totality can just flat out “return reality to nothing”. So a huge buff to the verse is in order, right? Not exactly.

This is a really weird thing actually, because yes, Null imprisons the goddesses, but fast forward to the end of the game, he gets the Triforce of Power… and is practically blown away by the amount of power he gets from it, and makes a rift far larger than any he made previously up to this point, and still requires the other two pieces to go through with his plan. LTTP’s English manual specifies it’s only a small portion of the Goddesses power, which though it isn’t in Japanese is backed up as multiple Triforces exist across the timelines. It’s also just common sense seeing how the pieces shouldn’t be a zillion times stronger than those who made them. You may be wondering why that's brought up since we can just go with the imprisoning route, but that's the rest of the issue. See, you’ll notice in the statement from Tri that the goddesses are imprisoned in the rifts, not a special magic prison or whatever. The rifts were also targeted specifically because they connect to the goddesses and the Prime Energy.

It's not likely that the Goddesses are affected by the Still World, they existed alongside it before the world was created after all. What likely happens is that they are swallowed up by the rifts, and although they aren’t affected by them, they still can’t exit the Still World, in a sense imprisoning them. Link and Zelda aren’t affected because the plot said so, but the former still can’t exit rifts on his own and he spends almost the entire game from the tutorial up to the ending inside the Still World since he can’t leave.The Goddesses could be the same in that they simply lack a way to exit the place. Zelda mending the rifts ends up freeing the Goddesses all three times, same as all the other people Zelda frees from the rifts throughout the game. Tri only makes small openings to enter varying Still World locations, which is likely just a concession to make the game happen since they aren’t needed to enter otherwise. It’d explain their imprisonment and why Null still wants the Goddesses power in however large or small a portion despite being able to imprison all of them. He wouldn’t need the Goddesses power if he was already as strong as the three of them combined. Segueing cleanly into the last point, Null never interacts with the Goddesses otherwise. The Goddesses just make reality to lock him away in the Still World, and Null never fights any of the three directly as far as we can tell.

Next, returning the world to nothingness sounds very impressive on paper but it's nothing too amazing in practice. Nothingness is a very particular word to use in this context, since all three goddesses and Echo Zelda refer to the Still World and the rifts leading to them as Nothingness. The intention is likely to just open a large enough and/or enough rifts to swallow all of existence into the Still World, since all Null does when obtaining the Triforce of Power is open a rift. It's the largest rift in the game, by far, but it shows that simply destroying the universe/multiverse may not be the full plan. It may not be entirely out of the realm of possibility, granted. The game reinforces that the full Triforce contains the goddesses power, so you could maybe say he could use their power to then destroy it. Still, the rift answer is far more likely to be the plan, and makes more sense with what's shown on screen.

It should also go without saying that Triforce isn’t standard to any Zelda version. Even in this game, they only use the full Triforce to finish off an already defeated Null before Tri takes it and flies away now that the Tri’s mission is done. This doubles as the only time Null has any sort of combat against the Goddesses power, a phrase used very loosely and due to the circumstances is hardly something to base an argument on.

Tl;dr either one Triforce piece, a likely small chunk of the goddesses’ power at best, outscales Din, the goddess who made it, and the other two combined, or they just get stuck in the Still World with no way out. Full Triforce could possibly destroy reality, but making massive rifts is far and away the more likely answer and Zelda doesn’t really have a way to scale to the full thing anyways.

It’s not commonly argued, but Null also doesn’t collapse the Still World when he dies, it’s still there after his defeat.

This is also tangentially related but may as well bring it up; do individual triforce pieces get downscaling from the full thing? Probably not, no. Don’t get it twisted, the Triforce is an amp of some sort, undoubtedly. If we’re using EoW as the topical example however, the rift Null makes with the ToP doesn’t even cover the entire map as shown in above links. Seemingly, that seems to be the limit of what he can make, there’s no other reason he can’t continue. Even if we take the game in a vacuum, we know the Goddesses still create the world and skies, and Null with the ToP got nowhere close to enveloping the whole thing. Obviously there’s no way to slap a joule value on ripping open a portal or whatever, but the overall principle is that the Full Triforce is likely a case of the whole being greater than the sum of its parts.

That fucking moon that I hate:

Majora scaling has always been a contentious topic within power scaling circles. For the unaware, the plot of the game centers around trying to stop Majora from dropping the moon into the planet. By the time you confront him, which can only happen with 6 hours left on the game's clock, he’ll accelerate the moon to where there’s only 5 minutes left before impact. The concerns over scaling are understandable given the bad ending of the game where Link straight up dies to the moon, regardless of his form, so what’s up with this?

Silly as it realistically is, yeah it's fine. The Fierce Deity mask is implied to be as strong as Majora and it possesses the merits of all masks. This would include the Giant’s Mask, which contains the power of a Giant (3DS changes this so the mask is obtained halfway through the boss), 4 of whom could stop the moon’s descent entirely and were able to briefly hold it back when Majora accelerates it. It helps that the moon fades away after Majora is killed. The Mask itself may have even survived the bad ending as it is amongst the flames, though that's less clear in regards to where the mask is in relation to the impact.

Still, that’s Fierce Deity Link at least scaling to it handily, but what about our main gal Zelda? While the secondary source Hyrule Historia says Link donned the Fierce Deity Mask (Hyrule Historia, pg. 112) to fight Majora and is supported by a BotW amiibo reward, it is ultimately a reward for obtaining all masks in the game. It is fully possible to defeat Majora without the Fierce Deity Mask. Do remember as well, this is still Child Link being able to defeat Majora, and while unlikely to scale fully given the above, Adult Link and Ganondorf should be more than capable of scaling given their superiority of Child Link. As discussed, Zelda has avenues of scaling to them. Even if she doesn’t completely scale to Adult Link and Ganondorf, scaling to Majora and the moon drop would likely even out in the end.

The next order of business is what the feat even gets for numbers. Majora’s Mask first came out for the N64, and because having a fully sized moon in the sky anytime you were outside would probably blow up your console, it's not modeled very large, barely the size of a small town. Narratively however, it is meant to be the size of our moon given the threat it poses, and one version of Nintendo’s website says the moon will “wipe out the planet”, likely talking about surface wiping so that's a fine minimum (you need to scroll to the timeline, select “Hero is triumphant, Child Era, and Majora’s Mask manually, there’s no way to directly link it). Is there any way we can get a solid number for anything higher? Unfortunately, no. There’s simply no concrete way, though some guesses can be made.

In the remake, you can find an image in the Astral Observatory (image version) that gives us a size comparison of the moon to the planet, as well as a distance. Running a comparison this way and plugging in needed numbers gets 6.3 Petatons TNT to 32.6 Exatons TNT Otherwise, if you assume it’s the same weight and distance away as our moon, the feat gets 19.3 Exatons to 100 Zettatons TNT. At worst, it’d be somewhere in the vein of what Death Battle gets for destroying a continent or surface wiping/planet destroying like in the website statement or if the moon crashes depending on interpretation.

That other fucking moon that I hate:

(base image hijacked from here)

Those who’ve been around the Zelda part of the VS sphere will remember during the wait for Link vs Cloud 2 where an argument was posited that Calamity Ganon moved the moon during Blood Moon events in Breath of the Wild. It wasn’t much of one though, since the Creating a Champion book (pg. 406) says his malice simply stains the sky red and it ends up reviving all slain monsters. No mention of the moon moving whatsoever in pretty much all material.

…theeeeeeeeen Tears of the Kingdom said “fuck it we ball” and had Ganondorf move it in pretty much no uncertain terms. As mentioned earlier, Zelda is far weaker than Ganondorf at this point and wouldn’t scale to most TotK blood moons, but could the argument be made that Calamity Ganon got retconned back to moving the Blood Moon? It’s certainly possible given Tears, but BotW itself even implies Ganon's power grows during the Blood Moon and that it's a seperate event unconnected to him.

“Link... Be on your guard. Ganon's power grows...it rises to its peak under the hour of the blood moon. By its glow, the aimless spirits of monsters that were slain in the name of the light return to flesh.”

A Blood Moon even heals Calamity Ganon if one happens during the fight. AoC has similar statements as well.

“The Blood Moon rises-Ganon’s magic waxes strongest now!

“The hour of the Blood Moon... it is then that Calamity Ganon's power waxes fully. Stronger enemies await in these extremely grueling battles. Do you dare challenge them?"

Tears had a nasty habit of forgetting Breath shared a universe with it, so the whole thing is best filed under “it can go either way”.  While we may just be dealing with a continuity error, if you use it, the BotW version in particular nets 3.3 Yottatons, solidly above the highest Majora arguments.

For some small addendums, Blood Moons can happen during the day which would buff the feat immensely due to much higher distance traveled, but this is simply a crash prevention mechanic and not possible in the game works normally. Some reports also seem to indicate Panic Blood Moons happening during Calamity Ganon cause the game to revert to an autosave rather than healing him, which seems to account for some discrepancies while researching.

From a more VS standpoint, the only other Blood Moon feat that Zelda could scale to would be the chronological first one (which gets higher as a feat), via once powering Rauru in a different instance, who would block a hit from Ganondorf less than 3 minutes after the feat. Obviously a bit of a convoluted scaling chain and not too consistent narratively considering Zelda’s later showings against this version of Ganondorf as discussed way above in the scaling section, and this is even saying Ganondorf is using his full power to attack Rauru here. While extremely charitable, it's still there if you want a super high end.

Wilds Era Zelda with the full Triforce?

Common misconception, but no. In BOTW, Zelda seals Calamity Ganon and her hand glows Golden with the triforce, which led people to believe she had all 3 pieces in that era. BotW’s Creating a Champion book (pg. 388) specifies directly it isn’t the case, instead only being a power linked to the Triforce. The Triforce isn’t brought up in TotK at any point in a significant way and sealing is a power tied to Hyrulean royalty (Creating a Champion, pg. 73) in that timeline anyways. Age of Calamity reinforces this further, depicting the sealing power with the full triforce on a few occasions.

Infinite Power Light Force?

Originating from Hyrule Historia (pg. 78), it calls the Light Force "a source of infinite power". While Link scales to the portion Vaati absorbs, which is implied to be a good deal of it, and Zelda herself reasonably scales to at least the former, there’s nothing that implies it's literally infinite quantifiable power (the meme above was chosen for a reason beyond funni). Not to mention it would be far beyond practically every feat in the Zelda series, period, even the Goddesses since there’s nothing that would imply Zelda universes are infinite in either size or in number created.

Alternatively, it could also potentially mean an infinite reserve of magic, rather than strength. Think something like a game powerup giving you an endless magic meter for you to spam, yet all your normal spells are unchanged in terms of damage.

Lastly, it's questionable if Link or Zelda would even scale to its full output regardless of interpretation. While they can safely scale to it partially given the above, and Encyclopedia calls it “most” (bottom left, image 9), there’s a lesser known bad ending where Vaati absorbs the full Light Force (the bell tolls indicate the ceremony progress, with the third one being full completion), leading to an instant game over and the obvious implication that Vaati is far too strong for Link to defeat at that state. It's unknown if Zelda can even access the full potential of the Light Force and its only other showing (aside from the final boss room shaped elephant we’ll address later) is Zelda’s remaining portion repairing Hyrule Castle alongside the Mage Cap, which breaks immediately after use. This is not a good avenue to go down for stat arguments.

Flurry Rush scaling

Though not a common argument, you can really only say people scale to these attack speeds during the actual Flurry Rush. It's only really done after perfect dodges which don’t require such speeds and nobody (that Zelda scales too, at any rate) reacts to Flurry Rush attacks otherwise. Flurry Rush doesn’t get any higher than some other feats in the series anyways.

BoF Projectile Dodging Feats

Those of you who know how JRPG power scaling usually works may be a bit surprised at the overall lack of projectile dodging feats in gameplay, which is often how such verses get speed feats. Strangely, unless I’m just the unluckiest person on the planet, the actual magic can’t seem to be dodged, which just leaves normal shit like dodging sword swings and arrows which doesn’t amount to much. However, in BoF3, there are a large number of assorted machine enemies throughout the game. They don’t look like much, but their basic attacks do appear to be an energy blast of some sort, which can be dodged. Them being machines is important since they’re powered by Chrysm Ore, a plot material and more relevantly is mentioned as being able to create light beams. It’s ultimately a bit too vague to say definitively and is moreso being brought up as a possibility, and potential secondary sources that could provide answers are language locked and not easily available. The only other ability that could count would potentially be Deathevan’s ability BoneLzr (Soulless Laser in one translation), but we also can’t tell if anyone dodges that.

It should be mentioned that funnily enough, the fastest magic feats would greatly exceed any reasonable Zelda argument. BoF4, as mentioned, has a meteor spell that depicts it as coming out from far in space and decently close to a sun, a feat that can get MFTL results. It’s just that nobody can seemingly react to it and it’s not very reasonable to say the verse runs off Shonen magic system rules where an argument can still be made that it scales. BoF3’s version can’t be measured by similar metrics either and Nina can’t even learn it or use it solo in either game (She can use it in BoF4 with the right build, but it’s only done with combo magic, a mechanic that’s useless in a 1v1), so we’re unfortunately shit out of luck here.

Infinity Gene Shenanigans

Here’s a fun one. So the backstory of 3 can be boiled down to the Goddess Myria fears the Brood, that particular entry’s name for the Dragon tribe, due to their power. Said power is stated many times throughout the game to be able to destroy the world. In order to progress, the party needs to defeat Jono, the dragon tribe member who has this power and gained it in the form of Ryu’s Infinity dragon gene, becoming his Kaiser dragon form. We know it scales fully, Infinity is directly referred to as “the power that Myria rightly fears” in reference to the above statements.

The million dollar question remains whether or not this means literally destroying the entire planet Death Star style. It’s pretty clear as a feat if you take it completely at face value, but specifics are more murky. A lot of the events in question happening in the distant past doesn’t help matters much either, neither does the game using “world” interchangeably with “continent” to describe the locations in question, especially when referring to the Desert of Death, so let's get into a bit more of the nitty gritty. As a quick history lesson, the Desert of Death is created sometime nebulously in the past, called “ancient” times in cases like Caer Xhan, a city that was enveloped by it. The Brood War in universe is said a few times to be 400 years before the events of the game, and Myria started it seemingly out of fear for her part of the world. Why this matters is that Jono, when asked if Myria intended to destroy the world after winning the war, says “the world wouldn't be here” before saying the Brood’s power may be the bigger threat to the world. It tells us that if the Infinity power were to be that strong, the power is likely to be worldwide and not limited to just one country or whatever.

That being said, there’s the other matter that this still doesn’t really answer the question of how strong it is. If we do take the Death Star as an example, its planetary destruction is a lot higher than, say, a Warhammer Exterminatus. How I managed to rope 40K into a blog with Zelda in it is beyond me, but the point is that both examples, for all intents and purposes, “destroy” a planet but with differing results in terms of power. There’s not one set definition for destroying a planet. This is all also assuming we’re going all in on it being instantaneous and one huge explosion, not just population wiping, it being overtime, etc.

Now, would Nina scale? Ehhhhhhh, probably not. Well, not fully at any rate. It wouldn’t make a whole lot of sense to fully scale most party members, it would imply Ryu fully scales to what is effectively his super form in base and it’s not like Myria had beef with every other tribe over their power. It’s not to say it's fully impossible to do so, Ryu and company need to defeat Elder Jono to access the gene to begin with, and Ryu simply cannot access his dragon forms in the fight, meaning it’d just be him in his normal human form. Nina is also obviously able to partake in this fight as well and the later fights where you can use the ability. Now this isn’t to say Nina fully scales to Infinity in this game especially; Garr’s whole character arc from the same game is about questioning his purpose in the Brood extermination since they never seriously fought back, nor used Infinity powers. That being said, fighting anywhere remotely to the Brood’s ultimate power should still be worth something.

Tl;dr Fine if you take it at face value, but a lot of details can be called into question. Nina would downscale from it, she and the party defeats a weaker user of the Infinity, and should be in the general downscales range due to normal JRPG reasons. Doesn’t get full scaling due to the usual hype the series puts on Infinity.

Light and Dark Keys

Oh boy the thing that’s probably gonna end up being super contentious whoopee, can’t wait for everyone to blast past this and skip right to the end and not know what’s being talked about

To start, the backstory of the first game is that the goddess Myria was previously sealed away with the use of 6 Keys, two being the Light and Dark Keys. Their use outside of combat is that the Light key can turn night to day and vice versa for the Dark key, which begs the question of if it's rotating the planet to whatever time of day. When you use either key, it simply transitions to the chosen time of day (same transition occurs in the GBA port), so the answer could just be the key’s respective elemental manipulation. The two keys keep the towns Auria and Bleak in perpetual light and darkness, and the Dark Key being removed puts the town Bleak in constant day time until the Light Key is removed from a nearby tower. They are likely just doing the same thing on a larger scale when used outside of battle.

…until we factor in the problem that stems from how the game recognizes this as an actual day/night change



There’s a later moment where nighttime is needed for game progression, with explicit mention of moonlight that you can use the Dark Key to skip too (yes, we’re aware of the video title and context, it was the 90s give them a break) and the world returns to its normal day/night cycle afterward. The worst part is that it’s unlikely to actually be time manipulation, there's a dedicated Time Key for that. Further compounding this is how when all the keys you have at the time are taken from you in the late game, you later get an Hourglass item that can also change between night and day (the transition is the same, but it’s likely just asset reuse) which would further show that the Light/Dark Keys aren’t time manipulation. You may wonder if it's possible to have two functions on one key, and yes there can be. The aforementioned Time Key is mentioned as being able to distort space as well, which would lend more credence that it's another function of the keys.

If we go with planet rotation interpretation, the numbers go like this:

You can go from the start of day to the start of night, so 180 degrees

About 3 seconds if we take the activation time and following transition as the time frame

https://www.omnicalculator.com/physics/angular-velocity

1.0472 rad/s

Earth moment of Inertia is 9.736e+37 kg * m^2

https://www.symbolab.com/calculator/physics/rotational-kinetic-energy?calculator=rotational-kinetic-energy&angular_velocity=0.6283&angular_velocity-units=rad/s&moment_interia=9.736e37&moment_interia-units=kg*m^2&kinetic_e=1.9217e+37&kinetic_e-units=J

Rotational KE of 5.3384e+37 J, 12.76 Ronnatons TNT, Large Planet+

One minute under the same parameters is about 31.9 Yottatons

Now, scaling wise, they obviously aren’t usable as a weapon. However, the much earlier Earth Key is. A town busting earthquake and rotating the planet obviously aren’t comparable in terms of raw numbers, but the keys are used to make and break a seal on the game’s final boss Myria. The idea being that all of them are needed or else it wouldn’t work, so some level of similar power would be needed. The background story of the game also says that the original 8 heroes fought Myria way in the past, but an old Capcom website for the GBA port elaborates that they were unable to defeat her and needed the keys to seal Myria away. It’s also a secondary source, but one of the game’s mangas does say that the group of heroes who end up defeating Myria did so by becoming the various keys (see scaling section), implying it was their power to begin with and they had to settle with merely sealing Myria.

Scaling is fairly straight forward from there, Nina and company are able to fight Myria in her 2nd phase without the full team fusion of Agni that’s required to get there (kinda similar to how it’s technically not required to use Fierce Deity to defeat Majora, because it’s a running trend to tie stuff in BoF to Zelda feats, apparently). The same also applies in BoF3 where the party fights and beats Myria again (Myria is weaker in 3, but it shouldn’t affect the stats of a more composited Nina too much). There is also the above mentioned Infinity, it’s usually hyped up as the ultimate power of the Dragon Clan, which we know should be valid to use here since the original hero was a Light Dragon (BoF1’s prologue isn’t completely clear on the matter, but other sources validate this). Pointing to Infinity being stronger than the keys since it was able to beat her entirely instead of not at all. Nina shouldn’t entirely scale to Infinity as said previously, but it’s more support evidence that scaling isn’t out of the picture

Breath of Fire’s Supernova Spell

Doesn’t resemble one at all, doesn’t have any black hole properties either besides it kinda looks like one, not even usable in a 1v1.

Assorted cosmic arguments

Awesome, everyone’s favorite topic. Both combatants have their own arguments revolving around cosmology and pocket realms and such. Zelda’s a bit more of a complicated topic, so her and her franchise's feats will go first. Much of the Zelda side is more or less cited from Ultraguy's Link vs Cloud Q&A since it did a good job covering most of it. Hopefully it stays up since it died midway through writing this lol, but you can find the base arguments there. Several extra notes and comments were also added by us for some further clarification. Refer to the original for the base argument.

Wind Fish

  • Added note: Only the Island disappearing is in the original version as well. You can additionally see in the original and remake the things that look like stars don’t even disappear after the island does anyway.

Majora

  • Added notes: A defunct version of the Zelda website went so far as to say that Termina was created by the Golden Goddesses outright. It is also worth mentioning that there’s nothing that even really says Skull Kid created the pocket dimension on the moon regardless.You can actually still feel earthquakes inside the moon in both versions (the former also shows there’s an invisible wall and mist obscuring the distance, which also exists in the 3DS version) which is usually indicative of the moon getting closer to Termina during day 3, the only time this happens. The quakes can even happen in the dungeons and practically anywhere inside the moon aside from Majora’s chamber. Given tons of statements in secondary material the fight is inside the moon, the 3DS version has all the children you give masks to have quest entries how they’re on the moon and, ya know, common sense from how you get there, we sincerely hope we don’t have to explain why a full sized sun doesn’t fit in the moon. It has the usual pocket realm issue that the sun can’t be proven to be full sized one way or another. This is also assuming it’s a pocket realm to begin with, since it’s still quoted the Fierce Deity Mask is obtained “somewhere in the world”, AKA the moon interior, so less evidence towards it being another dimension. And no, there’s nothing to say it’s a TARDIS bigger on the inside case either

    If we were also theoretically telling you that you can find the Majora’s Mask manga pretty easily by just googling for it and being able to find it super easy on Internet Archive and scrolling to page 178 on the page print, which we are definitely not telling you to do since you should buy the actual physical version like sweet little baby biscuits, you’ll find that it also says the moon plane is just Majora’s soul. It is obviously the manga and a secondary source, but it’s there. Feat’s goofy overall, basically

Triforce

  • Added note: LttP also mentions that the Triforce's expression of a wish scales in potency with how strong said wish is when talking about the corruption of the realm so it's not likely to always be at universal levels of power, even with the assumption this is a universal feat. Also, while not commonly argued, there has been the odd argument that Ganondorf’s defeat led to the destruction of the Dark World via it fading away. This is likely just in reference to Ganon’s evil no longer corrupting the Sacred Realm, or triforce wishes holding true until the wisher’s death. Zelda Encyclopedia (pg. 13) backs this up as well. Yuganon also says he would remake Lorule in his image, but this likely refers to the similar plan from LttP and isn’t elaborated upon further. Lastly, there is some implication the Goddesses are the ones responsible for whatever the wish is to begin with from Wind Waker.

    This addendum was written before EoW came out, but it's reflected there also. The triforce reducing the world to nothingness from that game was covered previously and could be a similar case of Triforce power scaling in potency based on the wish.

Misc

  • Added notes: It should be noted Hilda is straight up lying to Link at the point in the story where she says the “devour Hyrule” statement due to wanting a triforce of her own for Lorule and was in cahoots with Yuga up until the end of the game. Though we don’t know if it affects this statement in particular, it throws a further wrench in the gears of the argument as to whether she’s even being genuine.

  • Additionally, this is taking the place of the World of the Ocean King segment from the original since I think it needs a bit more thorough of an explanation. Though the game may take place in its own space time, since the normal Hyrule is a separate world and the events of the game happen over only 10 minutes in normal time, it wouldn’t matter for stats. Page 130 of Hyrule Historia mentions the world was likely created by the Goddesses themselves. Though this is ignoring that Oshus protects the sea in the actual game, and there are sources that say you can simply get there by boat, calling it a Neighbouring Sea (Encyclopedia, Pg. 28). Same thing in the story section of Phantom Hourglass’ manual. It likely wouldn’t even be that high of a feat regardless.

Vaati’s pocket realm

This one is usually seen as one of the stronger arguments, but that's not really saying a whole lot. In both Minish Cap and 4 Swords, Vaati warps the background into stars. It does seem to have a bit of backing for being cosmic to some degree given the actual background sprite, but there’s really not much more to say. Hyrule Historia doesn’t elaborate at all on the topic in either instance, and Vaati does have portal opening as part of his toolkit (note that Link seems to be sent to the same room as some earlier enemies which are not below him previously, which would imply its not opening a hole in the floor or something), so dimensional travel is far from a huge stretch. We also alluded to it in the Lightforce section, but that can’t really be applied since there’s no mention of Vaati absorbing it in the Four Swords example for whatever it’s worth. There’s otherwise nothing that says he’s making the realm. Not in any lorebooks, not the manga, no official guides we know of, nothing. If you want to be semantic, nothing says they’re full sized stars and nebulae to begin with, a problem shared with nearly every starry sky background feat.

Tl;dr

  • Demise: Mistranslation
  • Zant: Nowhere near as impressive as its made out to be
  • Wind Fish: Only the island disappears in both versions
  • Majora: First feat of the moon dimension has issues involving vagueness with size and normal pocket realm issues, on top of evidence that would suggest it is smaller on the inside. Second feat of making Termina makes no sense with the game’s plot and another source contradicts it in no uncertain terms
  • Vaati: Unclear on any specifics, answers and explanations exist that don’t involve the most generous assumption
  • Sacred Realm Warping: Only done with the full version of the Triforce, it only warps based on the user’s heart in this instance, and its scaling in potency with wish power all making it questionable if its AP applicable. There’s no way to scale people without Hyrule Warriors 1 regardless
  • Dark World sustaining: Incorrect outright
  • Lorule sustaining: Technically true, but it's not in any rush
  • Yuganon: Unlikely to actually be physically consuming the world
  • World of the Ocean King: Wasn’t made by him

So all that out of the way, BoF is next. The only real argument comes from the first game’s final dungeon, Obelisk.

To preface, it stems from said dungeon having several stars and assorted stellar bodies in the background, which go away after Myria is defeated. Clear cut realm sustaining, right? Well if you scroll up roughly 410 words, the argument is pretty similar to Vaati’s. There isn’t really anything that implies Myria created the stars in any capacity. You’ll also notice that when defeated, a lot of the floor paneling gives way and falls, indicating it could likely be a television or similar screen.

Weird as something like that seems, the third game has a similar location and shows it’s much, much more technologic than the SNES would have one believe. While arguable on if it's the same location or not, it lends credence to the fact that there aren't legitimate stars in the background and probably just a projection caused by a screen, since the series has a weird amount of technology in it. Coupled by the fact that other dungeons share the same backgrounds and you enter Obelisk by drilling into it, a very odd way to go into what is argued as a pocket dimension, would lend credence that it really is just a neat background and not real stars.


Verdict

Power and Durability

Going off direct feats only, this is hardly a comparison. Zelda has little to speak of directly, mostly wall destruction with bombs, some echoes being able to freeze/evaporate a good amount of water, and surviving flames that can melt large amounts of ice. Higher feats involve contributing to large energy beams and possible storm creation as a transformation byproduct, but falls quite shy of Nina being able to cause high magnitude earthquakes and surviving large meteors and country sized blasts. As with many things in VS, scaling is where the real meat and potatoes come in.

The things Zelda scales to make her far stronger than she’d initially appear, usually being able to fight and sometimes defeat higher tier characters like Link and Ganon. Child Link is capable of defeating Majora, who famously pulled a moon into and nearly destroyed Termina, netting at 6 Petatons at a minimum, and can easily get into the Exaton, maybe even outright planet busting range depending on interpretation. Nina helps defeat Myria, who sustains a massive orbital station at 9 Petatons minimum to 118 Petatons. On a higher end, she’s weaker than, but somewhat in the area of some planet busting statements if you take them at face value.

A little bit equal, but more reasonable ends would lean Zelda if we just go off of this, but there’s more. Tears of the Kingdom made it more clear that Ganondorf himself is moving the moon when a blood moon occurs. This does contradict how they work in Breath of the Wild, but if we give this power to Calamity Ganon, who Zelda is able to hold back with her powers, it gets 3 Yottatons TNT. And while she stood little chance against him, the chronological first Blood Moon was pulled closer to the planet, getting 7 Ronnatons TNT at its peak. As discussed far back in the scaling section, first blood moon scaling is dubious and likely not viable, but there is a way to do it if you are determined to do so. In a bit of an opposite case, an easier thing to scale too would be the Goddess Keys, two of which being able to cycle the time of day as covered above at a hefty 13 Ronnatons, and even a time frame of a minute is worth 32 Yottatons. In other words, the higher end is twice as powerful as a feat from someone Zelda stood little chance against, and that’s assuming full scaling. The lower end also sits comfortably above the Calamity Ganon blood moon. At their highest, Nina has a large lead.

Speed

Speed is an easy category. The Zelda series in general has numerous feats across its catalogue of dodging light and lasers, all getting relativistic to FTL results. Breath of Fire doesn’t have such a luxury for its feats, the only arguments that can get to such levels are not fully confirmable as light based projectiles one way or another. The next best feats are from flying into orbit from BoF4, capped at a bit under Mach 550 at best. For comparison, 1% light speed is about Mach 8,800, leaving Zelda far in the lead.

Arsenal, Abilities and Counters

Both share the ability to partially and fully recover any damage they receive and possess the means of self-revival in the event either one ends up biting it, which can make putting either one down a war of attrition. Both can stop time and also possess abilities that would prove to be effective on either one, capable of ending the fight in an instant. Funnily enough, despite not being used in combat, Zelda potentially could use the Ocarina to send Nina backwards in time like in OoT. Nina has been subject to this very thing before, developing amnesia seemingly as a result and needed a special potion to undo. Meaning Zelda could send her back, creating another timeline, while Nina is an amnesiac with no way to recover or continue the fight. Again, for emphasis, this is not something Zelda has ever done in a fight, but it's something that she could potentially do to win. Something far easier to argue, however, is Nina’s plethora of magic able to overwhelm Zelda.

Nina’s massive pool of magic contains several spells that would severely hamper the Hyrule princess, such as Dispel being able to shut down Zelda’s magic temporarily, Drain and Leech Power being able to steal some of Zelda’s magic and health for a recharge, several status inducements such as paralysis, poison, blind and confusion and she can even use various instant death and HP dropping moves as well. None of which Zelda has counters to.

It doesn’t get much better from a resistance standpoint. While Zelda does have some answers to some elemental magic such as potion effects being able to protect her from elemental attacks, Nina can also remove these buffs with things such as Martian Squid or Sanctuary, or the Douse spell increasing damage from fire attacks. You may think the Tri Rod and its large number of enemy summons could help, but that’s unfortunately not the greatest answer either.

  • All element using enemies (Ignizols, Buzz Blobs, the three elemental Keese and Wizzrobe types, Torch/Freeze slugs, Fire/Ice Octoroks, Temper Tweelus’, Freezards, Snomauls, Poes and Sparks) are worthless, as Nina has rings that convert damage from their elements into HP
  • ReDeads and Gibdos are considered undead in most sources, making them able to get destroyed by Kyrie, which instantly kills all undead. Even then, the Shout ability has a similar purpose
  • All 3 Deku Baba types, Peahats, Freezards and Snomauls are vulnerable to fire
  • 7 echoes are aquatic and aren’t suited to ground combat. Neither party can create anything more than small puddles or brief tsunamis

Of the 92 enemy Echoes, that’s 17 that are actively detrimental, 2 have an equivalent ability, 5 that aren’t holdovers from other categories are plant based that are vulnerable to fire attacks which Nina has no shortage of, and 7 are fish that are out of their element in most normal combat scenarios. That’s 31/92 have some way to be dealt with or won’t contribute much. There’s still a lot of remaining echoes to be sure, but many of the rest are much more basic early game enemies and few of them have strong abilities, which Nina can deal with swiftly with a number of AoE spells. Though for some credit, a number of Zelda’s stronger echoes such as Lynels and high level Bokoblins and Darknuts have no major ways of dealing with instantly. Same goes for automatons, since they have no electric weakness (Source: Trust me on this I can’t find footage anywhere lol) unlike robot soldiers in BoF. Tri Rod binding can be protected against outright with some armours Nina possesses. Even so, the Rod’s summons granting an unending pool of minions is still a good boon, additionally so when stacked with automatons.

There’s still one major power that we’ve been avoiding talking about this whole time, the suspiciously Sealing shaped one. It’s a majorly important part of her toolkit narratively and is often how the major villain of the game is defeated.

It’s kinda overhyped as a general option though.

Looking at the track record, it’s shown to work on Guardians, yet you’ll notice in this clip that even though Link is caught in the area of effect, he is not sealed. One instance in AoC doesn’t even have some generic Hyrule soldiers affected. Note in the clip and here that Ganon Blights and Calamity Ganon aren’t even sealed initially, though they are stunned briefly. Every other instance in the series involves sealing only working definitively at the end of a fight and even then still using multiple other people to help. FSA is the only exception, but the initial sealing attempt is interrupted before we know if it’d work, before transitioning back to needing a boss fight before the sealing is successful. Basically overall it usually requires help, the target to be weakened in some way, and some versions just don’t work on everything anyways.

Anyways, for a more comprehensive list;

Nina’s Abilities

Zelda’s Counters

Stat Manipulation

None

Elemental Attacks

Has smoothies that all grant protection against fire, ice and electric attacks. As Sheik, was also able to survive Death Mountain, which requires Link to equip a Goron tunic to survive.

Dispel

None

Drain/Leech Power

None

Stun

None

Death

None

Item Stealing

Any of Zelda’s metallic items can be drawn back to her by Magnesis

Status Inducements

None

Gloom

Triforce protects Zelda from transmutation

Hourglass

Stasis stops time, which matches Hourglass

Zelda’s Abilities

Nina’s Counters

Magic Abilities

Dispel can briefly prevent Zelda from using any magic abilities

Time Manipulation

Hourglass stops time, which matches Stasis

Sealing

None directly, though Sealing is not what it's hyped up to be

Magnesis

Nina can draw in nearby items

Deku Nuts

Certain armors protect against Stunning and Blindness

Bind

Certain armors protect against Binding

Stat Boosts

Sanctuary removes all positive and negative status effects on the field. Martian Squid also can remove status buffs.

Summons

Covered above

With such an overwhelming magic pool and incredible protection from her gear, Nina should reliably take this category.

Experience

Not much to add here either. Zelda doesn’t have an overwhelming amount of experience on her own in terms of direct combat experience with EoW mainly focusing on summons for combat. Nina meanwhile is always an early game party member and has a wide variety of enemies fought and journeys experienced. So for what it counts for, Nina has the edge

Zelda

Advantages

Equivalents

  • Both have multitudes of full healing and self revival options
  • Both have time stop methods

Disadvantages

  • Inferior in raw power
  • …which is negated by time stops
  • Less experience
  • Lacks counters to nearly all of Nina’s kit
  • No real way to win
  • Has way less CD-I memes than you’d think, honestly

Nina

Advantages

  • Stronger by a wide margin, can be exacerbated further with buffs
  • Can negate Zelda’s speed edge with time stops
  • Resists, counters, or has equivalents to a massive chunk of Zelda’s toolkit
  • Zelda can do nothing about all manner of magic abilities, stat changing moves, and instant win options
  • More experience with fighting

Equivalents

  • Both have multitudes of full healing and self revival options
  • Both have time stop methods

Disadvantages

  • Huge speed disadvantage in a vacuum, and no amount of buffs/debuffs can fix it
  • Outnumbered
  • BoF misses out on almost every Capcom crossover
  • Dead series lmfao

So pretty simple result in all. Nina has all categories but speed and numbers. The former can be negated outright with the hourglass item, and her enormous arsenal, wide area of effect moves, and hard counters to much of Zelda’s kit alongside Zelda just lacking other ways of winning. Tri as much as Zelda wants, her attempts to force a victory where fruitless, where as Nina just winged it

Winner

Next time


Fun fact did you know this blog is the reason Echoes of Wisdom happened 

/s

Sources/Credits

Zelda:

Games:

-The Legend of Zelda (like, the first one)

-Adventure of Link

-Link to the Past

-Ocarina of Time

-Majora’s Mask

-Oracle of Seasons

-Wind Waker

-Minish Cap

-Twilight Princess

-Four Swords Adventures

-Spirit Tracks

-Skyward Sword

-Link Between Worlds

-Breath of the Wild

-Tears of the Kingdom

-Echoes of Wisdom

Books:

-Zelda Encyclopedia

-Hyrule Historia

-Creating a Champion

Nina:

Games:

-Breath of Fire 1

-Breath of Fire 2

-Breath of Fire 3

-Breath of Fire 4

-Breath of Fire Dragon Quarter

Manga:

-Breath of Fire 1's Manga

Misc:

-Ultraguy's Link vs Cloud Q&A for shamelessly hijacking a Q&A bit

-These two Zelda respect threads

-Zelda and Breath of Fire wikis for a few things

-These VSBW pages

-Bang’s Link vs Tarnished blog for some odd stuff here and there

-Ed for Dragon Quarter’s research, some verdict help, and the ability/resistance comparison chart, and Rina for some calc assistance



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