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Hello, all, Happy Valentine's day!
Lifting Strength Upgrade
This one is pretty simple.
Basically right now the profiles list the Lifting Strength as At least Class Z, likely Class Y because the Class Z feat is very close to the Class Y rating…literally 1.07x away from that rating.
Given that the difference is minimal and the characters get stronger as time goes on, I propose that anyone that scales Post-Sonic Generations gets a flat Class Y rating, because Sonic reaches Werehog levels of strength during that game and gets stronger since then.
Additionally, Classic Era characters (that aren't Eggman) should get Class K LS due to this feat that Eggman performs. Safe to say that the Classic Cast should be stronger than Dr. Eggman physically.
Power Cores + Scaling
In Sonic Heroes, characters can collect Power Cores to level up and become stronger. At Level 2, Speed Type characters become thrice as powerful since their Homing Attacks deal 3 points of damage as opposed to 1, and at Level 3 they become even stronger as they can one shot enemies with 6 HP. Thanks to IDW, it's solidified that Power Cores grant passive stat increases when held.
Normally this would just be for this game and that's it, but Shadow in his own game (the very next entry in the series) is stated to be stronger and faster than he ever was before. This should put him above his Max Level self from Heroes, and thus everyone prevalent that scales to Shadow in his game or other characters there beyond it should be over 6x strong as before. This takes the cast from 810 Yottatons to 4.8 Ronnatons.
Accelerated Development addition and Heroes buff
Related to the above, in Sonic Heroes, there's a robot called the Egg Hawk that's fought twice by all teams over the course of the game.
On their first encounter, the Egg Hawk by itself has 100 HP, yet when it returns as part of the Egg Albatross, once you destroy the rest of the machine and
fight the Egg Hawk by itself it only has 15 HP. This is consistent with the Advance 2 bosses taking half the amount of hits to defeats previously in the boss rush of the final zone of that game
So everyone by late Sonic Heroes should be x6.66 as strong as they were at the start of Heroes, meaning they're 5.3 Ronnatons.
Multipliers
Sonic in Sonic Lost World has an attack called the Focused Homing Attack.
The Focused Homing Attack when fully charged can deal up to 5x Sonic's normal Homing Attack damage. This means that the Zeti's durability (Zavok most importantly) scales to that since they can take the Focused Homing Attack fully charged, while their AP remains like always (they're Stone Walls basically). In the Beginning of Sonic Forces, Sonic can knock back Zavok with a simple kick after Infinite roughed him up a little. 6 months later Sonic was able to beat the shit out of Zavok with his bare fists and 3 days after that the Resistance member were able to easily defeat the Zavok clones, Knuckles two shotting one, Shadow easily sending them flying just by dashing and the resistance members blowing them away with normal Wispons.
On the topic of Wisps, Sonic in colors can deal double damage to bosses with them and in the case of the Yellow Drill and Orange Rocket up to 3x damage with them, so that should be noted in his profile.
Lost World Sonic=>>>32 Quettatons (Low 4-C), >>>160 Quettatons (4-C) with Focused Homing Attack.
Zeti's=>>>32 Quettatons (Low 4-C) AP, >>>160 (4-C) Quettatons Durability.
Beginning of Forces Sonic=>>>160 Quettatons (4-C).
So…Max Level Frontiers Sonic = >>>640 Quettatons (4-C+)
Shadow Chaos Blast is consistently said to be his ultimate attack, far beyond anything else he's capable off, it's called the Ultimate Destruction by Black Doom during Shadow's game where a clone of him easily KOed Shadow, can break through barriers and objects he and Sonic can't normally, deal heavy damage to bosses and can one shot any non boss enemy in his game, including the Black Oaks who needs 12 homing attacks from Shadow to get defeated.
So Chaos Blast should get its own separate rating in the profile (Higher with Chaos Blast).
Shadow with Chaos Boost is easily able to repel Mephiles, knocking him off his hiding spot with its power (To the point even Mephiles is shocked by it) and deal damage to him, to the point on even causing him to melt into a puddle after inflicting enough damage alongside Omega and Rouge, while he's not in Chaos Boost he's unable to even scratch Mephiles and easily gets knocked back by his attacks. To add to this Shadow can break enemy barriers that his base form could do nothing about, same as rocks that blocks his path, can wipe out Mephiles Monster Form just by turning on Chaos Boost and can defeat Mephiles in ~12 hits with his basic Chaos Boost attack while Omega takes 2x the amount of hits in doing that when he fights Mephiles. Shadow can also break free of Silver's psychokinesis when using Chaos Boost and Silver cannot grab him while he is in this state so it's an LS Amp as well.
So Chaos Boost Shadow should be superior to Mephiles, who can one shot Sonic (albeit with a cheap shot) who’s comparablel to Shadow. Should be noted Chaos Boost scales below Chaos Blast (As Shadow needed to get it to the max level to even use it) and Limiter Rings removed (Since Shadow thought he needed to take them off to stand a chance against Two Chaos Emeralds amped Mephiles Army and he proceeded to literally run through every single one of them).
Shadow should also get all the weapons from his game added to his profile (since it’s already on Team Dark profile), he should also get Far Higher with the Shadow Rifle since it can one shot every enemy in the game.
Metal Madness/Overlord Split
This should have been fixed a while ago.
Metal Madness should not share a tier with Metal Overlord, the latter is the complete form of the former and much stronger than it.
Metal Madness would be its own key, he would scale to "At least 5-A" since he can tank several Team Blast from the Sonic Heroes and they could only stall him until Sonic went Super Sonic.
Super Emerald power
A single Super Emerald can allow Sonic to go Super Sonic, this is proven by the fact that Sonic can still enter Doomsday Zone even if he entered the Hidden Palace but didn't collect a single Super Emerald. Sonic not being able to go Super during normal levels is gameplay mechanics.
Given that one Super Emerald can transform Sonic into Super Sonic, the Hyper Form should be Sonic receiving the Super Form boost 7 times over (or Super Sonic^7 ), at the very least it should be x7 Super Sonic
Note:While the video comes from Sonic 3 A.I.R, it is only an enhanced port of the original game and doesn't change anything of how it functioned originally.
Boost Multiplier
For a while a calc about the multiplier for the Sonic Boost has been accepted but not added to the profiles. This is meant to rectify that.
So the boost becomes an 8x multiplier in speed.
Key Restructuring
Remember the days where Sonic had the Classic - Adventure - Modern key formula? Oh yeah, time to feel it in.
Right now, how we structure the keys for some characters is one key for Adventure Era and another for End Of Adventure Era (Sonic Battle)-Current. This worked because they had a notable discrepancy in power to warrant such a thing. This CRT aims to change that in a much simpler manner.
Those that currently have an "End of Adventure Era - Current" key will have that key removed, simply returning back to Adventure Era and Modern Era keys instead. The Adventure Era will be rated as "5-A to Low 4-C", with explanations for each given in their stat descriptions as necessary. This is something that was already accepted on Tails' profile, so take a look there if you wanna see how that works.
TL;DR: The Changes
Lifting Strength Upgrade
This one is pretty simple.
Basically right now the profiles list the Lifting Strength as At least Class Z, likely Class Y because the Class Z feat is very close to the Class Y rating…literally 1.07x away from that rating.
Given that the difference is minimal and the characters get stronger as time goes on, I propose that anyone that scales Post-Sonic Generations gets a flat Class Y rating, because Sonic reaches Werehog levels of strength during that game and gets stronger since then.
Additionally, Classic Era characters (that aren't Eggman) should get Class K LS due to this feat that Eggman performs. Safe to say that the Classic Cast should be stronger than Dr. Eggman physically.
Power Cores + Scaling
In Sonic Heroes, characters can collect Power Cores to level up and become stronger. At Level 2, Speed Type characters become thrice as powerful since their Homing Attacks deal 3 points of damage as opposed to 1, and at Level 3 they become even stronger as they can one shot enemies with 6 HP. Thanks to IDW, it's solidified that Power Cores grant passive stat increases when held.
Normally this would just be for this game and that's it, but Shadow in his own game (the very next entry in the series) is stated to be stronger and faster than he ever was before. This should put him above his Max Level self from Heroes, and thus everyone prevalent that scales to Shadow in his game or other characters there beyond it should be over 6x strong as before. This takes the cast from 810 Yottatons to 4.8 Ronnatons.
Accelerated Development addition and Heroes buff
Related to the above, in Sonic Heroes, there's a robot called the Egg Hawk that's fought twice by all teams over the course of the game.
On their first encounter, the Egg Hawk by itself has 100 HP, yet when it returns as part of the Egg Albatross, once you destroy the rest of the machine and
fight the Egg Hawk by itself it only has 15 HP. This is consistent with the Advance 2 bosses taking half the amount of hits to defeats previously in the boss rush of the final zone of that game
So everyone by late Sonic Heroes should be x6.66 as strong as they were at the start of Heroes, meaning they're 5.3 Ronnatons.
Multipliers
Sonic in Sonic Lost World has an attack called the Focused Homing Attack.
The Focused Homing Attack when fully charged can deal up to 5x Sonic's normal Homing Attack damage. This means that the Zeti's durability (Zavok most importantly) scales to that since they can take the Focused Homing Attack fully charged, while their AP remains like always (they're Stone Walls basically). In the Beginning of Sonic Forces, Sonic can knock back Zavok with a simple kick after Infinite roughed him up a little. 6 months later Sonic was able to beat the shit out of Zavok with his bare fists and 3 days after that the Resistance member were able to easily defeat the Zavok clones, Knuckles two shotting one, Shadow easily sending them flying just by dashing and the resistance members blowing them away with normal Wispons.
On the topic of Wisps, Sonic in colors can deal double damage to bosses with them and in the case of the Yellow Drill and Orange Rocket up to 3x damage with them, so that should be noted in his profile.
Lost World Sonic=>>>32 Quettatons (Low 4-C), >>>160 Quettatons (4-C) with Focused Homing Attack.
Zeti's=>>>32 Quettatons (Low 4-C) AP, >>>160 (4-C) Quettatons Durability.
Beginning of Forces Sonic=>>>160 Quettatons (4-C).
- As IDW Comics' run of Sonic takes place one month after Forces, those who are at all relevant to scaling are upgraded to 4-C.
So…Max Level Frontiers Sonic = >>>640 Quettatons (4-C+)
- This will currently ONLY scale to Sonic.
- Hypothetically, if he were to use it, that'd make him >>>3.2 Foe with Focused Homing Attack (High 4-C). This won't be indexed however, as he doesn't do it in any titles after Lost World that would make it relevant to scaling.
Shadow Chaos Blast is consistently said to be his ultimate attack, far beyond anything else he's capable off, it's called the Ultimate Destruction by Black Doom during Shadow's game where a clone of him easily KOed Shadow, can break through barriers and objects he and Sonic can't normally, deal heavy damage to bosses and can one shot any non boss enemy in his game, including the Black Oaks who needs 12 homing attacks from Shadow to get defeated.
So Chaos Blast should get its own separate rating in the profile (Higher with Chaos Blast).
Shadow with Chaos Boost is easily able to repel Mephiles, knocking him off his hiding spot with its power (To the point even Mephiles is shocked by it) and deal damage to him, to the point on even causing him to melt into a puddle after inflicting enough damage alongside Omega and Rouge, while he's not in Chaos Boost he's unable to even scratch Mephiles and easily gets knocked back by his attacks. To add to this Shadow can break enemy barriers that his base form could do nothing about, same as rocks that blocks his path, can wipe out Mephiles Monster Form just by turning on Chaos Boost and can defeat Mephiles in ~12 hits with his basic Chaos Boost attack while Omega takes 2x the amount of hits in doing that when he fights Mephiles. Shadow can also break free of Silver's psychokinesis when using Chaos Boost and Silver cannot grab him while he is in this state so it's an LS Amp as well.
So Chaos Boost Shadow should be superior to Mephiles, who can one shot Sonic (albeit with a cheap shot) who’s comparablel to Shadow. Should be noted Chaos Boost scales below Chaos Blast (As Shadow needed to get it to the max level to even use it) and Limiter Rings removed (Since Shadow thought he needed to take them off to stand a chance against Two Chaos Emeralds amped Mephiles Army and he proceeded to literally run through every single one of them).
Shadow should also get all the weapons from his game added to his profile (since it’s already on Team Dark profile), he should also get Far Higher with the Shadow Rifle since it can one shot every enemy in the game.
Metal Madness/Overlord Split
This should have been fixed a while ago.
Metal Madness should not share a tier with Metal Overlord, the latter is the complete form of the former and much stronger than it.
Metal Madness would be its own key, he would scale to "At least 5-A" since he can tank several Team Blast from the Sonic Heroes and they could only stall him until Sonic went Super Sonic.
Super Emerald power
A single Super Emerald can allow Sonic to go Super Sonic, this is proven by the fact that Sonic can still enter Doomsday Zone even if he entered the Hidden Palace but didn't collect a single Super Emerald. Sonic not being able to go Super during normal levels is gameplay mechanics.
Given that one Super Emerald can transform Sonic into Super Sonic, the Hyper Form should be Sonic receiving the Super Form boost 7 times over (or Super Sonic^7 ), at the very least it should be x7 Super Sonic
Note:While the video comes from Sonic 3 A.I.R, it is only an enhanced port of the original game and doesn't change anything of how it functioned originally.
Boost Multiplier
For a while a calc about the multiplier for the Sonic Boost has been accepted but not added to the profiles. This is meant to rectify that.
So the boost becomes an 8x multiplier in speed.
Key Restructuring
Remember the days where Sonic had the Classic - Adventure - Modern key formula? Oh yeah, time to feel it in.
Right now, how we structure the keys for some characters is one key for Adventure Era and another for End Of Adventure Era (Sonic Battle)-Current. This worked because they had a notable discrepancy in power to warrant such a thing. This CRT aims to change that in a much simpler manner.
Those that currently have an "End of Adventure Era - Current" key will have that key removed, simply returning back to Adventure Era and Modern Era keys instead. The Adventure Era will be rated as "5-A to Low 4-C", with explanations for each given in their stat descriptions as necessary. This is something that was already accepted on Tails' profile, so take a look there if you wanna see how that works.
TL;DR: The Changes
- Classic Era crew become Class K, upscaling from Dr. Eggman's feat.
- Characters who scale in the Modern Era post-Unleashed become straight-up Class Y, as the difference between it and their Class Z rating is a 1.07x difference.
- Adventure Era's 5-A value goes from 810 Yottatons to 5.3 Ronnatons, as Shadow is said to be "stronger than ever before" in his titular game when the previous title (Sonic Heroes) allowed Speed Type characters to become 6x stronger at Level 3 with Power Cores and that everyone could destroy the Egg Hawk much quicker than before (100 HP in the first round vs 15 HP in the second round).
- Sonic's Focused Homing Attack deals 5x the damage compared to his standard Homing Attack once fully charged.
- The Zetis become stonewalls, Low 4-C AP with 4-C Durability (160 Quettatons).
- Sonic and the rest of the resistance can damage Zavok with normal attacks by the end of Forces, making them all 4-C (160 Quettatons).
- Sonic once he hits level 99 in Frontiers is 4x stronger than before (640 Quettatons) or 4-C+
- Shadow's Chaos Boost should be distinguished in his AP section as "higher with Chaos Boost", noting that he can easily repel and handle Mephiles in this state when his Base couldn't even scratch it.
- Shadow gets an "even higher with Chaos Blast", it's repeatedly said to be his strongest attack and can one-shot enemies (like Black Oaks) that can take 12 of Shadow's Homing Attacks.
- Sonic can guard against Lancelot's own Chaos Blast, which should likely retain the same properties as Shadow's own Chaos Blast. As such, Sonic gets a "higher with Guard" tagged onto his Durability. This only applies to Sonic with access to Caliburn/Excalibur.
- Shadow gets an "even higher with Chaos Blast", it's repeatedly said to be his strongest attack and can one-shot enemies (like Black Oaks) that can take 12 of Shadow's Homing Attacks.
- All profiles will follow the Classic/Adventure/Modern Era key format, soon the few that don't follow it will be edited to do so. Certain characters will become "5-A to Low 4-C" for their Adventure Era key to distinguish the different levels of power the era goes through, akin to how Tails is currently treated.
- Metal Madness becomes its own key separate from Metal Overlord and becomes At least 5-A.
- Shadow gets all the weapons of his game added to his profile, as well as Far Higher with Shadow Rifle.
- Hyper Forms becomes Full Power Super Forms^7 or at least 7x>Full Power Super Forms.
- The Sonic Boost technique becomes an 8x multiplier in speed.
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