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This page is for characters and NPCs that appear in HoloCure.


For tropes pertaining to the Talents' IRL counterparts, go to their respective pages in hololive.
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Playable characters

Hololive English -Myth-

    Amelia Watson 
https://static.tvtropes.org/pmwiki/pub/images/ame2.png
A roguish time-traveling detective whose weapon of choice is a humble pistol and good aim.
  • Boring, but Practical: Her skills aside from Bubba aren't quite as flashy or complex as the other members, instead offering simple but effective boosts to the damage and crit chance of all of her weapons.
  • Bullet Time: Using her time-traveling pocket watch completed with her moustache, Amelia can slow down time and take the opportunity to have Bubba (if the player gets Bubba) and herself to take out any enemies that were slowed down.
  • Critical Hit Class: Downplayed. Despite her impressive boost to crit rate, she has absolutely no critical hit synergies of her own, so to play her as an effective crit-based character, you need items like Hope Soda or Focus Shades.
  • Jack of All Stats: She offers a mix of attack power, crit rating, a bit of haste, and even some crowd control in the form of Bubba, but nothing that stands out in any category.
  • Loyal Animal Companion: One of her Skills allows her to summon Bubba, who will run around and bark at opponents, creating a small shockwave that damages foes. When the skill itself is maxed out, this attack also stuns opponents who aren't outright killed by it for two seconds. Lastly, he can also collect EXP for Amelia. You can also have Ame pet himnote , which serves no purpose other than being an adorable easter egg.
  • More Dakka: Ame's pistol upgrades allow her to eventually fire off small volleys of shots every attack interval, and a max-level FPS Mastery gives her a further 10% Haste buff on top of that. Additionally, while her ability is activated, the pistol gets another 50% fire rate boost, making it practically fully-automatic for a few seconds.
  • One-Hit KO: When maxed out, her Detective Eye skill adds a small chance to instantly kill non-boss opponents, which is signified by a small "KO" message appearing in place of damage numbers. Unlike Calli, whose instakill ability only applies to her scythe, this can apply to all of Ame's weapons.

    Gawr Gura 
https://static.tvtropes.org/pmwiki/pub/images/gura2.png
A carefree shark girl hailing from the sunken city of Atlantis, who uses a trident in battle.
  • A-Cup Angst: She is classified as "flat", meaning that, when she uses either the Cutting Board or Flattening Board weapons, its damage and size is increased by 30%. Likewise, she also gains the smallest bonus when using the Bounce Ball weapon, which does the opposite of what the Cutting Board does, changing size depending on the character's bust.
  • Damage-Increasing Debuff: Her Shark Bite skill gives her attacks a chance to place a stacking mark on an enemy on hit that makes them take more damage. If a marked enemy is defeated, Gura may be healed for a portion of her max health, with each stack of Shark Bite improving the odds of the heal by 20%. In addition, enemies caught in the whirlpools spawned by her Power of Atlantis skill will also take additional damage.
  • Death of a Thousand Cuts: Her Shark Bite, which increases the damage enemies take and may heal Gura, has a chance of being applied on every hit. This means Gura is heavily incentivized to use weapons that have a rapid fire rate, such as Elite Cooking or Dragon Fire, to maximize Shark Bite stacks on as many enemies as possible. Her main weapon also strikes three times in quick succession when Awakened.
  • Disc-One Nuke: Gura's special deals 500% of her base damage to enemies in the area and also turns her into Gawr, boosting her attack by 50% and speed by 25%. It also has only a 45 second cooldown while the buff itself lasts a respectable 15 seconds. This is impressive at the start of a level and helps Gura get through the Early Game Hell, but it scales very poorly. Beyond the 20 minute mark, when you have +300% attack and +200% speed, her special's bonuses are little more than a drop in the ocean.
  • Lightning Bruiser: Gura is capable of amazing levels of damage output, and her small size has an intrinsic benefit of allowing her to occasionally dodge enemy attacks entirely. Should Gura manage to successfully dodge, she will gain a hefty speed boost and temporary invulnerability, the latter of which can stack if she's being attacked by several enemies at once. If she also has Headphones, she becomes quite a slippery fish to pin down.
  • Making a Splash: Gura's Shark Call is a wave shaped like a shark which splashes down on enemies, while Power Of Atlantis summons large whirlpools that can briefly drag opponents in, trapping them in place.
  • Mega Maelstrom: What her Power of Atlantis skill creates.
  • Prongs of Poseidon: Her main weapon is her trident, which hits three times in quick succession upon being Awakened.
  • Super Mode: Her Shark Call also turns her red, giving her a 50% boost on attack and a 25% boost on speed.
  • Threatening Shark: Her Shark Call can summon a shark that deals 500% damage to enemies on screen.
  • Trap Master: Her Power of Atlantis creates whirlpools that suck enemies in and increases the damage they take.
  • Why Won't You Die?: Her entire character is built around this. Short Height gives her a chance to dodge attacks, with invincibility frames and bonus speed allowing Gura to slip out of bad situations. Shark Bites may heal her on kills, and Power of Atlantis traps enemies, preventing them from reaching Gura. Combine this with items like Headphones, Plushie, Full Meal and Nurse's Horns, and Just Bandaid, and Gura becomes borderline indestructible.

    Ninomae Ina'nis 
https://static.tvtropes.org/pmwiki/pub/images/ina2.png
A surprisingly mild-mannered priestess of the Ancient Ones. She attacks with summoned tentacles courtesy of her benefactors.
  • A-Cup Angst: She is classified as "flat", meaning that, when she uses either the Cutting Board or Flattening Board weapons, its damage and size is increased by 30%. Likewise, she also gains the smallest bonus when using the Bounce Ball weapon, which which does the opposite of what the Cutting Board does, changing size depending on the character's bust.
  • Assist Character: As of the 0.5 update, her The Ancient One skill now summons a physical manifestation of "AO-chan", which takes the form of a floating, sentient book. The skill's effect remains the same, but, like other characters with similar companions, this new physical version of AO-chan can collect experience for Ina.
  • Bizarre Alien Locomotion: She moves around by spinning tentacles behind her back like a giant propeller.
  • Combat Tentacles: Her main weapon summons a tentacle that attacks enemies in front of her, with the AWAKENED version summoning another from the opposite of the main one. Her Special features multiple tentacles spinning around her to knock away foes.
  • Forced Transformation: Can transform enemies into small harmless Takodachi by channelling the power of The Ancient Ones.
  • Four Is Death: Her "The Forbidden Wah" skill that replaced "Cult" procs on the fourth hit of a given weapon, or by striking at least four enemies with one hit. As the cherry on top, the damage bonus tops out at 4x at level 3.
  • Friendly Fireproof: Her The Ancient One ability can randomly convert a non-boss enemy into a friendly Takodachi, who are immune to Ina's attacks, though on-target weapons like the Cutting Board or Plug-type AsaCoco will still fruitlessly attempt to hit them.
  • Interface Screw: Enemies converted into friendly Takodachi with The Ancient One look almost exactly like their hostile counterparts. While their translucent sprites can help differentiate them from enemies, these also add to the confusion when there are so many enemies around Ina to even tell which unit is whichnote . On a more technical level, the small army of friendly Takos trailing Ina can cause significant performance issues on weaker rigs, especially when there are also waves of hostile units nearby. This is mitigated in the 0.5 update where the friendly Takodachi can merge together to become increasingly large to stand out among the crowd.
  • Jack of All Stats: Her reworked version is this, as opposed to her previous Stone Wall status. The Void and The Ancient One provide fantastic area control, with the latter also granting healing by way of harmless Takos, while The Fourth Wah helps her out in the damage aspect by providing a massive 4x damage boost roughly every four hits. The result is a well-balanced character well-suited for tackling most challenges.
  • Pervert Revenge Mode: In the 0.5 update, her Cult skill was replaced with The Forbidden Wah, which is a reference to the 4thWAH tag on twitter note . If her attacks either hit the opponent four times or hits four different opponents, the fourth hit will deal additional damage. This is visually represented by her throwing a crowbar, a reference to her constantly threatening to "bonk" her fanbase with one whenever they're acting up.
  • Power Floats: Ina is one of a small handful of characters to move around the stage by hovering instead of running on foot.
  • Unstoppable Force Meets Immovable Object: With the right combination of items, Ina could tank astounding amounts of damage at the cost of her movement speed. This allowed her to not die to the endless YAGOO swarm at the 30-minute mark. So well, in fact, that dying to end the run could become harder than actually surviving (referred to by players as getting "Inalocked"). This is no longer the case as of 0.4 as the factors responsible have been nerfed.

    Takanashi Kiara 
https://static.tvtropes.org/pmwiki/pub/images/kiara2.png
A cheerful Austrian phoenix whose goal is to own a fast-food restaurant chain. She uses a short sword.
  • 1-Up: As of Update 0.4, Phoenix Fire also gives Kiara a free life upon activation which, if she happens to hit 0 HP within 15 seconds of the ability going off, will instantly be consumed to let her rise from the ashes with full health, allowing her to continue as normal. The "Chicken Feather" item that she can unlock has a similar effect.
  • Flaming Sword: Purchasing the Awakened upgrade for her sword also sets it on fire and enables it to strike several times in succession.
  • Gathering Steam: Her Dancer passive steadily builds stacks while she's running around, but stopping in any way will cause her to gradually lose themnote . This forces the player to constantly have Kiara be on the move to gain and keep Dancer stacks, even if it means she has to dance in place to deal with slow enemies. Before 0.4 it was significantly more unwieldy as you'd lose all stacks if you stopped.
  • Jack of All Stats: 0.4's buffs made her into this as she has attack boosts, a crit boost, health regen, among others on top of her high life. She's able to take advantage of a wide range of items as she's able to offset the downsides of them rather easily.
  • Lightning Bruiser: Plays closer to this when all three of her skills are fully leveled, as Dancer further boosts her damage output, Trailblazer passively increases her speed on top of leaving a fire trail behind her, and Phoenix Shield increases her already-sufficient survivability (she has the highest HP as of 0.5, sitting at a 90, with only Sana and Aki coming close with 80).
  • Playing with Fire: As a part of her phoenix motif, her Trailblazer skill allows her to leave a trail of fire on the ground that can damage nearby enemies, and her special attack summons a massive fiery bird to damage opponents and leave a large ring of fire on the ground around her. Her AWAKENED weapon also cloaks her short sword in flames and in 0.4 swings with it can put a bit of flame underneath

    Mori Calliope 
https://static.tvtropes.org/pmwiki/pub/images/calli2.png
The Grim Reaper's number-one apprentice. She swings a mean scythe.
  • Arbitrary Weapon Range: Her scythe swings used to have a noticeable dead zone between the attacks and Calli's own character sprite, meaning she couldn't actually hit the enemies who managed to creep past the blade's radius without constantly moving, which made it easy for her to get backed in a corner if one wasn't careful. An update was released that greatly reduced this, making it far less of an issue.
  • Boring, but Practical: Her special isn't some sort of big damaging attack like the other characters. Instead, it just gives her a massive boost to her main weapon's damage, as well as tripling the damage of all critical hits she lands, regardless of the weapon; both buffs last for about 15 seconds. While this makes it harder to use to get out of a bad situation in the early game, it keeps scaling amazingly well into the lategame, unlike a few other specials such as Kiara's which see their usefulness drastically fall off.
    • Calli's entire kit qualifies as well. Other than Death explosions, she has no gimmicks to her character build whatsoever. Instead, she simply hits really hard, and her skills/special make her hit harder.
  • Chain Lethality Enabler: Her Death skill, as of v0.4, added a chance for her Scythe Swing to create a small burst of dark energy upon finishing off an enemy, thus damaging any enemies around her. Where this trope comes into play is that the burst of energy also has a chance of triggering another burst of energy if it finishes off an enemy, which likewise has the same chance. This can allow her to, from the start of a run, effortlessly decimate large groups of enemies (or small but incredibly fast ones like the KFP swarms) that any other characters would struggle against without their AWAKENED weapon and/or at least one collab.
  • Critical Hit Class: While not quite to the same extent as Bae or Suisei, her Special, The Reaper is a temporary buff that not only triples the damage done by her Scythe Swing, but also triples the damage of critical hits that she lands with all of her weapons. This incentivizes her to go for crit-enhancing items. When fully augmented under these effects, she can crit for thousands of damage!
  • Crutch Character: Between her updated Death skill and her Boring, but Practical special, she's obscenely good at dealing with hordes of weak enemies. But as you go into more difficult stages or reach the later minutes of even some standard ones, she has difficulty slaying tougher hordes.
  • Damage-Increasing Debuff: With her Rapper skill, enemies within a specific distance from her character model, denoted by a red circle, will take more damage. If the skill is maxed out, then they also suffer an increased chance of taking a critical hit.
  • Difficult, but Awesome: Initially, her scythe swing suffered from a minimum range and would not hit any enemies that are too close to her. Upgrading her scythe area of effect would also increase her minimum range so you had to keep moving to keep enemies in the sweet spot. This was eventually averted in an update that changed her scythe hitboxes and greatly reduced the dead space in her attack, though enough of it still remains that you need to be a bit careful about letting enemies get too close.
  • Kill Streak: The 'Workaholic' skill, which gives Calli a boost to attack — and movement speed when the skill is maxed out — for every enemy she defeats, which she can keep active so long as she manages to defeat an enemy at least once every 5 seconds.
  • Mighty Glacier: Calli hits very hard with her scythe, and her skills capitalize on hitting even harder, but she has the second slowest Speed modifier among all the characters.
  • One-Hit KO: Both her Death skill and her AWAKENED weapon add a chance to instantly kill non-boss opponents with her Scythe Swing, which is signified by a small "KO" message appearing in place of damage numbers.
  • Signature Move: She is heavily focused on her Scythe Swing at the expense of other weaponry. Her One-Hit KO chance and her Death skill only work with her scythe, The Rapper incentivizes close-range attacks (scythe included), and The Reaper applies its biggest boost to her scythe as well. This is normally a downside, since it means she can't utilize other weapons (especially powerful collabs) all that well, but it makes her well suited for one-weapon runs.
  • Sinister Scythe: Her default weapon, unsurprisingly given that she's literally the grim reaper.

Hololive English -Council-

    Hakos Baelz 
https://static.tvtropes.org/pmwiki/pub/images/bae2.png
The chaotic council leader who tosses giant dice that deal damage based on the roll result.
  • Critical Hit Class: Perhaps more so than anybody else in the release roster. Baelz's skill set revolves largely around dealing high amounts of critical damage, sometimes even trading raw attack power for more CRT in the case of the first two tiers of RatNG. A high-crit Baelz will be churning out red and purple criticals instead of the usual yellow and orange ones.
  • Flipping Helpless: Her Down Under ability gives her attacks a chance to literally flip an enemy on its head and rendering it helpless for a few seconds. A flipped enemy cannot move or deal damage, even if you deliberately run into them, and at skill level 3, Down Under also makes affected targets take more damage.
  • Glass Cannon: Played with. At the early levels, where you're still reeling from the damage reduction on RatNG while relying on her weak main weapon, she feels frustratingly more "glass" than anything else, but if you manage to get into the lategame with some powerful collabs and offensive items, the "cannon" part becomes much more apparent and she essentially renders moving obsolete. And while she has no natural healing, "Down Under" does help her on the defensive side of things, but only if she can output enough hits per second to reliably trigger it.
  • Magikarp Power: Bae's main weapon starts off rather weak and unpredictable, as rolling a low number fails to even oneshot the earliest mooks, especially since the first two tiers of RatNG both carry quite substantial ATK nerfs to them. However, investing heavily in upgrades and items that improve her critical chance will turn her into an absolute powerhouse in the later stages, as her maxed out "CRATical Hit" will allow all of the critical hits she dishes out to deal four times the usual damage, and RatNG loses its ATK reduction at rank 3, making it a straight crit buff. And considering you can wield a lot of weapons, be prepared to see a constant stream of purple numbers. Getting Bae to Gachikoi level is especially important, allowing her to skip the harmful RatNG ranks and to immediately start collecting powerful weapons without wasting any time relying on her terrible dice.
  • More Dakka: Her Absolute Chaos special can trigger the effects of collab weapons at continuous speed. For example, an Absolute Chaos-induced MiComet can destroy Fubuzilla in seconds. In fact, she can throw out so many attacks with her ability that the weapon projectiles alone can cause chugging in even decently-built systems, and when combined with the utter Zerg Rush post-Smol Ame in Endless mode, can slow your game to a crawl. It should be noted that Absolute Chaos does not affect weapons with fixed attack intervals like Stream of Tears, Dragon Fire, or BL Fujoshi, however, since their rates of fire aren't influenced by Haste.
  • Random Number God: Her attacks are focused around this, as well as increasing her critical hit rate.

    Ouro Kronii 
https://static.tvtropes.org/pmwiki/pub/images/kronii2.png
The deadpan Warden of Time who specializes in time-based abilities. Kronii's main weapons are her Clock Hands, with the big one stabbing in the direction she's facing while the smaller one points at a random nearby enemy.
  • Achilles' Heel: Enemies that have the ability to fire projectiles don't stop doing so even while stunned, and standing in a time bubble won't allow Kronii to ignore these projectiles either. Because of this, Kronii can have a hard time dealing with the stages and bosses that make prevalent use of Bullet Hell.
  • Fragile Speedster: While she doesn't have low health, her main stat buff, Perfection, requires her to be at full health, making it much harder to maintain than most other similar buffs without a reliable source of healing. Level 3 Perfection gives her some healing to make up for this, but a bad mistake on Kronii's part can still easily snowball into a catastrophe she cannot recover from. While Perfection is up, though, she is easily the fastest and hastiest character in the game. 0.4 helps alleviate her frailty by giving her an extremely powerful special that will buy her all the time she needs to recover if she finds herself in dire straits.
  • Full Health Bonus: Her Perfection skill gives her a boost to nearly all of her stats whenever she's at full health. When maxed out, she also gains a constant healing effect when she isn't at full health.
  • Healing Factor: At rank 3 of Perfection, Kronii will slowly regenerate health until she has a full bar, at which point the skill's other effects will apply.
  • Lightning Bruiser: Kronii's skills give her a lot of speed and haste buffs via Kroniicopter, which promotes a mobile play style that involves a lot of dodging enemies to maintain Perfection, which further boosts her movement and attack speed.
  • Rapid Aging: Kronii's Special causes this. Any weak enemies who get caught up in this will be damaged until they are defeated. As of 0.4 it also freezes them in time.
  • Spam Attack: Nothing less than the queen of spam. (Technically Bae can attack faster, but only for the duration of her special). Kronii natively gains up to a whopping 60% bonus haste (with Perfection up and Kroniicopter triggered). With maxed-out shop upgrades and every haste-boosting item, she can reach 110% haste (120% with Super Energy Drink) before any stat-ups. Before 0.4, if she managed to get around 200%, her Time Bubbles would spawn fast enough to overlap, keeping her almost permanently invulnerable, but this is no longer the case, causing her to lose her status as one of the two queens of Endless mode.
  • Time Master: Being a deity associated with time, her kit naturally deals with this. Kroniicopter and Perfection both greatly accelerate her, while Awakened Clock Hands, Time Bubble and Ruler of Time all can immobilize enemies in time.
  • Time Stands Still: Her Time Bubble skill allows her to create increasingly large bubbles that completely freeze opponents in place, thus preventing them from moving or damaging Kronii. When maxed out, her main weapon also has a similar, but much shorter, stun effect. 0.4 also gives her special this effect.

    Ceres Fauna 
https://static.tvtropes.org/pmwiki/pub/images/fauna2.png
The gentle representative of nature who attacks with leaves that circle around her and has a skill set built around healing.
  • Combat Medic: One of her skills, Guardian Tree, turns her into this. Whenever she regains HP (which, if you build up her other skills and give her items like the Nurse's Horn, will happen constantly), a tree root will shoot up from the ground and hit an opponent; at max level, this can inflict up to triple her regular attack damage.
  • Green Thumb: All of her attacks and skills save for one involve plants or trees of some kind.
  • No-Sell: Her Whisperer skill allows her to periodically gain stacks of "whispers"; for each stack she has, she regains 2% of her health every two seconds, and when she takes a hit, she'll use up one of her whispers to completely negate the damage from that hit. Additionally, while her Mother Nature ability is active, standing in the aura of the tree gives her a few seconds of technical invulnerability, though Fauna doesn't have complete immunity to damage as the Injection-type AsaCoco will still cause her health to visibly go down with each tick.
  • Roboteching: Fauna's Leaf Shield, when upgraded to its AWAKENED state, will home in on enemies after spreading out instead of returning to Fauna.
  • Spikes of Doom: Her Guardian Tree skill manifests as tree-sized wooden spikes that shoot out of the ground at random enemies every time Fauna triggers a healing effect.
  • White Magician Girl: All of her skills, as well as her Special, either involve healing herself or are triggered by effects that heal her. Even her special is healing-focused, doing zero damage to enemies (except indirectly through Guardian Tree).

    Nanashi Mumei 
https://static.tvtropes.org/pmwiki/pub/images/mumei2.png
The forgetful guardian of civilization boasts a fully offensive skill set, firing feather projectiles that eventually ricochet across the battlefield.
  • Balance Buff: 0.6 tweaked Mumei's kit
    • Mumei's special, "True Horror", was a closer equivalent to the pentagram from VS, erasing all non-boss targets on screen while having the chance-based consequence of erasing all pickups and anvils on-screen along with the enemies. The 0.6 update removed the downside of deleting pickups, and adds in a temporary Haste buff to Mumei based on how many enemies were killed by the special.
    • History's effect of giving a stacking has since been merged with the skill Civilization without the kill-count cap, at the cost of increasing the defeated enemy requirements back to 100. With said merge, comes the introduction of the new skill "Bloodthirsty", granting the occasional temporary damage up and 10% heal for every 20 enemies defeated.
  • Companion Cube: She's able to summon "Friend", a floating paper bag that orbits around Mumei shooting its own weaker Feather Flechettes, with an occasionally uses of up to one or two her current weapons at random, based on the Skill's level. It can also grab pickups, like most other companion-types.
  • Feather Flechettes: Her default weapon is this, flinging multiple brown feathers.
  • Gathering Steam: Mumei's Civilization skill, in addition to damage based on the amount of enemies on-screen, gives her a stacking damage buff of 1% for every hundred enemies defeated, making her gradually grow more powerful as the match goes on. Since the skill is naturally dependent on the number of enemies Mumei faces, Stage mode may only ever grant her so much damage increases (with even Endless only offering so much before the YAGOO Horde ends the run), which makes early-game Halu a useful (if incredibly risky) method of getting the most out of her skill.note 
  • Glass Cannon: Natch. Two of her skills do nothing but increase her attack, and the last one gives her a familiar that also attacks. None of her abilities help her defense in the slightest, unless you ascribe to the idea that the best defense is a good offense, her special being Awesome, but Impractical does not help either. Moreover, the most effective way to play her is to grab a bunch of items that multiply damage (like Face Mask) and haste (like Energy Drink) in order to make the most of her naturally massive attack, turning her from a mere glass cannon into something like a bubble ICBM.
  • Nightmare Face: Mumei's "True Horror" Special covers the screen with her signature horrific drawing.
  • Power at a Price: Her True Horror ability, prior to 0.6, instantly obliterates any and all non-boss enemies visible on-screen regardless of health, but at the cost of also having a very high chance of destroying pickups, Holozon boxes, anvils, and XP tokens as well. As a result, it was often only used in cases of extreme emergency, where survival is more important than anything else.
  • Roboteching: Upgrading her main weapon all the way to its AWAKENED state will have the feathers automatically home in on nearby enemies. 0.4 downgrade this aspect so you have to aim at the first enemy before the homing kicks in.
  • Smart Bomb: "True Horror" destroys all non-boss enemies on-screen, turning each individual enemy into a haste buff that lasts for ten seconds.

    Tsukumo Sana 
https://static.tvtropes.org/pmwiki/pub/images/sana2.png
The friendly (and gigantic) representative of space benefits from things being "BEEG", bringing some of the largest projectiles in the game and temporarily becoming enormous and invincible herself.
  • Area of Effect: Her Speaker of Space skill incentivizes her to gather weapons with AoE damage such as the Cutting Board or the BL Book, as it scales her overall DPS with effects and upgrades that increase the size/range of such weapons. This also makes the Knightly Milk item (which does just that) a must-grab for her.
  • Attack of the 50-Foot Whatever: Her Special, Become BEEG, has her growing in size to the point of taking up almost the entire screen. Not only does she become immune to Collision Damage in this state, but she inflicts it to her opponents. It's also great for repositioning herself if she's getting overwhelmed by a swarm of enemies.
  • Colony Drop: Sana's main means of attacking is smashing small planets into her enemies.
  • Crutch Character: Similar to Calli, her combination of her skills and her special, allow her to rather effortlessly dominate in the early game, especially once her weapon is awakened and she's unlocked at least one collab that meshes well with her AoE-focused skillset, and is thus an excellent character for Stage Mode runs. However, also like Calli, her effectiveness starts to wane the longer a run goes on, making it more difficult for her to last much longer beyond the final boss. Her raw damage is simply too low, and Giant Mooks are too resilient to knockback. It doesn't help that her weapon's pushback power was also nerfed in 0.4. That said, the orbiting nature of her main weapon means she's pretty good at abusing stamps.
  • Power Floats: Like Ina and IRyS, Sana moves around the playing field by floating instead of walking.
  • Stone Wall: Her Awakened main weapon and Gravity skill, the former orbiting around her and the latter covering almost the whole screen, inflict constant knockback to prevent the enemies from reaching Sana. She can also apply stamps like Knockback or Stun to her weapon to lean further into this. However, she overall lacks in damage output and speed, having the lowest attack modifier at 0.80, the second slowest speed modifier at 1.3, and also has the lowest base crit-chance at 1%, with her downside being most apparent if she faces against boss enemies without a collab weapon.

Hololive Project: HOPE

    IRyS 
https://static.tvtropes.org/pmwiki/pub/images/irys2.png
Angel and demon both, this Nephilim is the face of of Project Hope. Her signature weapon is the Nephilim Blast.
  • Costume Evolution: Kay Yu has confirmed that her default outfit starting from version 0.5 will be her "IRyS 2.0" redesign that debuted in November 2022. Her old outfit is, instead, unlockable through the gacha system.
  • Glass Cannon: Zig-Zags between this and Stone Wall; IRyS has the distinction of having the lowest starting health out of all members upon release, which she somewhat offsets by boasting a quite good self-healing mechanic that synergizes with a damage buff upon healing, therefore behooving the player to stack critical chance on IRyS to inadvertently give her high DPS in the mid-to-late game thanks to these factors.
  • Magikarp Power: The projectiles from her main weapon is quite weak, due to its hit limit early on preventing her from dealing with hordes of enemies. It's not until its sufficiently upgraded can it properly last against hordes, with its Awakened form turning it into a stream of projectiles, which, while doing minimal damage at base, can stack really well with her Critical Hit Class skills, with it getting particularly stronger after some store upgrades such as Growth. Said Awakened weapon even works incredibly well with stamps of the "on-hit" variety, with the large stream of projectiles practically guaranteeing the chance-based effect happening to enemies.
  • Nerf: She was apparently nerfed four times because her survivability is apparently too good with the right CRT-boosting builds, despite her low health. According to the developer himself, IRyS is one of a small handful of characters that are "truly immortal".
  • Power Floats: Similar to Ina and Sana before her, IRyS is one of the few flyer characters in the game and floats around the stage instead of walking.
  • Sixth Ranger: Reflective of her real alignment within Hololive itself, the game version of IRyS is grouped together with the Council members in the game's gacha system.
  • Stone Wall: Zig-Zags between this and Glass Cannon; IRyS has the lowest starting HP of all the idols, yet is ironically built around the concept of healing herself by dishing out critical hit damage when her skills are properly buffed up. As IRyS herself would find out firsthand, the AOE damage she was doing with the Elite Cooking and Idol Concert collabs, her Awakened Nephilim weapon, and the Nurse Horns made it impossible for her to actually die while being overrun by the 19 minute horde.

Hololive GAMERS

    Shirakami Fubuki 
https://static.tvtropes.org/pmwiki/pub/images/fubuki2.png
A chipper white fox who's skilled at swordplay and making friends. Wields her big, fluffy tail like a weapon.
  • The Berserker: In stark contrast to most melee characters, who typically want to stay just out of the enemies' reach, Fubuki will fearlessly dive straight into thick hordes, relying on Friendzone to stay alive and Kon Kon to leave nothing standing in her wake.
  • Cute, but Cacophonic: Weaponized by her Kon Kon ability, which gives her a chance to create a harmful noise burst upon dodging.
  • Difficult, but Awesome:
    • She functions very differently from most melee characters, and her style requires getting used to. Instead of simply keeping enemies away from her, she relies on speed to play keep-away until Friendzone allows her to charge into the thick of things and wipe out a horde in one fell swoop with Kon Kon and katanas. Fubuki is a character with what amounts to a mini-special every few seconds, which is obviously a powerful thing, but played poorly, her Leeroy Jenkins playstyle lends itself really well to mistiming her Friendzone, getting stuck inside a horde and dying horribly.
    • The way Fox King works falls into this as well. Fubuki can reach a bonus of up to 150% attack, which is one of the highest raw attack boosts, behind only Mumei and the uncapped Roboco. The trick? This is tied to her speed bonus, and the skill itself only boosts her speed by up to 30%, for a measly 30% increase to damage. Store-bought speed boosts don't count, either - the bonus has to be acquired during the run. The massive speed boost from Friendzone does let her enjoy an Hour of Power once in a while, but the fox will have a lot of difficulty dealing with endgame and post-game hordes consistently unless she has built up enough speed to avoid relying solely on that crutch (Energy Drink helps).
  • Katanas Are Just Better: Summons katanas with her Awakened starting weapon and her special.
  • Lightning Bruiser: Her Fox King passive turns her into this, with each 10% of her SPD giving her an equal amount in ATK buff, but only while she's moving, thus encouraging a high-speed, constant movement play-style to make the most of her additional firepower. Friendzone gives her additional speed to abuse this.
  • Palette Swap: One of her costumes, representing her alternate persona Kurokami. Notably the only costume in the game so far to be a simple palette swap rather than a completely different outfit.
  • Screaming Warrior: The synergy between Kon Kon and Friendzone encourages her to charge into thick hordes screaming and come out unscathed.
  • Storm of Blades: Her Fubuki Storm special summons a myriad of katanas flying in all directions. She can also summon quite a few swords with her Awakened Fox Tail when fighting against a big horde.
  • Tail Slap: Fubuki's basic attack is her slapping enemies with her tail. According to Kay Yu, it was Fubuki herself who insisted on this feature.

    Ookami Mio 
https://static.tvtropes.org/pmwiki/pub/images/mio2.png
A black wolf with a gentle, motherly demeanor and a deck full of tarot cards that she wields in a fight, though rumors say she's also a Stand user...
  • Close-Range Combatant: She is encouraged to fight at close range both by her Cheerful Laugh and her Mama skills. Her special also has a fairly short range.
  • Crutch Character: The combination of her highly-damaging Omen, her weapon hitting twice in close range, Cheerful Laugh giving her a massive (up to 150%!) damage boost in her immediate vicinity, and her fast-recharging special demolishing enemies in close range even further, Mio can quickly get going in the early game with little more than just her base skills. But in the later stages, especially in Endless, her power falls off because her damage boost is so short-ranged that she struggles to deal with a screen full of enemies.
  • Damage-Increasing Debuff: Cheerful Laugh causes an enemy to take more damage the closer they are to her, as long as they're within 150 pixels of her character model. This synergizes well with her "Mama" skill which heals her based on nearby foes.
  • Death Dealer: Her basic weapon is throwing tarot cards at enemies.
  • Rapid-Fire Fisticuffs: Her special ability summons Hatotaurus, who then unleashes a flurry of punches at anything in front of Mio, JoJo-style. She even has the ominous "ć‚“ć‚“ć‚“ć‚“" floating over her head while this is going.
  • Spam Attack: She is the only holomem with a way to reduce the cooldown of her special skill built into her native skillset. Combine this with an Idol Outfit and she can MUDA MUDA MUDA MUDA nearly nonstop.

    Nekomata Okayu 
https://static.tvtropes.org/pmwiki/pub/images/okayu2.png
A humble and suave cat from an onigiri shop, Okayu's greatest tools are her stash of the aforementioned treat and her endless appetite.
  • Big Eater: Okayu's playstyle revolves around eating, both regular food and her enemies.
    • Feast causes defeated enemies to drop snacks that heal her for small amounts of health, with the largest being a full chicken for 20 HP.
    • Yummy gives her a bunch of combat buffs when eating food or enemies, and also increases the rate at which burgers and Feast snacks are dropped from defeated foes.
    • Sensitive Voice gives her crits a chance to charm enemies. Charmed targets will be eaten when touched by Okayu and healing her.
    • While Mogu Mogu is active, Okayu becomes invincible for 6 seconds and will eat whatever non-boss enemy she comes into contact with, healing her for 5% of max HP each.
  • Eating the Enemy: Weaponized in the form of Mogu Mogu. Sensitive Voice also allows for this, but chance-based instead of temporarily guaranteeing an activation like Mogu Mogu.
  • Extreme Omnivore: If the right conditions are met, Okayu can eat any kind of non-boss enemy, ranging from large shrimps, to walking skeletons, living fireballs, batteries on legs, and even YAGOOs.
  • Invincibility Power-Up: Upon activating Mogu Mogu, Okayu becomes immune to all damage for 6 seconds, including the passive health reduction of Injection-type AsaCoco. If timed right, Okayu can inhale entire Zerg Rushes in a single activation of Mogu Mogu and instantly neutralizing them without taking a single scratch to her HP.
  • Magikarp Power: At first glance, the throwing curve of her onigiri takes a while to master, and it's only when it's fully upgraded that you can appreciate the power of six rice balls being thrown at once that can each slow enemies. You also don't fully benefit from her skills until you also add in other healing items like the Nurse's Horn and Full Meal; getting them will ensure that Okayu will regenerate her health extremely frequently thanks to the ridiculous amount of food enemies drop with the Feast skill.
  • One-Hit Kill: While under the effects of Mogu Mogu or Sensitive Voice, Okayu can eat anything that's not a boss, regardless of its size and health, defeating it instantly.

    Inugami Korone 
https://static.tvtropes.org/pmwiki/pub/images/korone2.png
By day, she's a mild-mannered baker's dog. By night, she's the infamous DooG Slayer. Here, she's a bit of both, defeating foes with a smile and her own two fists.
  • Achilles' Heel: Korone excels at dealing with hordes since she can collect their yubis, keeping her Haste buff at maximum which keeps her at peak performance. Any wave that removes all enemies from the screen in favor of a boss and their (comparatively) small entourage means that Korone's offense suddenly tanks, making it very difficult to regain her Haste and do damage through Orayo alone.
  • The Berserker: Her "Endurance" ability and the "Piki Piki Piman" item associated with her both make her stronger when taking damage, and she has high health and a short range attack. Though she's not invincible, a reckless approach is encouraged to maximize her damage through Endurance and Korone Brainwashing.
  • Fingore: Getting their yubis taken can't be pleasant for her unfortunate enemies.
  • Gathering Steam: A more immediate example than most characters. With Korone Brainwashing, defeated enemies have a chance to drop Yubi which can be collected to give her a Haste buff for several seconds, which can stack up to 30 times. Her offense is superb when she has maximum Yubi and the skill is maxed out, but it will drain quickly if marked enemies aren't being defeated quickly enough.
  • Gameplay and Story Segregation: Her unique weapon, Orayo, might paint her as a pugilist at first glance, but it's classified as a multishot weapon, albeit an extremely short-ranged one. Items that specifically boost melee damage like Ninja Headband don't work on Orayo.
  • Good Old Fisticuffs: Unlike the other idols, Korone attacks by directly punching enemies with her fists. With upgrades, this can easily turn into Rapid-Fire Fisticuffs.
  • Health Potion: Ordinarily, dogs and chocolate don't mix, but Korone's version of this trope is Choco Coronets. Defeated enemies will sometimes drop the eponymous pastry, which, when picked up, restores Korone's health. Unlike the health burgers, picked up Coronets will be stored in a stack and consumed over time rather than immediately. This was later changed to temporarily increase her maximum health after eating a Coronet and to improve all healing by a certain percentage.
  • Perpetual Smiler: Unlike the other talents who sport neutral expressions ingame, Korone's sprite depicts her with her famous open-mouthed smile.
  • Rapid-Fire Fisticuffs: When Orayo is fully upgraded, Korone can infinitely punch enemies without pause.
  • Stone Wall: She has several skills centered on healing herself, increasing her max HP and reducing the damage she takes, but her only skill to increase her ATK is fairly weak and conditional, and is reliant on taking damage to activate. Korone Brainwashing gives her a massive buff to attack speed when maxed, but she loses stacks of Yubi quickly. She has to gradually wear her opponents down through Orayo in most cases.

Hololive Japan - Generation 0

    Tokino Sora 
https://static.tvtropes.org/pmwiki/pub/images/sora2.png
The very first idol under Hololive's banner, and considered by many to be The Hololive idol. Sora's a goddess who wields the power of the stars and stardom in combat.
  • Assist Character: Sora can summon Ankimo, who will charge in and attack whatever enemies are closest to Sora, knocking them away. He has a chance of immobilizing enemies he attacked, setting them up for Sora's main weapon.
  • Crippling Overspecialization: Sora's kit is more focused on healing her than actually doing damage, with every passive except summoning Ankimo having some kind of heal attached to it, while the offensive buffs they confer are either minor or situational. Her main weapon being rather sluggish to fire also doesn't help. As a result, her overall DPS is quite low even with a full bar of weapons, and on higher difficulties like stage 1 hard mode, Sora may have a hard time catching up. Fortunately, this is subverted after a later patch which improved Sora's offensive buffs and increased the frequency of her skills' healing to provide better synergy with Idol Healing. Now, a properly built Sora can deal copious amounts of damage while being kept alive by near-constant healing.
  • Damage-Increasing Debuff: "You're the Enemy, Then" gives Sora a chance to place a stacking debuff on her target that causes them to take more damage from her attacks and healing her when defeated. Additionally, her Idol Healing passive causes those within 100 pixels of Sora to take more damage proportional to the amount of health she restored.
  • Mighty Glacier: She is usually built like this on Endless mode, with Piki Piki, Full Meal and defensive items, and zero investment into speed. She just lets the enemies whale on her while her special both tears them apart and outheals any damage done to her.
  • Super Mode: Her special has her grow damaging wings and ups her attack and healing by 50%. Damage inflicted by the wings also heals her.
  • Trap Master: Not a trope you might expect from the purest of idols, and yet. Because her stars stick around for a second before disappearing, spinning like buzzsaws and knocking enemies back, Sora can be quite good at keepaway, especially on Stage 2, where enemies mostly come from only two directions.
  • Weak, but Skilled: Sora lacks in the way of buffing her stats directly for the most part, and requires a bit more of a technical approach to get the most out of her:
    • Her main weapon is underwhelming if it hits foes unoptimally — either at close range or just out of range — requiring the weapon to hit foes at the right sweetspot to get the most out of its multi-hits.
    • Idol Healing dealing damage to foes when healing can only do so much damage if Sora doesn't have enough optimal heals, not as part of a tank build, but as another means of offense, meaning redundant procs of the ability from various healing items (Just Bandages, Uber Sheep, and Nurse's Horns, just to name a few) is required to have the ability serve as crowd control.
  • White Magician Girl: The most healing-focused idol since Fauna, with one of her skills healing her, another triggering upon healing, and her special also healing her. She even "heals" enemies (gameplay-wise, it just deals damage, but flavorfully, she's purifying the brainwashing out of them).

    AZKi 
https://static.tvtropes.org/pmwiki/pub/images/azki2.png
The diva of hololive and quite the songstress besides, to the point where her Diva Song makes an excellent weapon.
  • Fragile Speedster: Much like Kronii, while she is not necessarily more fragile than other characters, her skills are based on not taking damage, so any collision with an enemy can represent a massive tempo loss that can easily snowball a situation into an irrecoverable disaster. In fact, she is arguably even more fragile than Kronii: she has two skills that break upon taking damage to Kronii's one, she also has no built-in self-healing, contrarily to Kronii, and her Special is nowhere near as good a panic button as Kronii's full screen freeze is. She does, however, compensate for these disadvantages with what amounts to a built-in Smart Bomb every 5 seconds and an extremely powerful main weapon that can tear through hordes when Awakened, compared to Kronii's very short-ranged Clock Hands that leave her very vulnerable to retaliation.
  • Gathering Steam: AZKi's Encore skill increases in damage based on how many enemies she kills within 7 seconds, increasing by 10% per kill, which can easily create quite a powerful burst of damage.
  • Lightning Bruiser: Similar to Kronii and Fubuki, AZKi is at her strongest if she can waltz around enemies without taking damage. Performance gives her a stacking SPD and dodge chance buff every second of her not being hit, and Virtual Diva gives her more Haste the longer she can avoid bumping into enemies. She also hits quite hard from the get-go with her Diva Song.
  • More Dakka: Her Diva Song, when awakened, grants a 75% chance of the notes splitting into two additional notes that deal slightly less damage. Paired with her innate Haste boosts, she can fire off her notes at a rapid pace, splitting into more notes that can decimate hordes of enemies.
  • Musical Assassin: Most of AZKi's passives revolve around her dancing around the stage and defeating enemies with her singing.
  • Not the Intended Use: In 0.6, the buff to AZKi's Diva Song allowed her split notes to also trigger stamps, which combined with the reworked Greed Stamp based off of damage, and her Diva Song dealing significantly more damage, made her a incredibly powerful Holocoin farmer that beats out even IRyS.

    Roboco-san 
https://static.tvtropes.org/pmwiki/pub/images/roboko2.png
An artificial idol from a bleak future. Roboco also wields a gun, but hers is more "Hi-Spec".
  • Gathering Steam: The higher level she is, the better bonuses to attack and crit she gets from Hi-Level, and her other abilities also encourage her to level up (by giving her bonus EXP or by giving her a shock aura for a few seconds when she levels up, the damage of which also scales with her level).
  • "Instant Death" Radius: Robo-Discharge creates a field of electricity around her whenever she levels up. Notably, if Roboco levels up again while the Discharge is still active, instead of simply resetting the duration of the discharge, she gains a new instance stacking with the previous one. This means that if Roboco abruptly levels up several times (this can happen, for example, from picking up an XP vacuum), she can gain several overlapping Discharges and absolutely ravage everything in the area.
  • Magikarp Power: A low-level Roboco is a sad sight. Hi-Level does basically nothing, and her peashooter is poorly suited to dealing with hordes, so she's frantically flailing around trying to level up so she can activate Robo-Discharge. Her level 7 weapon, on the other hand, is a Wave-Motion Gun, and unlike most characters, she can keep scaling infinitely.
  • Rare Candy: Zig-zagged. While they're not at all "rare" by any stretch of the imagination, despite the low drop chance stated on the ability card, the batteries dropped by enemies under the effects of the Batteries Charged passive do give Roboco some experience when picked up. Given the sheer amount of enemies on-screen at any given time, one can expect to find a lot more batteries than "20% chance to drop" would suggest.
  • Shock and Awe: Two of her three skills, as well as her special, involve blasting enemies with electricity.
  • Super Mode: Her Hi-Spec Mode gives Roboco a massive buff to every stat for 8 seconds, all of which stack with their current values at the time of activation.
  • Wave-Motion Gun: At max level, her pistol becomes this, whereupon it trades its default volley of small, weak shots for a massive energy ball that pierces through many enemies at once.

    Hoshimachi Suisei 
https://static.tvtropes.org/pmwiki/pub/images/suisei2.png
The diamond in the rough, Suisei is a comet idol who wields a mean axe and never fears to use it.
  • A-Cup Angst: Like Gura and Ina before her, she is classified as "flat", and thus gets an attack area size bonus when using the Cutting Board and Flattening Board weapons, as well as the smallest size when using the Bounce Ball weapon.
  • Brutish Character, Brutish Weapon: Her basic attack is an axe swing. If the Suicopath passive is unlocked, then defeating enemies with the axe swing or Psycho Axe and its Collabs also has a chance to heal her.
  • Close-Range Combatant: Her true strength early on lies in her Awakened weapon. The Axe Swing's max level ability to deal three times the damage from guaranteed critical hits means her optimal damage output before getting a collab item is dealing with enemies up close and personal.
  • Critical Hit Class: Suisei has the highest base CRT of her generation, and all of her skills are related to Crits: Stellar and Blocks Master are triggered by one, while Suicopath increases Crit chance. Finally, her Awakened Axe Swing attack gives a guaranteed Crit and 3x damage on her swings.
  • Crutch Character: Downplayed, since she mostly remains relevant throughout the entire game, but she is this compared to her fellow Critical Hit Character, Hakos Baelz. With her Awakened weapon dishing out guaranteed critical hits for 3x damage, Suisei is a monster on one-weapon runs and one of the powerhouses of Concert Mode. By contrast, Bae has an awful main weapon and skills that don't really shine until she has amassed an impressive arsenal, but her critical damage multiplier applies on all weapons, meaning that she can ultimately achieve a much higher damage output than Suisei on longer runs.
  • Death from Above: Her special ability causes Tetris blocks to fall from the sky and squishing enemies, dealing high damage to them and immobilizing them for 5 seconds. With the Blocks Master passive, Suisei also has a chance to cause weaker blocks to fall on a critical hit.
  • "Instant Death" Radius: With Stellar, Suisei can dish out the damage of her crits to everything in her immediate vicinity. At high levels, when Suisei is dishing out crits left and right while fighting massive hordes, Stellar is mowing down everything around her nonstop.
  • Squashed Flat: Enemies who got a Tetris block landing on them will look like this.

    Sakura Miko 
https://static.tvtropes.org/pmwiki/pub/images/miko2.png
The shrine maiden of the original generation, best known for her nasally high-pitched voice. Miko uses the traditional cleansing Gohei stick to attack enemies.
  • Confusion Fu: Baby Language? is Miko's status as The Unintelligible weaponized. Enemies confused by this passive will move more slowly and suffer from an ATK debuff for 3 seconds.
  • Crutch Character: Her base weapon is extremely powerful due to its double swing and knockback, her debuffs allow her to essentially ignore the damage of early enemies, and she gains passive healing and speed boosts early, allowing her to be an easy stage mode destroyer. However, she has a poor native attack boost and nothing to compensate for it, meaning that even with multiple collabs, her damage output is mediocre. When her primary weapon loses its relevancy as Endless hordes start coming in, Miko can't stand her ground.
  • Gradual Regeneration: Her Eroge skill basically functions like this, slowly regenerating health for as long as Miko "conquers" enemies.
  • Kill It with Fire: Demon Lord's Domain creates a massive lava patch around Miko that moves with her. Anything that strays inside this patch will take 50% more damage on top of the burn inflicted by the area-of-effect. Additionally, the specific weapons buffed by her Elite passive all have fire damage components to them.
  • Magic Knight: Her skills are mostly focused on healing or debuffing, but she also packs a mean punch with her stick.
  • Situational Sword: The specific size buff of her "Elite" passive only applies to appropriately "Elite" weapons, namely those associated with herself, such as the Lava Bucket and the two things it collabs into, Elite Cooking and MiComet. Any other weapon type will be unaffected.
  • Spam Attack: Starting at level 4, her gohei swings twice per attack. With enough haste, she can swing extremely fast. This synergizes with her Baby Language? and her Awakened weapon debuffing enemies on hit.
  • Written Sound Effect: Whenever Baby Language? procs, it manifests as huge lettering that spell out Miko's Verbal Tic "nye"/恫恇.

Hololive Japan - Generation 1

    Akai Haato 
https://static.tvtropes.org/pmwiki/pub/images/haato2.png
A kind, red-hearted idol and her sister, the self-proclaimed "strongest idol"... who happen to share a body. This young lady uniquely has different abilities depending on which of her is in control.
  • Fusion Dance: Coexistence allows her to gain all the properties of Haato and Haachama at once, which not only gives her a bunch of skills making her a Master of All, but also allows both her main weapons to fire simultaneously.
  • Glass Cannon: Haachama gains an attack boost and a damage over time poison, but has no means of defending herself.
  • Jack of All Stats: By way of Multiform Balance. You can successfully run Haato as an attacker, a tank, or a mixture of both (although the massive 30% damage resistance of the Haato form combined with the insane crowd control power of her Orbiting Particle Shield with the right stamps make the tank build more favored in general).
  • Magikarp Power: She starts out with a rather weak main weapon, with Haachama's ranged hearts in particular barely making it halfway across the screen before petering out. She also has effectively no special to help her out in the early game. However, once she has all her skills ready to go, she can be a powerhouse - Haato is exceptionally good at keeping enemies away from herself with her Orbiting Particle Shield (especially with the right stickers) while she rests and regenerates, while Haachama, despite her low attack boost, can output impressive DPS against big hordes with her poisoned hearts. When in a pinch, the two can combine into the monstrous Haatochama that gains all their powers combined and can deal with almost any situation thrown at her.
  • Mechanically Unusual Class: Rather than have a standard Limit Break ability, her special instead allows her to change between Haato and Haachama, changing the functions of her main weapon and skills, which is aided by the unnaturally short cooldown timer. In addition, to make up for her lack of a standard Limit Break, one of her skills essentially functions as her Special instead. This uniquely allows what is effectively her special to level up, increasing its duration and decreasing its cooldown, but it does mean she can't make good use out of effects that reduce Special cooldown.
  • Multiform Balance: Haato heals over time, takes less damage, and has a shield-type weapon that's great at keeping enemies away from her. Haachama gains a small attack boost and dishes out potent poison with her long-range weapon attacks. Neither of the forms are as powerful as a specialized attacker or tank would normally be, but the ability to change styles to suit the situation at hand makes up for this.
  • Orbiting Particle Shield: Haato's version of Red Heart functions as one.
  • Poisoned Weapons: Haachama's weapons apply a damage over time effect represented by a spider icon attached to the enemy.
  • Stone Wall: Haato has damage resistance, passive healing, and a weapon that's great at protecting herself, but zero damage capabilities (until her weapon starts debuffing enemy defenses).
  • Status Effect: Upon Awakening her weapon, it can inflict stat debuffs on enemies; interestingly, Haato reduces defense, while Haachama reduces damage, allowing each form to somewhat cover its weak spot. In Coexistence form, she can apply both debuffs at once.
  • Swap Fighter: Her special ability lets the player swap between Akai Haato and Haachama, which alters her weapon and skills to fit either a defensive or offensive playstyle.

    Yozora Mel 
https://static.tvtropes.org/pmwiki/pub/images/mel2.png
The sweet and adorable "banpire", who has a (un)surprisingly mean bite.
  • Draw Aggro: The plates she drops to the ground are irresistible to nearby enemies, who will momentarily drop chasing Mel to have a bite, leaving themselves open.
  • "Instant Death" Radius: Her special ability projects a radial aura around her that "bans" any enemy inside.
  • Lethal Chef: Her cooking is very lethal to enemies.
  • Life Drain: Her primary specialty. Kapu Kapu and Acerola Juice provide her with the ability to heal by inflicting damage, while Genius Vampire feeds into that by spawning bats to dish out additional damage to enemies when she heals this way.
  • Lightning Bruiser: Mel deals great damage with her skills, and can easily stay alive with plenty of ways to inflict lifesteal. Building the Jingisukan in particular, turns her into a total juggernaut whose Acerola Juice is permanently active and allows Mel to constantly summon bats all over the place for lots of damage.
  • Man Bites Man: Her main "weapon", so to speak, is represented as bites using her vampire fangs.
  • Spam Attack: Her Awakened weapon strikes twice. This means that Mel can munch on enemies quite frequently, especially with the appropriate sticker.
  • Trap Master: Her food serves as traps for enemies, but in a pinch she can also consume her own cooking in order to get her Acerola Juice flowing.

    Natsuiro Matsuri 
https://static.tvtropes.org/pmwiki/pub/images/matsuri2.png
A high-school girl who is also supposedly GOD, fighting with a giant Ebifrion she uses as a hammer.
  • A-Cup Angst: She's one of two characters in the 0.5 update to be classified as "flat", and thus gaining the same bonuses and penalties as Gura, Ina and Suisei. The other is Shion.
  • Bolt of Divine Retribution: Her GOD skill gives her a chance to counter with a beam from that sky that travels vertically across the screen whenever she takes a hit, inflicting heavy damage to any opponents caught in its path.
  • Difficult, but Awesome: Matsuri's Special is easily one of the most difficult Specials to use properly, as it requires you to properly time the beats alongside having to avoid the enemy swarm. Improper usage will get Matsuri instantly killed in the swarm, but when used properly, it's among the most damaging Specials with powerful knockback.
  • Grievous Harm with a Body: Matsuri's basic weapon is a large Ebifrion wielded as a bludgeon.
  • Mechanically Unusual Class: She is the only character in the game that places significant emphasis on dexterity. Her Ebifrion can be swung faster if the player presses the directional button in the proper direction, but messing it up will cause the attack to fizzle out. Her special also requires pressing X several times with the proper timing in order to get maximum damage, kind of like Donkey Kong's Final Smash in Super Smash Bros. Brawl and prior to Super Smash Bros. Ultimate.
  • Spin Attack: Mechanically-speaking, her Ebifrion is supposed to be used like this. If left to automatically attack, it will only cover a small arc in front of Matsuri and swings slowly, but if directly controlled by hitting the directional keys in sequence, the Ebifrion will be swung much faster in a full circle. This encourages an attack style where the player as Matsuri spin around non-stop while moving.

    Aki Rosenthal 
https://static.tvtropes.org/pmwiki/pub/images/akirose2.png
A belly-dancing half-elf with floating twintails, which can apparently fire laser beams.
  • Attack Drone: Her default weapon has her floating twintails automatically target and engage either the closest enemy or a random enemy, even flying across the screen if they have to.
  • Beam Spam: Aki attacks by firing green lasers from the "portals" of her floating twintails. At high weapon level, Aki can fire off more lasers than she physically has hair bands. By further upgrading her Aik with the Projectile Up and Haste Up Stamps, Aki can fire a nonstop barrage of lasers.
  • Death of a Thousand Cuts: She has no traditional attack boosts, but she deals damage to enemies whenever she inflicts a status debuff. And with the right collabs (and especially when she uses her special), that's all the damn time.
  • Charged Attack: Belly Dancing allows her to gather energy by moving, then unleash it when she stands still, with damage based on the time she spent moving. There is no upper cap on the amount of charge that can be gathered this way. Keep moving for a couple of minutes, and you can easily dish out over a thousand damage to everything in the vicinity.
  • Gathering Steam: Aki needs to keep moving in order to build up her Belly Dance stacks, with standing in place unleashing her built-up stacks as a powerful full-screen blast. This does mean she suffers somewhat from the same problem as pre-0.4 Kiara. At least her weapon autoaims so it's a little easier to deal with having to constantly dance in place, though it can still get a little painful on the fingers.
  • Rapid-Fire Fisticuffs: Mukirose inflicts an absolute hurricane of punches on everything taking status debuffs in her vicinity (so absolutely everything).
  • Standard Status Effects: The whole focus of her character is piling a bunch of these on nearby enemies with Aromatherapy while damaging them through Mukirose in the process. Her special Shallys also slows down enemies (triggering Mukirose a bunch of times).
  • Status Effect-Powered Ability: Aki's Aromatherapy and Mukirose skills center around giving her enemies various and random debuffs and dealing damage based on those debuffs - getting close gives her enemies debuffs, and the more debuffs inflicted on the enemy, the more damage they take.
  • Sucking-In Lines: Belly Dance creates this visual effect around her, and the more she charges, the more awe-inspiring the visuals get.
  • Swiss-Army Superpower: Shallys doesn't seem too impressive on its face, but it's one of the most versatile specials in the game. Its base damage is nothing special, but it rapidly stacks speed debuffs on enemies, not only slowing them to a crawl, but also triggering Mukirose repeatedly for constant damage, ultimately dealing much more damage than it seems like it should. On top of that, it also heals Aki. Due to this, there is almost no situation it can't answer. Swarmed by enemies from all sides? Bust out the Shallys. Waves of fast enemies chipping away at your health at an unsustainable rate? Deploy the Shallys. Nodoka unleashing a Bullet Hell storm in your face? It's Shallys Time.

Hololive Japan - Generation 2

    Oozora Subaru 
https://static.tvtropes.org/pmwiki/pub/images/subaru2.png
A sports manager/police officer who might be an anthropomorphic duck. She comes with a large supply of baseballs and a great pitching arm to throw them with.
  • Heroic Spirit: Her Sunny Optimism skill allows her to gain stacks of Optimism when she takes hits. If she is defeated while having Optimism stacks, instead she recovers a bit of health and gains invincibility frames based on the amount of Optimism she had.
  • One-Hit KO: She periodically generates stacks of Handcuffs, and as long as she has some, any non-boss enemy that touches her fails to do damage and gets automatically arrested and defeated.
  • Stone Wall: Subaru has decent starting stats, and primarily plays more on the defensive side with her Handcuffs and Duck Whisper. That said, a fully built Subaru can become quite the juggernaut, dishing out powerful shots with her baseballs and shouts, instantly defeating any enemies who dare to touch her, and effectively has an Auto-Revive to help her get out of tough situations.
  • Super-Scream: Her special ability weaponizes her signature lack of an indoor voice into a cone-shaped sonic attack. Her Duck Whisper skill also allows her to quack periodically, inflicting damage on enemies based on their proximity.
  • Weaponized Ball: Her basic weapon is a thrown baseball. It's more deadly than it sounds, as Subaru's skillset gives her an innate boost to Haste, and the maxed out weapon is one step removed from firing at a machine gun's pace.

    Yuzuki Choco 
https://static.tvtropes.org/pmwiki/pub/images/choco2.png
The beautiful nurse of the Demon Realm Academy. She wields a giant syringe and its mysterious contents as her weapon.
  • Charm Person: Her Demon Whisper and her special both allow her to make fans turn on other fans.
  • Chef of Iron: Chocotto Cooking has her cooking instant meals from supplies dropped by defeated enemies to heal herself.
  • Critical Hit Class: Chocotto Cooking increases the damage of her crits, crits from her Awakened syringes heal her, and any crit has the chance of charming the target to her side. Uniquely, she is the only character whose heals can crit, also devastating the area around her.
  • Giant Medical Syringe: Her weapon of choice. Fittingly, when awakened, it does extra damage to any enemy that is hit with the tip of the needle.
  • I Have Boobs, You Must Obey!: Her special ability and Demon Whisper skill (both of which reference her Ms. Fanservice nature) can charm enemies and cause them to briefly fight on her side. As the cherry on top, the icon of her ability is literally her Cleavage Window.
  • Magikarp Power: She is a little underwhelming in the early game. Her syringe has narrow radius compared to most melee attacks, enemies may not be plentiful enough to consistently keep her Chocotto Cooking active, and for a Critical Hit Class, she has no way of actually boosting her critical threat chance without items. However, because her heals convert into damage output, it's easy to build Choco to have insane resilience without sacrificing any raw power.
  • Power Floats: Choco's primary method of moving around the map is by floating. Unlike other float-type characters, however, she does stand on her legs when stationary instead of hovering above the ground.
  • White Mage: She is a nurse, so of course she has healing synergies. But, she is also a demon nurse, so these translate into plenty of pain for her opponents.
  • You Have Researched Breathing: Despite them being an integral part of her own body, Choco still needs to actually obtain the Nurse's Horns to benefit from them.

    Murasaki Shion 
https://static.tvtropes.org/pmwiki/pub/images/shion2_7.png
An overly smug and cocky young witch, who wields her demeanor like a weapon and backs up her confidence with some rather powerful black magic.
  • A-Cup Angst: She's one of two characters in the 0.5 update to be classified as "flat", and thus gaining the same bonuses and penalties as Gura, Ina and Suisei. The other is Matsuri.
  • Crutch Character: She has multiple skills that inflict damage in a wide area, which is extremely powerful at the start of the game and will utterly erase hordes of early enemies from existence. However, these skills heavily fall off in the lategame, as they simply cannot compete with powerful collabs, and Shion's only ability to boost her attack power is weak and conditional. This means she is heavily reliant on items to keep her damage output up to snuff. It doesn't help that her special is extremely strong early on, but the fact that it pauses all of Shion's weapons for several seconds will result in an overall loss of damage in the late game, making it only useful as a repositioning tool. All that being said, the nerfing of collabs and the introduction of Beetle in 0.6 gives Shion's skills a better chance to shine in the lategame.
  • Difficult, but Awesome: Playing her effectively can be tricky, since you need to manage her portals while trying to stay in range of her Magic Garlic as it randomly takes her every which way. In addition, her Magic Missile is a little difficult to aim, especially from level 2 to 6 since it shoots two projectiles diagonally. However, played to her strengths and aided by good knowledge of the stage, Shion can cheese a lot of difficult enemy waves with her portals while still having tricks left over for any time she's cornered.
  • Diving Kick: Her special ability is the patented "KusogaKick". It manifests during gameplay as a giant Ground Pound attack that does massive damage to any enemy inside the highlighted circle.
  • Magic Missile: Her Murasaki Bolt, a basic magic projectile vaguely shaped like an arrow.
  • Not the Intended Use: KusogaKick can actually be used defensively, as Shion will avoid all attacksnote  while her character model is offscreen, thus giving the player some breathing room and regenerate shields, if they have any.
  • Squishy Wizard: Shion has very poor base HP at 50, and doesn't move very fast. She makes up for it with powerful skills that dish out heavy damage in a wide area, and a Special that lets her momentarily avoid all attacks before countering with a powerful knockback.
  • Thinking Up Portals: Black Magic creates black holes on the ground that emit damaging pulses, but also allow Shion to warp from one to another.
  • Troll: Her skills are themed around being "annoying" as they give her plenty of ways to escape the consequences of her actions — Black Magic drops portals that she can jump between to escape crowds, Cheeky Brat lets her avoid damage at intervals (while also giving her a damage buff every time she does, encouraging players to ask for trouble), while Magic Garlic gives her an assistant that helps charge her KusogaKick special, which lets her jump into the sky and reposition anywhere she wants, the epitome of a "Get Out of Jail Free" attack.

    Nakiri Ayame 
https://static.tvtropes.org/pmwiki/pub/images/ayame2.png
A young oni girl, full of good cheer, Nakirium and premium sake, who marches to battle with her trusty twin katanas, Asura and Rasetsu.
  • Close-Range Combatant: She is heavily geared towards relying on her katanas. Their level 5 upgrade causes them to attack both in front and behind, meaning she doesn't need to worry as much about being surrounded, Nakirium gives her a speed boost for every enemy within 120 pixels, and causes enemies within that range to drop extra XP when defeated, Lady Of Oni only awards a haste boost if the enemy had been hit with her katanas at least once before defeat, and Ayame Defence Field gives her some breathing room if anything does get through.
  • Death of a Thousand Cuts: She has no attack boosts, but Lady Of Oni allows her to reach an up to 40% haste increase, one of the biggest boosts in the game behind only Kronii and Ollie.
  • Dual Wielding: Her basic attack hits twice right off the bat.
  • Hitodama Light: When her swords are Awakened, they sever spirits from slain enemies' bodies, turning them into blue fiery projectiles. If Ayame cuts down a large horde, she can create plenty of these to boost her damage output.
  • Lightning Bruiser: Ayame slashes up everything in sight with her twin katanas with incredible speed, and her Ayame Defense Field grants her good durability on top of it, which is balanced out by her short attack range.
  • Some Kind of Force Field: Every few hits, her Defense Field negates a hit and gives her several seconds of invincibility.
  • Technicolor Fire: Her twin swords are covered in blue and purple flames when Awakened.

    Minato Aqua 
https://static.tvtropes.org/pmwiki/pub/images/aqua2.png
A clumsy but well-meaning NEET maid who, in equal parts determination and desperation, is constantly throwing her mop around.
  • Broomstick Quarterstaff: Her starting weapon is a mop that attacks in a cone in front of her. Upgrading it will summon additional mops to cover a larger area.
  • Critical Hit Class: "Cleaning Maid" increases Aqua's crit damage to all enemies within her Pick Up Range. Combined with her high base crit chance and various crit-boosting items, Aqua is capable of churning out some very impressive damage numbers from her crits.
  • Damage-Increasing Debuff: Fully upgrading her mop gives Aqua a chance to apply Wet stacks to enemies hit by it. Being Wet causes enemies to take 20% more damage from mop hits, and the debuff can stack to 5, basically allowing Aqua to deal double basic attack damage in optimal condition.
  • Glass Cannon: Aqua has very low starting HP, but to make up for it, her attack power and crit chance are exceptionally high among the cast. That said, her Sololive skill increases her HP to mitigate this trope.
  • Long-Range Fighter: Her "Sololive" skill provides Aqua with a hefty damage boost as long as enemies stay a certain distance away for her, making ranged weapons and items that excel at playing keep-away a must for her. This also means she's one of the few characters who gets good mileage out of the often situational Devil Hat item.
  • Mechanically Unusual Fighter: Similar to Okayu's starting weapon, Aqua's mops are affected by gravity and will arc downwards towards the bottom edge of the screen when thrown. This makes upward shots more difficult to pull off without actually taking their trajectory into account due to their sharper downward travel.
    • Aqua's "Cleaning Maid" skill is the first to scale in effectiveness with Pick Up Range, making items like Limiter and Knightly Milk a key part of optimizing her damage output instead of just being Boring, but Practical buffs to the aforementioned stat.
  • Mythology Gag: Aqua's starting HP is 44.5, a reference to her accidental weight reveal during a stream that blew up into a major meme associated with her.
  • Power at a Price: Aqua's "Klutz" skill increases the number of projectiles of multi-shot weapons in exchange for a small chance for said projectiles to do reduced damage.
  • Shrinking Violet: Her introvert nature is conveyed in this game by her "Sololive" skill, where she gets an ATK boost if there are no enemies within her vicinity and a SPD boost (to create distance easily) otherwise. The Solo stamp, which bears the "AKUKIN Constructions" logo, also reflects how she prefers to do solo streams.
  • Stylistic Suck: Her NEKO Special is a direct adaptation of her poorly-drawn NEKO.

Hololive Indonesia - Generation 1

    Moona Hoshinova 
https://static.tvtropes.org/pmwiki/pub/images/moona3.png
A lunar goddess masquerading as a former university student. She is not afraid to show her foes the dark side of the moon.
  • Action Bomb: Moona's skill "Lunar Construction" makes it so enemies have the chance to drop Lunar Blocks. Whenever she gathers 5 Blocks, Moona will build an exploding bunny who runs to the nearest enemy horde, dealing up to 500% her attack power at max level and giving her extra Special meter for each fan defeated by it.
  • Colony Drop: Like Sana, Moona uses a "Crescent Moon" as her Main Weapon, though she throws it like a boomerang instead.
  • Easter Egg: Playing as her replaces "Stolen Piggy Bank" item with "Retrieved Piggy Bank". She's the one Risu stole the piggy from, after all.
  • Jack of All Stats: Moona's starting stats are fairly well-rounded aside from her low crit rate, and her skills combine crowd control, burst damage, and status buffs without leaning too heavily into one specific playstyle.
  • Kill Sat: A massive beam of moonlight falls upon her when she uses her Special, "Moon Goddess". The main purpose is to transform her into her goddess form, but it also hurts fans caught in its radius.
  • Lunacy: Apart from the obvious lunar motifs, at maximum level Moona's Crescent Moon creates a brief burst of Full Moon whenever it hits 5 targets with a single throw, which deals extra damage (with more Full Moons created for every next 5 enemies in that throw).
  • Magic Music: "Moon Song" periodically creates a purple orb with a music note in it. It sucks in nearby enemies to itself and deals damage per half second to enemies caught in it until it fades, with its size and damage increasing as it is leveled.
  • Purple Is Powerful: Moona has among the highest starting stats of any character, and her color scheme is predominantly purple. Her Crescent Moon is initially yellow, but becomes bright purple when AWAKENED.
  • Status Buff: "Moona & Hoshinova" skill grants Hoshinova buff, which increases attack up to 60% at max level. Whenever she gets damaged in this state, the attack buff instead becomes a defense buff which reduces incoming damage by 15% (which doesn't change no matter the level) for 5 seconds before re-applying her attack buff again.
  • Super Mode: Her special transforms her into her goddess form. The transformation deals damage to her surroundings, changes her thrown crescent moon into a much larger crescent moon slash (which gets even larger when AWAKENED) and significantly increases her attack power and movement speed.

    Ayunda Risu 
https://static.tvtropes.org/pmwiki/pub/images/risu2.png
The nuttiest squirrel girl you've ever known, who can and will pelt everyone with as many nuts as possible.
  • Achilles' Heel: She is very main weapon-centric, but her Nuts aren't that strong individually, which is made up for by their sheer numbers and high chance to deal extra damage to normal enemies. This does mean she may struggle to bring bosses and minibosses down, as they are immune to the effect of Deez. For the same reason, she falls off once the YAGOO swarm starts spawning on Endless, as these are considered minibosses and have Contractual Boss Immunity.
  • Death by a Thousand Cuts: Risu's nuts don't do a lot of damage individually. This is made up for by her ability to absolutely FLOOD the screen with them once her skills are properly leveled up, in addition to their ability to deal percent damage to mooks.
  • DoppelgƤnger Attack: The "DLC" skill creates a temporary copy of Risu, weapons and all, after you gather enough Holocoins.
  • Edible Ammunition: Her Main Weapon has her throwing peanuts. Meanwhile her special seems to be a rain of giant acorns.
  • Fragile Speedster: Risu has a high speed modifier and her weapon is built to absolutely shred mooks with its rapid firing rate and Percent Damage Attack. However, she can't really take a hit due to her low base HP and lack of defensive skills.
  • More Dakka: Risu is built around firing off her Nuts all over the place. Her basic Nuts weapon fires a fan of nuts. "Nonstop Nuts" causes enemies defeated by her Nuts to spread into more Nuts, potentially causing a cascade of damage. "DLC" creates more copies of Risu to fire even more Nuts across the stage.
  • Percent Damage Attack: Her "Deez" skill gives her main weapon a chance to deal up to 25% of a non-boss enemy's maximum HP, making it very useful for defeating mobs in the lategame.
  • Pinball Projectile: Upgrading her Nuts to AWAKENED causes them to ricochet upon hitting the edges of the screen.
  • Stuff Blowing Up: Her Nonstop Nuts passive causes enemies defeated to have a chance to explode on KO and shotgun nearby targets with even more nuts.

    Airani Iofifteen 
https://static.tvtropes.org/pmwiki/pub/images/iofi3.png
An artistic alien from a faraway world, ready to paint the world using her trusty brush.
  • Achievement Mockery: You get an achievement for using Iofi's Special but not actually doing anything with it during the 20-second duration.
  • Art Attacker: It wouldn't be Iofi without painting, after all; her main weapon is a paintbrush, and her special features a minigame where the player can draw a shape on the screen.
  • Critical Hit Class: Alien Brainwashing and her Awakened paintbrush increase her critical hit chance.
  • Omniglot: One of her Skills, "Polyglot", shouts out to her fluency in multiple languages, as shown with multiple bubbles with certain language symbols inside each that increase a certain stat. English increases speed, Japanese increases critical rate, Korean increases attack speed, Indonesian increases attack power, and German increases pickup range.
  • Stone Wall: She doesn't do massive amounts of damage, especially when the potency of the Polyglot explosions starts to wane in the lategame, but her skill Erofi makes her very resilient. Combined with Full Meal and a tanky build, Iofi can take hits like nobody's business.
  • Time Stands Still: When Iofi uses her Special, time stops completely to give you the chance to paint all over the enemies, albeit at the cost of freezing the timer.

Hololive Indonesia - Generation 2

    Kureiji Ollie 
https://static.tvtropes.org/pmwiki/pub/images/ollie2.png
An energetic (and thirsty) zombie who brandishes the sword in her hair to cut down her opponents.
  • A-Cup Angst: Being one of the resident "flat" members of Hololive, Ollie also receives the same passive attack size buff to the Cutting Board and its associated Collabs.
  • Achilles' Heel: She really doesn't like dealing with shooting enemies while the Undead health debuff is active. The massive attack boost will usually shred most melee enemies before they can get close enough to deplete her lowered HP, but ranged enemies don't need to worry about that and can tear her apart like tissue paper with just one or two attacks if she doesn't dodge their projectiles perfectly.
  • Cast from Hit Points: When her Simp of All Time passive procs off of picking up merchandise, Ollie will take a flat 5 points of damage to her health in exchange for the Haste and SPD buffs. This lost health is not lethal by design, as Ollie bottoms out at 1 HP if her health is low enough when Simp of All Time activates, and will regenerate after a few seconds, but can snowball if multiple items are collected in a short window of time, or if the player is already taking damage from enemies at the same time.
  • Difficult, but Awesome: Ollie's playstyle encourages reckless play in order to take advantage of her skills, particularly her Undead skill that boosts her attack power based on how much max HP she's lost. Played poorly, Ollie will waste her undead status and die quickly, but a well played Ollie can shred most enemies in seconds and is effectively immortal.
  • Elemental Powers: Her Zombie Jutsu grants her a variety of elemental attacks that she can unleash on her unfortunate opponents. The first tier creates a burst of flames, the second tier creates an Orbiting Particle Shield of water orbs, the third tier unleashes a barrage of countless boulders on enemies, and the final tier rains down bolts of lightning on every enemy on screen, dishing out massive damage and stunning them.
  • Fangirl: Her skill "Simp Of All Time", makes it so some fans drop Hololive Merch she can pick up to buff herself.
  • Glass Cannon: In addition to the massive Haste and Speed boosts provided by "Simp of All Time", she also gains attack power based on maximum HP missing (namely as a result of her Undead skill). The more times Ollie dies in succession, the harder she hits, but the easier it becomes for her to meet her final end (by dying during the 10-second cooldown on Undeath) due to her health shriveling up to nearly nothing.
  • Healing Shiv: Ollie's merch bags normally damage her before restoring the lost health. If Ollie is already at 1 or zero health (as a result of Undead activating), the bags cannot damage her further, while the health recovery still occurs. This means that diving into a big stack of unused merch bags right after triggering Undead can be a good strategy to get Ollie's health back if she has no other health recovery items.
  • Last Chance Hit Point:
    • With Ollie's "Undead" skill, she becomes immortal for 10 seconds after her HP is reduced to zero. The downside is this halves her max HP for 60 seconds, an effect that stacks multiplicatively, and the skill also has a 10-second cooldown after the immortality period ends. If Ollie dies during the cooldown, then it's game over.
  • Named Weapons: Ollie's sword is named Path of Sincerity.
  • Pain & Gain: She actually loses health when picking up Hololive Merch (though the missing health is restored overtime). However, she's less concerned about the damage than other characters would be, since she has a Last Chance Hit Point.
  • Throwing Your Sword Always Works: After upgrading her sword, it can be thrown like a boomerang.
  • Wave-Motion Gun: Her special is the Charge Rifle, which is based on the eponymous laser weapon in Apex Legends. The Charge Rifle will fire twice upon pressing the ability button, with the first beam being rather small, but the follow-up shot receiving a stacking buff to damage, width, and knockback depending on how many enemies were hit by the initial attack, causing it to potentially become quite huge. A well-stacked Charge Rifle shot can be almost as wide as the game screen is tall.

    Pavolia Reine 
https://static.tvtropes.org/pmwiki/pub/images/reine2_3.png
The Lady of the Peafowl, willing to use her wind-imbued feathers and her mighty fists as weapons.
  • Blow You Away: One of her Skills involves the use of wind.
  • Critical Hit Class: Her entire build is centered on crits. "Attention Please" increases her crit rating based on the number of nearby enemies, "Lady of the Peafowl" boosts her crit damage based on Holocoins collected, and Wind Magic increases her haste when she dishes out crits.
  • Feather Flechettes: Much like Mumei, she shoots feathers as her primary weapon.
  • Glass Cannon: Reine can dish out powerful critical hits at incredible speed, but despite being tied for the second highest starting HP in the game, she has no defensive skills to help her stay alive, so she appreciates picking up a defensive item.
  • Mechanically Unusual Fighter: Using her special, Tonjok, appears to do nothing, but it stores five uses of a Megaton Punch that can be used by tapping the Special button again while it's recharging. This gives her significant synergy with the GWS Pill*, a likely intentional design choice as the GWS Pill is a direct reference to Reine.
  • Megaton Punch: Tonjok, her special, manifests a giant fist.
  • Shake Someone, Objects Fall: Her Tonjok punches knock a bunch of Holocoins out of her unfortunate targets.

    Anya Melfissa 
https://static.tvtropes.org/pmwiki/pub/images/anya2.png
A sleepy, if not sassy, Keris given human form. She uses the many Keris blades at her disposal, including herself, as weapons.
  • Achilles' Heel: While no character likes dealing with ranged enemies, Anya is one that gets really screwed over by them. She is heavily reliant on standing still, using Slumber to keep her enemies at bay and her health topped up. Slumber slows enemies down, but does absolutely nothing to projectiles, and getting hit dead-on by a flurry of bullets can easily kill her instantly, even through several Slumber stacks. This invalidates her biggest ace in the hole and forces her to start maneuvering, something she is absolutely terrible at due to her low speed. The more shooting enemies a stage has, the worse Anya will perform.
  • Close-Range Combatant: She creates a damaging aura around herself and has a chance to hit twice with melee weapons against enemies within her pick-up range.
  • Living Weapon: Her special allows her to assume her true Keris form; meanwhile, one of her skills is literally called "Living Weapon", granting her a damage increase and damaging aura as she defeats enemies.
  • Mighty Glacier: Anya has the highest ATK modifier among all the characters at 1.50, but not only does she have the lowest speed of any playable character at 1.20, her personal skills encourage not moving at all, to the point of giving her damage modifiers based on pick-up range. That said, she still has to stay on the move so as to not gimp her damage output.
  • No-Sell: Activating Blade Form turns Anya into a sentient, invulnerable keris that deals constant Collision Damage to enemies in a similar vein to Sana's Become BEEG.
  • Sleepyhead: One of her Skills, "Slumber", which also plays into her being one in real life.
  • Spin Attack: While in Blade Form, Anya will spin around rapidly in a circle and cleave all enemies who wander into her attack range.
  • Stance System: She essentially has two completely different playstyles: one as a regular character, and another where she becomes a Stone Wall that massively slows enemies down, rapidly regenerates health and reduces damage dealt to herself, but also can barely deal any damage of her own.

Hololive Indonesia - Generation 3

    Kobo Kanaeru 
https://static.tvtropes.org/pmwiki/pub/images/kobo2.png
A bratty but powerful rain shaman who takes to the battlefield with her umbrella.
  • Background Music Override: Kobo's Special muffles all sounds on the screen while it's active.
  • Bratty Half-Pint: In line with her reputation as a kusogaki, two of her character skills are Praise and Tantrum. Kobo gains Praise when she's healed or doesn't take damage, and gains Tantrum whenever she's damaged. When Praise is maxed out, Kobo gains an attack boost, and Tantrum increases the chance for Kobo to let out a damaging shout when she takes damage.
  • Magikarp Power: Kobo has a very weak early game, with a weapon that has piddly range and low damage, and skills that take too long to be really effective. It isn't until she's built to capitalize on her incredibly powerful Special that Kobo starts to really shine.
  • Making a Splash: Some of her abilities are based on water, as expected of a rain shaman.
  • Parasol of Pain: Her main weapon is an umbrella.
  • Squishy Wizard: Kobo has low base HP and poor starting critical rate, and an average weapon that only shines when awakened. She does, however, boast one of the most powerful Specials in the game, a full screen attack that massively slows down all enemies, rapidly damages them, and speeds up Kobo and heals her.

    Kaela Kovalskia 
https://static.tvtropes.org/pmwiki/pub/images/kaela2.png
A blacksmith who lives for the grind, bludgeoning foes with her trusty hammer.
  • Anvil on Head: One of Kaela's Skills drops several anvils down on top of her foes, and they all have a chance to be reused as Strengthening Anvils.
  • Gathering Steam: She is similar to Roboco in that she starts with no stat boosts at all, but "Material Grind" allows her to slowly increase her weapon damage over time. In addition, "The Blacksmith" gives her more anvils to work with than any other character. An early-game Kaela is somewhat mediocre, a late-game Kaela can snowball into an unstoppable force.
  • Glass Cannon: Kaela hits fairly hard from the get-go, and can steadily ramp up to become absurdly powerful, but she has no defensive skills to help her stay alive apart from the slow from her "No Pressure" skill.
  • Killing Intent: The ironically named skill "No Pressure", which damages and slows down enemies nearby Kaela, and causes them to take increased damage if they get damaged by the skill again within 4 seconds.
  • LOL, 69: As a reference to Kaela's previous usage of the joke, her base health is 69.
  • Weapons of Their Trade: Her main weapon is a titanic hammer as a reference to her smithing skills.

    Vestia Zeta 
https://static.tvtropes.org/pmwiki/pub/images/zeta2.png
An enigmatic yet somewhat clumsy secret agent who may or may not be a cat. She puts her marksmanship to use with her silenced pistol.
  • Critical Hit Class: All of her skills augment her Crit chance, while "Data Collection" grants extra EXP on crits.
  • Hollywood Silencer: Her main weapon is a silenced pistol.
  • Invisibility Cloak: She can go invisible as befits a secret agent, triggered either by her Special or her skills. While invisible, her silenced pistol becomes a hitscan attack that hits all enemies in its range.
  • Long-Range Fighter: Besides her own Silencer Pistol weapon, "Data Collection" triggers on Crits if the weapon is classified as "non-melee", encouraging players to load Zeta up with projectile weapons.
  • Viewer Species Confusion: invokedHer "Cat(?) Reflexes" skill, building on the joke that people keep mistaking her for a Cat Girl because of her hairdo.

Enemies

    Fans 
The audience are depicted as waves of their oshis' mascots and serve as the basic enemies across the game.

In General

  • Brainwashed and Crazy: The evil force behind their brainwashing made them a bit too crazy for their oshis, prompting the girls to literally knock some sense into them.
  • Canon Foreigner: Quite a few of the fan sprites were original artwork specifically made for the game, due to them not actually having a "canon" design in Hololive proper. Some examples of these include Hoshiyamis (deliberately so, represented in-game as comets), Pioneers before the .6 update (as AZKi had revealed her mascot between versions, which were represented as microphones beforehand), Kapumins (represented as bats due to Mel being a vampire) and Aqua Crew (represented as cats similar to Aqua's Neko).
  • Death from Above: The enemy types in stage 2 will occasionally be dropping down on your player character in formation, with a red circle denoting where each member will be hitting the floor.
  • Early-Bird Cameo: Some mascots have appeared before their associated oshis have been playable. The biggest example is Botan, whose SSRBs have appeared in Stage 2 with Gamers and Gen 0 fans. Additionally, friendly NPC variants of Nousagis and Elfriends appear in the Holo House in the 0.6 update while Pekora and Flare haven't made an appearance at the moment.
  • Early Installment Character-Design Difference:
    • When the game first launched, some of the fans had... unexpected looks, as the first version was released back when some of the mascot characters didn't quite have solidified designs yet, didn't exist at all (notably IRyS's twin mascots Bloom and Gloom), or simply weren't taken into account by Kay Yu and crew for the first version (the Investigators for instance were absent, their place occupied by an alternate version of Bubba). The 0.4 update eventually replaced those oddities with their more well-known designs, though said oddities ended up finding a place in other stages. The most staggering change probably goes to the Sanallites, who went from a strange portrayal as Yatagarasu the space worm thingy wearing a Sana wig, to her beloved bread dogs (however, the former makes a return as the miniboss accompanying the Sanallite horde in the Night version of Stage 1).
    • AZKi's Pioneers were also different before the 0.6 update, considering there wasn't an official mascot yet for them (they were represented as microphones). Due to her making one between 0.5 and 0.6, Kay Yu took quick notice and made a sprite of them, set to replace the initial designs.
  • Fan Community Nickname: In-Universe. The fans themselves are named after each of the girls' respective fanbase (Deadbeats, Takodachis, Hoomans, etc).
  • Giant Mook: There are larger versions of them that will occasionally appear in the map, and going pass 20 minutes will spawn multiples of them. The Yatagarasu Sanallites in particular used to both be common and large by default, however Update 0.4 replaced them with the more reasonably-sized bread dogs, while also upgrading them into bosses to match their visual profile.
  • Killer Rabbit: A good handful of fans are these, especially if they're found in the second half of the respective stage. Soratomos, Pioneers (as of 0.6), and Baerats can hit really hard despite looking small and adorable, especially in the Hard stages.
  • Non-Human Head: Various fans are humanoids with different objects in place of heads, including Onigiryaa (Rice Ball heads), and Cover Employees (Hololive Logo heads).
  • Stone Wall: The last wave of fans in a normal playthrough before the 20 minute mark boss will generally swarm a mass amount of slow yet very durable fans which will surround you. Examples include Swarming King Kronie/Overgrown Saplings from Stage 1, the Cover Employees from Stage 2, and the Swarming Haaton Degenerates from Stage 3. In a hard playthrough, they're swarmed before the Bullet Hell Rush that precedes the 20-minute-mark boss.
  • Turns Red: Various fans have stronger variants that appear later on in the stages, often sporting angry expressions with some that literally turn red.

Specific fans

  • Action Bomb: The SSRB are lion bombs that explode if they're near contact with the player. The Oruyanke are explosive bamboo shoots that can do the same.
  • Adorable Abomination: The Tentacult are represented by Ina's mascot, the Takodachi, which are adorable dumbo octopi with a persistent smile.
  • Anthropomorphic Food: Onigiryaa and Sanallites are humanoid rice balls and dogs made of bread respectively.
  • Delinquents: There's delinquent variants of Deadbeats and Shrimps wearing Japanese-style delinquent outfits based on Calli and Gura's original song "Q".
  • Dem Bones: The Deadbeats are walking skeletons with pink bandanas on their heads.
  • Empathic Weapon: Melfriends are sentient, floating daggers.
  • Evil Counterpart: Various hostile variants of Bubba are these to Ame's canine companion.
  • Feathered Fiend: The Merakyats are small, chibified peacocks, while the Moonafics and Pemaloe are penguins.
  • Flying Face: The Koronesuki are depicted like this, being goofy, doodled heads that hop around the stage.
  • Killer Robot: The Robosas are Roboco's fans that are tin robots.
  • Never Smile at a Crocodile: Investigators are fans of Amelia Watson who resemble alligators dressed up as detectives.
  • No Ontological Inertia: Defeating primed SSRBs and Oruyankes will completely negate the ensuing explosion.
  • Waddling Head: Koronesukis, or "Listeners", are cartoony heads that wobble after the player with their neck stumps.
  • Zombie Gait: The Zomrades are Ollie's fans who slowly approaches the player.

    YAGOO Horde 
A massive horde of smiling heads that start spawning after the 30 minute mark in Endless Mode.
  • Anti Poop-Socking: Their main purpose is essentially to get the player to end their run. It's nearly impossible to withstand them without the right build.
  • Boss in Mook's Clothing: Despite spawning like normal enemies, they are the single-hardest mook to take down, as they're quite large, extremely fast, hit like a truck, and spawn by the dozens. Every single YAGOO has 9000 health, more than the stage 1 boss Fubuzilla, and that's before they start scaling with time.
  • Cephalothorax: Each one is a giant head with stubby arms and legs sticking out.
  • Contractual Boss Immunity: Despite their sheer numbers, each YAGOO is considered a boss, and they are thus immune to anything that would not affect a boss (such as most One-Hit KO effects).
  • Hopeless Boss Fight: As they are designed to be the definitive run-enders in Endless, the YAGOO horde is effectively infinite in numbers, and each individual unit boasts incredibly high health and speed, allowing them to overwhelm most characters with ease, no matter how strong they are. Even if you can put together a build that keeps them at bay, that's about the full extent of your defense against them, as they will not stop coming until you're down. In early versions of the game, some builds could end up in a total deadlock against them, which was arguably worse than just straight-up dying, because the only way to end the run would be to manually quit, which forfeits all of your earned Holocoins. This is no longer the case as all methods of achieving permanent invulnerability were patched out of the game and even the strongest forms of healing eventually fail as the YAGOOs inevitably become strong enough to just about One-Hit KO the player character.
  • Metal Slime: The Golden YAGOO is this. Heralded by a high-pitched "bling" sound effect even if it's not already on-screen yet, it will appear on the field and run around wildly. Attacking him repeatedly will earn you more Holo Coins, and defeating him before he despawns yields even more Holo Coins AND a Holozon crate. Its Silver counterpart, behaves identically in every way, but instead of a Holozon box, it drops a guaranteed Stamp.
  • No Celebrities Were Harmed: They're made to look like Motoaki Tanigo, the real life CEO of COVER Corp.

Bosses

    Fubuzilla 
A large Kaiju fox, as fluffy as she is dangerous, that appears in the 10 minute mark of Stage One.
  • Attack of the 50-Foot Whatever: She is a giant white fox that appears once you reach 10 minutes in.
  • Breath Weapon: She shoots out a blue beam akin to Godzilla.
  • Denial of Diagonal Attack: Mercifully for the player, she can only shoot her beam attack either left or right, like with the Fan Beam weapon. Averted in the Hard Mode version, which makes her beam aim all 360 degrees to shoot at the Player Character.
  • Dual Boss: Is also fought alongside Smol Ame in the hard version of Stage 1 at the 10-minute mark.
  • Kaiju: She is a giant bipedal white fox that shoots a blue beam. However, she is considerably scaled down for the game whereas in her Hologra episode, she was at least 50-100 meters.

    Smol Ame 
https://static.tvtropes.org/pmwiki/pub/images/the_smol.png
A massive version of a small, cartoonish version of Amelia Watson that appears once you've been surviving for 20 minutes in Stage One.
  • Attack of the 50-Foot Whatever: She is a gigantic cartoony version of Ame that was first created by popular fan-artist Walfie.
  • Damage-Sponge Boss: She does not not present a massive threat, but she has a large chunk of health, and it doesn't help that she spends half the time offscreen in the air. If your damage output is too poor, you may not be able to kill her before the Endless hordes start spawning a few minutes into the fight, further complicating the task of finishing her off.
  • Dual Boss: Is also fought alongside Fubuzilla in the hard version of Stage 1 at the 10-minute mark.
  • Final Boss: The last obstacle you have to clear before Stage 1 can be considered "complete".
  • Ground Pound: Because it wouldn't be Ame if she didn't have one of these. You can tell she's going to use it when she leaps high up into the air, and will later try to land on you butt-first. Luckily, she can be spotted in the air for you to avoid it.
  • Non-Indicative Name: "Smol" Ame is one of the biggest enemies in the game. For an extra bit of irony, she's considerably larger than the playable, "Big" Ame, who only reaches up to her waist when standing next to each other.
  • Non-Standard Character Design: Smol Ame's in-game sprite is literally just how Walfie originally drew her and modified with a slight pixelization effect, in stark contrast to the models of the common mook types. Her movement frames were also animated at a higher frame rate than the other enemy units, which can be noticeable when she's attacking your character alongside the Cursed Bubba mobs that herald her appearance.
  • Recurring Boss: Considering the Final Boss in Stage 3 Hard is same character but in a pumpkin costume, Smol Ame is fought a total of 3 times. Each time she is fought the exact same way, but each time you fight her, there's more bosses assisting her (the Stage 1 Hard 10 minute mark has her paired with Fubuzilla, the Stage 3 Hard 20 minute mark has her with four other "smol" versions of HoloMyth)
  • Warmup Boss: While she is the Final Boss of the first stage, she is this in the context of the bosses of Stage 2 and Stage 1 (Hard), which both bring complex Bullet Hell patterns to the table that make her simple Ground Pound look like child's play.

    Mikodanye 
A massive, almost mascot-like version of Miko, filled with lava and violence, who appears in the Office stage at the 10-minute mark.
  • Attack of the 50-Foot Whatever: A giant version of the Miko mascot costume that serves as the midway boss of Stage Two.
  • Breath Weapon: Every so often, she breathes a cone of fire that requires you to keep your distance or else suffer constant damage.
  • Color-Coded for Your Convenience: The lava pools she makes are darker in color then those generated by the player character, so it's easy to tell them apart.
  • Damage-Sponge Boss: For a halftime boss, Mikodanye is a major step up in hitpoints than most of the big enemies encountered thus far, boasting a very healthy 16,000 HPnote  that demands a lot out of your weapons, items, and abilities to take down, while also dodging her constant lava and breath spamming. Without getting lucky with weapon and item drops before the 10-minute mark, Mikodanye may very well feel like a Hopeless Boss Fight to an under-equipped player.
  • Dual Boss: Is also fought alongside A-chan in the hard version of Stage 2 at the 10-minute mark.
  • Evil Counterpart: Of the playable Miko. She even has her own, evil version of Lava Buckets she can use, in the same way players can with the Elite Lava Bucket.
  • Mighty Glacier: Can both take a lot of damage and overwhelm the player with her fire breath and pools of lava, but her stubby legs and the weight of all that lava make her incredibly slow. The aim of Mikodanye's fire breath, while hard to outpace with lacking movement speed, is rather sluggish at focusing on your character if you attempt to go around her, provided you have the free space to do so.
  • Playing with Fire: Both her attacks - a lava bucket and a flame breath - are affiliated with fire.
  • Wake-Up Call Boss: Compared to the relatively easy Fubuzilla and Smol Ame, Mikodanye has a deeper bag of tricks, having two different attacks that are somewhat harder to avoid and an impressive health total. You might be surprised at how hard she is, but she is nothing compared to what's awaiting later in the level.

    A-Chan 
The hololive assistant and friend of Sora who appears in the Office stage. Once you reach 20 minutes, she steps up as the final boss to show how the management takes care of business.
  • Background Boss: Subverted. She can be found in the background in the office, but doesn't do anything but take a well-deserved nap at her desk for 20 minutes. Once 20 minutes arrives, she'll wake up, take the field and attack the player directly.
  • Bullet Hell: Her main attacks consists of firing energy balls that form various patterns to avoid.
  • Death from Above: A-chan makes her entrance with a massive AoE that's centered directly on you. Better get out of it fast!
  • Damage-Sponge Boss: Despite appearances, A-chan has a staggering 45,000 hitpoints (to put it into perspective, Smol Ame of normal mode Grassy Plains has 25,000). That she also flies around constantly and has a smaller hitbox makes her one of the more drawn-out boss fights in the game even with a full bar of Collabs and support items.
  • Dual Boss: Is also fought alongside Mikodanye in the hard version of Stage 2 at the 10-minute mark.
  • Faceā€“Heel Turn: Whatever mysterious corrupting force that turned the fans against the idols has apparently influenced A-chan to become hostile as well, turning her from an allied shopkeeper to a stage boss.
  • Final Boss: Becomes the last boss in the office level.
  • Lightning Bruiser: A-chan is drastically different from the other bosses. While the other bosses are large, move slowly, and go gradually toward the player, A-chan is small, moves quickly in a loose figure-eight pattern, solely relies on bullets to attack, and still has a lot of health for an end of stage boss.
  • Power Floats: She maneuvers around the stage by hovering around the player's character and shooting at them.
  • Rank Scales with Asskicking: A-chan is part of the Hololive management, who are in charge of ensuring all goes smoothly for the company and the idols. As such, she's required to have the power needed, both in authority and actual power, to bring the idols and their shenanigans to heel, and she shows that power off in full force here.

    Halloween Bae 
https://static.tvtropes.org/pmwiki/pub/images/bae_rat.png
The rat version of Bae based off her first VR model who appears in Stage 1's hard mode. She appears as the final boss at the 20 minute mark.
  • All Your Powers Combined: She behaves like a significantly slower but more tanky combination of Smol Ame and A-chan, with her inheriting the Ground Pound attack from the former, and following that up with an array of energy shots in a spiral pattern. Also like the latter, Rat Bae's entrance into the stage involves her crashing into the ground and damaging you should you fail to evacuate the highlighted area.
  • Final Boss: Becomes the last boss in the plains level on hard mode.
  • Menacing Stroll: Unlike the other bosses, who do all sorts of poses while running towards your character, Rat Bae just slowly waddles in your direction while wearing a blank expression with unblinking eyes.
  • Thousand-Yard Stare: Accurate to her VRChat model, Halloween Bae's expression is permanently fixed into a wide-eyed gaze into nothingness. The achievement awarded for defeating her for the first time even references this trope.
  • Turns Red: After taking enough damage, she starts shooting twice as many shots and even summons some Baerats to charge at you.

    Shubangelion 
Titanic in stature and adonic of physique, this towering duck was crafted by Oozora Subaru in Minecraft and serves as the midpoint boss of Stage 3.

    Spider-chama 
A horrifying spider creature bearing the likeness of Haachama, as drawn by Nanashi Mumei. She serves as the final boss of Stage 3.

    Harusaki Nodoka 
A staff member of Hololive who works under A-chan. She serves as the final boss of Stage 2 Hard Mode.
  • Almighty Janitor: She's in a lower position than A-chan, but she puts her boss to absolute shame in terms of spewing firepower everywhere.
  • All Your Powers Combined: Similar to Halloween Bae, she functions like a combination of two previous bosses; namely, A-chan and Fubuzilla. Like her senpai A-chan, she begins the battle by dropping in from on high, and then flies around launching energy projectiles. However, she will also occasionally stop to fire a huge beam that's very similar in look and execution to Fubuzilla's giant beams.
  • Bullet Hell: The absolute champion of dishing out danmaku death in the game thus far. Her patterns are much harder than A-chan's. When she stands still, you run for your life.
  • Damage-Sponge Boss: Has double the amount of HP as A-Chan (At 90,000 HP, the highest in the game as of 0.5) while also being just as hard to hit as her senpai.
  • Final Boss: Steps up to the plate as the last boss in the office level on hard mode.
  • Kamehame Hadoken: She has a giant beam similar to Fubuzilla and fires it between each Bullet Hell onslaught. It hurts a ton and, since she tries to aim it at the player's position, slow characters may struggle trying to avoid it.
  • Rank Scales with Asskicking: Same as her senpai, Nodoka's part of Hololive management, which means having the power required to handle the idols is mandatory for the position.
  • Turns Red: Much like Halloween Bae before her, once she has taken enough damage, she'll start firing more bullets and her pattern attacks come out much quicker.

    Udin 
A giant version of Ollie's mascot, a stitched-together zombie teddy bear that appears in the midpoint of Stage 4.
  • Bullfight Boss: Udin's attack pattern involves firing a few bullets before dashing towards your current position. It can often overshoot your position and force you to chase it down after you've dodged it.
  • Killer Teddy Bear: This stitched-together keychain that normally dangles off the pommel of Ollie's sword has been enlarged several times over and made a threat.

    Area 15 
What, you thought you were facing just ONE boss? Joke's on you, you're fighting THREE this time! Area 15 are bizarre, corrupted versions of the members of HoloID's first branch that collectively serve as the Final Boss of Stage 4. They consist of Risusaurus (Risu in a pink dino onesie), Moontato (Moona with a potato for a body and an Uncanny Valley smile) and UFOFI (a UFO standing in for Iofi).
  • All Your Powers Combined: The three of them utilize tactics of other bosses that the player will have encountered prior to facing them. Risusaurus walks around and breathes fire like Mikodanye, Moontato periodically dashes at the player like Udin, and UFOFI hovers around firing projectiles like A-Chan.
  • Attack of the 50-Foot Whatever: Like most bosses, all three of them are significantly bigger than normal enemies.
  • Cephalothorax: Moontato is a giant potato with Moona's face that has tiny arms and legs.
  • Final Boss: They serve as the 20-minute mark boss for Stage 4, Gelora Bung Yagoo.
  • Flying Saucer: UFOFI is a fairly standard-looking example of one of these.
  • Wolfpack Boss: You have to defeat all three of them in order to clear the fight.

    Halloween Myth 
Smol Ame's back, decked out for Halloween...and she brought the rest of the Smol HoloMyth crew this time, similarly gigantic, similarly chibified and similarly decked out for Halloween. This lot steps up as the Final Boss of Stage 3 Hard.
  • All Your Powers Combined: All five of them have combined attack patterns of other bosses, from Halloween Smol Ina throwing acid (similarly to Mikodanye's Lava pool), Halloween Smol Kiara floating around and spewing bullet patterns (similar to A-Chan), Halloween Smol Gura charging ahead swiftly (similar to Udin) and Halloween Smol Ame retaining the fighting style she used before as regular Smol Ame, but adding the collapsing rocks used by both Shubangelion and Spider-chama. The only one who doesn't seem to use a previous boss mechanic is Halloween Smol Callie, who instead swings her chainsaw in an arc.
  • Attack of the 50-Foot Whatever: All five of them are roughly the size of Smol Ame, yet they gang up on you in a very limited space.
  • Final Boss: They serve as the 20-minute mark boss for the hard version of Stage 3, Halloween Castle MYTH.
  • Non-Standard Character Design: Their sprites are done similarly to Smol Ame from Stage 1 and are done in the same chibified manner.
  • Recurring Boss: This is the third instance of fighting Smol Ame - who happens to use the same exact ground pound attack pattern in the Grassy Plains. This time however, not only does her ground pounds cause debris to fall on you now, you also have to focus on fighting four other large targets ganging up on you with varying attacks for you to avoid.
  • Wolfpack Boss: You fight all five of these huge smols in a somewhat small space.


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