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Hyrulean Forces

The main heroes of the game. Some of these characters are Doomed by Canon, while others are the much younger counterparts of characters in The Legend of Zelda: Breath of the Wild, whether they survived 100 years by natural or magical means.


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    General Tropes 
  • Action Girl: All of the women amongst the Hyrulean forces and Champions are seasoned warriors with proficiency in combat. Even Zelda is a capable fighter thanks to her rather unconventional yet creative use of the Sheikah Slate.
  • Blue Is Heroic: Each of the champions wears vibrant blue somewhere in their outfit.
  • Doomed by Canon: This game takes place 100 years before Breath of the Wild, so the fate of most of these characters is a foregone conclusion. Except it isn't. This game takes place in an alternate timeline due to Terrako's interference, so everyone ends up alive and well.
  • Promoted to Playable: The majority of the cast appeared in some form in Breath of the Wild, but only Link was previously playable.
  • Spared by the Adaptation: Due to Terrako's time traveling, Hyrule manages to win the war against Calamity Ganon. The Champions are saved from the Blight Ganons by their future successors, King Rhoam is saved from death thanks to Zelda, and Link and Zelda are able to defeat Ganon at the climax of the war instead of having to be put into stasis for 100 years.
  • Suddenly Voiced: Many of them have been upgraded from Voice Grunting to full dialogue. Except for Link.
  • Swiss-Army Weapon: They each have access to the runes of the Sheikah slate, but use them differently based on their fighting style.
  • Villain Killer: As with any Hack and Slash game, all of the playable characters can become this as they get stronger weapons and level up. In the very first chapter, upon killing a Moblin, the king will comment, "It looks like we have Moblin slayer on our hands." note 

Main Heroes

    Link 

Link, the Hero of the Wild

Weapons: One-Handed Weapons, Two-Handed Weapons, Spears, Master Sword, Flail (DLC)

https://static.tvtropes.org/pmwiki/pub/images/aoc_link_champion.png
Knight Armor

Voiced by: Kengo Takanashi

The Hylian Champion. A skilled swordsman famous for his fighting skills and courage, and he is the latest scion of a line of royal guardsmen that had served the royal family of Hyrule for generations. After driving back a massive horde of monsters, he becomes Zelda's personal knight on King Rhoam’s orders. With the Spirit of the Hero in him, he wields the Master Sword, to seal away the darkness of the Calamity.

Link's unique actions are to fire a volley of arrows (One-Handed Weapons), unleash a powerful attack at the cost of some health (Two-Handed Weapons), charge at foes with a powerful thrust (Spears), and copy an enemy's weapon to power up his attacks (Flails).

For tropes on his appearance in Breath of the Wild, see here.


  • Almighty Janitor: Link starts out as an ordinary soldier, but soon becomes part of Princess Zelda's guard detail, and eventually the Hylian Champion chosen by the Master Sword.
  • Battle Boomerang: Some of Link's one-handed weapons are boomerangs. He'll even throw it as his charged strong attack in place of the usual Spin Attack.
  • Big Eater: He loves to eat, to the point where eating food is part of his two-handed weapon moveset. Daruk even offers him a rock roast, a delicacy made of lava that normally only Gorons would eat, and Link just chows down anyway.
  • Blow You Away: Charging the spear's strong attack lets Link shoot out powerful gust balls before ending with a larger one that erupts into a small tornado on impact.
  • Bodyguarding a Badass: Even after Zelda resolves to fight on the frontlines and awakens her sealing power, he fights to protect her with his life.
  • Bow and Sword in Accord: When equipped with a one-handed weapon, Link's unique action lets him pull out his bow and aim a rapid-fire volley of arrows at his enemies. Holding down the button gradually decreases the spread of the arrows.
  • Breakable Weapons: All weapon copies made by the Flails will eventually break, as indicated by the dwindling Durability Gauge, with Strong Attacks draining more of the meter.
  • Cast from Hit Points: Link's unique action with two-handed weapons unleashes powered-up versions of his strong attacks that temporarily drain his health. His first strong attack has him quickly wolf down some food to recover any health he's sacrificed, but if an enemy hits him before he can do so it's lost for real.
  • Charged Attack: Like in many mainline Zelda games, holding down the button on Link's strong attack for the one-handed weapon moveset lets him perform a spin attack (or throw his weapon if he's wielding a boomerang). He can also perform other charged attacks by holding down the strong attack button while performing a combo finisher. His spear moveset also features a few charged attacks, such as his spear thrust unique action.
  • Charles Atlas Superpower: Due to years of training as a knight and his status as the chosen Hero, Link's skills are downright inhuman for an ordinary Hylian. Even before getting the Master Sword, he could parry attacks from foes several times his size (at one point parrying away a large piece of debris with just his shield), dodge attacks so fast that it creates a Bullet Time effect, move at such speeds while wielding spears to the point that it seems like he's teleporting, wield two-handed weapons with such force that it not only creates shockwaves but also causes him to take damage from the recoil, and defeat hundreds of enemies by himself. After obtaining the Master Sword, he only grew stronger, to the point where the only time he struggled was when he took on all four Blight Ganons by himself to bide time for Impa to get Zelda out of Fort Hateno, fighting them like a man possessed. Had Zelda not turned back and awakened her powers to protect him, he would have been killed.
  • Cloudcuckoolander: He shows traits of this, with two examples being he can occasionally fly down from the Sheikah Towers with a Cucco he snatched and he will cheerfully devour a Rock Roast offered to him by Daruk.
  • The Comically Serious: Link is trying to maintain his stoic facade to cope with his duties as Zelda's guardian and the wielder of the Master Sword. But a bit of his true self shows up even while he wears the mask, like how he goes along with Daruk's eating contests with a completely straight face or charges in to the Little Miss Vai Battle Pageant wearing drag (the Gerudo outfit from the first game).
  • Contrasting Sequel Protagonist: Hyrule Warriors Link is an absolute force of nature utilizing a whole arsenal's worth of weapons and rendering armies of dark forces to dust. While comparable to him as he can be just as much as a one man army, Age of Calamity Link loses out in sheer versatility, only using three weapon types with a fourth added as DLC, three elemental Rods, and the Sheikah Slate, but trades it off with efficiency.note  They both also start off as simple knights in Hyrule's army before becoming Zelda's champion, but they knew Hyrule Warriors Link was the chosen hero from Mission 1, while Age of Calamity Link had to prove himself to be more than just Zelda's bodyguard. Another is their attitude; Hyrule Warriors Link has an arrogant streak to work through while Age of Calamity Link is always humble, perhaps to a fault.
    • By extension, the Master Sword gets this treatment too. In Hyrule Warriors, it starts as Link's strongest weapon until he starts getting Tier 3 weapons, but once the player unlocks the exorcism power (by getting all weapons), the Master Sword becomes the most powerful weapon in the game, though it is also the pinnacle of Unskilled, but Strongnote . Here, while the Master Sword is no doubt useful and can be enhanced with weapon traits like any other weapon, with the plethora of one handed swords from Breath of the Wild, it just isn’t Link's best sword in terms of sheer damage.
  • Decoy Protagonist: Although the game starts with Link as the initial fighter and he continues to play a major role in the story, much of the focus shifts to Zelda's struggle with obtaining her powers and her relationship with Terrako.
  • Deuteragonist: Invoked, by Word of God. Being the events of the Great Calamity, the game is highly story-driven, so Zelda takes center-stage as the driving personality in that Link just doesn't speak. However, on a mechanical level, the story largely follows Link's perspective and how his actions are what make matters possible.
  • Disguised in Drag: The Gerudo hold a Little Miss Vai Battle Pageant and Link enters it disguised as a woman.
  • Epic Flail: One made from Guardian parts is a DLC weapon for him. Notably, instead of a spiked ball, the end is cleared up, so it can be filled with copies of other weapons.
  • Evasive Fight-Thread Episode: He and Revali get to duel early in the game but it is interrupted before it can reach a decisive end.
  • Even the Rats Won't Touch It: Although he's typically a glutton for any kind of food, even ones made out of molten rocks, he does draw the line on Zelda's experimental cooking. In the "Fragments of Memory" cutscene, when Zelda adds a Monster Extract into her stew, Link quietly takes a step back from the pot.
  • Extreme Omnivore: Eats a rock roast — a Goron delicacy made of lava — in at least 2 different cutscenes.
  • Fighter, Mage, Thief: Link is a knight who specializes in melee weapons, in contrast to Zelda's magic and Impa's ninja techniques.
  • Flash Step: Many of his attacks with his spear moveset involve him moving so fast he appears to teleport.
  • Good Hurts Evil: Link's Master Sword has a unique property shared only with Zelda's Bow of Light that will give him increased damage against Malice enemies, like Astor's Hollows.
  • Go Through Me: Link tries this at two different points to protect Zelda from harm. The first time is when he first encounters Astor's Hollows, which goes poorlyat first. The second time, he sends her away with Impa to protect her from all four Blight Ganons, which admittedly goes better for what was seeming to be a destined Last Stand, due Zelda awakening her powers then.
  • Glass Cannon: Link's two-handed moveset emphasizes overwhelming force above everything else, giving him more focused damage and crowd control options at the cost of requiring him to overexert himself to perform his most powerful attacks, leaving him vulnerable until he backs off from combat to recover.
  • Helmets Are Hardly Heroic: Link is notably the only soldier without a helmet on during the introductory cutscene, though you can put it back on afterwards. Granted, Link in Hyrule Warriors also forwent a helmet.
  • Heroic Lineage: Link comes from a bloodline of imperial guards.
  • Humble Hero: Link, being the humble person that he is, doesn't quite seem to realize just how good he really is. Barring Revali, quite literally everyone who has fought alongside him or seen him in action, being the Champions, the future Champions, the princess, the king, and even his enemies, know that Link is the real deal, and that his reputation heavily downplays what he's actually capable of.
  • Hyperactive Metabolism: Used as a gameplay mechanic for his two-handed weapons. Link can use more powerful versions of his strong attacks via his unique action by sacrificing a bit of his health. His basic strong attack has Link eat some food to restore sacrificed health (though not health lost to enemy damage).
  • Immune to Flinching: While performing his most powerful two-handed weapon finishers, Link will shrug off hits and continue to perform his attacks while the damage he takes is converted to temporary damage that can be healed back. Even if he's frozen by an ice attack, he'll still continue attacking once he's broken free.
  • Jack of All Stats: The one-handed weapon moveset is this, as it has no real weaknesses or overwhelming strengths, with its tools being able to confront any situation. The main gimmick is his charge attacks being able to extend his combo strings for better area of effect.
  • Javelin Thrower: He can hurl his spear down at enemies when airborne for a powerful attack.
  • Knightly Sword and Shield: Link's default weapon, a fitting set of arms for a knight.
  • Last Stand: Link sends Zelda away with Impa just the same way King Rhoam sent him away with her before, to save her from the arrival of the four Blight Ganons, a situation he almost assuredly wouldn't have gotten out of if seeing him facing certain death hadn't been the trigger for Zelda's awakening.
  • Lightning Bruiser: Link's spear moveset is faster and more mobile than the others, thanks to gaining a thrusting dash that can be cancelled into from most of his other moves. His combos are capable of propelling him from one corner of the field to the next, while bowling over any mobs that get in his way, and he can easily whittle down weak point gauges of strong enemies. However, he's a bit lacking in crowd control compared to when he uses other weapon types.
  • Luckily, My Shield Will Protect Me: Everyone has a guard command, but Link's one-handed moveset gives him a shield that allows him to parry attacks.
  • Mook Horror Show: At one point in the DLC, we're treated to a cutscene focusing on a couple of Bokoblins who salvage Terrako and proceed to go about their day… until they stumble onto Link single-handedly slaughtering an army of their brethren. The two Bokoblins immediately pull a Screw This, I'm Outta Here.
  • Multi-Melee Master: Like in Breath of the Wild and the first Hyrule Warriors, he can use multiple weapons that give him radically different play styles. He also has a much wider variety of weapons within the archetypes he has then any other character who only have three tiers to their weapon progression, giving him a variety of swords, clubs, boomerangs, axes, hammers, and polearms to choose from.
  • Not So Stoic: Unlike in Breath of the Wild, Link still has his memories and he's under tremendous pressure to protect Hyrule from the Calamity, so he keeps a stoic front. That said, his goofy true personality does shine through his stony exterior at times, such as when he picks up a Cucco to glide into battle instead of using his paraglider, when he chows down on a Prime Rock Roast offered to him by Daruk, or enters a Gerudo battle pageant in drag.
  • Point of Divergence: He is appointed to be Zelda's personal knight before getting the Master Sword as he did in Breath of the Wild, and gets a much better relationship with Zelda in the process... all because one day, he stumbles upon a diminutive Guardian that he ends up tagging alongside with.
  • Power Copying: The flail he can get in Pulse of The Ancients has the gimmick where it can copy the weapons of enemies to power itself up, as long as they belong to weapon classes Link can wield.
  • Power-Up Food: For his two-handed weapon's Special Attack, Link scarfs down a rock roast and a Mighty Banana to boost his strength for one massive swing.
  • Shield Bash: Link does this when he attacks while guarding while using one-handed weapons. Not only is it capable of deflecting certain attacks, it also inflicts damage at close range, much like in BOTW when using a Lynel shield. One of his charged combo finishers also ends in this way, though it has a good deal more range.
  • Shield Surf: Link's dashing strong attack with one-handed weapons has him immediately hop on his shield and surf into enemies. He also does a shorter version of the same attack as a combo finisher, which can lead into a charged attack.
  • The Silent Bob: His Heroic Mime status is all the more noticeable when the entire cast has full voice acting, but he still has expressive animations. He manages to get his point across through body gestures and Voice Grunting.
  • Speaks Fluent Animal: Link has no trouble understanding Terrako's gestures. Fitting for a fellow mute.
  • Spell Blade:
    • With his single-handed weapon moveset, his Charge Attacks coat his sword in an aura of blue energy that greatly increases the range of his slashes.
    • With his two-handed moveset, his strong attacks and some of his Weak Point Attacks wreathe his weapon in blue energy, and using his special ability turns the energy red and makes his attacks vastly more powerful.
    • With his spear moveset, many of his attacks coat his spear in an aura of blue energy.
  • Spin Attack: Link has a lot of them, such as his basic chargeable strong attack with one-handed weapons, a rising multi-hit version as a combo finisher with the same moveset, and a sideways aerial variant with a two-handed weapon.
  • Super-Reflexes: Aside from the Flurry Rush mechanic that all characters share, Link also has a unique buff from his enhanced two-handed weapon moveset: after taking some temporary damage, if a powerful attack is about to hit Link, the game will briefly go into Bullet Time to give the player a better chance to react.
  • Sword Beam:
    • With the Master Sword equipped, he will launch arcs of divine energy from the blade with each swing as long as he is at full health. This effectively extends his range and damage potential.
    • With the two-handed weapon moveset (greatswords, axes, hammers) he can launch blasts of energy from them, and his special causes him to leap into the air and fire a massive energy wave.
  • Unique Items: There is only one version of the Master Sword, and it cannot be sold or fused to another weapon after it is obtained.
  • Virtual Paper Doll: Unlike in Breath of the Wild, Link's various outfits don't have any special abilities and are purely cosmetic.
  • With a Friend and a Stranger: Link is the stranger, a regular soldier at the beginning of the story, who travels alongside Zelda and Impa, the princess's royal advisor and loyal friend.

    Diminutive Guardian 

Terrako

Weapon: Guardian Technology

https://static.tvtropes.org/pmwiki/pub/images/aoc_diminuitive_guardian.png
Combat Mode

A small egg-shaped Guardian with the power to travel through time. Hailing from a future where Hyrule had fallen to Calamity Ganon, Terrako travels to the past to prevent the Great Calamity from happening.

Terrako's Unique Action is to fire lasers from its eye. It can fire a constant stream of laser shots or charge them to fire stronger lasers. Its Unique Action is strengthened by its Strong Attack I, which allows it to summon two orbs on either side that will also fire lasers whenever it uses its Unique Action. Both of these can be used during its combo strings, giving Terrako some extra firepower to its attacks.


  • Amplifier Artifact: It can resonate with ancient technology, including the Sheikah Slate. By being near it, the heroes can draw upon the Sheikah Slate's powers themselves and use runes. It can also activate dormant Guardians for the heroes to use.
  • Attack Drone: It can summon two balls of Sheikah energy that stay on either side, and each will fire the same beam at the same time it does when it performs its unique action.
  • Badass Adorable: It was already pretty badass, traveling back in time to Set Right What Once Went Wrong and stepping onto the frontlines of battle despite its initial lack of combative capabilities, enhancing the abilites of the Sheikah Runes, and activating any non-corrupted Guardians to help out its allies. It even sacrifices itself to give them the fighting chance they need to defeat Calamity Ganon after properly reincarnating. Once it becomes a playable character, it proves just as capable of mowing down enemies as any of the other warriors.
  • Benevolent A.I.: Unlike the Guardian war machines that run strictly on their programming, the Mini Guardian is intelligent and acts on its own accord to help the heroes. It's corrupted by Malice towards the end of the game and badly damaged by Link when it's forced to attack Zelda, but breaks free of the influence and sacrifices itself to weaken Calamity Ganon.
  • Came Back Strong: In the postgame, the flavor text for the quest chain to repair Terrako states that the little Guardian is more powerful than ever, and its subsequent missions involve it being upgraded even more.
  • Complaining About Rescues They Don't Like: When Sooga tosses some Kunai at Zelda to kill her, Terrako jumps in front of them to protect Zelda... only to be knocked aside by Link. After that, Terrako proceeds to read Link the Riot Act for stealing its thunder by saving her.
  • Composite Character: Its moveset is a combination of all the Guardian enemies from the original Breath of the Wild game. Primarily it's based off the Shrine Guardian, complete with the eye lasers and the Ancient weapons, it can use the infamous laser snipe from the Guardian Stalkers, its aerial combat has it fire lasers from its eye while flying upside down like a Guardian Skywatcher, and its Special Attack has it use the Divine Beasts' Wave-Motion Gun.
  • Cute Machines: It's a tiny white-and-gold Guardian with a large blue eye, that follows Link around and whistles through a little slide whistle-like mechanism on its top with similar mechanisms across its body to play Zelda's Lullaby.
  • Dual Wielding: It primarily fights by using both an Ancient Axe and an Ancient Sword.
  • Energy Ball: Aside from the Attack Drone mentioned above, one of Terrako's combo strings has it summon a large ball of energy that will explode into several energy balls if struck with a charged laser shot. Also, one of its Weak Point Smashes has it conjure several energy balls and hurl them at its opponent.
  • Energy Weapon: In combat, Terrako wields an Ancient Axe and an Ancient Sword, can launch volleys of Ancient Spears out of itself, and can fire blasts of ancient energy from its eye — ranging from energy bullets to the standard Guardian laser to the Divine Beasts' Wave-Motion Gun.
  • Expy: A small white Robot Buddy who speaks in whistling noises and is on a mission to save a princess definitely gives off R2-D2 vibes.
  • Face–Monster Turn: Near the end of the game, Terrako is corrupted by Calamity Ganon's influence, forcing it to fight aaginst Zelda and Link. It does try its best to resist being corrupted, but to no avail.
  • Gameplay and Story Integration:
    • A series of post-game quests involve rebuilding Terrako. You collect special ancient guardian parts, and once Terrako is restored, it becomes playable. While it was shown to capable of fighting by its boss fight, the flavor text of its upgrade side-quests involve Zelda, other researchers, and Terrako itself working to improve its offensive and defensive capabilities so it won't be destroyed if it engages in combat.
    • During the post-game quests, while it is not repaired, it does not appear beside Link or the overworld to suggest places to go to. Once it is repaired, it does return by Link's side and resumes its suggestions.
  • The Heart: Terrako's presence amidst the Champions creates a degree of levity that otherwise wouldn't have been there, notably lessening the tension in certain scenes. This may well be why Link is able to retain some vulnerabilities in his personality he would've suppressednote , while Zelda now has something to occupy herself so she doesn't become resentful of Link for his talents in the face of her perceived failures.
  • Heroic Sacrifice: Once the final battle against the properly reincarnated Calamity Ganon proved too much for the warriors, Terrako managed to run straight towards it and self-destructed to weaken it and give them the fighting chance they needed.
  • Info Drop: Throughout literally every battle, Terrako is always referred as the "little guardian" or variations thereof. Without much fanfare, Zelda happens to call it by its real name in the final battle, despite the fact she should have recalled its name earlier. What's more, the player can find out Terrako's name during the loading screen right before it is pronounced, even!
  • Instant Flight: Just Add Spinning!: Its aerial movement is inverting its orientation and spinning its legs around quickly.
  • Killer Rabbit: Despite being an adorable little robot who barely comes up to Link's waist, it is just as capable of cutting through swathes of enemies as any of the other characters.
  • Javelin Thrower: Its Dashing Regular Attack has it roll on its side while spitting out several Ancient Spears.
  • Pint-Sized Powerhouse: Terrako is the smallest of the Warriors by far, not even being tall enough to reach Link's knees. However, after its upgrades and revival from its Heroic Sacrifice it can fight just as well as any of the other fighters, with a menagerie of powerful Guardian weapons at its disposal.
  • Point of Divergence: As pointed out by a tooltip, Terrako itself is the story's nail. Going back to the setting of the game ends up being paramount to averting the backstory's previous Downer Ending.
  • Punny Name: Terrako. As in "terracotta"note , "tamago"note  and "child"note .
  • Recurring Riff: Two of them.
    • It can whistle the tune of Zelda's Lullaby. It does so whenever she's sad, and especially in the past to help Zelda fall asleep.
    • In the opening cinematic, it hears Zelda's cry, wishing to save everyone. It then whistles four notes, and creates a time portal to before the Great Calamity. After Calamity Ganon awakens prematurely to surprise everyone, it plays these same four notes again, creating a large column of the same kind of light, signaling another time travel. This time, it brings forth the New Champions from Breath of the Wild. If you pay attention, these are the four notes that make up the main leitmotif of the game.
  • Robot Buddy: A small Team Pet sized guardian that sticks with The Team.
  • Set Right What Once Went Wrong: It enters the game having come from the time of Hyrule's fall, having gone back in time to try and avert the Calamity.
  • Shock and Awe: One of its attacks has it discharge electricity from its body.
  • Spanner in the Works:
    • The mere fact it traveled back in time changed many of the already-established events. Unearthing the Sheikah Tower earlier than expected was just the start of a very long series of events that didn't happen before.
    • While Link and Zelda lead the battle against Calamity Ganon, it’s ultimately the little Guardian’s time travel ability and dedication to protecting Zelda that saves the day.
  • Spin Attack: One of its attacks is spinning wildly with its weapons outstretched.
  • Time Portal: Terrako can create portals to travel through time. During the intro, it creates one to travel back from the time of the Calamity, and later on, it opens more time portals to bring forth the new Champions to rescue their predecessors from being killed by their respective Blight Ganons.
  • Tornado Move: One of its attacks has it create a mini tornado to draw in enemies.
  • The Unintelligible: It communicates by whistling through a pipe on its head, though no one can decipher what it's saying. Link seems to understand it somewhat at the very least, recognizing its warning that a corrupted Guardian Stalker is about to fire on Zelda.
  • Wave-Motion Gun: Terrako can use multiple variations of the Guardians' iconic Eye Beams, including the massive torrent of ancient energy fired by the Divine Beasts.
  • We Can Rebuild Him: The postgame plot revolves around hunting down enough parts to rebuild it following its Heroic Sacrifice, after which they come back as a fully playable character.

    Impa 

Impa

Weapon: Kakariko Kodachi

https://static.tvtropes.org/pmwiki/pub/images/youngimpa_4.png
Voiced by: Andi Gibson (English) Foreign VAs

The royal advisor of Hyrule, a Sheikah warrior, and Zelda's friend. She fights alongside Link, Zelda, and the Champions against the Calamity.

Impa's unique action is to tag an enemy with a Sheikah symbol. By absorbing that symbol with a strong attack or otherwise killing the enemy, she is able to summon shadow clones that drastically increase her attack power and range, and can be spent on her special attack to triple its damage.

She appears as an old woman in The Legend of Zelda: Breath of the Wild. For tropes on her original portrayal see here.


  • Age Lift: She's easily the youngest version of Impa to date, being at most around five years Link and Zelda's senior as opposed to a generation or two above them.
  • Animal Motifs: Her hairstyle and her paraglider movement make her reminiscent of a flying squirrel.
  • Amphibian Assault: One of Impa's strong attacks involves summoning an enormous frog to flatten all opposition. If she has clones out, they ride on one as well to really wreak havoc.
  • Ancestral Weapon: Her tier three weapon, the Devoted Kodachi, is one, said to be passed down to every head of the Sheikah tribe as a symbol of their loyalty to the royal family.
  • Badass Adorable: She may be a bit of a klutz, but she's still capable of shredding monsters no problem.
  • Best Friend: She's Zelda's best friend in addition to being her loyal advisor.
  • Blade Spam: Impa hits lightning-fast, but her individual attacks are weak unless she summons energy clones — in which case she becomes capable of rapidly shredding through health bars. She can also attack more constantly than other fighters in the game.
  • Blow You Away: One of her ninpo skills is summoning bursts of wind through her paper talismans.
  • Blush Sticker: Surprisingly apple-cheeked. She shares these with her sister Purah.
  • Breaking Old Trends: For the Impa Legacy Character archetype on a few different counts.
    • She's possibly the youngest Impa as opposed to the older, matronly ones (such as in the original game, the Oracle series, and A Link Between Worlds) or the battled-hardened bodyguards (Ocarina of Time, Skyward Sword, and the first Hyrule Warriors). This Impa is far closer in age to Link and Zelda, being only about 20 to their 16. While she's still an advisor, she's much more of a peer and friend, rather than a mentor figure (as evidenced by her epithet). As such, she's also far more comedic than her predecessors.
    • Visually, not only is she much younger than other incarnations of Impa, but she's also cuter and more clumsy, having more in common with her granddaughter Paya than with the Gerudo Champion Urbosa, who is much more in line with how Impa was usually depicted. That said, she still The Reliable One of the crew.
    • In terms of fighting style, she's a huge contrast to Impa from the original Hyrule Warriors, who was a Frontline General that wielded a massive great sword or a naginata that emphasized the samurai aspect of Impa's character. Age of Calamity Impa uses kunai, a ninjato, and loads of ninpo that draw upon the ninja aspects of the Sheikah. In this regard, she's the answer to the original game's Sheik, just with more ninjutsu and less Magic Music.
  • Choice of Two Weapons: During the Great Calamity, she used a short sword along with kunai for throwing.
  • Cute Bruiser: Cute as a button, but still armed to the teeth.
  • Cute Clumsy Girl: Her introduction is her being chased by a horde before tripping. Even her character bio describes her as "distractible at times."
  • Death from Above: While using her kite, she is able to drop kunai down on enemies from above.
  • Doppelgänger Attack: Her main gimmick is creating Hard Light clones to fight alongside her. In order to do so, she tags an enemy with a rune and absorbs the rune with a strong attack, gaining up to a maximum of six duplicates. The clones massively increase her attack range and damage. Using her Special before it runs out increases its potency.
  • Energy Weapon: Like Maz Koshia, Impa can use her ninpo to fire the same sort of laser attack the Guardians can use.
  • Fatal Fireworks: Impa's version of the Bomb rune launches a single bomb into the air like a classic fireworks rocket.
  • Fighter, Mage, Thief: Enforced. Impa was given a ninja-like moveset to complement Link's traditional warrior style, and Zelda's magic.
  • Flechette Storm: Impa can throw several kunai knives at once for one of her attack strings and then cause them to detonate.
  • Frog Ninja: She can summon giant frogs as a part of her moveset.
  • Gathering Steam: At the start of a battle, Impa isn't very powerful. Once she absorbs a few symbols to gain clones, she is able to turn whole armies into mincemeat and charge her special meter quickly due to the number of hits she is able to inflict in a single attack.
  • Glass Cannon: While not the most durable of the characters, Impa makes up for it in sheer damage potential when her duplicates are maxed out. When she's fully buffed she can shred health bars and Weak Point Gauges at ludicrous speed. Even at the outset, Impa can attack faster, with more density, and more constantly than any other fighter in the game.
  • Go-Getter Girl: Purah mentions that Impa's function as the advisor to the Royal Court didn't include her being a master ninja. Impa did that all on her own.
  • The Good Chancellor: She's the advisor to the Royal Court, and is Zelda's personal aide and friend.
  • Guide Dang It!: Nowhere in the game is it hinted that she has a unique attack when she uses her ZR action in midair, which lets her throw a kunai to tag a symbol to an enemy then immediately zip forward to absorb the symbol. Similarly to Link, this kunai has the ability to instantly expose weakpoints on a headshot, making it a very powerful tool in her moveset, but this again isn't hinted.
  • Hand Seals: True to form, Impa uses rapid strings of mudras to do her Special Attacks.
  • Identical Granddaughter: Her appearance here is a dead ringer to Paya, her granddaughter in Breath of the Wild. The only notable difference between the two is that Impa has significantly longer hair, thinner eyebrows, and purple facial markings as opposed to Paya's red ones.
  • Kite Riding: Impa can use a frameless kite to glide in the air.
  • Legacy of Service: Impa's family has been in direct service to the royal family of Hyrule for generations.
  • Ninja: Impa is a skilled ninja, as keeping with the Sheikah Tribe's customs.
  • Ninja Run: Impa will do the standard ninja run when moving normally and switch to the Airplane Arms variant when she is sprinting.
  • Ninja Maid: Impa's official job is that of a royal advisor and the princess's personal aide, but she is a very accomplished ninja as well. Purah even asks when her sister learned to do such a thing when it isn't exactly part of her job description.
  • Not So Above It All: As much as she tries to be a model Sheikah warrior, she's way too high-strung and often gets into petty squabbles with Terrako. In the final cutscene of the "Guardian of Remembrance" DLC, she's shown jumping in delight and excitement when Terrako not only lets her touch it, but taps its claw against her finger.
  • Paper Talisman: Impa uses the same sort of paper talismans as the Yiga Clan and Monk Maz Koshia to do her ninjutsu.
  • Pre-Mortem One-Liner: When using the Special Attack.
    Impa: Steel yourself! I am ready. (with three seals) It's time!
  • The Reliable One: While most Impas are old enough to be The Mentor or a Battle Butler, here she's more just the level-headed friend. She's a crucial source of morale for Zelda.
  • Reverse Grip: For most of her attacks Impa will draw her blade in this manner, although she will switch to a standard grip mid-combo.
  • Sibling Yin-Yang: Impa is the more level-headed and traditional sibling contrasting against her sister Purah's scientific eccentric. Furthermore, Impa is a frontline fighter while Purah is a researcher.
  • Smoke Out: Some of her attack strings will have her vanish ninja-style in a puff of smoke and paper talismans.
  • Shout-Out: The mudras Impa preforms are not from the real-life Asian Rune Chant, but they are identical to the hand seals in Naruto.
  • Stock Ninja Weaponry: Impa uses a ninjato and kunai, as well as other popular ninja implements.
  • Stuff Blowing Up: Her special attack has her conjuring a barrel bomb. If she uses it with her clones maxed out they proceed to pile a load of bombs onto an enemy before detonating them for increased damage.
  • Summon Magic: One of her attacks has her summon a giant frog on top of her enemies, while another variant has her riding said frog (and if she has clones, there'll be a frog for each one).
  • Sword Beam: Some of her combos end with her launching arcs of Razor Wind or ancient energy from her sword.
  • Tomboy and Girly Girl: Impa herself.
    • The Tomboy to Purah's Girly Girl. While their clothing is similar, her more subdued attitude and her more traditional hairstyle gives this vibe. Additionally, Impa is more of an Action Girl and less coiffed than her older sister. However, Purah herself is pretty tomboyish too.
    • To Zelda, who is the closest representation to a Princess Classic the game gets.
  • Tomboyish Voice: She has a bit of a rasp to her voice at times.
  • Tsurime Eyes: While her face looks remarkably similar to Paya's, one of the biggest differences is that she has smaller eyes with upward-slanted sharp points, which help emphasize her more confident Action Girl characterization in contrast with her granddaughter.
  • Undying Loyalty: Impa is loyal to Zelda before anyone else, up to disapproving of the King's conduct and lack of praise for his daughter.
  • Voice for the Voiceless: With Link being a Heroic Mime as usual, Impa largely acts as his "voice" during cutscenes.
  • Weaponized Headgear: Her dashing strong attack animation has her coat the brim of her hat in Sheikah energy and hurl it like a boomerang at her opponents while delivering a spinning kick.
  • Why Did It Have to Be Snakes?: Downplayed. When she is chosen to go on a story mission, she utters out a "Terrifying..." as she glides from the Central Tower, implying that she has a fear of heights.

    Zelda 

Princess Zelda

Weapons: Sheikah Slate, Bow of Light, Master Cycle (DLC)

https://static.tvtropes.org/pmwiki/pub/images/293_10.png
Ceremonial Robes
Voiced by: Yu Shimamura (Japanese), Patricia Summersett (English) Foreign VAs

The Princess of Hyrule, who bears the Triforce and has the Blood and Soul of the Goddess Hylia. She's interested in intellectual pursuits and harnessing the power of ancient Sheikah, though her father is forcing her to unlock her latent magical powers instead.

With the Sheikah Slate, Zelda's unique action activates any runes she has left on the battlefield. With the Bow of Light, Zelda's unique action activates her Luminescent form, drastically increasing her power at the expense of her special meter.

With the Master Cycle, Zelda's unique action puts her into overdrive and strengthens her attacks, as well as tremendously increase her speed, plowing through anything in her way. However, if Overdrive is done too long, the Master Cycle will overheat. When that happens, Zelda's unique action instantly cools it down.

For tropes on her portrayal in Breath of the Wild, see here.


  • Action Bomb: Zelda's use of the Bomb Rune will have her summon a large bomb that can walk around launching smaller bombs at enemies before it’s own inevitable detonation.
  • Adaptational Badass: Zelda is much more active in combat than in Breath of the Wild before she awakened her powers thanks to her creative use of a fully-unlocked Sheikah Slate, and is able to keep up with the rest of the Champions, something which she bemoaned she couldn’t do in Breath of the Wild.
  • Adaptational Nice Guy: She wasn’t exactly a mean-spirited person to begin with, but in flashbacks of Breath of the Wild, she was initially much more abrasive toward Link thanks to wielding the Master Sword while she has difficulty awakening her divine powers and didn’t warm up to him until he saved her from a Yiga ambush. In Age of Calamity, however, she never has any issue with Link and is nothing but friendly toward him regardless of her insecurities, likely due to circumstances caused by Terrako's arrival.
  • Attack Its Weak Point: Zelda's attacks while using Sheikah Slates are unique in that they can exploit the rune weaknesses of strong monsters without having to resort to the dedicated rune abilities.
  • Badass Biker: She is the only fighter who can use the Master Cycle Zero and its other variants. What's even more hilarious is the fact the text acknowledges that the original Master Cycle was meant only for Link, but Zelda fell in love with the design and personally asked Robbie and Purah to make a replica for her alone.
  • Boring, but Practical: Her Bow of Light moveset is this. Unlike every other character, who are reliant on doing Weak Point Smashes to do most of their damage, Bow!Zelda is more reliant on doing heavy damage with her rings of light and arrow mechanic with just her regular and strong attacks. Relying on Weak Point Smashes ends up being very slow and inefficient since she only has an extremely slow weak point forcer in her sixth strong attack and an uncancelable Stasis attack, but the boost to her light arrow attacks from the rings of light can usually make up for it.
  • Car Fu:
    • Zelda can use Magnesis to drive minecarts into enemies and has a weak point smash will have her launch one at an enemy with Stasis.
    • This is the primary way of attacking with the Master Cycle weapon, driving into enemies and weaponizing BMX-esque tricks aided by ancient hard light technology.
  • Child Prodigy: She must have been one when she was younger, since she was shown activating Terrako with a blessed screw as a child. Yes, the little Guardian that can hold its own against monsters several times larger than it, act independently, enhance the capabilities of the Sheikah Runes, and send itself and others through time and space. Though it's not explicitly shown if Terrako was created from scratch, the act of activating such advanced technology in a medieval society as a young child is a ridiculously impressive feat.
  • Cool Bike: The Pulse of the Ancients DLC pack has Purah build Zelda a replica of the Master Cycle Zero, a unicorn-shaped motorcycle-like Divine Beast — and in addition to being able to teleport and conjure ramps made of ancient Sheikah energy, it can fire a Divine Beast Wave-Motion Gun from its headlight. Purah and Robbie also build the offense-oriented eagle-themed Master Cycle Hunter and defense-oriented bull-themed Master Cycle Sentinel. The flavor text for the upgrades describes Zelda as being over the moon with it, and enthusiastically dedicating herself to becoming a Badass Biker.
  • Determinator: She will do whatever it takes to ensure the events of the Great Calamity don't come to fruition.
  • Difficult, but Awesome:
    • Her Sheikah Slate moveset is initially hard to use, since she's massively different from the rest of the initial three player characters. That said, if one were to get good with her, in a game where one of the selling points is the ability to destroy entire armies at once, she has among the best AoE of any of them.
    • The Master Cycle handles like a wild bronco at times, and has very limited lateral movement capabilities. That said, it allows Zelda to be the fastest warrior in the game, and can shred Weak Point Gauges into pieces with its drilling attack while in Overdrive.
  • Energy Bow: Zelda's Bow of Light moveset has her create arrows out of light that then fire in the form of streaks of light. These arrows are even conjured and fired independent of the her drawing of her bow.
  • Fighter, Mage, Thief: Zelda is the Mage to Link's Fighter and Impa's Thief, using magical attacks and other esoteric tools compared to Link's melee weapons and Impa's ninja techniques.
  • Great Bow: She will conjure a gigantic bow with her powers for one of her Weakpoint Smashes to launch a huge bolt of light at the enemy.
  • Guide Dang It!: Using the Sheikah Slate moveset's unique Magnesis has her prepare a metal junk projectile she can send forward with her ZR action. While it's easy enough to see that her first Regular Attack will add said attack's metal box to the projectile, the game doesn't inform you that adding said metal box (or any metal box) to the Magnesis projectile will expose a Weak Point Gauge with ZR. This essentially makes up for the Sheikah Slate lacking a fifth or sixth Strong Attack that would normally expose Weak Point Gauges, but the method is very easy to miss without wild experimentation.
  • Holy Hand Grenade: Her Bow of Light moveset has her use her Goddess Blood and the Triforce to unleash holy magic. She also has a combo that ends with her hurling a sphere of light that explodes.
  • An Ice Person: Zelda can use the Cryonis rune to create and shatter pillars of ice as part of her combos and can rain down icicles on enemies.
  • Instant Expert: Once she unlocks her sealing power, which is the Bow of Light moveset, she needs no training to start attacking with it. None of the quests that upgrade the moveset's combos pertain to training her either.
  • Lethal Chef: The "Fragments of Memory" cutscene in the "Guardian of Remembrance" DLC shows Zelda cooking with a Monster Extract, creating a meal so terrible that even Link takes a step back from her pot. At least, unlike in Breath of the Wild proper, she doesn't just chuck the full milk bottle into the pot.
  • Light 'em Up: Her Bow of Light moveset utilizes spheres and rays of divine light magic.
  • Loophole Abuse: How did she get the Master Cycle Zero when it's meant for the Hero after he completes a special Sheikah trial? She commissions Purah and Robbie to make a replica of it based on the schematics they have in their Royal Ancient Lab.
  • Mage Marksman: Her Bow of Light moveset attacks primarily with bursts of light, reserving the light arrows for her strong attacks.
  • Magical Camera: Zelda's Special Attack for the Sheikah Slate has her using the camera function to target enemies for an attack.
  • Magikarp Power: When unlocked she starts out lackluster compared to Link and Impa, since her initial moveset is extremely short and she doesn't have much utility with her ZR. However, as she unlocks more moves for her Slate she can eventually grow into one of the strongest boss killers in game. Similarly, her Bow of Light moveset starts out mediocre, but unlocking more Light Arrows per attack grows her into a Lightning Bruiser.
  • Magitek: Zelda's main weapon is the Sheikah Slate, a magical tablet PC that uses app-like runes.
  • Magnetism Manipulation: Her Strong II strings is to use the Magnesis Rune to pull metal crates from the earth and swing them at enemies to bludgeon them.
  • Male Gaze: One of her idle animations has her crouching down to catch a frog with her rear facing the camera, referencing an infamous scene in Breath of the Wild where she does the exact same thing (though this time with no Link).
  • Mechanically Unusual Fighter: Both of Zelda's movesets stand out from most in the game in a number of ways.
    • Sheikah Slate:
      • Others, like Link, have relatively standalone unique abilities that don't require prior setup. Her unique ability involves activating the Sheikah Slate which, by itself, does nothing, but, when combined with the individual runes in a Stance System-esque manner, has a variety of uses. For example, she can use the Cryonis Rune to rain down icicles and then shatter them for massive splash damage.
      • Additionally, not only do the runes used in her regular attacks (other than Magnesis) retain their properties (i.e. the ice blocks from her strong attack function the same as using the Cryonis Rune on charging enemies), but they can be used in tandem with the dedicated runes that have cooldown, so she can use multiple runes at once. A common use is breaking an enemy's QTE with a standard attack, before using the dedicated Stasis to keep the enemy's weak-point gauge exposed.
      • Zelda's Magnesis is always able to unearth a metal object, as opposed to Link and Impa who can only use Magnesis in the presence of metal objects.
    • Bow of Light:
      • Zelda with the Bow of Light is similar to Young Link in the original Hyrule Warriors in that her regular combo strings are unimpressive, but she has access to a Super Mode that drastically improves her combat capability. Unlike its predecessor, Age of Calamity doesn't have a universal super mode mechanic that Focus Spirit served, so Zelda's alternate form instead drains her special attack gauge. This makes her the only character to use it for something other than, well, special attacks.
      • Her Luminescent form uniquely lacks combos entirely, instead performing strong attacks directly using the face buttons (except A), while holding ZL for some. As a side effect of ZL being used for attack inputs, Zelda can't guard while Luminescent.
    • The Master Cycle is her most standard weapon, but it really does control like a motorcycle does; snapping 180s are impossible like the other characters, turning takes time and it won't stop on a dime unless you're attacking, this adds a very odd level of nuance to controlling movement with it.
  • Modest Royalty: As a first for Zelda, she will never wade into dangerous battles with her Requisite Royal Regalia and her court dress and crown is not available as a playable costume. Even her prayer garment is a plain white gown with minimal jewelry and her hair styled in a simpler fashion.
  • Narrator: Zelda takes over as narrator after Rhoam goes missing.
  • Point of Divergence: As it turns out, Terrako unlocking the Sheikah Slate's full potential early turns Zelda from a non-fighter in need of a protector into someone who can defend herself a bit. This newfound access also means that Zelda no longer feels like The Load and thus is more receptive to helpful advice from Urbosa and Impa.
  • Power Floats: She hovers above the ground while Luminescent.
  • Power Glows: Zelda's powered-up state with the Bow of Light is literally called "Luminescent". Naturally, she glows while it's active.
  • Pre-Mortem One-Liner: When using the Special Attack.
    Zelda: (before her powers awaken) I will defend Hyrule! In anyway I can.
    Zelda: (after her powers awaken) I will fight for Hyrule! With every way I can!
  • Pretty Princess Powerhouse: While Breath of the Wild implied that she was reliant on Link as her knight, here she's a fully playable character, fighting during the Calamity as much as the Champions even before unlocking her divine powers by using the Sheikah Slate offensively, and by mastering the use of the Master Cycle.
  • Prone to Tears: Zelda can be rather emotional given the right circumstance, being rather prone to crying as a result of her frustration at being unable to unlock her divine powers.
  • The Protagonist: Age of Calamity's story centers around Zelda and her struggles with awakening her powers and leading the Champions on the fight against Calamity Ganon while focusing on her relationship with Terrako, making her the central protagonist of the game.
  • Rain of Arrows: With her Bow of Light moveset, she can fire off arrows into the air where they will rain on enemies as beams of light.
  • Recurring Element: Her fighting style has more in common with Lana's Book and Gate movesets than any of Zelda's weapons in the previous Hyrule Warriors.
  • Required Secondary Powers: It's easy to miss, but notice that Zelda doesn't seem all that bothered by blinding bright lights that make other characters wince and look away. It makes sense, as her powers when she unlocks them produce bright lights. She'd have to have stronger eyes or she'd blind herself with the glow of her powers.
  • Sacred Bow and Arrows: Her sealing power in this game manifests as her using the Bow of Light alongside attacks made of holy light. Some of the upgrades to the moveset increases the number of arrows that her various attacks use.
  • Sliding Scale of Gameplay and Story Integration:
    • The story frames Zelda as being The Load up until she unlocks her divine powers. While her Bow of Light moveset is certainly one of the best in the game, Sheikah Slate one is far from the worst. If the player learns to capitalize of the synergy between her regular moves and the Slate's modules, which is not particularly difficult once you realize some of its interesting quirks, she's just as powerful and useful as most other characters in the roster (if not more so).
    • When Zelda unlocks her Bow of Light, she can very quickly fully upgrade it. When you play the chapter "All Hyrule, United", Zelda's voiceover will have her mention that her powers of sealing are fully awakened. If you fully upgrade the weapon beforehand, it lines up with this nicely, but the narration will say this regardless of how much you upgraded that specific weapon.
  • Spontaneous Weapon Creation: Zelda actually created the Bow of Light with her powers. In contrast, the Sacred Bow is a weapon specially made for her to use when her powers awoken and the Sealing Bow an ordinary bow enchanted with her powers.
  • Sphere Factor: Zelda pushes a giant remote bomb on enemies for one of her attacks.
  • Squishy Wizard: She's no fighter, being primarily a researcher, and her powers as Hylia's incarnation have yet to manifest. Clever, creative use of the Sheikah Slate, however, allows her to keep up with the seasoned warriors she fights beside.
  • Super Mode: Her unique action with the Bow of Light swaps her between her normal moveset and the Luminescent form, in which she can instantly execute her strong attacks using various button inputs at the cost of her special attack gauge draining over time.
  • Swiss-Army Weapon: How she uses the Sheikah Slate as she uses its functions in a far more elaborate manner than the Champions.
  • Throw Down the Bomblet: Zelda can roll and hurl gigantic bombs at enemies with the Remote Bomb rune as a part of her Strong III combos.
  • Time Stands Still: She can freeze enemies in place for short periods with Stasis.
  • Took a Level in Badass:
    • She was initially a non-fighter, heavily dependent on her knight escort to protect her on her journeys. But once she gains access to the Sheikah Slate's fully unlocked runes, she proves herself to be a devastating fighter by her own right.
    • She takes another level of badass when she finally unlocks her sacred powers in an attempt to save Link from the Blight Ganons. This newfound power gives her the confidence to not only hope for victory over Calamity Ganon, but also the courage to lead all of the Hyrulean Forces in the Final Battle for Hyrule.
  • Trap Master: Several of her attacks leave ice blocks and bombs on the battlefield to set off later.
  • True Sight: The "Fragments of Memory" cutscene from the "Guardian of Remembrance" DLC shows she's able to sense the Spirit of the Master Sword, even when Link himself seems unaware of its presence.
  • Unique Items: There is only one version of the Bow of Light, and it cannot be sold or fused to another weapon after it is obtained.
  • Wave-Motion Gun: Her Master Cycle weapon has one built into the front of it, for use in her unique action and special attack.
  • Weak, but Skilled: Instead of using normal weapons, Zelda initially uses the Sheikah Slate as her primary form of attack instead of as a supplement. Even her usage of the Runes outside her basic combos is far more elaborate and even synergize with her attacks.
  • Wrench Wench: Although her duties as a princess and destiny as the one who must seal away the Calamity leave her little time to indulge, her biggest passion is researching and rebuilding ancient Sheikah technology. Most of her sidequests mention her tinkering with ancient equipment and coming up with upgrades to her own gear. She's noted to be the only person who can bring out the full potential of her highest-rank weapon, the Ancient Overclock Unit. And she built Terrako — a tiny, sentient Guardian who can augment and control other Sheikah tech, fight as well as a Champion, and travel through time — when she was just a little girl.
  • You Are Better Than You Think You Are: After Zelda fails to awaken her sealing power at the spring of courage, Impa reminds her that because of her knowledge of Sheikah relics and her intuition she was able to save the group by opening the path forward to escape a battalion of monsters and is therefore not as useless as she keeps insisting.

Champions of Hyrule

    Mipha 

Mipha

Weapon: Zora Spear

https://static.tvtropes.org/pmwiki/pub/images/600_0.png
Champion Garb
Voiced by: Mayu Isshiki (Japanese), Amelia Gotham (English) Foreign VAs

The Zora Champion and the princess of the Zora. She's known Link since he was a child.

Mipha's unique action is to teleport through the water fountains she places on the battlefield. She is also capable of healing herself and her allies through certain actions.

For tropes on her appearance in Breath of the Wild see here.


  • Animal Motif: Her design is based on a dolphin according to Creating a Champion.
  • Beware the Nice Ones: She may be a sweet, gentle girl but she will not hesitate to run you through if need be.
  • Big Sister Instinct: She spends her introductory mission looking for Sidon when he goes missing.
  • Brother–Sister Team: When paired with Sidon on maps she will be proud to see the man her younger brother grew into.
  • Childhood Friend Romance: Mipha is childhood friends with Link and is in love with him, though her feelings aren't brought up. Not explicitly, anyway. One of her post-game Challenges, "Heart's Escort," has her rescuing Link from a tough group of monsters. The reward for completion, among other goodies, is the Zora Armor. Which is treated as a symbol of engagement among her people.
    Item Description: It's probably fine to be wearing this. Probably.
  • Combat Medic: She is capable of wielding powerful healing magic alongside her polearm skills.
  • Cool Big Sis: Mipha is very loving towards her little brother Sidon, who worships her both as a child and an adult. Even when he causes chaos by vanishing to fight a lynel during a massive attack on Zora's Domain, she hardly scolds him at all, and instead congratulates him for his bravery.
  • Damage Over Time: Several of her combo strings create whirlpools or spheres of water that lingers on the battlefield to continue causing damage.
  • Face Death with Dignity: Upon realizing that Waterblight Ganon is too much for her to handle, she simply mutters "So this is how it ends" and calmly awaits for the Blight Ganon's final blow until future Sidon intervenes and blocks the incoming attack.
  • Fish People: She is a Zora, a fish person and more specifically based on a dolphin.
  • Floating Water: She can conjure spheres of water to swim through for her Weakpoint Smash.
  • Flying Seafood Special: Mipha can swim through the air using currents of water that she can conjure.
  • Guide Dang It!: While the game informs you that her ZR unique action lets her instantly teleport to a fountain she creates, the game does not tell you that you can repeat this action up to five times, with each repeated "teleport" being stronger than the last and the fifth one both healing herself and exposing an enemy's Weak Point Gauge.
  • Handy Feet: Upon unlocking more regular attack combos, one later move has Mipha plant her spear into the ground, jump on top to stand on the tip, and then wield it with her feet into a vertical spin attack, much like how Impa from the original Hyrule Warriors would use her Giant Knife.
  • Heal It with Water: Mipha's fountains can heal nearby allies when used, and her Special Attack and fifth ZR action can likewise heal herself.
  • Magic Knight: Mipha can conjure water to attack enemies as well as she can fight with her spear.
  • Making a Splash: Mipha can conjure waves, columns and whirlpools of water to attack enemies.
  • The Medic: Several missions require you to escort Mipha safely to injured allies so that she can heal them.
  • Not So Stoic: Mipha is relatively calm and collected for most of the game, but becomes visibly flustered when Link overhears her desire to fight alongside him specifically.
  • O.O.C. Is Serious Business: She typically has a gentle and demure demeanor even in the midst of combat against enemies. But when young Sidon is being threatened by a Lynel, her dialogue is uncharacteristically angry as she faces off against the monster, showing that she can be quite vicious when it comes to protecting her family.
  • Portal Pool: Mipha's main mechanic is her ability to conjure pools of water from which she can dive and teleport to on the battlefield.
  • Pre-Mortem One-Liner: When using the Special Attack.
    Mipha: With grace, I cannot fail.
  • Pretty Princess Powerhouse: She may be demure and soft-spoken, but Mipha is still a trained warrior who will not hesitate to enter the battlefield.
  • Prongs of Poseidon: Being a Zora, she prefers spears and specifically her Lightscale Trident.
  • Requisite Royal Regalia: Before becoming a Champion, Mipha wears several chords and epaulettes on her person in place of her Champions sash that give her the air of regality fitting of royalty. Like Urbosa, she puts many of these accoutrements aside when she becomes a Champion.
  • Rescue Romance: Invoked by a post-game challenge called "Heart's Escort", in which the mission is only limited to her being playable and its premise is about her coming to Link's aid, though considering this is Link, the mission itself is likely humoring her due to how she never got to confess in Breath of the Wild. The reward to this mission is the Zora Armor, which pretty much equates to Mipha trying to propose to Link, considering its significance and how this mission is available after the main story, after Calamity Ganon is sealed away.
  • Spared by the Adaptation: In the original game, she was originally killed by the Waterblight Ganon but is spared this fate by Sidon arriving from the future and saving her at the last minute, and ultimately saved for real with the arrival of Link fending off Waterblight Ganon.
  • Spin Attack: Incorporated in her graceful fighting style by spinning in the air after leaping out of a fountain, spinning herself on her spear in the ground to kick away enemies during regular combos, and even using her feet to wield her weapon for another spin following the previous.
  • Super Swimming Skills: As a Zora her ability to move in water is unmatched — which is noted in the flavor text of some of her side-missions. Combined with her ability to conjure water, this gives her incredible mobility on the battlefield.
  • Video Game Caring Potential: Mipha's Strong Attacks and Special Attack aren't only good for healing the playable characters; they can heal non-playable allied captains as well. This is helpful in a few story missions, but healing non-playable captains is mainly just there to make the player feel good.

    Daruk 

Daruk

Weapon: Goron Sword

https://static.tvtropes.org/pmwiki/pub/images/hwaoc_daruk_artwork.png
Champion Garb
Voiced by: Kouji Takeda (Japanese), Joe Hernandez (English) Foreign VAs

The Goron Champion, hailed as the Great Daruk. He's big and boisterous, but a great hero all the same.

Daruk's unique action is to destroy the magma ramps and pillars he places on the battlefield, which he can also roll and dash off of.

For tropes on his appearance in Breath of the Wild, see here.


  • Acrofatic: Large, but very light on his feet, with Age of Calamity showing him as capable of using backflips to dodge in the gameplay trailers.
  • Barrier Warrior: Daruk is very adept at weaponizing his Protection spell by covering himself in Protection before charging forward in an enhanced Rolling Attack, or by enlarging the barrier to plow away every monster in sight.
  • BFS: He wields large swords made out of stone, and has the strength to do so with one hand, leaving his other free for magic.
  • Big Fun: Daruk is jovial and not one to sweat the small stuff, bringing levity to most situations.
  • Beehive Barrier: With his signature ability, Daruk's Protection, he can create a crimson energy bubble that can block attacks. In Age of Calamity it's so powerful he can use it to shrug off flaming boulders, and increase the barrier's size for rolling attacks.
  • Be the Ball: Daruk's sprint has him do the classic Goron roll.
  • Boisterous Bruiser: They do not call him The Great Daruk for nothing, he is a legendary hero amongst the Goron before he had become a champion.
  • Comically Missing the Point: After protecting Death Mountain with Link, Impa, and Zelda, Daruk offers Link a Prime Rock Roast to eat after all that work. Link digs in with a completely straight face while Zelda and Impa watch in bafflement. Daruk sees their distressed expressions and realizes he didn't bring enough Rock Roast for everyone, promising to have plenty on hand for everyone next time.
  • Deadly Force Field: In Age of Calamity Daruk's Protection can be used offensively to bowl over enemies and crush enemies with its unbreakable shell.
  • Defend Command: Daruk activates his Protection when guarding. This renders him completely impervious to enemy attacks, unlike other characters whose guard can be broken.
  • Defiant to the End: Daruk is slammed into a wall and could only look with defiance as Fireblight Ganon throws a massive fireball at him until Yunobo gets in-between and uses Daruk's Protection to save his ancestor.
  • Dishing Out Dirt: Many of Daruk's attacks summon spires of earth from the ground to attack enemies.
  • Don't Call Me "Sir": While piloting Divine Beast Vah Rudania, he tells Yunobo to drop the formalities and to not call him "Lord Daruk", though Yunobo admits that won't be very likely.
  • Fundoshi: Like most Gorons this is his choice of bottoms.
  • Gameplay and Story Integration: Because he uses his Daruk's Protection to do it, Daruk sports the most powerful basic guard in the game; nothing short of massive explosions caused by stronger bosses will stagger him out of it, and he's also invincible during attack animations where he uses Daruk's Protection offfensively, showing its defensive powers are still in play.
  • Lightning Bruiser: Don't let his size or that oversized chunk of rock he uses fool you, Daruk swings his weapons as quick as Link or Urbosa swing their one-handed swords, and he can dodge with the best of them and flurry rush. Even his foot speed is pretty fast before he starts to roll.
  • Magma Man: For his character action, Daruk can superheat the earth that he has previously summoned from the ground during other combos and cause them to explode into chunks of molten rock.
  • Mighty Glacier: Daruk packs a punch, but he's one of the slowest characters when he's not using his dash.
  • Odd Friendship: Forms a small one with Mipha over the course of the game, despite their very contrasting personalities. He's certainly more than willing to help train her to become a better fighter.
  • Magic Knight: Daruk can summon barriers of fire and raise the earth to attack enemies alongside his sword.
  • Oddly Shaped Sword: His sword has a blunted tip with a hammerhead and a blade hewn from stone; its size and weight make it more of a crushing weapon than a cutting one.
  • One-Handed Zweihänder: Being a Goron, he can swing around massive greatswords and hammers just with one hand.
  • Pre-Mortem One-Liner: When using the Special Attack.
    Daruk: Chew on this! Can you handle it!?
  • Ramp Jump: Daruk can create ramps for powering up his Rolling Attack using his earth magic.
  • Rolling Attack: Daruk can boost his classic Goron roll with his barrier magic.
  • Shipper on Deck: He doesn't say anything about the matter, but when he sees Mipha give a Longing Look at Link, he gives a chuckle as if affirming he supports them together.
  • Spared by the Adaptation: In the original game, he was originally killed by the Fireblight Ganon but is spared this fate by Yunobo arriving from the future and saving him at the last minute,and ultimately saved for real with the arrival of Link fending off Fireblight Ganon.
  • Silicon-Based Life: He is a Goron, a rock person from Death Mountain.
  • Stout Strength: Daruk is large even for a Goron and incredibly strong to boot.
  • Team Dad: Like Urbosa, Daruk takes a mentorlike approach to the younger champions like Mipha and Link, poking fun at Revali when he gets uppity and later directly taking Yunobo — who is actually his descendant — under his wing.
  • You Are Better Than You Think You Are: In Guardian of Remembrance, when Yunobo expresses his doubts about being as great a Goron Champion as Daruk due to him still needing to work on his bravery, Daruk raises his hand up so he can bask in the glory of saving Kakariko Village alongside him and says this to him:
    "I'm proud that you're my descendant. You are the Champion... of the whole future. And don't you forget it!"

    Urbosa 

Urbosa

Weapon: Scimitar

https://static.tvtropes.org/pmwiki/pub/images/600_2.png
Champion Garb
Voiced by: Rei Shimoda (Japanese), Elizabeth Maxwell (English) Foreign VAs

The Gerudo Champion and chieftain of the Gerudo. She's a close friend of Zelda's late mother.

Urbosa's unique action is to fill her lightning gauge, which allows her to extend her combos with powerful lighting strikes.

For tropes on her appearance in Breath of the Wild, see here.


  • Badass Fingersnap: She likes to do this to conjure lightning bolts as a Magical Gesture, it is even how she does the lightning portion of one of her combos.
  • Blade Spam: The lightning that charges Urbosa's scimitar can extend the length of her combo per segment of the electricity meter allowing her to trap enemies in long combos.
  • Chainmail Bikini: Urbosa's bra is armored but the rest of her clothes, armored or not, are otherwise very sparse.
  • Combat Stilettos: Urbosa wears steep heels into battle, even in the sand and snow.
  • Cool Crown: As the chief of the Gerudo, she wears a large and ornate crown but as a Champion she leaves it behind.
  • Dance Battler: Urbosa's fighting style lives up to its description from Breath of the Wild, being filled with graceful and intricate twirls and elegant footwork compared to the more straightforward Link.
  • Freeze-Frame Bonus: Many of her attacks involving her jumping, flipping or spinning quickly enough that you can briefly see crotch and green underwear under her skirt.
  • Improvised Lightning Rod: She can use her sword as one to reabsorb ambient electricity after doing a lightning attack to regain some of her electrical meter. She also uses this during Weak Point Smash to conduct a thunderbolt directly into an enemy's face.
  • It's Personal: As a fellow Gerudo, Urbosa holds deep contempt and resentment towards Ganondorf for leading their people down a dark path. Since she has always been one of the closest friends and allies to the crown of Hyrule, she utterly hates him for his crimes against those she loves and leads. This is later seen much later with The Legend of Zelda: Tears of the Kingdom where we actively see Ganondorf marshalling the Gerudo in his crusade against the rest of Hyrule.
  • Jack of All Stats: Like Link with his one-handed weapon set, Urbosa has no real weaknesses and has the parry mechanic which gives her more options for opening up enemy weak points. However, her ability to extend her combo strings gives her better DPS potential and great tools for breaking Weak Point gauges.
  • Luckily, My Shield Will Protect Me: Her swords are paired with a shield which she uses to defend herself when using the guard command.
  • Magic Knight: Urbosa is as skilled with slinging lightning bolts as she is as swinging her sword.
  • Magic Skirt: Surprisingly averted, despite the fact that having full control over a character allows players to see them from all angles. In her case, Urbosa's skirt flows freely and can blow aside during her attacks to show her green underwear very briefly. Some attacks, however, such as one of her Weak Point Smashes, will always make her underwear visible to be easily seen.
  • Master of All: On top of her speed and sheer dps output, Urbosa has one ability that makes her stand head and shoulders above the rest of the roster; Her unique ability. Urbosa's attacks charge her Lightning Meter which drastically empowers her entire moveset with both extreme single target and catastrophic area of effect damage. More damage to more enemies equals faster Musou charge, and here's the kicker; Urbosa's Musou attack instantly charges her Lightning Meter. Because of this, she is able to constantly use both, and if that wasn't enough, her Lightning attacks shred through Weak Points. Whether it be instantly destroying hordes by the hundreds or ripping through bosses, either in melee combat or by ranged attacks, there is nothing Urbosa can't do. The only real downside to Urbosa is without enemies to fight, she can't charge her Lightning Meter. Oh wait. Yes she can.
  • Pre-Mortem One-Liner: When using the Special Attack.
    Urbosa: You deserve no mercy! It's over for you!
  • Pretender Diss: In her recruitment mission, she immediately zaps a fake Urbosa (Master Kohga in disguise) with a bolt of lightning after returning to her hometown.
  • Shield Bash: Like Link, Urbosa can shield bash enemies by attacking while holding the defend button. This also allows her to parry enemy attacks including the Guardian's laser attack.
  • Shock and Awe: Urbosa can summon lightning to electrocute enemies and enchant her blade.
  • Spared by the Adaptation: In the original game, she was originally killed by the Thunderblight Ganon but is spared this fate by Riju arriving from the future and saving her at the last minute, and ultimately saved for real with the arrival of Link fending off Thunderblight Ganon.
  • Spell Blade: She can enchant her sword with her lightning magic.
  • Spin Attack: Urbosa will rapidly spin on her heel with her sword drawn when she attacks a Stasis inflicted enemy.
  • Sword Beam: One of her combos will end with her launching one, nevermind the waves of lightning she can sometimes hurl from her blade.
  • Throwing Your Shield Always Works: For her midair attack, Urbosa will throw her shield at enemies.
  • Team Mom: Urbosa serves as a maternal figure towards Zelda and later Riju, and often scolds Revali for his abrasive attitude.

    Revali 

Revali

Weapon: Bow

https://static.tvtropes.org/pmwiki/pub/images/606.png
Champion Garb
Voiced by: Noboru Yamaguchi (Japanese), Sean Chiplock (English) Foreign VAs

The Rito Champion, a prideful Rito warrior. Arrogant and haughty, but not without the skills to back it up.

Revali's unique action allows him to take flight using Revali's Gale. While airborne, he can use a variety of powerful attacks.

For tropes on his appearance in Breath of the Wild, see here.


  • Actually Pretty Funny: When Tulin innocently imitates his arrogant persona, he's seemingly miffed at it, but then, for the first time in all of his appearances, he bursts out laughing in amusement.
  • Adaptational Jerkass: He was already pretty abrasive in Breath of the Wild, but here, because he is very much alive and thus able to act, he's even more of a jackass, especially to Link. Their first meeting here put them in conflict with one another due to a misunderstanding, and with Link's sudden impossible reaction to Revali's maneuver, resulting in his arrow being blocked at point-blank, implied he may very well have come on top had things continued, if Zelda had not intervened when she did. Even then, despite experiencing first hand what Link is capable of, his attitude towards him what that of indifference and dismisal, instead of acknowledgement. Revali's biting diss when the party goes seeking out the Master Sword sounds less like Revali griping at Link feeling out of place, and more like hoping that Link will drop dead from his words alone. His attitude with the other Champions is also very telling, with both Daruk and Urbosa clearly annoyed with his hostility, and Mipha getting noticeably pent-up when he insults Link within her earshot.
  • Aloof Archer: His main weapon is the bow, and he's the most aloof member of the Champions. The wind association helps too.
  • Always Someone Better: Without even meaning to, Link always finds ways to one-up Revali, just by simply doing his job. Every bad remark that Revali fires towards Link is always proven wrong in ace and spades, to the point where it makes Revali look rather pathetic in his one-sided insistence that he's Links better. To add insult to injury, as the story progresses Link only continues to get better, to the point he is capable of feats that Revali is simply unable to do.
  • Arrogant Kung-Fu Guy: Revali is haughty and supremely confident in his skills and looks down on the other characters who he considers to be second fiddles.
  • Bash Brothers: With Teba. He works quite well with him to defeat hordes of monsters led by Calamity Ganon, while watching his back at the same time.
  • Beak Attack: One of his attacks is to fly beak first into enemies.
  • Bicep-Polishing Gesture: One of his idle animations has him put his bow away to flex both arms, just in case you wondered if his vanity didn't apply to his looks.
  • Big Guy, Little Guy: The little guy to Teba.
  • Birds of a Feather: Revali is able to see Teba like himself is a Self-Made Man who achieved greatness through grit and dedication to his craft and is thus much more respectful and quicker to praise him over anyone else. Though unlike Teba, his insistence on being the superior warrior to everyone else, blinds him from seeing the genuine work others have put in to get to where they are. Teba can see Link's skills are the real deal and considers him and Link as equals, whereas Revali sees Link as pathetic, and completely inferior to himself.
  • Bird People: Revali is a Rito, a bird person and more specifically based on a pheasant.
  • Blasé Boast: Revali casually tosses out how great he is to the point it's nigh-on a second language for him.
  • Blow You Away: Wind magic is Revali's specialty.
  • Broken Pedestal: In the final act of the game, Teba is somewhat disenchanted by Revali's arrogance and bad attitude — particularly towards Link. In Guardian of Remembrance, however, he starts seeing Revali in a new positive light upon seeing that he does have a heart of gold, especially regarding kids, like his son.
  • Character Development: It's not very obvious but it's there. Revali starts off being an outright jackass, especially towards Link. Over the course of the story, he eventually becomes a Jerk with a Heart of Gold, and gains a Pet the Dog moment towards Link, where he cheers him on in his own way during the final battle against Calamity Ganon.
  • Cool Uncle: Revali shows this attitude towards Teba's son, Tulin, in accordance to his soft spot towards kids.
  • Defrosting Ice King: Towards Link. Revali starts being outright mean and dismissive towards Link, insulting and demeaning him every chance he gets. But what kicks off his defrosting is after Link saves him and Teba from Windblight Ganon. Revali, while arrogantly claiming that he and Teba would have been fine without him, admits that it was better that Link was there. By the end of the final battle against Calamity Ganon, as Link is about to deal the final blow against Calamity Ganon, Revali cheers him on in his own way, telling him not to screw it up, all with an smile on his face, fully indicating that Revali has developed some form of respect for Link.
    • He has another defrosting moment in Guardian of Remembrance. Upon meeting Tulin and seeing his cheerfulness, the usually reserved Revali starts lightening up for once, encouraging the young Rito to pursue his desire to become like him, and finally laughs for the first time after Tulin imitates his speaking patterns.
  • Elemental Punch: Or Kick, rather. One of his midair combo finishers is to preform a Diving Kick which will generate a gigantic tornado.
  • Evasive Fight-Thread Episode: He and Link get to duel early in the game but it is interrupted before it can reach a decisive end.
  • Expy: Of Falco Lombardi as usual, being a blue-colored, pheasant-based bird person who butts heads with The Hero despite being on the same team. While not from the same character, he even shouts out his spiritual roots by saying "You may think you're good... But I'm better!"
  • Fatal Flaw: He almost gets killed by Link and Windblight Ganon, for the very same reasons; his pride, overconfidence, and constant habit of underestimating his opponent until it's too late.
  • The Fighting Narcissist: He's a skilled warrior and he's proud of his image as well, to the point he actually freaks out about his feathers if he gets hit with a fire attack. If you have him fight a Hollow version of himself, he actually feels insulted that the copy stole his good looks as well as his unparalleled talents.
  • Flight: As a Rito, Revali is fully capable of flight and specializes in midair attacking. His character action allows him to fly through the air and keep airborne using the Revali's Gale ability.
  • Friend to All Children: Arrogant and pompous he may be, as the Guardian of Remembrance shows, he has a soft spot for kids as shown by his bond with Teba's son, Tulin.
    Tulin: Master Revali! Thank you so much for saving me!
    Revali: (smiles a bit) Hmph. You know, you're pretty good for a little kid.
  • The Friend Nobody Likes: Downplayed Trope. The other champions may know he is an important teammate, and they respect his skill enough to compliment his abilities in battle, and Revali himself geniunely praises his teammates' abilities at various moments. However there are times when his cockiness and dismissal towards Link can annoy them and they won't hesitate to call him out on it. It's even more telling when Teba, his successor, holds Link in higher regards than him.
  • Grapple Move: Revali can grab enemies in his talons and lift them high into the air before dive bombing them back down to the ground should he be fighting on the ground.
  • Handy Feet: Since he needs his wings free to fly, Revali carries his bow with his talons whenever he's in motion.
  • Jerkass to One: Revali is an arrogant, full of himself, cocky jackass in general, but he's even ruder and meaner towards Link than he is to everyone else, repeatedly calling him pathetic and a loser virtually every chance he gets.
  • Jerk with a Heart of Gold: As this was during the past where he wasn't yet humbled by his defeat from the Windblight Ganon, he is more outwardly a Jerkass. He's arguably worse in this timeline, as he's seen in cutscenes dismissing the others worth in the coming battle. Despite this, he has a soft, caring side that shows up from time to time. Revali genuinely cares about the well-being of his home and people, and will not hesitate to fly into battle if it means protecting them. He'll also show respect where it's due, if not begrudgingly, when there's clear evidence against his personal views and thoughts. There's also various moments in-game where Revali will praise his teammates sincerely and with little hesitation. Finally, he works quite well with Teba, and actually praises his skill on multiple occasions, despite the latter's disenchanted behavior, and is quite cordial with his interactions with him during the Vah Medoh mission. Also in Guardian of Remembrance, he's revealed to be a Friend to All Children through his bond with Teba's son, Tulin, and encouraging him to pursue his goal of becoming a great Rito warrior like him.
  • Insufferable Genius: Revali is pompous and a bit of an ass, but there is no denying his skills.
  • Leitmotif: Although every warrior has one titled "The Champion [Insert Champion's Name Here]", alongside his Champion theme, Revali also has a theme for his boss fight as well: "Revali, Ace Archer & Aviator."
  • Let's You and Him Fight: He and his army attack Zelda and her friends after initially mistaking them for being in alliance with the evil little guardian.
  • Mage Marksman: With mastery over the air, Revali conjures windstorms to help him attack enemies alongside his archery.
  • Master Archer: Revali is a peerless archer among the Rito.
  • Multi Shot: He can fire many arrows in one draw of his bow.
  • Natural Weapon: Revali is apt to kick enemies with his talons along with using his bow.
  • Oh, Crap!: When Calamity Ganon returns, Revali starts off quite calm about it while acknowledging the crisis, but the shaking ground has him giving a clear horrified look as he stumbles and tries to keep his balance.
  • Papa Wolf: In the Guardian of Remembrance DLC's lost memories, even before he learns that the Rito child he and Teba are searching for in Hyrule Forest is Teba's son, Tulin, Revali does not hesitate to form a rescue team with Teba and tear through multiple hordes of monsters lurking in the forest to save the child.
  • Paper Tiger: Averted, Revali is genuinely as good as he says he is — it's just that he's not as good as he believes he is.
  • Pet the Dog:
    • He's far more respectful to Urbosa than almost anyone else on the main team, happily complimenting her when you cross kill thresholds playing as her, being a lot less boastful with his celebrating if he beats her, and she's the only person that he'll give credit where it's due and admit he was totally outmatched if Urbosa defeats him. He also listens to her over everyone else when she has enough of him insulting Link and tells Revali to can it.
    • Revali is also very respectful and sweet to Mipha, also complimenting her and at one point reminding her to take care of herself as well as other people, knowing it's an extra responsibility she bears as The Medic.
    • While Teba is initially taken aback by Revali's arrogance, Revali himself never has a bad word for his successor, and includes Teba in all his boasting whenever they fight together.
    • During the last part of the battle against Calamity Ganon, he cheers Link on in his own way, saying "Don't screw this up!"
    • In the credits for the True Ending, he literally pets Terrako after he's been repaired and even lets it ride on his back.
    • In the Guardian of Remembrance DLC's lost memories, he more or less immediately bonds with Teba's son Tulin because of Tulin's hero worship of him, encouraging the young Rito to pursue his greatness by saying he sees the potential for him to be Revali's equal (that alone a huge compliment), laughs along with Tulin and Teba when Tulin imitates his speaking patterns instead of getting angry, and in the final memory Tulin is shown sleeping snuggled up comfortably against Revali, with Revali catching his blanket from being blown away by the strong winds while Teba watches happily.
  • Pre-Mortem One-Liner: When using the Special Attack.
    Revali: Watch and learn! You don't stand a chance!
  • Pun: When using the Cryonis rune, Revali smugly says, "Cool down." while making a trio of ice pillars drop down on an enemy's head. He'll also occasionally quip "Are you shocked?" when using an electric attack.
  • Rain of Arrows: Fires a hail of arrows on Stasis-afflicted enemies.
  • Rebuilt Pedestal: In the Guardian of Remembrance DLC, Teba starts seeing Revali in a new positive light when he reveals his own soft spot for kids through his bond with his son Tulin, even sharing a laugh with him after Tulin imitates Revali's speaking patterns. His cutscene with them at the secret ending further cements it, with him happily watching Revali watch over Tulin while he naps.
  • Screw This, I'm Outta Here: After the ceremony that named everyone Champions, Impa gets into an argument with the little Guardian and starts chasing it. The two end up getting into this back and forth chase with Revali stuck in the middle until he finally has enough and flies off.
  • Self-Made Man: Unlike the other Champions who are of royal lines, and born with powerful magic, Revali is not of any noble stock and had to develop all of his skills out of his own blood, sweat and tears.
  • Short-Range Long-Range Weapon: Much like Linkle's crossbows in the previous Hyrule Warriors, Revali's bow can fire at a decent range but not as much as one would expect from a long ranged weapon.
  • Smug Super: Revali is the best archer among the Rito, knows it, and makes sure everyone else does too. He is particularly snide towards Link, and never misses a moment to be derogatory towards him.
  • Spared by the Adaptation: In the original game, he was originally killed by Windblight Ganon but is spared this fate by Teba arriving from the future and saving him at the last minute, and ultimately saved for real with the arrival of Link fending off Windblight Ganon.
  • Stance System: Revali's Unique Action is flying. This gives him two different combo sets: one on the ground and one in air.
  • Stuff Blowing Up: Liberally uses bomb arrows.
  • Tornado Move: Revali can conjure tornados for attacks.
  • Trick Arrow: He uses a plethora of bomb arrows in his moveset.
  • Tsundere: Revali is a Type A. He's rude, arrogant, cocky, and quite the jackass to boot, but he does show a softer side.
    Revali: (If Link rescues him from Windblight Ganon) Well, we would've been just fine without you. But I suppose it's better you were here.
    Revali: (If anyone else rescues him from Windblight Ganon) Hmph. I suppose I should thank you. Glad I didn't make a fool of myself in front of HIM.
  • Young and in Charge: Despite being a young man similar in age to Zelda and Link, he is the greatest warrior of the Rito Tribe and so the village's military all answer directly to him and refer to him as Master Revali.

Allies

    Hestu 

Hestu

Weapon: Maracas

https://static.tvtropes.org/pmwiki/pub/images/104ba4be_ef73_49c0_ba29_5b2c14039c2b.png
Voiced by: Miho Hino (Japanese), Cristina Valenzuela (English) Foreign VAs

A colossal maraca-wielding Korok, whose music and dancing are rumored to have magical abilities.

Hestu's unique action summons Koroks to assist him on the battlefield.

For tropes on his original portrayal 100 years later, see here.


  • Adaptational Badass: Easily one of the biggest examples in the game. In the original Breath of the Wild, he was a noncombatant. Here, he and his fellow Koroks can take on armies like everyone else.
  • Dance Battler: Many of his moves involve shaking his maracas and dancing. Even when using the runes.
  • Death from Above: One of his finishers is being lifted off from the ground by two flying Koroks who then lets him go, sending the giant Korok to land right on top of his target with his maracas still shaking as he does it.
  • Demoted to Extra: He has no importance or even lines in the main story after his introductory stage, though he does appear among Hyrule's forces during Zelda's speech before the final two stages. Additionally, he'll appear with the reinforcements in the final stage if not selected as a playable character, though he still has no lines. He is however available to play as in any story stage where you can select characters and appears in numerous side quests.
  • Dung Fu: His max tier weapons are the Shakalaka Maracas, whose rattles are enormous Korok Seeds. Breath of the Wild implies that these seeds are in fact Korok feces...
  • Fighting Clown: His fighting style is equal parts ridiculous and effective.
  • Funny Background Event: Twice. First, his introduction scene has him just standing there and watching the Champions pass by, and it takes a surprising amount of time for them to notice the giant tree-man standing close enough to breathe on them. Second, after Zelda's rousing speech before the final battle for the fate of Hyrule, and after Hestu has been absent from the story for a good long while, we get a dramatic zoom-out of Hyrule's united armies...and Hestu is among them, shaking his maracas without a care in the world.
  • Improvised Weapon: The Koroks will throw random objects at enemies for some of their attacks.
  • Magic Music: According to his Twitter spotlight, Hestu's music and dancing is believed to possess mystical abilities.
  • Magic Dance: His magical dancing also accompanies the music he makes with his maracas.
  • The Minion Master: Hestu summons the smaller Koroks to help him out while he fights. The more Koroks are on his side, the more attacks they perform when X is pressed in a combo.
  • Non-Dubbed Grunts: The "Yaha!" sound he makes in his introduction is the original sound clip from Breath of the Wild while his actual voice is provided by Cristina Valenzuela.
  • Perception Filter: Even though he has loud maracas and is taller than Daruk, no one sees or even hears him until Zelda notices.
  • Plant Person: He is a Korok — a forest spirit that looks like a vaguely humanoid tree with a leaf mask for a face.
  • Pre-Mortem One-Liner: When using the Special Attack.
    Hestu: Show me your moves! Shaka-shaka!
  • Signature Instrument: Hestu is never seen without his maracas, which contain Korok seeds and facilitate his mystical musical abilities.
  • Underrated and Overleveled: Hestu needs your help with all the "scary monsters" he can't deal with, but then demonstrates himself to be a perfectly capable fighter at the same level as everyone else in the party.
  • Vocal Dissonance: Albeit shown before in Breath of the Wild, Hestu has quite the high-pitched and squeaky voice for an individual of his size, still owing to his Korok race traits.

    King Rhoam 

King Rhoam Bosphoramus Hyrule

Weapon: Two-Handed Weapons

https://static.tvtropes.org/pmwiki/pub/images/king_rhoam_3.png
Voiced by: Hiroshi Naka (Japanese), Bill Rogers (English) Foreign VAs

Zelda's father and the king of Hyrule.

King Rhoam's unique action is to switch between his strong but slow kingly form and his faster but weaker hermit disguise. Doing this during a strong attack will perform a enhanced strong attack of the same input for the other form in the process.

For tropes on his original portrayal 100 years later see here.


  • Adaptational Badass: Rhoam never displayed any fighting ability in the original Breath of the Wild. In this game, however, he gets to show just why he's the King of Hyrule.
  • BFS: King Rhoam's king weapons are claymores, specifically the Soldier's, Knight's and Royal variants.
  • Changing Clothes Is a Free Action: To switch between his guises, Rhoam pulls on and whips off his cloak in a single fluid motion, many of the times mid-combo as is encouraged by his unique action. Oddly enough, he takes off the cloak for Weak Point Smashes… even though one of them has it where he puts it on.
  • Choice of Two Weapons: He uses a claymore in his kingly guise and the Double Axe in his hermit guise.
  • Face Death with Dignity: Surrounded by corrupted Guardians during the fall of Hyrule Castle, he urges Link to take Zelda to safety before he resigns himself to his fate.
  • Fantasy-Forbidding Father: King Rhoam considers Zelda conducting research into ancient technology to be an unnecessary distraction when she should be devoting all her time and energy into unlocking her divine powers, and makes his disapproval abundantly clear on several occasions.
  • Formerly Fit: If the statue in the Great Hall is to be believed, he was considerably leaner, but still bulky, in his younger days.
  • Healing Factor: If left idle, he'll eat an apple, restoring some of his health.
  • The Good King: Like most kings of Hyrule, Rhoam is a noble and just man who wishes the best for his kingdom, and frequently goes out disguised as a humble beggar to solve issues plaguing his people. However, it's also deconstructed in that while as a king, Rhoam does a perfect job, his desire to protect his kingdom has caused that rift between him and Zelda because he's so busy being a ruler with Hyrule's best interest in mind, he's not thinking about being a good father to his daughter.
  • Jerkass Realization: Surviving what should have been his death to protect Zelda, because of a piece of Guardian technology she gave him as a gift while pleading with him, causes him to come to the same realizations about being a terrible father that it took his death and century as a ghost to be able to voice. This time though, Rhoam lives and is able to reconcile and truly apologize to Zelda, mending their long-damaged relationship.
  • "Just Frame" Bonus: His unique action lets him swap between his slow but powerful king guise and his weak but fast hermit guise. Doing so during a strong attack lets him pull off two strong attacks back-to-back. The caveat is that the window to do so is open for so long before you wind up changing guises without doing a second strong attack.
  • Killed Offscreen: The camera moves away from Rhoam before we hear the Guardians firing on him. Subverted - he survives the attack, thanks to the trinket that stumped Zelda turning out to be a Guardian Shield.
  • King Incognito: He's capable of swapping between his kingly guise and a claymore and his hermit guise and an axe. Many of Rhoam's quests describe him as going out to mingle with commoners and hones his skills with a sword and axe in disguise.
  • Large and in Charge: He is a full head and shoulders taller than his Praetorian Guard and twice as wide, and has the strength to match his stature.
  • Master Swordsman: Rhoam's swordsmanship is peerless and Impa is able to tell it is him routing the monsters of the Great Plateau just from the description of the warrior's might.
  • Mighty Lumberjack: Disguising and working as as a lumberjack is how Rhoam learned how to wield an axe and Soldier and Knight's Claymores will have him use the Double Axe in his Hermit's Guise. The Woodcutter's Lodge on the Great Plateau is also an isolated area that Rhoam built to train.
  • Narrator: He reads the text scenes summing up the story at the start of each chapter, until he is attacked by Guardians at which point Zelda takes over with the narration.
  • One-Handed Zweihänder: He uses two-handed weapons to fight his enemies, which he can carry and even swing with just one hand. Even Link, a master Hylian swordsman who can wield any weapon with relative ease, can't replicate this feat.
  • Papa Wolf: No matter how complicated their relationship is, Rhoam will never let this fact prevent him from attacking any foe that tries to hurt or kill his daughter. The one Guardian got the full brunt of it when it was aiming at her and Link.
  • Parents as People: Although he loves his daughter, he is very strict and insistent about reminding her to focus on unlocking her sacred powers, as they need her on the frontlines against Ganon. Unfortunately, his insistence crushes her self-esteem as she tries and fails repeatedly. It was never his intention to hurt her, but he has a hard time balancing out his duties as a king and as a father. After Zelda's relic saves his life from Guardians, he becomes a lot warmer.
  • Praetorian Guard: In a few cutscenes and levels, Rhoam is protected by the Royal Guard, his personal bodyguards who wear the Royal Guard Uniform as seen in The Champions' Ballad DLC and wield Royal Guard's Swords and Shields.
  • Pre-Mortem One-Liner: When using the Special Attack.
    King Rhoam: This shall not stand! Begone!
  • Precision-Guided Boomerang: He can hurl his axe this way and it will boomerang back to his hand.
  • Rank Scales with Asskicking: He's the ruler of the land and prefers to give orders from the safety of his castle, but is perfectly capable of grabbing a sword and cutting a bloody path through the battlefield if he deems it necessary. He seems to be a better fighter than his own bodyguards and he primarily uses two-handed weapons which he can wield with one hand, something that even Link cannot do.
  • Rousing Speech: Gives one to the Hylian soldiers prior to the Battle of Hyrule Field. Doubles as a Badass Boast.
    King Rhoam: Listen well, soldiers of Hyrule. In our long history, we have scarcely faced a threat of this magnitude. The years have passed quickly since Calamity Ganon's revival was prophesied. Yes, we have unearthed the Divine Beasts and filled volumes with our knowledge of ancient relics. But a barricade of books will not protect us. Because this way surges a horde like we have never faced before. Even now the enemy is clawing for our throat—for Hyrule Castle itself. We must exterminate the monsters roaming Hyrule Field. Thus will begin our renewed effort to stop the Calamity! Here, now, go forth! And be brave for your kingdom!
  • Requisite Royal Regalia: He wears his kingly outfit complete with crown and ermine coat into battle.
  • Royals Who Actually Do Something: Rhoam has a presence leading the troops of Hyrule himself, and joins the battle on the front lines after Ganon takes Hyrule Castle.
  • Screw Destiny: His introduction title card calls him "Defier of Prophecy". After a fortune-teller predicted the return of Ganon several years ago, the king has worked tirelessly to prevent the oncoming Calamity.
  • Spared by the Adaptation: In the original game, he originally perished in the battle against Calamity Ganon, but he survives in this game thanks to a relic protecting him that was given to him by Zelda, which turns out to be an ancient shield that reflects the Guardians' lasers back at them.
  • Stance System: Rhoam fights in a heavier, slower and stronger Kingly Guise or the faster but weaker Hermit's Guise.
  • Stout Strength: Rhoam is an enormous man, and is as strong as his girth implies.
  • Sword Beam: He is capable of wreathing his Royal Claymore in blue energy and his axe in yellow energy, and his Special involves him launching a flurry of energy waves from them.
  • Wax On, Wax Off: Where did Rhoam learn to wield an axe so well? From chopping down wood in the wilderness.

    Purah & Robbie 

Purah & Robbie

Weapon: Sheikah Arms

https://static.tvtropes.org/pmwiki/pub/images/hwaoc_purah_&_robbie_artwork.png

As a duo, Robbie and Purah fight in tandem using ancient technology as a DLC Fighter.

The Duo's unique action has Purah place down one of four beacons that are randomly picked when the cooldown expires that emulate the effects of the Divine Beasts; a giant forward spraying jet of water (Vah Ruta), a bombardment of lasers from above (Vah Medoh), a massive lightning field with a safe zone just around the beacon (Vah Naboris), or a small but extremely powerful fiery explosion (Vah Rudania). Each of these beacons averts Friendly Fireproof however, and can push, blow up, electrocute or blow away Robbie if he gets hit by them, interrupting his attacks and leaving him vulnerable (though doing no damage).


  • Attack Drone: Their special move has Purah deploy one of four drones that are effectively miniature versions of the four Divine Beasts, which unleash a powerful attack based on the Divine Beasts' signature moves. However, if Robbie isn't careful he can get caught in the attacks himself.
  • Bash Brothers: Robbie and Purah are controlled as one character, with Robbie fighting for the basic attacks with his robotic arms and axes while Purah does the advanced attacks using ancient technology.
  • Chainsaw Good: The highest level weapon, the Ultimate Sheikah Arms, boast a pair of Ancient Bladesaws on the end. These are laser chainsaws made from Robbie's research with advanced ancient technology.
  • Energy Weapons: Robbie wields ancient axes with his robotic arms as the duos main method of attacking.
  • The Engineer: The two of them use ancient technology to fight, including reverse-engineered weapons they developed themselves.
  • Mad Scientist: Both are extremely enthusiastic about researching Sheikah tech, oftentimes to dangerous levels.
  • Multi-Armed and Dangerous: Robbie has an Awesome Backpack with robotic arms attached to them that actually wield his ancient weapons.
  • Promoted to Playable: Both of them became playable in the Wave 2 DLC, albeit as one fighting unit:
    • Robbie is directly controlled by the player, wearing an Awesome Backpack with extendable robot arms that are equipped with Ancient Weapons.
    • Purah isn't controllable in terms of player movement, but in attack combos and special moves.
  • Storm of Blades: An axe variant, Purah can cause a rain of ancient axes to fall on enemies.
  • Trap Master: Purah can lay down gadgets based on the Divine Beasts that can deal major damage to enemies but can also hurt Robbie if he’s caught in the blast (Fortunately, he doesn’t actually take any damage).

Purah

Purah

https://static.tvtropes.org/pmwiki/pub/images/hwaoc_purah_artwork_9.png
Voiced by: Ayano Shibuya (Japanese), Kate Higgins (English) Foreign VAs

Impa's coy and playful elder sister, a magitek researcher dedicated to reawakening the ancient technology of the Sheikah.

For tropes on her original portrayal 100 years later see here.


  • Catchphrase: She has two depending on her mood.
    • "Click snap!" whenever she uses the camera on the Sheikah Slate.
    • "Check it!" whenever she properly introduces herself, complete with her little hand gestures.
  • Delinquent Hair: She has a red streak in her bangs, reflecting unused concept art from Breath of the Wild which describe her as a punk rock scientist.
  • Edible Theme Naming: Her name in Japanese (プルア Purua) is a reverse reading of "Apple" (Apuru).
  • Foolish Sibling, Responsible Sibling: Foolish to Impa's responsible. In one challenge, Impa has to deal with Guardians Purah happily (and accidentally) rose from their sleep. While Purah is thrilled at the end, Impa can only scold her.
  • Genki Girl: She's a very energetic and showy character with quite a few theatrical character tics.
  • Mad Scientist: Purah is more than a little outrageous in her experimentation.
  • Sibling Yin-Yang: Compared to her more serious and traditional sister Impa, Purah is showy and spends her time researching ancient technology rather than fighting on the battlefield.
  • Smart People Wear Glasses: She's a really good scientist, and has a pair of specs that she keeps in her hair.
  • Tomboy and Girly Girl: The Girly Girl to Impa's Tomboy. While their clothing is similar, her more energetic attitude, miniskirt, makeup, and hair dye give the more girly vibe.
  • Troll: She likes to mess with people's heads for kicks.

Robbie

Robbie

https://static.tvtropes.org/pmwiki/pub/images/hwaoc_robbie_artwork_8.png
Voiced by: Ken'ichirou Matsuda (Japanese), Jacob Craner (English) Foreign VAs

A Sheikah scientist and one of Purah's colleagues, who's set up home at the Akkala Ancient Tech Lab.

For tropes on his original portrayal 100 years later see here.


  • Aerith and Bob: Among a race with many exotic-sounding names, Robbie sticks out among the Sheikah for having a relatively mundane name.
  • Awesome Backpack: Robbie wears a mysterious backpack made from ancient tech. In combat he attaches a pair of Artificial Limbs tipped with Ancient Axes to it.
  • Bunny-Ears Lawyer: He's a genius scientist with a flair for the dramatic.
  • Captain Ersatz: He looks bizarrely similar to Desty Nova, and his personality isn't too far off, either.
  • Edible Theme Naming: Despite his fairly unassuming name, Robbie follows Sheikah naming tradition; it comes from Strawberry.
  • Forgets to Eat: In one of the Pulse of the Ancient trees to upgrade apples, Robbie wonders aloud if he's eaten that day. Completing the quest reveals Purah found him passed out from hunger again.
  • Gratuitous English: In non-English dubs he often replaces or repeats certain words with their English equivalent.
  • Horrible Judge of Character: He admits he may have been too careless when he hired his Sheikah staff, as many of them turn out to be Yiga spies.
  • Large Ham: He frequently EMPHASIZES certain important words in ALL CAPS as if he were SCREAMING them, and his INTRODUCTION has him shuffle a bit and POSE, with a guitar riff playing in the background.
  • Mad Scientist: Maybe not mad, but he's certainly out there, and specializes in advanced technology. Some travellers even describe him as the trope name verbatim.
  • Named After Somebody Famous: His name is a short version of Robin Williams, who was such a big fan of the series that he named his daughter "Zelda" after it.
  • No Celebrities Were Harmed: On top of being named for Robin Williams, in one cutscene he dances and gives a noticeably Michael Jackson-esque "hee hee".
  • Verbal Tic: The Pulse of the Ancients DLC reveals that he tends to affix "Hm, yes" and variants to his speech.

Divine Beasts

    General 
https://static.tvtropes.org/pmwiki/pub/images/hwaoc_divine_beasts_artwork.png
A group of four animal-themed giant robots built by the ancient Sheikah ages ago to battle Calamity Ganon, with one controlled by a representative champion from each of the four major non-Hylian races of Hyrule. Whilst they have unique differences and traits, all share the same basic three attacks; an elemental projectile attack, a ranged elemental attack, and a devastating energy beam blast that serves as their special attack. Most also have a melee attack.
  • Animal Mecha: Each of them are animal-shaped.
  • Classical Elements Ensemble: Each one corresponds to a different classical element, plagued with a Blight Ganon that makes use of that element. Vah Rudania is the fire one, Vah Ruta is the water one, and Vah Medoh is the air/wind one. Vah Naboris is primarily themed around lightning (and its boss is Thunderblight Ganon with electrical attacks), but it is also associated with earth.
  • Humongous Mecha: They were big enough to be entire dungeons in Breath of the Wild, and are large enough to slay monsters as large and powerful as Hynoxes and Lynels in a few hits. The Master Cycle Zero — a souped-up replica of which added in the Pulse of the Ancients DLC — subverts this, being a motorcycle-shaped unicorn-themed Divine Beast small enough for a person to ride.
  • The Juggernaut: They are practically unstoppable, especially if you upgraded their health bar in their sidequests. The Divine Beast challenge missions often have time limits and never-ending hordes of Guardians to prevent the quests from being a literal cakewalk.
  • Mighty Glacier: Compared to the humanoid fighters, the Divine Beasts move extremely slowly and clumsily, and they have no ability to dodge. Instead, they rely on their massive health pools, barriers, and abusing invincibility frames to avoid being ground down by the literal armies of enemies they wade through.
  • Promoted to Playable: Served only as boss monsters and dungeons in Breath of the Wild, now controllable in this game, but only in certain quests.
  • Wave-Motion Gun: Each of them has this as their special attack, the same beam attack used to weaken Calamity Ganon in Breath of the Wild. It melts enemy forces like a hot knife through butter.

    Vah Ruta 
https://static.tvtropes.org/pmwiki/pub/images/hwaoc_divine_beast_vah_ruta_render.png
An elephant-shaped Divine Beast with the power of water, associated with the Zora and piloted by Mipha. It launches alternating blasts of ice/freezing water as its primary attack and can lock onto multiple targets before releasing a barrage of homing ice darts as its area attack. Its melee attack is a ground-to-air vertical swing of its trunk.
  • Crosshair Aware: Vah Ruta's area attack locks onto enemies with a blue X-shaped crosshair before it fires icicles that home in on the highlighted targets.
  • An Ice Person: Whilst mostly associated with water creation and control, its attacks are all portrayed as ice-based in this game.
  • Ice Magic Is Water: Although it's strongly associated with the water-dwelling Zora rather than the icy Hebra Mountains, all of Vah Ruta's elemental attacks involve shooting icicles.
  • Macross Missile Massacre: Its secondary attack involves designating targets with a scanner and then launching a massive barrage of ice missiles to rain down on the targets.

    Vah Rudania 
https://static.tvtropes.org/pmwiki/pub/images/hwaoc_divine_beast_vah_rudania_render.png
A lizard-shaped Divine Beast with the power of fire and magma, associated with the Gorons and piloted by Daruk. It fires slow but explosive magma boulders for its primary attack, can create a shower of magma bombs with a swing of its tail for a secondary attack, and crush enemies underfoot with an enormous double-foot stomp.
  • Catch and Return: It can catch fiery projectiles from Igneo Talus with its paw and throw it back at them.
  • Death from Above: Can call down a shower of magma bombs to bombard a targeted area.
  • Glass Cannon: The most mobile of the Divine Beasts with its ability to scale structures and cleanly sidestep, but its only defense being a Catch and Return means that things that can't be caught like Lynel arrows and Guardian lasers are impossible to avoid. This makes Rudania the most fragile of the Divine Beasts, the one that it's most urgent to be fast on before the unblockable attacks deplete its health.
  • Irony: It's the only Divine Beast with no built-in barrier to block projectiles, even though its pilot is Daruk, the biggest Barrier Warrior in the game.
  • Magma Man: Uses globs of molten rock as its ranged weaponry.
  • Shockwave Stomp: It can do two sideways stomps which send armies within range flying.

    Vah Naboris 
https://static.tvtropes.org/pmwiki/pub/images/hwaoc_divine_beast_vah_naboris_render.png
A camel-shaped Divine Beast with the power of lightning, associated with the Gerudo and piloted by Urbosa. It can summon individual lightning blasts on opponents as a ranged attack, blast everything around it with lightning for its area attack, and make a devastating charge attack that tramples foes underfoot. Uniquely amongst the Divine Beasts, its basic ranged attack is a slow-moving ground-based targeting reticle, and it has an energy meter that provides power for both its ranged and area attacks; blasting away too casually will deplete gauge and leave it with no attacking ability other than its charge attack until it replenishes.
  • Death from Above: Its projectiles are lightning bolts that manifest above the target spot and then crash down to the ground.
  • Foe-Tossing Charge: It can charge towards its enemies at lightning speed, often sending armies flying into the air, including Guardians.
  • Shock and Awe: Attacks with lightning bolts.
  • Sphere of Destruction: By holding down ZR, Naboris can create a huge sphere of energy around it. Release the button, and it will call down lightning to strike everything in the sphere's radius.

    Vah Medoh 
https://static.tvtropes.org/pmwiki/pub/images/hwaoc_divine_beast_vah_medoh_render.png
A bird-shaped Divine Beast associated with the Rito and piloted by Revali. It's armed with batteries of laser cannons along its upper and lower sides, allowing it to switch between air-to-air and air-to-ground modes in combat for better targeting.
  • Beam Spam: Vah Medoh has the fastest firing rate of any Divine Beast, though in contrast it also requires the most precision with targeting. Its air-to-air area attack literally fills the sky with a cutting web of laser blasts that wipes out all visible enemies, whilst its air-to-ground area attack bombards a large area with a barrage of lasers.
  • Death from Above: Shares this trait with Vah Rudania, only Vah Medoh itself is where the projectiles descend from.
  • Giant Flyer: As the only airborne Divine Beast.
  • Long-Range Fighter: Is the only Divine Beast with no melee attacks; it exclusively focuses on blasting foes with its lasers.

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