The Batter vs. Makima (OFF vs Chainsaw Man) Blog

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“Every action that we take exacts a cost and produces consequences. Nothing can be undone.”

- Kilroy J. Oldster

The Batter Purification Incarnation, the purifier meant to turn the world OFF.

Makima The Control Devil, one of the four horsemen from Chainsaw Man.

The world is putrid, horrid. Everywhere you look is covered in devastation. When humanity is destroying itself, only the hand of the truly righteous can stand up to save it from itself. Ending the suffering by destroying the world and rebuilding it in the eyes of the beholder.

Sources Used:

Other Sources Used:


Background

(Preview Cards made by LucidityinEmptiness)

The Batter

Long ago, there was an ancient apocalypse that brought the entire world to its knees. All life was extinguished…all but one small child named Hugo. His parents weren’t…the best…as his mother rarely saw him, and his dad was cold and strict. But even then, in this world, he was lonely. But through this loneliness, Hugo would use his newfound powers to create the Queen, which was a manifestation of his vision of his mother. Along with this, he met and befriended 3 individuals. Dedan, Japhet, and Enoch. Together, they promised a world where all of them could rule together and bring about universal happiness. Almost immediately, the Queen and the 3 Guardians create this new world, utilizing Hugo as a tool, stretching him until he ran dry. Once this world was created, Hugo was left in a small room, locked away from the rest of the world…to cry and be forgotten. Feeling betrayed by those he considered his friends and mother, Hugo's sadness overcame him. No hero will ever find or save him. So…a villain would be made.

Soon enough, a being would be created called “The Batter,” which was created in the image of Hugo’s father. Assisted by a godly puppeteer, the Batter had only one thing in mind. To purify the world. He would come across a smiling cat called the Judge in Zone 0. Unknowing the black fire within the Batter, the Judge extended his paw to aid him on his journey. Soon enough, the Batter made his way to Zone 1, where he would meet many things, like a self-aware shopkeeper named Zacherie, a sentient ring-like Add-On named Alpha, and the cruel and rageful Dedan, Guardian of Zone 1. After defeating him, he purified the entire Zone, extinguishing all life within it. But more work was to be done.

Zone 2 was next. A weird direction-distorting place that was ruled over by Valérie…who was also the Judge’s brother. After some shenanigans within this Zone and finding the second Add-On named Omega, the Batter and Judge would face Valérie, who claims that he wasn’t the Judge’s brother anymore. Revealing himself to be none other than Japhet, the Guardian of Zone 2. Whooooo also revealed that he killed Valérie. Soon enough, the Batter would end him, causing purification to spread across the Zone, and once again extinguishing all life within it. This is also when the Judge starts to get suspicious of the Batter’s intentions.

Soon, the Batter would reach Zone 3. After arriving in a factory-like place and doing some investigation with Zacherie (who also took the place of the Judge), they would find the final Add-On: Epsilon. And this is when the Batter would face off against the gargantuan Enoch. One chase sequence and hard battle later, the Batter would eventually win, beheading Enoch and purifying the final Zone.

Soon, a new area would open called “The Room.” This is where the Batter would finally reunite with his “family.” He would face off against the Queen, who would try to hold her own against him but would soon fall to the end of his bat. After this, the Batter would enter the “True Room,” where he would find the weakened Hugo. His creator. As a final act to fulfill Hugo’s wish, the dark savior would end his life, assuring him that “there will be no more darkness.” Upon approaching the final room to put an end to this demented world, the Judge would stop him. He would call out to the puppeteer…being you. Telling you to do the right thing. Ditch the supposed hero and join the Judge. However, this would fail, as the puppeteer would stay with their puppet. To fulfill their goal. Killing the Judge, there was only one thing left to do. With one pull of a lever, the world was turned OFF, and the world, molded by cruelty and grief…would finally be in tranquility.

Makima

Fear. Something all humans feel, and the driving force of all of our actions when we're about to die. But… What if fear took a form? These beings are called Devils, and they are the manifestation of that specific fear, with it being really anything. Katanas, bombs, guns, and blood but 4 specific devils stand out as some of the most powerful. These are the Horsemen. Death, War, Famine and Control.

But even rivaling these Devils was the Hero of Hell: Chainsaw Man, a devil with the power to erase other devils entirely by eating them. The Control Devil, AKA Makima took interest in this devil after fighting him with her sisters, and during this fight, the Chainsaw Devil would be terribly wounded as he would be transformed into a new dog-like form and meet a young boy named Denji, but Makima eventually found him and took him as her new dog as he joined her in the Public Safety Devil Hunters.

Along with Devil Hunter Aki Haiyakawa and the Blood Fiend Power, she sent them on a mission to find the pieces of the Gun Devil, one of the children of her sister, the War Devil, Yoru as Denji grew accustomed to this new life he finally grew to be happy… until Makima, unknown to Denji took control of Aki and harmed the Gun Devil to the point it possessed Aki's body, as Denji then had to kill his friend as he then tried to find comfort in Makima… as she then killed Power right in front of him.

But why do this? She wanted to bring back Pochita, the original Chainsaw Man, by bringing Denji to his lowest point, and… she succeeded, as Denji fell into despair. While this may seem like a shock, Makima had somewhat good intentions. If she could control the Chainsaw Man, the one being who could erase devils and the fears they represented, she could create an ideal world. She also wanted a meaningful relationship, but as the Control Devil, she could never have that. Except with Pochita, the one being whom she saw as above her, she could finally have one, but her plan fell out of her control.

Due to Power bringing Denji back after barely hanging onto life and sacrificing herself to keep him alive, he and Makima had one final confrontation, not as the Control Devil and the Chainsaw Man but as Makima and Denji. It was a difficult fight due to her contract with the prime minister of Japan, Makima even ripping Pochita out of him. Denji still held on and landed the final blow on her, and then he cooked her up and ate her…

There was a reason for this. See, since Denji still loved her, this was not seen as an attack, but an act of love, so it went through the contract. As Makima was finally dead, but she would be reincarnated as a young girl named Nayuta and taken in by Denji, she finally had what she wanted in this new life: a genuine relationship. No control, just a girl who could grow up happy. It was everything she had ever wanted.


Experience and Intelligence

The Batter

Despite the Batter not existing for very long (a few hours at most), he has quite the resume. He has defeated a wide variety of enemies, from ghosts, spectres, Burnts, and Zone Guardians, and he is VERY skilled when it comes to using his baseball bat. He has used a variety of skills and items in order to help him in combat as well, and has used his Add-Ons effectively, showing his adaptability in combat. On the other side of things, OFF has a bunch of puzzles as well, with the Batter being able to complete them, from puzzles that just need memorization, sound-based puzzles, and even puzzles that involve alternate save states; none of them have stopped the Batter from completing his mission.

Makima

Possibly one of Makima’s greatest strengths is her ability to manipulate others without any need for controlling them first. She was able to manipulate Denji’s entire life for months, planning specifically when and where he would watch his friends die, all to specifically manipulate him to bypass his Contract. Her influence leading the Public Safety Division has also allowed her to locate, defeat, and make Contracts with hundreds of powerful Devils. Her combat experience is also no slouch, having taken on Denji in physical combat without much difficulty, and Quanxi (an extremely experienced Devil Hunter) literally gave up the second she had to fight Makima. Which is consistent with her taking on other heavily experienced Hunters also without any real challenge, and with how it is said that most of Humanity’s history has been spent fearing and strengthening her.

Equipment

The Batter

Baseball Bats

Befitting his name (and design), Batter’s signature weapon is a baseball bat that he uses to smash his opponents with. Throughout the game, there are a variety of bats that Batter can use, which will be listed below.

ItemDesignStats
Harold Bat+8 Attack
Masashi Bat+12 Attack
Emmanuel Bat+16 Attack
Michael Bat+20 Attack
Yoshihiro Bat+24 Attack
Lewis Bat+32 Attack
Katsuhiro Bat+36 Attack
Ashley Bat+28 Attack, attacks twice

Baseballs

To go along with the baseball player theme he has, the Batter also has baseballs that, while he hasn’t used in game, has used them to fight in concept art.

Items

RPGs have TONS of items, and OFF is no exception. There are a TON of items, so we won’t waste much time and start talking about them. Note: Unless we say that the item is for a specific character, anyone can use it/equip it.

General Items

ItemDesignDescriptionEffects
Luck TicketRecovers a moderate amount of HPRestores 40% of the selected party member’s maximum HP
Fortune TicketRecovers a large amount of HPRestores 80% of the selected party member’s maximum HP
Silver FleshRecovers a moderate amount of CCRestores 40% of the selected party member’s maximum CC
Golden FleshRecovers a large amount of CCRestores 80% of the selected party member’s maximum CC
JokerRevives a characterRevives a character and restores 40% HP
Moloch’s MeatCures poisonCures poison
Belial’s MeatCures all negative status alterationsCures Poison, Lethargic, Asleep, Furious, Hasty, Madness, Muted, Palsied and Confused
Abaddon’s MeatFully restores the team's HP and CC out of combatFully restores the team's HP and CC out of combat
Taurus-orbIncreases a character's max HP by 25Increases a character's max HP by 25
Libra-orbIncreases a character's max CC by 15Increases a character's max CC by 15
Scorpio-orbIncreases a character's Attack by 4Increases a character's Attack by 4
Gemini-orbIncreases a character's Defense by 4Increases a character's Defense by 4
Capricorn-orbIncreases a character's Esprit by 4Increases a character's Espirit by 4
Virgo-orbIncreases a character's Agility by 1Increases a character's Agility by 1
InspirationOffensive item usable in combat. Does Plastic damage.Deals 2*Attack Plastic damage
ExpirationOffensive item usable in combat. Does Meat damage.Deals 3*Attack Meat damage
EyeAnalyses the enemies' characteristicsDescribes the enemy and gives them a visible health bar (Same as The Batter's "Wide Angle")

Batter Only Items

ItemDesignStats
Nicolas Tunic+3 Defense
David Tunic+6 Defense
Min-Woo Tunic+9 Defense
Canepa Tunic+12 Defense
Taiyou Tunic+15 Defense
Neil Tunic+18 Defense

Defensive Equipment

ItemDesignStats
Aura of Justice+4 Defense
Aura of Fear+6 Defense
Aura of Perception+8 Defense
Aura of Greatness+10 Defense
Aura of Clairvoyance +12 Defense
Aura of Tenacity +14 Defense
Aura of Lunacy+16 Defense
Aura of Power+18 Defense
Colour of Wrath+4 Defense
Colour of Pain+6 Defense
Colour of Sadness+8 Defense
Colour of Hatred+10 Defense
Colour of Force+12 Defense
Colour of Defeat+14 Defense
Colour of Neglect+16 Defense

Special Equipment

ItemDesignDescription Effect
MondayEquipment that protects you from critical hits
TuesdayEquipment that reduces the consumption of CCHalves the consumption of CC
WednesdayEquipment that protects you from harmful ground
ThursdayEquipment that is beneficial to physical attacks+8 Attack
FridayEquipment that is beneficial to competences+8 Espirit
Saturday Equipment that increases agility +2 Agility
SundayEquipment that protects from Confusion, Madness, and Furious
Secret DayProtects from common ailments such as Lethargic and PoisonProtects from Poison, Lethargic, Asleep, Furious, Madness, Muted, Palsied, Confused

Unique Items

ItemDesignDescription
Leo-cardAllows access to zone 1
Cancer-cardAllows access to zone 2
Pisces-cardAllows access to zone 3
Aquarius-cardAllows access to The Room
Sagittarius-cardAllows access to The Room (again)
Aries-cardAllows access to a secret place
Grand FinaleA bizarre object, associated with plastic.
Grand DiagonalA bizarre object, associated with metal.
Grand SpectralA bizarre object, associated with smoke.
Grand BrachialA bizarre object, associated with meat.
Grand ChocolatierA bizarre object, associated with sugar.
Photo of YouA photo of your ride on the Roller Coaster.
Photo of ZacharieA photo of your ride on the Roller Coaster.
NecktieA nice, black necktie, for use in Bismark.
Acces CardPermits access to Area 4 of zone 3.
Stamped NoteA poster full of stamp marks.
Music BoxA small music box.
Calendar PageIt’s obviously Sunday, the third of June.

Yellow / Red Boxes

Throughout the world of OFF, there are red and yellow boxes scattered everywhere (that look out of place compared to all the zones, even before purification). By touching either of those boxes, you can save your progress, health, and CC is restored to max, and they are a place that the Batter can respawn in after death (more on that later). The main difference between them is that the Batter can use the red boxes to travel from zone to zone via the Nothingness, while he can’t do that with the yellow boxes.

Makima

Devil Hunter Uniform

While the uniforms look drippy, they’re also quite sturdy and provide protection to the wearer.

Katana

Makima has a katana that she used to cut off the heads of Quanxi and her girlfriends. Nothing complex.

Usage: 100 Years

Using the Angel Devil’s ability to drain the lifespan of others to create powerful weapons, Makima used this to spend 100 years of Japan’s collective lifespan to create a large longsword from her halo. Not much is known about this specific weapon, as she attempted to use it to combat Power’s own blood weapons (before failing), though it should be superior to Usage: 5 Years, which slices through people without even leaving a mark and just killing them instantly, and can even kill ghoooooosts.

Usage: 1000 Years

Another Usage: ability which we don’t know much about, Usage: 1000 Years (or “the 1000 Year Spear) manifests a large spear through halos held up by 3 humanoid figures with their arms spread out. This was used as an extremely powerful attack on Chainsaw Man, and should be superior to previous Usage: instances.

Chains

Makima is capable of shooting chains out of her body for multiple uses, whether it be restraining, holding, controlling or redirecting damage onto people.

Powers/Abilities

The Batter

Elements + Status Effects

In OFF, there are elements and status effects, with Batter and his party being able to attack the opponent with the former and heal/remove effects from the latter (with some Add Ons being able to inflict said status effects on the enemy). The elements are:

Smoke: This element is found within the smoke mines of Damien, in the south of Zone 1. There, laborers are sent into deep tunnels to free trapped smoke, some of which is placed into bottles for the Queen to send into other zones, while the rest forms into air to breathe. Without smoke, people would have nothing to breathe.

Metal: This element is found at the metal farmsteads of Pentel, in the east of Zone 1. There, laborers have to cut livestock in two and extract metallic rocks from their carcasses. Low-grade metal is discarded to form the ground, while the rest is purified to create objects, with some of both being sent to other zones. Without metal, people would have nothing to stand on, and they would sink and drown.

Plastic: This element is found at the plastic administrations of Shachihata, in the north of Zone 1. There, laborers fill out forms, pack them up, tie them with a string, and forward them to couriers. There, they ship the bundle and receive shipments full of plastic in exchange. Liquid plastic forms lakes and oceans, while solid plastic is used to make various objects. Without plastic, the world would have no limits, and people would keep walking and walking and never stop.

Meat: This element is found at the meat fountains of Alma, in the center of Zone 1. Meat flows freely there, filling up metal pools within the area, and the work laborers do is pouring the meat into bottles before the fountains overflow, with it being sent to Zone 1 and beyond. Without meat, people would have nothing to eat, and they would devour each other.

Sugar: This secret element is found at the sugar ovens of Vesper, in the north of Zone 3. Here, laborers burn the corpses of people who die, with a pipe system transforming vapor into sugar. Pipes traversing the walls draw it to Treatment Rooms, where it’s purified and separated from the residual ashes, with said sugar being distributed to all employees for their work. Without sugar, people would no longer bear reality, and they would go mad. (While this element isn’t one Batter or his Add-Ons can use in battle, we mentioned it for completionists’ sake.)

Now that we mentioned the elements, it’s time to cover the status effects that are in the world of OFF. These status effects are:

  • Poison: Well, poisons the target, lowering 5% of HP each turn
  • Sleep: Puts the target to sleep, in which they are unable to move
  • Muted: Target is unable to use competences (or just special abilities in general)
  • Madness: Target attacks itself and other party members
  • Furious: Target attacks at random, which ignores input commands. Along with lowering accuracy
  • Palsy: The target becomes paralyzed or unable to act
  • Weak: Lowers the attack power of the enemy
  • Frail: Causes the target to take more damage from all attacks
  • Confusion: Target attacks itself and other party members
  • Lethargic: Target’s agility is halved
  • Strength: Increases the attack power of all physical attacks
  • Tough: Increases durability greatly
  • Clever: Increases the effectiveness of Competences used
  • Hasty: Target’s battle meter fills quicker

Purification (Debatable; See Before the Verdict)

The Batter’s main ability, and sole duty within this world, is purification. What this essentially does is kill everything within the Zone that is purified, with the things within the Zone falling into nothingness. This then leaves the Zone entirely whited out, leaving behind hostile creatures called Secretaries. However, this is only done when killing a Zone Guardian that sustains the Zone.

Battle System

Like any RPG, OFF has its own battle system, providing the Batter and his Add-Ons (who we’ll get into later) the tools needed for battle.
  • Attack: A basic attack.
  • Defend: Reduces damage you take and lets you recover CC.
  • Competence: Allows you to use your competences (mentioned below).
  • Objects: Allows you to use objects.
  • Flee: Allows you to run away from battle, although it normally doesn’t show up for most of the game and only appears when you need to run away from Enoch.

Something important to mention in OFF is that in that game, turns don’t exist… (kinda). Instead, there’s a bar that starts to fill up, a “cooldown meter” of sorts. When it fills up, Batter and the Add-Ons can act. Normally, it’s white, but when it’s orange, that leads to a “critical strike”, where the bar fills up faster, and your actions get amped for one move. If it’s an attack (basic attack, item, or competence), it does more damage; if it's to regain health/CC (item or competence), you regain more health/CC, and if you block, the damage reduction increases and you regain more CC.

Competences

In OFF, competences are skills that can be used by the Batter and his Add-Ons, with said competences using Competence Costs (CC) to use. Here, we’ll mention the competences Batter can use and mention competences the Add-Ons can use when we get to them.

  • Wide Angle: Analyzes the enemies’ characteristics
  • Run with Courage: Metal attack, effective against most Spectres.
  • Save First Base: Restores some HP to an ally.
  • Furious Home Run: Special attack with low impact.
  • Save Second Base: Restores a lot of HP to an ally.
  • Run with Dementia: Smoke attack, effective against most Burnts.
  • Special Home Run: Special attack with average impact.
  • Run with Grace: Plastic attack, effective against most Beasts.
  • Run with Faith: Meat attack, effective against ???
  • Save Third Base: Restores some HP to the whole party.
  • Magic Home Run: Special attack with considerable impact.
  • Save Fourth Base: Revives an ally.
  • Ultimate Home Run: Special attack with cataclysmic impact.
  • Save Secret Base: Restores a lot of HP to the whole party.

Non-Physical Interaction

In OFF, there are a bunch of non-physical and spiritual-related enemies in the game, let it be ghosts, spectres, and the Queen’s Add-Ons. The Batter and his Add-Ons are able to harm them, so they must have NPI in order to do this in the first place.

Text Manipulation

As seen in the image shown above, Batter is able to manipulate text, even though he’s never shown that in the game. Dedan and certain other Specters being able to do this as well adds to the consistency of text manipulation being a thing in OFF.

Perception Manipulation

In Judge’s ending, when you fight the Batter, you don’t see him as a baseball player, but instead as a duck-like monster with giant hands known as “Bad Batter”. However, this is not because the Batter can transform. Rather, it is perception-based, as while the player normally sees the Batter as a baseball player, everyone else sees the monster the Batter truly is.

Body Control

While this isn’t an ability we see in-game, in concept art, the Batter is able to enlarge his limbs, more specifically, his arms and hands. He has shown this with the art above, this art, and this art.

Fourth Wall Awareness

OFF is a game with meta elements, with both the Judge and Batter being aware of the Player (who we’ll mention later), Zacharie knowing that he's in a game, and the Judge apparently knowing of our existence before we install the game.

Makima

Immortality Contract

The thing that makes Makima a headache to deal with in VS is her contract with the prime minister of Japan. Basically, whenever she gets hit by an attack with the intent to kill, Makima can come back like nothing happened, at the cost of a random Japanese citizen dying. Due to Chainsaw Man taking place in 1997, Makima has over 126 million extra lives, making her a pain to get rid of.

Contracts

In Chainsaw Man, people can make contracts with devils in order to get power. Normally, when that occurs, the person has to give something in order for the devil to give them power, but due to Makima’s Control abilities, she can just ignore that and get all the benefits of the contract without any downsides, essentially forcing a win-win contract in her favor.

See Support for all the Devils Makima has a Contract with

Devil Physiology

Makima is the Control Devil, and even ignoring her Control abilities for a moment, devils in general have unique abilities and advantages regular people don’t have, besides superhuman stats. For starters, devils can regenerate via consuming blood. Something else important about devils is that they get empowered by fear. Specifically, the more they fear the concept of the specific devil, the stronger that devil becomes, and that is the reason those devils are born in the first place. Devils can be reborn in Hell should they be killed (although they would be reincarnated, so not applicable in battle), and as a worst-case scenario, can possess corpses and become Fiends in order to live.

Death Ritual

After there were several attacks on the Devil Hunter Association, Makima would travel to a high altitude to perform a Death Ritual. This ritual involves multiple blindfolded sacrifices, where the victim will say the name of the individual she is targeting, giving them an uneasy feeling before exploding into pure blood and mulch, popping them like a balloon. This also kills the sacrifice who said the name of the target, though their death is much less graphic, only falling to the floor lifelessly.

Bang

One of Makima’s most iconic and simplest abilities. By pointing a finger gun at the target and saying “Bang”, she can hit the individual with an invisible air pressure bullet, with it being able to one-shot Power and send Pochita to space with multiple blasts. She can modify the bullets shot however she likes, from being large enough to take off Power’s entire torso to being small enough to cut a hole in her own palm.

Control

Due to Makima being the Control Devil, she naturally has the ability known as Control. This allows her to take full control over anyone she views as below her, extending to their mind, memories, personality, body, and perception over them. This control also allows her to hear anything they hear and communicate with them telepathically.

Nayuta, the reincarnation of Makima, despite being FAR less in power, was still able to use Control to a degree that she could permanently alter Asa Mitaka’s mind into that of a dog, and then alter her memories so she would think that Denji stood her up on their date. However, Control has been shown to fail when against someone who is either already under the control of someone else, someone that Makima does not view as lesser, or when the person under said Control has a sudden surge of willpower.

Animal Manipulation

Likely an extension of her Control ability, Makima is able to listen to others through the ears of animals, as well as being able to transport herself to locations by making them converge to a specific location in a large group.

Clairvoyance

From the very instant Makima set eyes on Denji, she was immediately able to discern what his Contract with Pochita was, and its specific details, even though Denji’s Contract was made within his own dying mind and didn’t have any specific tells on any details.

Levitation

Makima has shown herself to be able to levitate, which symbolically places her above those she sees as below her.

Enhanced Senses

One of Makima’s most iconic traits is her keen sense of smell, being able to differentiate people from large distances with scent alone. This doesn’t mean smell is her only enhanced sense though, as her hearing was able to listen in to conversations kilometres away and while thunderstorms are happening, her sight is able to track Pochita while he was in space (and accurately land hits on him to propel him to space in the first place), and can even commune with Devils that are in literal hell.

Biological Manipulation

Another simple ability Makima has. By either pointing at you or looking at you, Makima can cause internal damage to whoever she’s using the ability, and it can even damage characters far above her pay grade, such as the Darkness Devil, as shown in the image above.

Non-Physical Interaction

Specific Devils have the ability to interact with intangible beings like the Ghost Devil, notably the Angel Devil with his Usage weapons. With others even being able to interact with the Ghost Devil without any need for any specific abilities or weapons. Given Makima’s general superiority over most Devils, it’s likely she’d have this ability as well.

Support

The Batter

Zacharie

The shopkeeper in OFF, Zacharie is used whenever the Batter wants to buy things to assist him in his purification. Whether it be healing items, revival items, items to cure status effects, and more, Zacharie is someone the Batter can rely on. While it’s unlikely for the Batter to run into him mid-fight to buy items, we decided to mention him for completionists’ sake and cuz every OFF fan would murder us if we never mentioned him.

Spherical Add-Ons

Assisting the Batter in battle are Add-Ons, spiritual entities that resemble floating rings. They can attack opponents by directly hitting them, use items, and can keep fighting even after the Batter’s health reaches zero. There are three of them, with each of them having a different purpose in battle.

  • Alpha: Alpha is the first Add-On that The Batter gets. Alpha (Aα) is the first letter of the Greek alphabet, and Alpha's class name is "Father". The names of Alpha's Competences are based on programming terminology. The "String" Competences target a single enemy and deal serious damage, while the "Bracket" Competences deal low damage and have a chance to inflict status ailments. Alpha’s competences are:
    • Saturated String: Special attack with low impact.
    • Expected Bracket: Special attack inflicting Poison. Low impact.
    • Converted String: Special attack with average impact.
    • Requisite Bracket: Special attack inflicting Lethargic. Minimal impact.
    • Long String: Special attack with considerable impact.
    • Impossible Bracket: Special attack inflicting Palsy. Minimal impact.
    • Complete String: Special attack with incredible impact.
    • Open Bracket: Special attack inflicting Muteness. Minimal impact.
  • Omega: Omega is the second Add-On that The Batter gets. Omega (Ωω) is the last letter of the Greek alphabet, and Omega's class name is "Son". The names of Omega's Competences are based on photographic terminology. The "Perspective" Competences target a single ally and cure various status ailments, while the "Blur" Competences target a single enemy, dealing low damage and having a variety of useful secondary effects. Omega’s competences are:
    • Inverse Perspective: Cures Lethargic//Muteness.
    • Optimized Blur: Special attack with random impact.
    • Frontal Perspective: Cures Fury//Madness//Palsy.
    • Gaussian Blur: Special attack of a random element. Average impact.
    • Multiple Perspective: Revives an ally.
    • Radical Blur: Inflicts a random status effect. Considerable impact.
    • Exaggerated Perspective: Cures Poison//Sleep.
    • Photographic Blur: Special attack that ignores defense.
  • Epsilon: Epsilon is the final Add-On that The Batter gets. Epsilon (Εε) is the fifth letter of the Greek alphabet, and Epsilon's class name is "Holy Spirit". The names of Epsilon's Competences are based on artistic terminology. The "Drama" Competences target a single ally and increase various stats, while the "Tragedy" Competences target all enemies, dealing decent damage. Epsilon’s competences are:
    • Classical Drama: Lightly increases an ally’s attack.
    • Surrealist Tragedy: Special attack with low impact. Hits all foes.
    • Baroque Drama: Lightly increases an ally’s defense.
    • Abstract Tragedy: Special attack with average impact. Hits all foes.
    • Experienced Drama: Lightly increases an ally’s intelligence.
    • Cubist Tragedy: Special attack with considerable impact. Hits all foes.
    • Irrevocable Drama: Lightly increases an ally’s agility.
    • Fauvist Tragedy: Special attack with multiple, incredible impacts.

Add-On Only Items (Offense)

ItemDesignStats
Audacious Symbol+4 Attack
Persistent Symbol+8 Attack
Choleric Symbol+10 Attack
Battlesome Symbol+12 Attack
Loyal Symbol+14 Attack
Solid Symbol+15 Attack
Vengeful Symbol+16 Attack
Hidden Symbol+18 Attack
Fast Symbol+20 Attack
Aggressive Symbol+22 Attack
Silent Symbol+24 Attack
Luminous Symbol+26 Attack
Boastful Symbol+28 Attack
Mysterious Symbol+30 Attack
Temperamental Symbol+32 Attack
Bleeding Symbol+34 Attack
Perfect Symbol+36 Attack

Add-On Only Items (Defense)

ItemDesignStats
Radius Epidermus+3 Defense
Ulna Epidermus+6 Defense
Humerus Epidermus+9 Defense
Tibia Epidermus+12 Defense
Fibula Epidermus+15 Defense
Femur Epidermus+18 Defense

The Player

Ever wanted to beat OFF with a friend? Thanks to how meta OFF can be, the Batter is never alone when it comes to completing his mission. Meet the Player, someone who exists outside of the world of OFF, who assists the Batter in his sacred mission. Thanks to the Player, whenever the Batter and his Add-Ons die/lose in battle, the Player is able to try again, bringing the Batter back to life, basically pulling an Undertale, although it is important to mention that said ability is tied to the Player, so somehow removing the Player from the equation can get rid of the revives. Also, in case you’re wondering about whether or not the player should be given to the Batter, the player’s soul is actually inside the Batter, so you can’t have one without mentioning the other.

Makima

Due to Makima’s Control ability, she has a massive number of devils and fiends under her command that she can use to attack the opponent. The army she has is as follows:

  • Angel Devil: While generally non-aggressive, he can drain your life force with a touch, can make weapons that can do the same thing, and can touch/harm ghosts.
  • Spider Devil: Besides climbing walls, it can let people travel through dimensions via opening her zipper.
  • Zombie Devil: The Zombie Devil can turn people and corpses into zombies under its control, and being bitten can turn you into a zombie as well. Due to it being able to turn corpses into zombies, Makima can use it to revive dead devils and fiends.
  • Snake Devil: By sacrificing a fingernail, the Snake Devil can devour an opponent and spit them out so they can fight under your command.
  • Mold Devil: The Mold Devil can infect the vital organs of the poor individual it’s used on, doing internal damage, but it only works on living things.
  • Stone Devil: It creates a circle around the contractor and, by blowing wind through a circle, can petrify opponents.
  • Mantis Devil: The Mantis Devil can slice apart the Blood Fiend, Power, after she took some of Pochita’s blood and powered up.
  • Future Devil: The Future Devil can let you see a few seconds into the future and, by sticking your head into its chest, can tell you your death date/future, but that part’s likely not useful in a battle.
  • Fox Devil: By making a fox hand gesture and saying “Kon”, the Fox Devil can eat up the target and seemingly BFR them.
  • Punishment Devil: A giant behemoth that carries a variety of weapons that Makima used to beat the Gun Devil.
  • Hell Devil: The Hell Devil can send people to Hell after the sacrifices to do so have been made.
  • Shark Fiend: THE FUCKING GOAT!!!! Anyways, Beam’s main ability is his intangibility, allowing him to phase through pretty much anything. He can also just turn into a well… shark.
  • Violence Fiend: A skilled hand-to-hand fighter whose power is held back via the mask he wears, with his urges and power unleashing should the mask be removed.
  • Gun Fiend: Originally Aki Hayakawa, the Gun Fiend can blast opponents to bits with the guns on his head and forearm.
  • Bomb Hybrid: Reze is the Bomb Devil and the soon-to-be Bakugo victim, so she can blow stuff up and cause massive explosions.
  • Katana Hybrid: Katana Man’s head and hands have katanas, used for slicing and dicing opponents to shreds.
  • Crossbow Hybrid: A hybrid that can fire tons of arrows from her hand crossbows.
  • Flamethrower Hybrid: A hybrid whose arms can turn into flamethrowers to burn the opponent to shreds.
  • Spear Hybrid: A hybrid that can generate spears to attack the opponent with.
  • Longsword Hybrid: A hybrid that can attack with his longsword. Pretty self-explanatory.
  • Whip Hybrid: A hybrid that fights with the whips on her arms.

Resistances

The Batter

Makima


Feats

The Batter

Overall

  • Got a remake this year
  • Defeated the Zone Guardians and Vader Eloha
  • Purified the world
  • Has 2 peak soundtracks
  • Apparently, is a lesbian (holy based?!)

Power

Speed

Makima

Overall

  • Has been the most feared Devil for centuries
  • Improved Denji’s life over a couple of months, and destroyed it within a day
  • Defeated various Devils and Nations
  • Successfully brought back Pochita, the Chainsaw Devil
  • Is easily the best character in Part 2 (NAYUTA WILL RETURN CHAPTER 232 TRUST)
    • Update: WAIT WHAT

Power

Speed


Scaling

The Batter

Misc Enemies

The Batter has fought and defeated all the enemies the zones had to offer, ranging from Specters, Workers, Burnts, and more. So he’d definitely scale/upscale anything they did.

The Zone Guardians

In each zone, there’s a Zone Guardian that keeps the zone alive and prevents it from becoming nothing. Batter fought and killed all of them, so he obviously scales to them.

Secret Bosses

While not required to beat for the story of OFF, the game has secret bosses that can be fought and beaten, so scaling to them should be fine.

Queen + Hugo

Near the end of the game, the Batter had to fight the Queen and Hugo, and he killed them. The Queen was trying her best but falling to the Batter’s might, and Hugo was so scared he couldn’t fight back. While the scaling itself is fine, the feats themselves do have more to them to talk about. (See Before the Verdict for all of the below)

Nappa (and weaker DB characters)

BEFORE YOU KILL US, we'll explain this in Before the Verdict.

Makima

Devil Hunters (Humans/Hybrids)

With Makima being the head of the Devils Hunter organization, being able to slice off Quanxi’s head before she could react, and controlling several powerful Hybrids, she should be comparable to their feats and accomplishments.

Devil Hunters (Fiends/Devils)

What we said regarding why Makima should scale to the Devil Hunters listed above applies here as well, combined with how her being a Horseman would make her stronger than them.

Various Other Humans/Hybrids/Devils

...Do we really need to explain?

Primordial Devils + The Gun Devil

Makima, with either her abilities or devils, is able to harm a Primordial Devil such as the Darkness Devil and defeat the Gun Devil. While obviously, she wouldn’t physically scale to them, scaling her abilities to them (and other Primordial Devils) should be pretty reasonable.

Pochita & Yoru

At the end of Part 1 of Chainsaw Man, Makima was able to fight Pochita and eventually beat him, and due to her being a Horseman (like Yoru), she should POTENTIALLY be able to scale to her feats. (Debatable; See Before the Verdict)

  • Pochita can…
    • Overpower, eat, and erase Devils from existence, including the Nuke Devil
    • React to and deflect Yoru’s Bangs
  • Yoru can…

Weaknesses

The Batter

While the Batter was able to complete his mission and purify the world at the end, that didn’t mean that he didn’t have any struggles while doing so. For starters, the Batter and his party have a limited amount of CC to use competences, and while they have items to heal, restore CC, and revive others, not only would they have a limited amount of said items (even if they’d have a LOT of them), that would force them to waste time using said items and not attacking.

Finally, while the Batter can come back thanks to the Player, the Judge’s ending shows that if you can have the Player leave the Batter (or have a way to separate them), then the Batter would lose his ability to come back and can be permanently killed. The fact that the Player resides within the Batter’s soul also means destroying his soul would likely remove his Player-immortality altogether.

Makima

Despite all of Makima’s plans, devils, and abilities, unstoppable is definitely a word that cannot be used to describe her, as she has a TON of weaknesses, and for the sake of simplicity, we’ll put them in bullet points, as we’re not joking when we say she has a TON of weaknesses.


Before the Verdict

The Batter

Rela-MFTL OFF?

OFF is known for many things regarding VS, and one of them is how OFF speed can be placed ANYWHERE from Subsonic all the way to MFTL. While the subsonic feats are fine and have nothing to really mention, the Rela-MFTL feats have to be mentioned so we can properly label the speed OFF has.

Ionosphere Shenanigans: So, Cob has an attack called Ionosphere, FTL OFF is back right? Nah lmao, you just… can't dodge the thing lol. Tandem movement also doesn't work, at that point you would be FTL because you can move while a flashlight is on.

Nothingness Travel: Yep, it's about that time! Nothingness scaling being applied to OFF’s speed is an argument that's been around for a long time. In our research we've narrowed it down to a few bullet points that could suggest the scaling being valid and vice versa along with several counters. We'll list these out and then give out ultimate “conclusion”:

Arguments For (and counterarguments):

  • Pablo's initial statement is consistent across all versions and pretty direct. You travel from one point to another at the speed of light.
    • “One point to another” doesn't necessarily need to imply movement, rather it could refer to any number of things such as warping.  
      • Without any sufficient evidence there's no reason to assume Pablo meant anything other than standard moving.
  • Most of Pablo’s tutorial dialogue is pretty direct and considering this is just him describing how his world's default travel system works to a newcomer, there's no reason for him to exaggerate.
    • This is not a solid enough counter on its own.
  • The common warp animation argument is based on the games default teleport animation which shows up constantly throughout the game, be it through Guardians, summoning a boat and even Hugo's comic.
    • This doesn't mean Pablo's statement isn't referring to the warp animation.
      • If it's just a common in-code animation that the game uses in several situations that have nothing to do with the Nothingness, it creates a hole in the logic that Pablo's statement would be referring to the animation directly.

Arguments Against (and counterarguments):

  • The animation where you warp to the Nothingness is blatantly a beam of light and is even referred to as such by people working on the game.
    • The Twitter post in question specifically calls it a “teleport animation” and is only describing what the animation looks like from an objective meta-standpoint.
      • The fact that the animation was specifically added for the Nothingness warp is already pretty bad on its own, along with the description still being verbatim described as an ace of light which isn’t changed by it being reused anywhere.
  • The Batter being able to stand still in the Nothingness and Pablo's use of can implies that you don't necessarily have to move at lightspeed in the Nothingness even if you hypothetically could.
    • If moving at lightspeed is nothing more than a hypothetical bonus and not necessary, how would Pablo even know you could do it and why would he consider it relevant enough to tell The Batter?
      • The exact same can be said about him knowing precisely the speed of light in the first place, so this goes both ways.
  • The Batter doesn't react to anything outside of the realm and as such, applying it to reaction speeds is flawed.
    • If The Batter's movement is amped to lightspeed, he would need relativistic reaction speeds to actively be able to steer his movement at all.
      • Being able to move around doesn’t require any reaction speeds, given people in real life are capable of literally walking around in their sleep.

So, what's our ultimate conclusion?

Yeah, we really can't give you a definitive answer on Nothingness scaling. It's entirely interpretation dependent and far too abstract to say it's definitively one way or the other. For the record, we really tried! We debated about it in circles briefly before realizing it wasn't going to go anywhere.

Ultimately we're going to leave it up to you to decide if you think the scaling is valid or not. As for how this ruling affects the blog? It'll face a mention in the verdicts and even more differing opinions may be expressed there but it won't affect the overall conclusion.

Flying to the Sun: Do we have to? Like really? What can we say that hasn't been said already across so many blogs? Can't we just move on? Ugh… fine. So, as we're all aware, The Batter seemingly goes to the Sun while in the Room, this isn't valid because the Room is an area where your traversing through memory the chapter count goes backwards and is overall a very esoteric place (and The Batter has shown no implication that he could just straight up fly lol). We could be more elaborate, but you've heard this all before haven't you? Let's not waste any more time and move on to something that's more worth discussing.

Zone Scaling?

This is one of the most common arguments for OFF’s AP you'll ever find, essentially being the entire reason people think the verse gets as high as it does. But is it really true? This simple question has led to several counterarguments over time. We'll be separating this section into 2 parts; the logistics behind the scaling itself, and then how high it gets and hopefully through this we can paint a much clearer picture behind the scaling overall.

Part 1: Is it valid?

This is without a doubt the most important question, yet it's unfortunately the hardest to answer. So, we're going to break this format back out!

Arguments For (and counterarguments)

Arguments Against (and counterarguments)

  • Being a “living engine” doesn't necessarily have to be taken literally, especially considering Enoch's character.
    • There's no hard evidence to suggest it could mean anything else.
  • We never outright see a Zone destroyed after a Guardian dies, it just loses color.
    • While we don't see it, this doesn't mean it doesn't happen. Just that it isn't instant, entire layouts change and the Zones are damaged in some places.

Admittedly this section is a lot shorter than the others because it really comes down to just how lenient you wanna be. It really isn't the fault of the game for being confusing, rather strictly just interpretation stuff. But alright, let's say it is valid, what does that mean?

Part 2: How powerful is it?

To be straightforward, nowhere near as powerful as you might have been led to believe. When it comes to purely Living Engine stuff, being conservative and assuming it's just say, the power that would only be Town at the highest end. But alright, what if it's not just the power and the Zones disappear without them? Well in that case it can get much higher, maybe even into the Petatons, however this is where we face an issue…

We don't know how big the Zones even are, descriptors like Continents do exist but these… don't really give us anything concrete. Based on Mortis being from Belgium that's more than likely the safest bet for the size, so we went ahead and did it ourselves while accounting for the fact that the Zones clearly don't get destroyed immediately and…. it peaks at the Megatons. More than likely much lower than you were expecting we're aware.

So that's mostly it for scaling, looks like we're done-

Oh c'mon!

Part 3: Creation time!

Yes yes, we would be leaving stuff out if we didn't talk about the Zone creation aspect. A lot of the high results you see do come from that rather than the destruction after all, thankfully this is actually really simple.

While it seems compelling on paper, we have literally no time frame for how long this took, it might not have been that long relatively speaking but it's unlikely Zones got created instantly. It's also unlikely the Guardians made the Zones entirely from scratch in the first place, the planet was in a post-apocalyptic state but it's not like it was straight up gone. As for E=MC^2, while Enoch's explanation might leave it on the table, it still faces the issue it does for most creation feats, that being it leads to obnoxiously inflated results (seriously, why in the actual fuck would creating a country be planet level?).

Conclusion

So what's the takeaway?

  • The legitimacy of Zone scaling by itself is debatable and as of now should not be considered concretely debunked or true.
  • That being said it's not as powerful as some have claimed, being at most Mountain.
  • Creation arguments are too vague due to a lack of a clear time frame.
  • E=MC^2 is annoying lmao.

With all of this said, we as a team have differing opinions on Zone scaling as a whole, but it will ultimately be used in both verdicts.

Queen and Hugo feat scaling?

Outside of the Batter himself, Queen and Hugo are the two top tiers of the OFF verse, and with them being able to make the Sun and universe respectively and the fact that Batter killed them, he should scale to this, right? Well… not exactly. There’s context to this.

First and most notably, Queen doesn’t really… do much. Things like her “sustaining The Room” aren’t really her own feats, they’re Hugo’s. The issue of sustaining the Room is prevalent no matter what however, as the premise is only notable if you take it to its extreme. The high scaling argument for sustaining The Room comes from the “I had three friends” sequence, where the world map shows a sun. This sun has been stated to be real by Mortis, and that should make it a part of The Room right?

Well, there’s nothing actually implying that the sun itself is a part of The Room. Mortis’ own statement is mostly just talking about the drawing itself, and either way it wouldn’t imply the sun is a part of the Zone. The same sentiment also applies to Cob’s tarot card showing a starry sky. This may inherently be more esoteric, but at the same time we still have the issue of not having any implication that these are actually a part of the Zone.

Now, for the “sending energy from the sun” feat, it’s a bit more nuanced but still clearcut. The argument is that since Queen sends energy from the sun to the Zone Guardians, she should scale to the energy being sent, and thus should reach around Faster than Light combat speed ranges. The issue HERE is that there’s very little implication on how specifically she does this. The Zone Guardians could get their power from a form of photosynthesis or like that of a solar power generator for all we know, with it being far less presumptuous. Queen’s attacks all also follow the general motif of sound, with them all also being 100% accurate and therefore cannot miss unless Batter increases evasion or inflicts blindness, which wouldn’t even be a feat at that point.

Finally, we get to Hugo, who has an even easier explanation as to why Batter can’t scale. During Hugo’s “boss fight”, Hugo doesn’t do anything at all. He doesn’t fight, he doesn’t defend (okay, he used to but the remaster removed it, whoopsies!), he doesn’t do anything, and with the context that Hugo wanted Batter to end his misery, he had no reason to fight back at all. With Hugo’s feat being hax based and not something that could be scaled physically, Batter can’t get the scaling Hugo gets.

Does Batter get OG DB/early DBZ scaling?

No lmao.

Ok, in all seriousness, let us explain why we’re even mentioning this in the first place. One day, when Mortis Ghost was asked how strong Batter is, he basically gave Batter a DB power level, with it specifically being 4000, which is just as strong as Nappa. Now then, is this viable?

No, Mortis answered the question on the fly like he usually does and gave out the first vaguely impressive number that came to mind without thinking about the implications. He's not a powerscaler and at no point was thinking “The Batter can destroy a planet” while making the statement, especially because at no point does he measure physical AP for this statement. The things Mortis points to as justification for The Batter being at this level are:

  • He's killed a lot of people.
  • He can heal himself
  • He has magical powers (or something like that)
  • He would be dangerous in the real world

Already this is a problem, as it shows Mortis doesn't even consider the guy powerful because of physical strength but rather through his abilities and lethality. However, that's not all folks, because we have another question to ask! Why would this statement even grant The Batter Dragon Ball scaling anyway? That's clearly not what the question or Mortis was thinking about, again it was answered on the fly and Mortis just spat out a number using the first system he thought of from a series he liked, it's doubtful he was basing this off of “But can he beat Goku?”

TLDR: No Dragon Ball scaling for Batter.

What does Purification do?

Purification. Batter’s most iconic ability… and his most confusing ability at the same time. There are a lot of conflicting takes on if this is even an ability at all or if it's full on erasure, to go over the arguments on both sides:

Arguments For (and counterarguments):

  • Enoch’s explanation is clear cut, purification causes the inhabitants of the zone to get erased by quote, “falling into nothingness”.
    • Enoch is not above metaphors or flowery language, he exhibits a liking to both in his pre-fight dialogue.
      • Enoch is about to die and this is the game giving you the explanation as to why purifying a Zone messes everything up, there's no reason to assume Enoch would just be lying now.
  • Whenever The Batter defeats common enemies such as Burnt Elsen, they'll disappear in a flash of light. We know the game attributes this to purification because of the “adversaries purified” message.
    • The flash of light could just be Mortis not feeling like programming in a proper death animation.
      • The remaster deliberately added corpses in spots where none were there before (most notably for The Batter and Pablo), if the flash of light wasn't meant to mean anything it more than likely would have been switched out.
  • The game has a distinction between Purification and just normal defeat or death, when Japhet runs away after the first encounter the game doesn't show the adversaries purified message.

Arguments Against (and counterarguments):

Similar to Zone scaling and Nothingness travel, we don't have a definitive answer for you, it's best to look at the evidence and form your own opinion. However one thing to mention that's true across the board, if Purification is an ability The Batter does explicitly need to win the current battle to use it, he can't just snap his fingers and erase people.

Even Higher OFF Arguments

Too big for the blog, click here to see the arguments and the reasons why we don’t believe them.

Makima

Part 2 CSM Scaling?

As we all know, Makima has died in Part 1, and the story continued on after her death, with Part 2 giving the verse massive buffs in regards to stats, which leads to the question: Does Makima get Part 2 scaling? Fortunately for her, the buffs mostly revolve around the Yoru vs. Pochita fight, and Makima has fought Pochita, so would that be enough? Well, not exactly.

Makima herself is never portrayed as that much physically above anyone. She has feats of punching out Chainsaw Man sure, but other than that she does get taken out by things which are only really on par - slightly above regular characters. This either means her striking strength is specifically far above her actual power, or that her physical stats shouldn’t be impacted.

This interpretation is consistent, Chainsaw Man devils scale based on how feared they are, scaling their powers above most other devils. In Makima’s case, the story of humanity has mostly been spent fearing her, which should put her up in the higher tiers of devils, only really below primal fears like the Falling Devil or Aging Devil. Yoru herself is actually a part of the Four Horsemen along with Makima, making this even more consistent. And with Yoru herself, her abilities should all be around the same levels as each other, with Makima and Yoru sharing a common ability with Bang and Yoru also sharing the fact they’re both portrayed as not that imposing physically compared to with their powers.

For how Makima would scale to say, Yoru’s attack speed with her reactions, she’s equal to Chainsaw Man, who was able to react to and deflect Yoru’s Bangs after they were fired, thus directly scaling him (and Makima) to their attack speeds.

TLDR: Makima gets Part 2 scaling speed wise and AP wise SPECIFICALLY with Bang. Physical strength and durability stays the same.

Art

Fight arts and track arts by fly_past_ladder

Track art by Otherwise_Guess_425

Sprite arts by Parking_External_182

Track Art + Track

Track art made by Tyrannii

Animation

Animation made by LucidityinEmptiness

Verdict

For the first time in our blogs, we have something new: TWO DIFFERENT VERDICTS. No matter who ends up winning the blog, just know that it isn’t a definitive winner, and whichever argument you think makes more sense would win in your eyes.

Team Batter

This matchup is extremely complex and has a lot of moving parts to it; as such, we've decided to break it down into 4 categories.

Stats

Starting with strength and only their direct lower-end showings, The Batter would be about 67 Tons of TNT and 42 m/s while Makima would be about 26 Tons of TNT and Mach 1457. So, The Batter would be slightly stronger, but Makima blitzes, and, surprisingly, this trend continues across multiple ends. The Batter's 33 Kiloton scaling is better than Makima's 2 Kiloton scaling. Still, The Batter's Mach 1 scaling doesn't close the speed gap. The Batter's 114 Megaton scaling is better than basically anything you could apply to Makima's physicals (which would only be around 50 Megatons); however, even his potential 0.61c scaling is slower than Makima's 6c scaling.

Bang does make things harder to call, as the scaling it offers would far eclipse anything you could reasonably give The Batter, but Bang isn't anything that could transfer to Makima's physical stats, which makes it weird to decide a category like this off of. As for speed, it is also worth noting that it likely isn't as big of a factor as it seems, as both characters rarely employ dodging in fights. This doesn't mean they never will, but it's unlikely to happen very often.

Overall, while Makima is faster and Bang will ensure that The Batter's edge won't be that big of a problem, The Batter's physical strength advantage, along with both being unlikely to dodge, meaning speed won't mean that much, means The Batter should take this category.

Objects/Competences vs. Contracts

This is where things get interesting, starting with the few factors that roughly cancel out. Both have revival options, and Makima's Angel weapons allow her to get around the non-physical nature of the Add-ons. However, when you look at everything else… The category quickly starts to favor The Batter.

Being an RPG character, The Batter has a much wider bag of tricks to pull from. This isn't saying Makima is a one-trick pony or anything, but The Batter is simply more versatile. His healing options are far more plentiful. Epsilon can attack Makima and all of her support with one move; any mental effects Makima could use would be resisted. Mute would temporarily gut the capabilities of anyone who gets infected with it, and The Batter's various ways of increasing agility make Makima's speed advantage less of a factor than it already was. The list keeps going, but you get the idea. The Batter just has more going for him.

Now, this isn't to say Makima doesn't have any edges at all; she has way more support than The Batter with her list of Devils, and the revives from the Zombie Devil are unlimited compared to The Batter, whose revives are definitely plentiful but still finite at the end of the day. This advantage, however, relies on assuming that the Zombie Devil won't die at all. The Batter's revival options not being tied to the survival of any one specific army member makes a battle of attrition more likely to favor him.

Makima also has far more offensive capabilities in this category, but The Batter isn't necessarily lacking there either. While Makima won't be especially weak to things like Inspiration and Expiration, they still work as a way for The Batter to deal extra damage. It really shouldn't come as a surprise that The Batter has it better in this category, as mentioned before, when it comes to arsenal and abilities, you would be hard-pressed to outdo most RPG characters, and for that reason, The Batter ultimately takes the category

Tertiary Factors

It's no surprise that this is where Makima really shines; most points of comparison here are pretty clear-cut. The Batter solves puzzles? Well, Makima actively manipulates most of the story to go her way, Makima has been around for quite a long time while The Batter only exists for a few hours (maybe a day if we're really generous), Makima has shown to be a relatively skilled fighter while The Batter gets a basic combat tutorial and evolves a little from there but not much else. Yeah, The Batter just simply doesn't measure up here; this category goes to Makima.

Immortality

Finally we've reached our final and by far most important category, both characters are extremely hard to put down for good. While at first you might think this is an easy win for The Batter as his revives are infinite while Makima's aren't due to being tied to Japan’s population it isn't really that simple, The Batter would still need to kill Makima an insane amount of times and every time Makima kills him and he comes back, the fight is going to start from the very beginning and that number will reset. Essentially, in theory Makima's revives are infinite too if The Batter doesn't have a solid way to put her down and this assumption essentially gets rid of the strength factor entirely as even if The Batter was massively stronger it wouldn't be enough on its own.

So now is the part where we need to talk about how these two would actually seal the deal for good, starting with potential options that just aren't happening at all:

The Batter draining all of Makima's lives: This just isn't going to happen. Even if Makima was getting one-shot, it's going to take an extraordinarily long period for The Batter to execute a wincon like this, and every single time he dies he'll be back at square one. The Batter would need a perfect run where he doesn't die even once while fighting what could be potentially years; the odds of this happening are slim at best and downright impossible at worst.

The Player rage-quitting or getting manipulated: This, in theory, is a perfect option, if The Player were to either leave or end up turning on The Batter, this would leave The Batter as far weaker, and he would lose his revives; however, there are too many problems. Starting with rage-quitting, this is very dependent on assuming they would just leave and go to touch grass, the issue is that the very first thing they see in OFF is a message saying “you must guide The Batter and help him complete his mission” and their goal is to do exactly that, Makima is in the way and might be extremely difficult but even assuming that The Player in-universe has the exact same mindset about everything as someone like us, they could also just be an extremely persistent person with nothing better to do and as such are unlikely to just give up.

The claim that the player giving up would kill Batter is also unfounded, and we don’t know if it’s true. Yes, Batter died when the player left with Judge, but that’s because the player abandoned Batter by switching to another character and giving that character the protagonist. The player is in Batter’s soul, and without the player inside him, Batter dies. However, if the player surrenders and closes the game, the player’s soul and control remain within Batter. Batter doesn’t need us for everything, as he can control himself and make decisions on his own, so his immortality wouldn’t leave him unless the player leaves with another character.

On the other hand, The Player getting manipulated by Makima is also unlikely. Even assuming Makima figured out they existed the one time someone in OFF reached out and tried to get them to change sides The Player rejects the offer and helps The Batter complete his mission. While Makima is a great manipulator the intention the game gives us is clear, no matter who reaches out and tries to get them to switch teams The Player will see The Batter's sacred mission through to the very end and as such they're unlikely to listen to Makima.

“You're going to space!”: Makima sending The Batter to space is another potential option that also faces far too many issues, mainly that while The Batter definitely isn't what you would call a ‘normal guy’, he still talks like one, one vaguely looks like one (depending on your perception) and bleeds like one, chances are he would need air and if he dies in space it would just lead to another revive. There is the possibility that the Add-Ons might follow him to space but considering they don't immediately die when he does it's unlikely that they're bound together to the point of them following where he would get knocked to in a combat scenario. Another issue is that Makima would accomplish this with Bang which again for reference, is FAAAR stronger than her physicals and would likely one-shot The Batter anyway leading to just another revive.

So, we've covered all the options both have that wouldn't work, so how do they bypass each other's immortality? Well now we can get to the real juicy stuff!

Hell Devil: Strap in folks, because we've got ourselves a Metal Sonic for this army fight! BFR’ing The Batter to Hell is definitely Makima's best potential option; it wouldn't kill him or the Add-Ons, which means no revives while also leaving The Batter completely unable to continue the fight. So is that it? Not necessarily, because already we need to assume that the Hell Devil isn't either suffering from Mute or dead before they get the chance to pull this off, while if they do die the Zombie Devil could revive them we then also need to assume that the Zombie Devil isn't dead or suffering from Mute either way there's definitely some assumptions going around that The Batter won't have already killed the Hell Devil or the Zombie Devil by the time BFR is even thought of. If we're making all of these assumptions to say Makima could pull this off, we could also make similar lenient assumptions for The Batter and assume some form of verse equalization would give Hell a Red Box that could be used to escape, which would shut down this wincon altogether.

Another potential counter is for the player to close the game and reopen it to restart the fight, thereby avoiding the BFR and resetting the fight to the beginning. It hasn’t been confirmed that this actually happens, but after all, it’s still the player, they’re still capable of doing things like that. And canonically, the game requires us to do things like check our PC files to progress, so there isn’t really a true workaround for this.

But in any case, it isn't even necessary for Batter to die. If Batter is unable to progress through the story, Game Over will trigger anyway, just as it does when you kill Judge in the tutorial: Batter won’t be able to continue the story or leave Zone 0, so he lost, and the game gives him another chance, ensuring that this can’t get rid of him either; otherwise, Batter could die in hell, sending him back to his save point again.

Alright, so Makima's main wincon faces notable problems. What about The Batter's?

Purification: As you've read above, Purification is arguably EE and… this where The Batter's win becomes all but assured. Makima wouldn't be able to transfer an attack like that to somebody else and while you can let out some dying words before being erased with the exception of Enoch this is a pretty fleeting moment and it would be pretty presumptuous to assume it would let Makima recover before being erased. There is a potential problem though, The Batter mainly uses Purification when he defeats an opponent so wouldn't this mean he would have to drain all of Makima's lives to use it? Not necessarily! It's likely if The Batter seemingly defeats Makima even once he would be able to use it, Makima's contract works by transferring damage and killing blows to citizens, but this doesn't mean in that moment where The Batter seemingly triumphs Purification won't be usable (especially because Makima wouldn't be able to transfer Purification anyway).

It is worth noting that Hybrid's were able to stick around after the devil representing them got conceptually erased by Denji, however Makima herself notes this as an unusual occurrence and refers to this as a “sole exception”, making it unlikely you could apply it to Makima's own resistances which still leaves her vulnerable to Purification. It's definitely esoteric and there are a lot of arguments that could be made here, but when it comes to who could effectively bypass the others immortality, Purification simply has fewer holes then frankly all of Makima's arguments which means the final category goes to The Batter!

The Batter

Advantages:

  • Arguably stronger physically especially at his highest ends…
  • Way bigger arsenal (RPG character go brr)
  • Better powers/abilities
  • Mute would shut down Makima and her supports abilities, though briefly
  • Purification allows an easy way around Makima’s immortality
  • Player based immortality is something Makima can’t reasonably get around
  • Killing Hell Devil can prevent BFR…
  • Killing the Zombie Devil can prevent resurrections on Makima’s side…
  • Avatar Beat and Chosen Anew are some of the best final boss tracks ever and if you disagree you're wrong

Equal:

  • Immortality makes them similarly hard to kill regardless of stats
  • Similar battle tactics at first, based on neither really dodging much usually

Disadvantages:

  • …But Bang is stronger no matter what
  • … but if he doesn’t do it in time, he will get BFR’d and lose unless a Red Box is in Hell or the player closes the game
  • … but until he does that, he’d always have a limited amount of revives for his Add Ons
  • Gets blitzed no matter what end is used
  • Gets swept in tertiary factors
  • Is at a numbers disadvantage
  • Dying will place him back at square 1, replenishing all of Makima’s lives and support
  • Makima is older than the age of 15, meaning his childgos status won’t save him alone

This is a highly complex matchup but when everything is said and done and we're on the other side of the rainbow, a winner is clear. While Bang might blow him out of the water, The Batter is physically much more powerful than Makima could really hope to be and his far bigger item and ability pool on top of Makima not being to do much about some status effects (particularly Mute) automatically gives him a relatively early advantage, Makima may have a bigger army but Epsilon would be able to target all of them at once which makes those numbers way less notable than they may seem at first. All of this is paired with the fact that Makima's ways around The Player given immortality either require way too many assumptions about The Player or assuming The Batter won't kill certain Devils.

On the other hand, Purification is The Batter's main option, basically what he's known for and Makima can't do anything about it. Makima does have her own advantages, mainly on the tertiary side of things but those can only get you so far when your opponent is just that hard to kill. The Batter will definitely struggle and Makima will no doubt be the toughest Guardian he's had to purify but he has the arsenal, abilities and frankly absurd immortality to ensure his victory.

Makima thought she could have her cake and eat it too, but in the end, the Batter ended up eating her.

The winner is The Batter.

Team Makima

Stats

Starting OFF with The Batter, he himself has a nice amount of direct feats, being able to tank explosions worth 1.2 Megajoules and decapitating Enoch worth 5.7 Megajoules (with Maldicion's Clamor Claw being the exact same output). He can also tank the Fission Spectre’s explosion (0.02 Tons) and Carnival’s fire (0.0226 Tons), with destroying the Whale Spectre being able to range from 0.037 Tons to 1.7 Tons. Comparing this to Makima who in terms of calculations… only has one, that being her Bangs sending Chainsaw Man into space, though due to the speed involved this would actually by itself place her at 26 Tons of TNT. This by itself would put Makima far above the Batter in direct feats, who can only really reach above this directly with feats like possibly destroying Enoch’s entire lower half (67.5 Tons) or Purification destroying Zones overtime (33.4 Kilotons - 114.6 Megatons), though these feats are weird in themselves as we have no real reason to assume Enoch’s lower half was pulverized and not just off-screen, and Zone scaling is weird along with the idea of Purification being an ability possibly making this purely hax instead of physical power.

Now including scaling, Batter can compare to large sizes like with The Room’s Elsen (0.8 Tons) or Enoch (1.6 Tons). He can also compare to the Zone Guardians being able to sustain their Zones, which can range from 0.006 Tons all the way up to 23.9 Kilotons, with the Kiloton ranges actually being somewhat consistent with the prior Purification calculation, though Zone Scaling is by itself quite iffy, where without it Batter would be stuck in the small building - building level ranges (with even the Zone Scaling calculation reaching barely over baseline small building somewhat supporting this range). On the flipside, Makima with just her physical strength should be above much lesser Devils like the Bat Devil, which can destroy buildings ranging 0.864 Tons to 7.4 Tons. Lesser Devils like Reze were also able to make and survive huge explosions reaching 480.6 Tons up to 34.77 Kilotons. Makima should also be above Devil Hunters like Denji, who could physically match the Typhoon Devil creating a storm reaching upwards of 10.6 - 413.6 Kilotons of TNT with Reze upscaling due to the Typhoon Devil being afraid of her (and thus Makima upscaling). Then there’s scaling the Nuke Devil to 50 Megatons.

This is already looking really bad for Batter, even just physically Makima having ways of likely matching him, though his higher ends would still physically put him as stronger than Makima, though that’s where Part 2 scaling comes in. While physically scaling Makima to Yoru’s abilities doesn’t make much sense as established before (apart from something like her nuke punch reaching 203.6 Tons), her powers, and thus Makima’s Bang, should be comparable. With Makima being able to compare to the Gun Goddess shooting large bullets at Pochita (2.7 - 20.3 Gigatons) or Yoru turning all of Michigan into a sword (27 Petatons), Batter would instantly be turned into swiss cheese by Makima’s finger guns being 235 million times stronger than him at their full potency.

Now for speed, also starting with Batter, his ingame attack animations can be calculated to 42 m/s, which is consistent with the Judge being able to climb the Zone 0 building at 60.8 m/s. Batter can also compare to Japhet moving his wings with musical notes (254.9 m/s - Mach 1.6) and Sugar firing an attack in a single frame (Mach 1.52), though these feats are somewhat arguable to an extent. Though these supersonic feats are nowhere near as argued about as Batter being able to move in the Nothingness, which could be argued to place his reaction speeds at 0.37c up to 0.61c! However, on the flipside, Makima herself does have much higher and more solid speed feats, being able to react to bullets from the Gun Devil (Mach 1457.7) and shoot Chainsaw Man into space (Mach 4603), this would place her leagues above Batter on its own usually, unless you used Nothingness scaling. Now, for Nothingness scaling, Makima’s Bang being comparable to Yoru’s Bang would likely make it scale likewise, with Yoru’s bang being comparable to her overall speeds with her powers. Given Yoru was able to pull the Gun and Tank Devils towards herself at 4.43 and 6.43 times the speed of light respectively, this would likely also mean her Bangs would be comparable in speed as well. Given Chainsaw Man was able to react to and block these Bangs, with Makima being comparable to Chainsaw Man, it would still place Makima at least 10x faster reaction-wise, thus making her win the speed stat as well.

Even if you used something as outlandish as Batter’s sun feat (361c), Makima was actively able to blitz the Cosmos Devil, who was able to write every single book within her head reaching 47,980c, putting Makima as way over 132.9x faster! Yes this feat is heavily doubtable, but even moreso is the sun feat.

However, when it comes to durability, Batter would end up taking it, not due to any feats of his own, but due to the fact that Makima… doesn’t have any durability feats. Every attack that hits her requires her to regenerate or use her contract in order to recover from it, and she doesn’t outright tank an attack, so with Batter actually having durability feats, he takes it.

While Batter takes durability, with Makima having the power to break through Batter’s durability and the speed to blitz him, Makima takes stats.

Objects/Competences vs. Contracts

This category would go over their versatility (I.E Arsenal and abilities), and their support (and what they bring to the table), although we will ignore Purification for now since that will be covered when we talk about their respective immortalities (we will also ignore mentioning their immortalities for now as that deserves its separate section).

Starting off with Batter, he has multiple objects that he can use in battle and he (and his Add Ons) can use Competences. For items, Batter can heal himself and others, restore CC of himself and others, revive others, buff stats, remove status effects, scan for health and weaknesses and do Plastic and Meat damage. For his own Competences, Batter can heal himself and others, revive others, do Metal, Smoke, Plastic and Meat damage and hit very hard. As for the Add Ons, ignoring Competences that just do damage of no element, Alpha can inflict Poison, Lethargic, Palsy and Mute, Omega can cure status effects, attack with a random element, revive others, inflict a random status effect and use a special attack that ignores defense, and Epsilon can increase stats and has attacks that can hit all foes.

As for Makima, she has a katana she can use, and Angel weapons that can harm non-physical objects and take lifespan from people. In terms of her abilities, she can control those she sees beneath her, shoot air blasts with Bang, levitate, attack internal organs, perform a ritual that can crush you (although it does need setup), transport to other areas with animals, heal with blood, be aware of certain things with clairvoyance and potentially harm non-physical objects by herself. With her army of devils, ignoring the ones that just do physical damage (whether it’s via stabs, punches, kicks, explosions, etc), they can make weapons to harm non-physical beings (Angel Devil), allow dimensional travel (Spider Devil), turn people into zombies and revive fallen comrades (Zombie Devil), swallow opponents to put them under your command (Snake Devil), inflict people’s internal organs with mold (Mold Devil), petrify others (Stone Devil), see a few seconds into the future (Future Devil), potentially BFR via swallowing (Fox Devil), and BFR people to Hell (Hell Devil).

Now, when it comes to comparing which side is better, it’s easy to see who takes what. Makima isn’t going to outdo an RPG character when it comes to arsenal, as Batter has a variety of weapons, healing options, revival options, and more while Makima just has a sword and two weapons that could harm the Add Ons due to their non-physical interaction. In terms of abilities, the different types of damage Batter can do is useless due to Makima not having weaknesses to any of those, while Makima’s Control ability is the only one that’s going to be useless, so Batter by himself has better defensive options (healing and reviving others as Makima needs blood to heal while Batter can heal himself and Makima can’t revive others herself while Batter can) while Makima has way more offensive options (internal damage, death ritual and Bang). Finally, when we include their support, we kinda run into a similar situation when comparing the abilities of Batter and Makima themselves. Curing status effects won’t be helpful as Makima nor her devils can use said side effects and they can at most inflict status effects outside of the healing and revival options while Makima’s side has a variety of hax and ways to get around the healing options, although some of them (like internal damage) would be useless on the Add Ons. Mute would be useful at preventing Makima and her side from using their abilities, but since it only lasts for some time, it’s a minor inconvenience at most. Regarding revives, unless the Zombie Devil is killed, the Devil army can get infinitely resurrected in comparison to Batter’s side who has a vast but limited amount of CC and items. Finally, the Future Devil is just… REALLY OP in this instance due to how much faster Makima is. Any plans or schemes Batter tries to make, Makima would be aware of them and would have plenty of time to counter. Batter or his Add Ons try to use status effects or Epsilon tries to attack the entire army at once? Makima and her devils attack the one trying it and kills them. Batter tries to kill Hell and/or Zombie Devil? Makima would be aware of it and can make sure that doesn’t happen via having other Devils divert his attention.

TLDR: Batter and his Add Ons have a better arsenal and healing options, while Makima and her devils have far superior hax and revival options, not to mention the numbers advantage (and the fact that they’re more mobile than Batter’s side), with Makima’s side having better advantages than Batter’s in this category, giving Makima the edge here.

Tertiary Factors

This category is a pretty easy Makima sweep. In terms of intelligence, we have someone who can do some puzzles against a full blown manipulator who has been doing schemes behind the scenes and was responsible for a bunch of things that happened in the first part of Chainsaw Man. In terms of experience, we have someone who has existed for a short amount of time (Batter) vs. someone who has existed for much longer (Makima) and has done things on a much higher scale than Batter. Finally, for Battle IQ, Makima is able to lead a superior number of fighters when it comes to support and should be superior to Quanxi, who’s an extremely experienced and skilled Devil Hunter while Batter never had to fight anyone with that skill level before. Makima takes tertiary factors.

Immortality

Finally, we get to the trickiest part of the debate, how hard it is to even kill them in the first place. With Batter being able to respawn thanks to the Player and Makima being able to come back due to the contract, neither of them can kill the other with a strong enough blow (especially since even if you think disintegration would work on negating Makima’s contract, Batter doesn’t have AOE blasts to do that), making stats (and their physical based options) completely useless.

Now we have to answer one final question: Could they even kill each other? Starting off with Batter, he has two potential options that we will go over to explain why they would or wouldn’t work.

Purification: So, the Batter’s main ability, Purification is… weird, to say the least. As you likely were able to read above, there are arguments against this even being an ability at all, which by itself is already an answer for why this likely wouldn’t work. Though for those of you who are on the team that it is an ability, specifically erasing the opponent from existence, would that be enough? If Batter were to erase Makima, that would more than likely work, as Makima was explicitly unable to regenerate from this kind of destruction before. The problem here is him using it. Purification isn’t instant, we see at the very least the victims of the Batter are at least able to get in a few words before dying, with even regular Elsens being able to at least get a few words in, some even being able to have prolonged talks with Batter. Comparing this to Makima being able to completely regenerate from fatal wounds mid-combat, it’s likely she’d just regenerate back to fighting condition before Batter could even apply Purification in the first place. Even if he were to attempt to replicate how Denji was able to slow down Makima’s regeneration via status effects like Lethargic or Poison, there’s very little saying they would be comparable to Power literally devouring Makima’s blood from the inside (along with Devils like Makima being able to resist poisons and diseases), and even then, there’s a difference between slowing down regeneration (which wouldn’t let Purification happen) and stopping regeneration (which would let Purification happen), with Makima’s regeneration being far too fast for Purification to even apply in the first place. Thus, Purification even at its best interpretation would be unlikely to stop Makima.

Killing Makima until her lives run out: Since Purification wouldn’t be able to bypass the contract, Batter has one other option, which is to kill Makima until all her lives run out. At first glance, this seems like a reasonable wincon, especially since Batter isn’t a Japanese citizen and doesn’t care about how many people he kills. However, there are two main issues with this. The first issue is that it’s unlikely for Batter to have the stamina to get rid of all her lives. While he has done his mission of Purification with seemingly no breaks, that lasted for a few hours at most, while killing all of Makima’s lives would take days at a BARE MINIMUM, much closer to literal YEARS of non-stop fighting. The second issue is the fact that when he and his Add Ons die and come back, he’d restart the entire fight, which would essentially give Makima “infinite” lives like Batter does. In order to get around this, he has to get rid of all of Makima’s lives in ONE GO, which is pretty much impossible, as even if Batter stat stomped to oblivion, the variety of dura neg and insta kill hax Makima has means he’d always be at risk of dying and having to restart.

Now that we explained why Batter is unlikely to kill Makima, we’ll explain Makima’s four potential options for getting either the Batter or the Player out of the picture in order to take the win.

Hell Devil BFR: This is a very straightforward option. By using her devil army to distract Batter, she could forcefully BFR him to Hell, taking him out of the fight and making him unable to fight. Unless we have Red Boxes show up in Hell, he’s not getting out, and while he could kill the Hell Devil before the BFR occurs or use Mute to prevent the ability, the Zombie Devil could revive him for the former and Mute only lasts for so long for the latter, and that’s assuming Batter specifically targets the Hell and Zombie Devils right off the bat (pun intended) instead of any other Devil in Makima’s army, especially since Hell BFR won’t kill, and thus Batter can’t die and come back aware of what the Hell Devil can do in order to kill him.

Giving him some SPACE: The second option is for Makima to do what she did to Pochita and blast Batter into space, where he’d be unable to return to Earth and fight Makima, and since Batter is unable to get around the contract, Makima would eventually think of doing this, and with Makima being able to hold back the potency of her Bang attack, even if we had Batter getting one shot by a full power Bang, Makima can hold it back enough in order to force him into space. Main issues with it is that we don’t know if Batter needs air (all we know is that he’s humanoid, but maybe he doesn’t need air, it hasn’t been proven or disproven at all) and whether or not the Add Ons would follow him or not, but outside of one specific scenario (Batter needs air so he suffocates in space and dies and the Add Ons don’t follow him and get killed by Makima and her devils, thus having everyone dead and letting Batter respawn), this option would work once pulled off.

Player Rage Quit: As we mentioned earlier, Batter would have to get rid of all of Makima’s lives in one go, and would have to restart every time he dies. While Batter would be willing to fight for as long as he needs to, a certain someone might not be willing to get placed in an endless loop. The Judge ending shows that the Player can leave the Batter, and while that only happened in the special ending, it shows that it’s still an option, and let’s be honest, if Makima was actually a boss in OFF, she’d easily be the hardest and longest one in the game with no questions asked. Millions upon millions of lives, an army she can summon whenever she wants and one that can be revived, multiple ways to instantly kill you and having to restart it all if you make one mistake? Combining all that with how long it would take to even KILL Makima and the Player would leave eventually, and without the Player, Batter would lose his immortality and can be killed for good.

Contracting the Player?: Throughout her many years of leading the Public Safety Division, Makima has amassed tons of Contracts with various different Devils. Her ability to manipulate others even without Control is extremely powerful, and actually massively works in her favour against Batter. In OFF’s special ending, the Player directly has the option to leave the Batter for the Judge, with this being inspired due to Judge’s own offer. It’s not entirely unreasonable that Makima with her manipulation skills would be able to replicate this, and to a much greater degree due to her much greater experience with manipulation. She would also likely know about Batter’s link with the Player and his own forms of resurrection from the start, much like how she was able to immediately discern Denji’s Contract with Pochita upon first sight with him, with every single moment afterwards being perfectly crafted specifically to bypass the fine print of his Contract. Now you might be thinking “How would this work? I wouldn’t fall for Makima’s tricks!” However, it's an important distinction that for a Death Battle scenario, both parties have zero knowledge of the other, and analyzing it from a purely outside standpoint doesn’t paint the full picture on what would actually happen. The Judge’s pleas were already enough to make an alternate (albeit non-canon) ending, so Makima’s superior skills of manipulation would more than likely be able to get the job done. And given the fact this ending exists at all, it shows the Player is absolutely not above leaving the Batter, especially if stuck in a drawn out fight like this.

Given making Contracts with Devils is basically what she does every day, her sheer experience with it, and her clairvoyance clueing her in to Batter’s relationship with The Player, it’s most likely this win condition would happen first, but if that doesn’t work, either due to the Player being too devoted or that they don’t care about Makima or what she wants, then Hell BFR and maybe sending him to space would occur eventually. When having covered everything here, we decided that Makima has the superior immortality due to Batter not having any reliable ways to get around it while Makima has ways to get around his.

Makima

Advantages:

  • Bang is far more powerful than Batter no matter what
  • Far stronger physically when not using Batter’s highest possible end
  • Much faster
  • Devil Army gives her the numbers advantages
  • Devil army is way more agile and mobile than Batter and his Add Ons
  • Sweeps tertiaries
  • Outhaxes, with Devil army making it worse
  • Batter’s status effects, while powerful, aren’t permanent
  • Superior tactician skills would let her play keep away with more important supports like the Hell Devil or Zombie Devil
  • Future Devil is BUSTED
  • Can get around Batter’s immortality in multiple ways…
  • While her plethora of lives via contract makes her hard to kill…
  • Zombie Devil grants infinite revives for Makima’s army…
  • Died in the better part (Part 1)
  • Experienced with killing lesbians

Equal:

  • … but both have an immortality that makes stats and physical options useless
  • Similar battle tactics at first, based on neither really dodging much usually

Disadvantages:

  • … should Batter somehow get through all those lives, Purification would make sure she STAYS dead
  • … but if Batter kills him, those revives are gone
  • Certain haxes and potential wincons are tied to other devils that Batter can kill
  • Physically outmatched compared to Batter’s highest end
  • Control would not be able to affect The Batter or his Add Ons
  • Way less durable, even with Batter’s lower ends
  • Less versatility in terms of weapons
  • Mute would prevent Makima and her side from using their powers, even if only for a bit
  • Chapters 231 and 232

Despite Makima taking all of the categories, this fight is much closer due to this essentially being the anime vs. video game version of Hulkzilla, as they would just come back no matter how many times they kill each other, which makes not only their stats useless, but all their physical related attacks useless as well. With Batter not having any reliable ways to get around the contract, Makima would need some ways to get around Batter’s player based immortality in order to prevent the fight from being a stalemate. Fortunately for the Control Devil, she actually has ways to end the fight, and while it would take a long time, especially since Batter coming back and starting from scratch means Makima wouldn’t remember their previous fights, she’d eventually be able to end the fight. Batter’s weapons, immortality and unwavering persistence would make this a very long fight, but the Horseman’s hax, better immortality and counters would allow her to chain up the purifier and end his mission for good.

Makima controlled the competition, but hopefully you don’t think these results are OFF.

The winner is Makima.


Final Vote

The Batter (3) - MegaGojiraGX, Fnaf fan_1234, Morta Dreemurr

Makima (5) - CRUL HRO, helton1, KobeHydra211, endergaming105, Bandana N-Z


Note

Hiya guys! It’s me, Mega! It has been A WHILE. Like almost 3 months lmao- But yeah, thank you for taking the time to read this blog! I also want to shout out EVERYBODY who worked on this blog, cause HOLY HELL this shit was SO FUCKING COMPLEX and there is a LOT OF SHIT TO COVER. I also wanna credit Helton for creating the debate charts, stat images, Team Batter and Makima images, writing a whole lot of shit, and creating other images. Along with this, Fnaf fan and Morta helped write a whole lot of stuff, mainly for OFF things, Bandana N-Z made the strength and speed images for Batter and Makima, and CRUL HRO for helping to organize the blog and write some stuff for both sides! But finally, WE DID IT. I also wanna say how debatable this all was…probably cause OFF is such a weird series to cover with many interpretations for things. Y’know, what’s really crazy is that this matchup for us was SO CLOSE to the point where this almost became a TIE. I even was ready to make a whole fucking tie TN lmao-

So uh, yeah! Thanks for reading, and maybe some of you are probably thinking, “Where is Teacher vs Wolf and Eddie vs Rumi?” Well…I was gonna…get to that lmao. But yeah, Teacher vs Wolf is still happening, and WILL come out this year. I cannot give a time frame for when, but it's still happening. For Eddie Riggs vs Rumi…I’m kind of in a rough spot. In all honesty, with not much getting done and just not really having the motivation for doing this matchup…I might cancel Eddie vs Rumi. Sorry to all the Eddie vs Rumi fans, and sorry, Blair, as I think you were REALLY looking forward to that, but I just don’t think I want to continue it anymore.

Finally, as some of you have noticed, a few days ago I had made a post for a vote between two Dimentio opponents, Shadow Milk Cookie from Cookie Run Kingdom and Mephiles from Sonic the Hedgehog. So the winner of the poll (Unless you’ve seen it already) is…

SHADOW MILK COOKIE!!!

Tah-Dah!!!!!!!!! Applaud me, my wonderful audience!!!

Next Time

(Ngl ima change the TN when the actual blog comes out cause this is HOT ASS LMAO)

A Show of LIES


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