Name: Dianna Kaiser
Currently is not a member of a team (if ya want this dork on yer squad hit me up)
B/T LVL: 190
Parts War Record:
32 official parts war wins. 6 losses though 4 of them were due to Dianna losing on purpose for money.
47 illegal/underground battle wins. 0 loses
THE TERRA ROAD:
A monstrous clash between the Gaia Road and Rising Road. This road uses powerful seismic vibrations along with small magnetic fields to completely dominate the battlefield on the ground. This road is unique due to how much power is required to produce the magnetic fields and in order to manage that power draw the AT's motors are generally slower than the ones of other riders. Due to this lack of speed Terra riders have to focus on slowing the enemy down or making their opponents come to them. Most tricks from this road involve making sharp, compact movements before lashing out with wild force, thanks to this the riders are harder to predict in close combat. This road is extremely dangerous and unhealthy for the riders due to the constant vibrations slowly causing permanent damage to the bone and muscle, this will almost always end the riders career crippled for life. The very few brave (or maybe foolish) riders who stride down this path will crumble away as fast as they rise to power.
1. Using the piezoelectric effect, riders can paralyse opponents by numbing them.
2. Creating seismic waves to create a 'Sonar' that reveals information about the opponents.
3. Creating vibrations to levitate objects and induce seismic activity.
4. Generating magnetic forces to attract and push things away from the rider
5. Creating Electro Magnetic Pulses to disable opponents AT's
Regalia "Lorentz Heel"
TLDR; Basically the regalia has two states, one where the core isn't activated to save power and has heavy armour and the actually activated form where the armour comes FLYING off to reveal the REAL regalia.
The Terra regalia used by Dianna is extremely unique to her riding style, having two different states; the power saving, high defence "Full Armour Mode" and the activated regalia "burst Mode".
In Full Amour Mode Lorentz Heel shouldn't even be considered a regalia power wise. It's still easily comparable to a high-end custom AT but without the activated core it's pathetic in comparison to other regalia. It's so heavy and slow that it's only real strong point is the thick armour made from reinforced steel and carbon fibre and the exoskeleton properties that assist counterbalancing the ridiculous weight for basic movement. Bottom line is this big clunky set of treks hides a far more fearsome power within.
Once activated, the Burst Mode is a powerhouse that pushes even regalia standards to the limit. Abandoning the armour and exoskeleton for improved speed and mobility (it's still pretty mediocre compared to other kings in the speed department) Lorentz Heel Burst Mode can completely catch riders off guard with the sudden change of pace.
Not only that but with all the systems at max output the power of the Vibrations and Magnetic Fields skyrockets which makes this regalia's combat ability outstanding. But this regalia has one huge weakness. It's sustainability, in burst mode due to the careless use of power it may be extremely powerful but is at constant risk of overloading or simply running out of energy. This makes burst mode a last resort that can only be used for short periods of time.
infinity atmosphere: Spirit of the Colossus
Only usable in Burst mode, the full power of the regalia core is exercised to created an extremely powerful magnetic force that allows the rider to "float" in the air. The power of this magnetic force also can attract and push extremely heavy objects and force them to float around the rider to create a near perfect balance between defensive and offensive capabilities.
Average Speed: 60kmph
Max Speed: 90 kmph (BURST MODE ONLY)
Gigant Leap - By first generating a positive magnetic field on the surface they are standing on, the rider then makes a second force that is identical to the one on their AT's wheels, forcing them away from the ground in a gigantic leap.
Wall crawl - Basically the opposite of the Gigant Leap, the rider magnetizes the surface beneath them and then makes the opposite magnetic force on the AT's wheels to attract them to that surface. This makes them stick to walls and ceilings with ease.
Colosal magnum - After magnetizing an object, the rider then applies the magnetic pole force required to repel the object with enough power to send even small cars flying at their foes.
Dempsy Roll - The Dempsey Roll itself is a technique that relies on moving in the shape of a figure eight while attacking the opponent with hooks and uppercuts, thus allowing the user to attack from a blind side, and then switch to the other using the centrifugal force built up. As the speed increases with the number of rotations the user's power increases along with it. This is a technique that can only be used if the enemy is within punching range.
Jolt Kick - the rider sends a powerful jolt of electricity through the AT's heel directly into the opponent, this can temporarily shut off AT's and even Paralyse a rider if they get hit directly with it.
Burst mode only:
Gigant hammer - Using the powerful magnetic forces generated by the rider's infinity atmosphere, the rider can crush together enough debris to create a giant weapon that can be sent crashing down at the enemy.
Metal Tsunami - Using the same magnetic forces that the Giant Hammer uses, instead of crushing the debris together the rider sends countless small pieces of debris towards the opponent in what looks like a wave of metal.
Flash - the rider generates a powerful flash of electricity to temporarily blind the opponent.
iron wall - using magnetic attraction the rider creates a wall out of debris/the earth to defend against attacks.
Infinite Tremor - the rider creates a tremor in the ground. This can easily throw riders going at high speeds off balance and can even result in riders tripping and falling creating the perfect opportunity to strike for a slower rider.
Burst Mode Only:
Armour of the Colossus - Using the power of the infinity atmosphere the rider can create a 360 degree sphere of debris to shield them from incoming attacks.
EMP - The Rider creates a short range (like 10 metres) Electro Magnetic Pulse to temporarily disable all electronics in the area.
Unbreakable Zeal : Basically Dianna's far too damn stubborn and due to this she can grit her teeth through some pretty serious pain so don't expect her to crumble in one hit, you'll have to pile on constant attacks to do anything substantial to her.
Eagle Eye: One of the few things she inherited from her Mother. Dianna has extremely good eyesight and almost superhuman reaction time. Compiling this with her extensive experience as a rider it will be extremely difficult to catch her off guard. This natural ability isn't as sharp as her Mother's though so it is possible if you attack her with a move she's never seen before to surprise her.