Tuesday, September 16, 2025

Radd is Radicalized for DEATH BATTLE!

                            

Radd, the Totally Rad Hero of Kid Radd

Kid Radd was created by Dan Miller, it can be read on its unofficial mirror


Welcome back to the blog! After over 50 blogs, I'm FINALLY covering a fully-fledged sprite comic. Oceanfalls does have a lot of sprite elements, but this is 100% pixel art through and through. While Radd does have his own respect thread (which I recommend checking out here), it's been a decade since its creation so I'd say he's due for a modern research.

I'd also like to go on a tangent for a moment because this blog is up there as one of the most annoying to research. It's not because it was bad or anything, but rather something totally self-imposed. Kid Radd features a lot of animated elements, but the entire panels aren't simply GIFs I can copy. Thus I had to do a lot of screen recordings to capture the animations. Mind you that I had to start the recording RIGHT as I turned the page. If I didn't, the MOV would start at a freeze frame. That and poor timing in general resulted in a LOT of trashed recordings. Of course the MOV to GIF conversion was also tiresome, but not nearly as much.

Background

"Radical!"

Welcome to the world of the classic 1987 platform game, Kid Radd. The hero of this game is, of course, Radd! By mid-80's standards, he's an overall cool dude.

Within his game, he and every sentient being inside it is known as a sprite. As the protagonist, he's the game's hero sprite. All of Radd's actions are controlled by the one playing his game. While his moves aren't his own, his thoughts are independent.

Initially, he's opposed to being unable to do anything on his own. The player doesn't have to suffer taking damage and dying all the time like he does! However, as the player continues replaying the game, Radd's confidence skyrockets and he comes to respect his master. He's so good at the game, that Radd rarely ever loses lives anymore. He gets used to the routine of fighting enemies, beating his evil brother Gnarl, and saving his story-designated girlfriend Sheena. Getting a smooch from her is what motivates him the most, but seeing as Sheena barely knows him, Radd never has the chance to by the end.

Every time his system is shut off, he's sent to a vast blue void. He thought that beating the game would let him escape it; that this was all just a test and he'd move to a higher plane of existence or something. He supposes he's just stuck in this game then. Radd finds himself spending longer periods of time in the void whenever his human finishes another replay. With these extended periods of drought he finds himself bored of the game again. In the end it's always going to be the same run and gunning, Sheena won't be his girlfriend, and once it's all wrapped up he's back in the void.

Then one day something different happens.

Radd winds up back in his game, but he can't move. His player isn't there to control his directions. As if the situation couldn't get any worse, an enemy Bogey waddles up to Radd to break the news to him: the player has left the game ages ago. That alone broke Radd's entire sense of purpose. He can't fathom why he'd up and abandon him and his world like that! Did he get bored of him? Did something happen to him? Regardless, it's not all bad, as Bogey tells him that without the player there's no need to worry about breaking any rules. That means Radd can move however he pleases. Plus, Bogey's not that bad for an enemy sprite.

Their moment of respite is suddenly interrupted when a portal opens in their game. Captain QB, a character from an entirely different game enters their world on behalf of an organization known as the Moderators. The Moderators are a group dedicated to freeing sprites from their game worlds to live their own lives. As it turns out, Radd and Bogey aren't in their original game cartridge. Someone copied his game into a file and put it on the internet as a ROM.

Before Radd can make a choice, the two are whisked out of their game by Captain QB. Radd also learns too late that opening a portal into a game damages its source code. When a portal closes, the game collapses and self-destructs. Although all other sprites in Kid Radd have been evacuated, Radd is furious that his world was destroyed. He cares that his game's sprites' lives were messed with without their consent, but most of his pals are doing better off. Bogey is living a more comfortable life and Sheena works for the Mods now.

As it stands he can't return to his world, so he has to make a new living. Without a human to take the wheel, Radd's ambition dwindles and he becomes a slacker mooching off of Bogey. He does manage to get a job as a chatroom avatar at least… which shatters his image of humans after observing how immature and stupid they are. Later on Radd learns that there is a way sprites can travel to other games without destroying them. That ultimately leads to Radd being arrested by the Mods.

As Radd deals with his imprisonment, he's surprisingly set free by a hitman who was hired to kill him. After beating him, Sheena arrives just in time to help him escape from the Mods' domain. It turns out that the hitman was hired by the Moderators themselves. Just as she resigned from the organization, Sheena overheard the higher ups planning to take over the web, and apparently Radd is the one anomaly that's a threat to their goals. These machinations mainly belong to Crystal, a high ranking member who manipulated the organization to pursue her selfish goal of achieving immortality. With the Mods' original leader GI Guy missing, the group prioritizes conquest over helping sprites.

In order to learn more about what's going on, the sprites joined by Bogey and new allies track down the Seer, the being who warned Crystal of Radd's power. The Seer is the Y2K virus given sentience, who has since become an omniscient being with overflowing knowledge. The only advice the Seer can provide to defeat the Mods is to build an army. The Moderators have impressive numbers, but in the end they're predictable sprites following their code. Radd's gang doesn't need to match their size, so long as they can find enough allies with unique resistances or qualities that break the rules of cyberspace.

After the Mods interfere and take down the Seer, Radd and his friends start scouring the net to find recruits for their quest. With the aid of their scientist Dr. Amp, Radd is able to enter games without destroying them.

During his journey, Radd learns his attacks don’t actually have a limit to their power due to a programming glitch, making him the most destructive force in cyberspace. This would be cool news, but during the group's escape from the Seer's destruction Radd had killed a sprite for the first time when shooting down a Mod cruiser. Radd had tons of fun killing enemies thousands of times before, but this is the first time when one didn't respawn. Now he's burdened by knowing he's an unstoppable killing machine and that the humans made him this way.

As Radd's journey progresses, his team eventually converges with the crew of Captain QB. QB was double-crossed by Crystal and broke out of imprisonment with his pals. One of his allies is the missing original leader of the Moderators, GI Guy. GI Guy winds up betraying the group to take control of Radd's body to reach his goal of annihilating cyberspace and throw the humans' world into disarray. He brought Radd into an empty server to to test his destructive capabilities, forcing him to fire an attack he charged for hours. Although he wiped everything out inside, he miraculously survives. As the server begins to collapse, his friends thankfully arrive to his rescue.

As the story reaches its climax, the heroes have gathered a large game-exploiting army, Radd made up with previous foes like Gnarl, and whether or not it's due to their programming, Radd and Sheena do become a real couple. The final army battle takes place near a giant structure called the Chimera Point, which Crystal intends to use to fuse herself with the most powerful combination of sprites imaginable. Radd is too late to stop her, but the situation becomes far more dire once Crystal's form is unveiled. She isn't in control of her mind and body anymore, the Seer is.

The Seer strung Crystal along since the start in order to make use of her perfect fusion, and they have far more grand goals than just world domination. Cyberspace is made up of different layers created by humans. The Seer has control of all cyberspace layers, all except the one Radd and his friends hail from. Their layer seems entirely accidental—the self-aware sprites there shouldn't even exist. Once they can beat Radd and seize this layer, the Seer can work their way to gaining a body in the physical world, annihilate cyberspace and the humans' world, then destroy whatever is beyond the observable universe.

Radd has come a long way on his journey. Once meant to be an empty shell for his player to control, now a fully independent sprite who has developed his own desires. Now, his greatest ambition is to stop the Seer from destroying everything he holds dear. Utilizing his exceptional muscle memory from his time spent as the main character, he's able stretch out his four hitpoints for as long as he can. In the end, Bogey has to sacrifice himself to force Radd to refill his lifemeter. Together with the rest of the crew, they blast the Seer to kingdom come, permanently incapacitating them.

Once the remaining Mod soldiers surrender and the Seer's eyes across the net go silent, everyone tries to return to some form of normalcy. Sheena and Amp are reforming the Moderators themselves, Gnarl went on a whole journey of self-discovery, and Radd… isn't doing so well.

He takes Bogey's death the hardest out of them all, not just because he can't leech off of him for money anymore. Destroying enemies is what Radd was made for, yet he can never see himself killing one ever again. Bogey's demise makes Radd contemplate why humans made sprites so inherently violent. It's peaceful now, but knowing how sprites operate, chaos will surely return and all his crew's efforts will be for naught…

Thankfully, Radd learns that Bogey's code still exists, as killed sprites are essentially invisible ghosts. No sprite would be able to bring him back. So if no sprite can help resurrect his friend, there's only one option left… to contact his human from all those years ago.

Radd is able to locate and reach his player in an online messenger. The human assumes he's a crazy hacker at first, but he shockingly comes around to believing him (might be the alcohol's influence). He gives Radd the opportunity to ask some big questions, like why sprites are violent in nature. Obviously his player is just an average joe, so he can't answer that, but in a way human have that issue with "programming" too like bigotry.

Who knows if it will always be this way for humans and sprites alike. So why even bother trying? Well, they have to. If there's even a slightest chance they can make their society better, just take it.

And so, his human helps Radd's gang bring Bogey back to life by letting them enter his ROM. This ROM has its own versions of the Kid Radd cast, Radd included. Before Radd takes his leave, he gives this version of him a warm hug.

Before I move on…


I would like to clarify that anything featured in the 4th Wall Weeks where the characters spend a week doing gag stuff unrelated to the webcomic is strictly non-canon. I need to mention this because Radd actually receives quite a few feats and arsenal additions from these gag strips… including his strongest feat where he blatantly destroys the entire universe with cheese whiz. Fuck, I wish that was canon.

Experience and Skill


Sure, Radd can be incredibly gullible, as well as listless without his player to give him instructions. Even so, this is the guy who saved the entire internet. What makes Radd special combat-wise is his exceptional pattern-recognition skills he ironed out after being controlled by his player for so long. He's able to accomplish so much due to this repetition, and his experience in other games only added to his expertise. He has ventured into worlds across many different genres, including fighting games, jrpgs, and sidescrollers.


Equipment


Rocketboard

In his game the rocketboard is a power-up with a fuel supply of 10 seconds, after which it self-destructs. In Kid Radd 2, there’s a cheat code he can access to gain Infinite Rocketboard Mode, so now he can just use it whenever he wants.

Lucky Penny

Radd's quirkbound rpg friend Eliot gave him this coin that automatically saves him from one attack. This proved crucial in the final battle against the Seer when he was on his last hit point.


Abilities


Digital Physiology

His life is like a video game…… Now that he's informed that he can do whatever he wants without his player, he's able to act freely in any digital envrionment. Even when he works as a chatroom avatar, he can change his expressions when he clearly isn't supposed to. This doesn't just pertain to his actions, but his physics as well. Sprites' physics are entirely personalized because nothing in cyberspace has physics. The only reason he and other sprites fall is because "gravity" is part of their programming. So if the rules aren't real… anything is possible.


4th Wall Awareness

Radd communicates with the narrator and is aware that he’s in a comic. He can also yank stuff out of peoples’ speech bubbles.

Radd Beam

The staple projectile in his series. It has another variation I'll get to later.


Self-Resurrection

Radd only has a few lives to spare in his game. Now that he's out of Kid Radd, it's permanently game over for him once he's out of health. If Radd does die outside of his game, there is a way to bring him back to life if his "ghost" travels back to a copy of his original game, which gets rebooted. That way the variables for alive and dead are reset.

Damage Equalization

Radd's lifemeter displays his health points as the letters in his name. Each time he's hurt he loses a letter. The only way he can refill his lifemeter is by consuming powerups, which are typically dropped by enemies in his game. Once all four letters are gone, he loses a life. As a sprite, the way he responds to physical damage is different compared to someone not made of ones and zeroes. Regardless of how dangerous or wimpy the attack he's hit with is, the damage is ALWAYS equal to one health point.


Teleportation

When summoned by a human to be a chatroom avatar, he teleports to his job. This is pretty useful when Radd finds himself stuck in a game that’s impossible to leave.

Data Manipulation

Any focused Radd Beam above a certain threshold of power starts to channel the energy of cyberspace itself. With this power, anything destroyed by his attack will obliterate its code. Spooky, but his has more fun uses for toying with data. While he is a sprite, his body is able to be converted into different file types. For his job as a chat avatar, he becomes a JPEG of his floating head. He's also able to park himself in a save file, using it as shelter while homeless.

Immortality Negation

This is because he can destroy a sprite's code.

Self-Sustenance (Type 1)

Oxygen ain't a thing in cyberspace :V


Invincibility Frames

Bro is a retro platformer character. If he didn't have that brief moment of invincibility after taking damage, I'm sure it would be review bombed. Thankfully he retains this trait no matter which game he enters.

Technology Manipulation

Radd was able to contact his old player by patching his mind into an instant messenger feed.


Resistances


Techniques


Mega Radd

When the player holds down the attack button, Radd can shoot a Mega Radd. He can charge up this attack even while moving. If the player holds it down for 10 seconds, it can reach a max attack of 255, the highest binary number possible in an 8-bit system. It's said that a fully charged Mega Radd can destroy an opponent down to the cellular level. Later on, Radd breaks through his limits to deal over 4,000 damage and instakill a sprite. How the flip is that possible?!

According to Dr. Amp, a sprite's max power conforms to the system they're in. However, he hypothesizes that Radd's code was sloppily made and he wasn't specifically set a maximum number. Maybe it just says "keep charging until you've reached the highest variable possible". Depending on how long he charges a Mega Radd, it can reach the maximum attack power that's allowed. In a jrpg like Final Legacy II, he can reach the maximum attack power of 4,095. In a 16-bit game, he'd have a limit of 65,535. Adding digits raises the number exponentially. In the cyberspace of a 32-bit computer like the one Kid Radd is set in, his limit would be over 4 billion.

Outside of the game systems, Radd's destructive power is practically limitless.


Nut Punch

Johnny Cage.


Feats


Overall


  • After beating Kid Radd, he completely mastered it. Rarely lost lives and constantly kicked Gnarl’s butt.
  • He blasted Bogey 1,367 times in all playthroughs.
  • Radd was chased throughout the first two levels of Bunny and Chick Playland without dying, then game overed the player character when he entered the bonus room.
  • He defeated Deathbot 4999 built by Kobayashi the Discount Ninja hitman. Then he punched him in the nuts.
  • Radd destroyed two Moderator space ships chasing his group’s with a fully charged Mega Radd
  • He defeated Breaker from Fighting Heroes by spamming and abusing the fact that hits stun characters in the game. It counted as a 36 hit combo.
  • Radd beat the protag of Final Legacy II in a single hit
  • He escaped Kid Radd 2 as the game collapsed
  • Radd defeated Gnarl outside of his own game
  • He played through the entirety of Mofo with Itty Bitty and GI Guy, nontraditionally beating its Giygas-like final boss Geniac
  • Radd stopped the Seer’s viral conquest


Strength



Speed


Durability


Weaknesses

  • Gnarl hypnotized him with the phrase “you have the urge to do some accounting". Every time he hears that he becomes willing to work under Gnarl as an accountant
  • He's pretty sexist ngl
  • Radd is codependent to his player
  • His player mastering the game gave Radd a big head. That, and being the hero of his game gives him a sense of entitlement.
  • If Radd dies in a video game different from his own, his death is permanent
  • In his game the player did all the legwork combat-wise, so now that he’s free, he doesn’t have much experience using his moves on his own. Later he does think of what the player would do in fighting situations, act accordingly, and win
  • Very gullible, not smart in general. He frequently gets Kobayashi’s name wrong
  • It takes Radd several hours to reach his uber powerful internet-nuking levels


Matchup Potential


Radd vs Ralph (Kid Radd vs Wreck-it Ralph)


(thumbnail by Vibe Check)


Vibe Check


The connections are the following: They're both characters from video games who jump into other games while trying to figure out their own place in life. Both have a hard time making adjustments after finding out a major change was coming their way. Both end up stepping up and saving their world from an evil mastermind working behind the scenes that merged with the previous bigger danger. Both were unable to return back to their normal life if their game were to be broken/unplugged.

Wreck-it Ralph is one of my favorite Disney movies ever, but Ralph hasn't really had a matchup that clicked with me… that is, until I discovered Kid Radd. This could be a fight that takes advantage of how both travel across different video game worlds, leading to an awesome world-hopping fight that pokes fun at video game tropes and logic. I think the fight works best if it's in sprites, since it can really lean into the retro arcadey style of Ralph's game along with Radd's 8-bit charm. There could be a medium shift later on, like different sprite styles based on games they enter. There could even be a shift into 3D. While comedic, it definitely has room for heartfelt moments too, especially the ending. I'm confident Radd takes the cake debate-wise. VSBW does state that Ralph resists data manipulation, so he may be able to survive a greatly charged Radd Wave. However, he does have way stronger destructive output, likely better speed, and more experience just cheesing games. Still this debate likely wouldn't be constructed like the usual ones in DB considering how both are so reliant on their medium as video game characters.

AkumaTh


I don’t know exactly when I got into Kid Radd. Looking at the Middle Ground Forum, the oldest post about Kid Radd was in March 2007 and by that time it was over and I downloaded the Archive. Either way, it was something nobody has done in sprite comics. It used the medium of the internet to create a motion comic before the modern take on it. Through HTML and GIF files, it was able to create a style that I don’t think anyone could match outside of using Flash or Video Editing. A dream of mine is to see an animated adaption of this being done. Which comes to Wreck-It Ralph.

It was a fun movie and I enjoyed the sequel despite the critical reception. But overtime I began to connect the two. Both are the stars of their games. Both travel to other games. Both weren’t satisfied with the life they had and sought something else. It also played with the mechanics of the games as part of its story. Even with these similarities, there were plenty of differences. Radd was happy to fill his role. Ralph didn’t. Ralph wanted to be something different than an antagonist. Radd wanted to be the hero again. Not to mention one is two stories about being okay with yourself and saying goodbye when you don’t want to. Vs a story where a group of misfits have to defeat a world conquering threat.

And I kind of like that connection. Two characters with stories about various games interacting with each other with both wanting to be a hero. How one platform hero character would take on a boss character who really doesn’t have a Death Code into him. And while you could research this using the typical way you would in Vs Battles, this one I think would need a completely different look. Since both are so focused on their individual game physics, you would need to calculate things with that in mind. The speed of gravity changes with each one. How they interact in a different game.

Not to mention the animation potential since they both jump into different game worlds. You could have them transition to being 2D to 3D or Stylized like a different game. So much fun can be done with the two. And that’s why I like the match. The fun in researching the two, how you can have fun with the fight itself and honestly think of the usual physics issues in a whole different light. And honestly, the more people who get to read Kid Radd, even if you may think it is dated compared to what came out since, I think is always good to see a fun story told in a unique way.


NEXT TIME ON WCAB… whenever I feel like it


Monday, September 1, 2025

The Enchanters Arm Themselves in DEATH BATTLE!

                            

Ally, Sheila, and Reece, the Enchanter Defenders of Earth

At Arm's Length was created by Darkwing Dork and Brooke Scovil, it can be read on ComicFury


Welcome back to the blog! Webcomics are one of the most diverse forms of media you'll ever come across because many are created by independent artists. You'll often come across series that tackle incredibly niche subjects that you'd never see other forms of media even dare to cover. Anyone can make a webcomic, and when webcomics are such an accessible form of media to create, I really mean anyone.

This is a weird one, folks. Fair warning, this comic involves multifur and transformation themes. I didn't know multifur was a thing before reading this, along with AAL heavily featuring the latter, but I liked the characters enough to stick through it. All things considered this is a really tame series for what it features. It isn't necessarily a webcomic I'd want to be in Death Battle for obvious reasons, but it's still fun to powerscale and envision matchup ideas.

I also wanted to try and test the waters by going over a webcomic like this. I've come across some truly bizarre webcomics during my readthrough for better or worse, so covering some while they're still living rent-free in my head gives me some sense of closure lol. No one batted an eye when I researched Berrybelle and her suspiciously detailed proportions, so I'll see if it's the same for a webcomic as hyperspecific as this.

Background

"The bigger they are…"
"The harder it is to clean your clothes after the fight."
"On the plus side it's going to take at least 20 more battles like this before we have to do any more laundry!"

25,000 years ago, a meteor struck Earth. Unlike the one that annihilated the dinosaurs millions of years prior, this one had more… unique effects.

The tribe of anthro cavepeople who discovered the meteor would be miraculously transformed into immortal four-armed beings with the ability to cast magic. Once these magic furries realized their superiority, they'd enforce their rule over the mortals. Their unfairly powerful status attracted the attention of magical beings offworld, who intervened. They'd bestow the immortals their own homeworld to dwell on, as to not disrupt normal earthling development.

And so this magic race would be known as enchanters. The oldest members of the race would keep this history under wraps with a fake public story. The truth isn't widely known among enchanters due to the race's egotism and bigotry against mortals. They typically view any race besides their own as pests, playthings, or animals (the non-anthro sort).

Left to their own devices the enchanters became narrow-minded and lazy. Every invention in their Greco-styled homeworld is appropriated from Earth, and yet most are still repulsed by a lot of the planet's customs and culture past the classical period. Enchanters mostly have fun by playing the lute, lounging around for centuries, and… yeah, that's it. Primo boring stuff.

However, not all enchanters are pompous jerkwads. Three friends in particular became so enraptured by Earth and its people, that they decided to live among mortals instead. Even with their magic powers and extended lives, they viewed mortals as equals and couldn't fathom why their people choose to treat them like dirt. They used to be as self-absorbed as the other enchanters, but once they she saw what their families didn't care about and realized there was so much more than just homeworld, they craved more. Deciding what they wanted to make of the world was their first step to independence. 

As the three enchanters lived new and improved lives together, they'd be exposed to malicious magic creatures invading this mortal world. Evil dragons, violent trolls, and gnome smugglers all wanted a piece of Earth, and mortals aren't well equipped to deal with these threats. With no other magical beings willing to step up and defend the mortals, this trio took it upon themselves to become Earth's mightiest heroes. Not only do they fight to look out for the planet they consider home, but doing good deeds doesn't hurt to show that not all enchanters are selfish. The heroic trio's enchanter-born names are Alcinda, Shaela, and Rhea, but they're best known as Ally, Sheila, and Reece.

Allison "Ally" Mancer is the level-headed and loyal rabbit leader of the trio. Amicable and steadfast, she's the mom of the group who keeps her gals in line. While the most responsible of the three, she isn't without a sense of humor. She's the only one of the three who fights in costume after all! She also has a nerdy side, appreciating comics, b-movies, and anime. With the charm and aplomb of a magician, she excels the most in illusion magic.

Back on the enchanter homeworld, Ally struggled to put up with her peoples' "higher than thou" attitude and her overbearing mom trying to hook her up with snobby suitors. She has a strained relationship with her mom in general, struggling to get her to see her perspective on mortals. Ally did find the love of her life Peter on Earth, but it took ages for Ally's mom to accept him.

The kangaroo of the group Sheila "Rumble" Spellman is a headstrong mohawk-donning punk rocker who loves a good sparThis moshpit queen is the most aggressive of the three, but she undoubtedly has a heart of gold. For as "punch first ask questions later" she is, she can be surprisingly down to earth when she wants to. Beyond her abrasive music tastes she loves hockey, bar fights, cars, and even has a soft spot for cooking. While just as skilled as magic as her friends, she's the best physical brawler of them all.

Sheila is the one who first took her pals to Earth. She has a rougher past compared to the others, as she was abandoned by her parents at an early age. They were young and weren't ready for the responsibility, leaving when raising her wasn't fun anymore. Thankfully she Ally's family took her in and raised her, dealing with her rambunctious personality along the way. Sheila's dad has been trying to make it up to her in the modern century by being more in her life and they're on… good enough terms. He tries to appreciate his daughter's punk lifestyle, though Sheila has to remind him that mortals aren't playthings. Sheila does feel some sense of blame that her parents aren't together, but her dad tries to make sure she sees her as a mistake.

Lastly, and certainly not least is the foxiest of the three, Reece "Vixy" Craft. She's a hyperactive ball of sunshine with a passion for fashion and all things cutesy. She's usually super friendly and chipper, but she can be assertive when she wants to. Her bubbly behavior may make her appear ditzy, but don't underestimate her. Reece is the team's psychic, excelling in mind-based abilities. If you don't want to risk having your memories mixed up, stay on her good side!

Reece finds Earth way more fun than the stuffy homeworld, and enjoys the people far more than the enchanters she's used to. Reece is on good terms with her family, even if they don't understand why they chose this life. Her dad wishes he stands up more for daughter than he usually does.

The enchanter elders tolerate the trio's activities on Earth so long as they don't let mortals know about magic. The three would settle in Houston, which is apparently the epicenter of Earth's magic activities. They prioritize dealing with magic affairs over earthling crimes. Beyond their vow to keep magic secret from earthlings, they're too concerned about potential consequences that may come from interfering with mortal affairs. As immortals, they live long enough to see the effects of what they do, and it sucks seeing what they care about get hurt. Even with all the crime and conflict between mortals, they aren't doing half bad without omnipotent immortals to solve all their problems.

All three are happily married, and for a long duration of the webcomic, try their best best to shield their husbands from their double lives and supernatural happenings. While it's in their best interest to keep them safe from their heroics, the burden of keeping their true selves secret becomes too much to bear and they finally open up to them about everything. It takes some getting used to, but their husbands do come to accept their four-armed wives and all the weird happenings that follow them.

The three enchanters have gone on many wild adventures together, leading to them making magic friends and foes alike. They've allied themselves with a dragon couple, a sanctuary of outcasts, a trio of hybrid guild adventurers, and plenty more! Their rogues gallery is vast and dangerous, but many can be traced back to working under the vile sorcerer Temujin. She's your typical world domination-craving overlord who works with a shady organization that seeks to collect a bunch of magic artifacts across different planets. As the three heroes would come to learn, these artifacts are made of the same material of the meteor that created the enchanters in the first place. Now, they're learning how to weaponize the power of these magic rocks against enchanters!

Even a member of the enchanter elder council is involved in this conspiracy, who's trying to get them out of the picture so Temujin can take over EarthThis did lead to the elder council calling the trio back to the homeworld to put their actions into question, arguing that fighting magical beings draws more attention. They intended to force them to permanently return to the homeworld, but the gals were able to argue for their case.

With Earth being targeted by magic foes more than ever, someone has to care about the big picture. If it's gonna be anyone, it'll be Ally, Sheila, and Reece. If anyone thinks they shouldn't stick up for mortals, then they can go suck on a lemon!

Experience and Skill



These girls are far more proactive compared to their lazy relatives. All three have lived over 200 years, so they've got loads of fighting experience. They have experience dealing with all kinds of magic creatures ranging from hydras, to villainous spellcasters, to genies, to even a lovecraftian elder god. They've also crossed paths with characters that utilize toonforce. Fighting magic creatures isn't all they have knowledge of, as the three fought nazis during World War II.


Even with all that, it's good to mention that they're young by enchanter standards. They've been on Earth for over half their lives, so there's still lots in the magical world they're still learning about.


While all three are skilled in diplomacy, quick-thinking, and craftiness, Ally is the brains of the team. She's the most experienced in tricking others with her illusions, and has exploit personality flaws to gain the upper hand in fights before. Sheila also knows when to reel back her aggression at times and beat people with her own wit.


Shared Equipment


Flashlights

Some of the gals' missions are more geared towards investigating than fighting. If they're entering dark areas, it's smart to bring a flashlight.

Sealing Rings

Addictive Science Crossover #8
In the Addictive Science crossover, all three possess rings that allow them to seal the Ghost of Consumerism in a cup.


Ally's Equipment


Protective Runes

Ally has runes used to shield a given area, usually her or her friends' houses.

Sheila's Equipment


Nunchuks

When magic can't cut it, Sheila's got other methods to deal with villains. Behold, her trademark weapons. She's been practicing wielding her chuks for decades, and the fact that she's able to use four at once without issue is a crazy impressive in of itself. Michelangelo, eat your heart out.

Reece's Equipment


Flyswatters

Flies better square up, she's dual-wielding twice over. She uses these to smack away these buggy aliens.


Shared Abilities


Illusions

While all three are capable of casting illusions, that brand of magic is Ally's bread and butter—fitting, given her magician-like costume. I'll go over some particular illusion spells she has in her techniques section.

Pocket Dimensions

To appear as regular civilians, they hide their extra arms with the combination of an illusion spell and pocket dimension creation.


CQC

All three are able to fight in hand-to-hand combat, made even better with their extra hands! Sheila is definitely the standout physical fighter here. She's the most experienced brawler who even uses her tail in combat.

Magic

Enchanters are magic beings, and all their powers stem from their ability to wield magic. All three also demonstrate shooting spherical projectiles of pure magic.


Teleportation

Enchanters are able to teleport wherever they want, short and long distance notwithstanding. They frequently teleport from Houston to the Haven located in the Himalayas. If they have the right coordinates, they can teleport as far as other planets. While it is possible for them to teleport around in combat, it does take a few seconds to charge up and typical bad guys won't miss a chance to hit them while they're standing still. This experience gives the trio an edge at being able to predict the patterns of opponents that rely on teleportation. It should be noted that this teleportation doesn't extend to dimensional travel.

Transmutation

The trio fought a troll that was able to turn people to stone through a merge spell to amalgamate them with the rocks of a cave. After beating him, they were able to reverse-engineer the spell off-screen. Of course that's not the only form of transmutation they have. Showcased numerous times throughout the webcomic, they can give people the attributes of other animals, or reverse such effects.

Immortality (Type 1)

Every enchanter stops aging once they reach adulthood, and are able to live indefinitely. Each one is over 270 years old.

Telekinesis

This power has mainly been showcased by Sheila and Reece.

Transformation

Along with being able to alter the bodily properties of other people, at one point they showcase being able to change parts of her body into whatever they want. It only occurred when the group was under Ceryn's spell to make them progressively turn themselves into feral deer. Despite that, they still knew this spell without Ceryn's meddling. While they are able to freely alter their forms, the three often get into situations where their bodies are transformed against their will and their magic is tampered with, making simple detransformation difficult through normal means. Regardless, they're able to adapt to their new forms and use them to their advantage. Sometimes it's their allies who alter the trio's bodies to perform better in a fight. Those tend to be more on the wild side like a spider body replacing their lower halves, fusing them into a huge three-headed dragon, or growing an udder that shoots milk. OK then.

Extrasensory Perception

As enchanters, they're able to detect traces of magic, and even pinpoint what spells are used. As the team's psychic, Reese is often the one tasked with scouting magic activity, aura, and traps. This even applies to non-euclidian eldritch horrors.

Fire Manipulation

All three have been shown to shoot fire from their hands.

Ice Manipulation

Ally and Sheila can freeze foes with ice magic (if they're weak enough to not simply break out of it).


Disguising

Sheila and Reece are seasoned using a disguise spell to change appearances. It's a basic spell any enchanter can easily pull off. However, they come to learn this spell doesn't really work well on humans/furless from a parallel dimension. They wound up turning the human Kevin into a female wolf, and continued attempts to reverse it don't fully work out. It's not their fault, no one they know can really work magic on him. It's as if the laws of magic refuse to cooperate because this universe has some unknowable cosmic plan for Kevin.

Portal Manipulation

All three are able to create portals that likely have the same caveats their teleportation has.

BFR

After herding in foes into their portals, they can close them off and leave them in another country or planet entirely. As shown in the above image, they're also capable of sealing rifts that magical creatures come from.


Ally-Exclusive Abilities


Fissionism

When Sheila and Kiley were fused into one being, Ally was able to return them back to their normal selves. Sometimes it takes multiple tries to make sure both are 100% in their old bodies.

Mind Manipulation Negation

The Deer Witch Project #34
When Ally broke free from Ceryn's spell that mentally influenced the group to progressively transform themselves into powerless deer, she lifted the mental effects on her friends.

Soul Splitting (Duplication)

Cloning spells are unheard of in enchanter culture, as Reece was surprised to see the half-demon Tazel proficient in that power. That's likely due to how risky it is for an enchanter to multiply themselves. For an enchanter to make at least one copy of themselves, they have to split their soul in two. Ally has only shown to be able to make one duplicate of herself.

As the trope goes, the clone eventually starts to beef with the original when their lives intersect. Even when the original beats the clone into disappearing, when Ally feels torn up she'll split into two again and both halves go their separate ways. To make matters worse, if they stay apart for 24 hours, both souls with disappear forever. To break the spell, both halves must willingly rejoin as a whole.

Instead of splitting her soul to duplicate herself, she has since deferred to making illusion clones of herself in combat.


Object Summoning

That's certainly a niche way to deal with a problem. This includes stuff like a lightning rod and stinger missiles. She can even magically create objects that are automatically attached to someone, like creating a chain wrapped around someone's neck. Being able to conjure whatever she wants does explain how she's able to switch between her civilian and superhero outfit at least.

Technology Manipulation

With magic, Ally once rigged a security camera to run on a loop so she and her pals wouldn't be caught on screen.

Electricity Manipulation

Electrifying~


Sheila-Exclusive Abilities


Smoke Manipulation

Sheila can weaponize smoke, as demonstrated by it shooting out of this construct she made (more on that later).

Reece-Exclusive Abilities


Precognition and Premonitions

Reece is the group's danger detector. She gets these visions of trouble happening in the area that either is happening, or will occur in the future. She isn't able to predict a single predetermined future, but rather all kinds of branching paths that may occur. It's up to Reece if she wants to act on them or not. She's even able to detect bad vibes radiating from people, as well as anticipate a being entering her world from a parallel universe.

Psychic

Reece is the team's psychic, so she specializes in mind-based abilities.

Memory Manipulation

Apparently being a psychic means she can Men in Black people to keep magic activity hidden.

Mind Reading

Someone as unpredictable and wily as her having mind reading powers certainly makes planning around her way harder. This also lets her read peoples' memories.

Mind Manipulation

There are worse shows she could've chosen to pump into someone's head-

Sleep Manipulation

*honk shoo*


Combined Techniques/Spells


Ally + Reece: Thoughts Into Reality

Oh boy, here we go. Combining Ally's illusions and Reese's psychic powers, they're able to bring whatever they want into reality. Their experiments result in creating Twilight Sparkle Midday Glimmer, the alicorn main character of one of Reece's favorite cartoons.

Yeah, this happens in the webcomic.

She's technically an illusion, but Reece's psychicness gives her a physical form a unique conscience, making her the real deal. With her sparkle powers she's able to levitate objects with her horn, transmute a car into a horse-drawn carriage, turned scientologists into non-anthro squirrelssomehow replace an entire radio station, and magically create anything her heart desires. This ranges from a 50 ft tall air conditioner, to bringing the rest of her pony pals into reality. There's Moonshine, Vanity, Cokehead, Tomboy, and Social Anxiety, take a wild guess which characters these are supposed to mirror.

Creating Midday goes completely haywire after Reece introduces her to the internet and she discovers all that's wrong with the world. This leads to her to misguidedly attempt to forcefully fix the planet, causing all sorts of chaos. They were able to end this madness by creating Princess Celestia Empress Etheria to scold her apprentice and report back to her castle for her banishment. This made Midday so despairful that she couldn't live with being a failure in her eyes and disappeared along with the rest of the ponies. She fell for an existential dilemma created by the enchanters.

All I have to say is… what the fuck?


Sheila + Reece: Fastball Special

In this combined move, Sheila throws Reece to deliver a quadruple punch at her target.

Ally + Sheila + Reece: Snowman Golem

With their powers combined, they can create a giant snowman golem. He may be slow, but he really packs a punch.


Ally-Exclusive Techniques/Spells


Moon Illusion

A moon illusion used specifically to trick werewolves into reverting back into still furry forms.

Curse Illusion

Depending on the severity of the magic she endures, Ally can make it seem like a curse inflicted upon her is affecting her body and mind before turning the tables.

Hadouken

Ally you nerd-


Sheila-Exclusive Techniques/Spells


Tail-Boosted Kick

A signature roo move.

Tail End of the Discussion

Sheila & Kiley's two-timing tail thwack.

Junkyard Golem

Utilizing telekinesis, Sheila can put together a makeshift golem out of whatever scraps are available to fight against larger foes. Now that's what I call punk! As if it wasn't gnarly enough, it's able to shoot out spells at her command like fire magic.


Reece-Exclusive Techniques/Spells


N/A


Feats


Overall


  • Defeated the evil orc Thrognor the Fierce
  • Reece beat a dragon all by herself
  • Beat a troll who tried to turn municipal workers into his petrified garden gnomes
  • Beat the evil Animaniacs ripoffs Cracko, Smacko, and Blot
  • Thanks to Ally's gambit they beat Ceryn, a witch who tried to turn them all into deer. The fight resulted in her permanently becoming a deertaur.
  • Reece singlehandedly stopped an alien invasion of small misguided ant people
  • Defended Haven from Temujin and her trolls
  • Were able to successfully plead innocent in front of the enchanter elders for their actions on Earth
  • Joined by Kaige, Kiley, Geoffrey, Ginger, and Xodiac, went on a quest to defeat the magic warlord Krassus, who has been robbing various artifacts across the planet Gygax. They were able to return the stolen items.
  • Ally met Mozart
  • They stopped the dimension-hopping mad scientist Dr. Eternium from conquering the universe
  • Busted a group of dwarves' illegal mining operations
  • All three fought nazi redcaps in World War II
  • Reece rescued a sentient wooden door from burning up
  • Ally, Reece, and their fairy friends defeated the haywire cartoon alicorn brought to life Midday Glimmer and her knockoff BFFs by giving Midday an existential dilemma
  • They beat the hillbilly eldritch elder god Chuck'thulhu
  • Teaming up with characters from Addictive Science, they beat Dr. Eternium and the Ghost of Consumerism
  • The three busted Temujin's kidnapping operation where civilians were turned into brainwashed mutant warriors, who fought the enchanters in gladiator fights inside the Astrodome
  • Joined by Wendy, they defeated Hageshi, a misguided kitsune trying to kill Wendy
  • Sheila can hold up to four bowling balls in her pouch
  • They interrupted Lord Thulssa's organization trying to transform a bunch of unassuming furries at the Super Bowl into reptiles
  • Stopped the dragon hybrid burglar Regina
  • The three saved their husbands after they were temporarily affected by heightened magic residue that rendered them walking disasters, all while fighting against magic creatures invading Earth
  • Ally managed to subdue Peter when he was plagued with bad luck so potent it caused everything besides him to befall calamities
  • The gals stopped an infestation of bugs that caused weird transformations throughout a building
  • Ally and Peter defeated a hydra while both had three heads, wings, and six arms


Strength



Speed



Durability



Scaling


Heroes

Aria is a core member of Nino's party. As they all (sans Five) fight side by side with comparable opponents, they all should be on a similar level to each other.

Villains

The alcoholic boyfail pirate cop himself. A few major feats and scaling moments happen during Nino's party's spar against him. It took the combined efforts of all four to take him down.

Cross-Scaling?!

I'm not referring to the Animaniacs and Mane Six knockoffs lmao. At Arm's Length is the first webcomic here featured to have numerous instances of crossing over with other webcomics. There's one episode involving a crossover with Off-Centaured, and of course there's Channel Surfing that includes cameos from Spinnerette, Boomer Express, DMFA, Creators: Keepers of Mana, and …… Jack ◉︵◉

Major props to http://crossovers.dragoneers.com for listing every crossover listed in the episode, I would've only caught half of them otherwise! I also now have to curse this website for sucking me into yet another rabbit hole to search for series to add to my now 1,000+ readlist.

Of course, those are just simply cameos that don't involve any form of VS scaling. Out of all the crossovers, the one that's most arguable for cross-scaling is Addictive Science. There are currently three episodes dedicated to both verses crossing over and the characters interacting with each other. These episodes reference the continuity of the previous episodes and what's going on in the series at the time of the crossover, and the crossovers do affect the main series since the most recent one redeems Ceryn. Then again, Ceryn hasn't appeared since that episode, so the canonicity remains up in the air. I don't think I need to read Addictive Science in its entirety yet for the sake of the blog, since there's really only one feat worth mentioning that happens throughout all the crossovers.

Weaknesses

Shared
  • Enchanters have their own kryptonite: an artifact that's the same material as the meteor that gave enchanters powers. They've been around that material before, but in the right hands, it can be activated to make enchanters feel weary and possibly lose consciousness.
Ally
  • Her sense of judgment can be clouded by her desire to help as many people as possible, leading her to make dumb mistakes unbefitting for an immortal.
Sheila
  • A hotheaded punk like her has a tendency to act pretty rashly. She's a punch first ask questions later kind of gal.
Reece
  • Reece's psychic & magical detection skills aren't perfect, as she has been fooled by Ceryn's transformation spells numerous times. She also fought people before that have been able to reject her mind manipulation.


Matchup Potential


Like my Tom & Artie blog way back when, I sadly haven't found a team matchup I enjoy for them. However, I do have a couple matchups I like for Ally and Sheila! Reece will get her MU someday……

Ally Mancer vs Spinnerette (At Arm's Length vs Spinnerette)


(thumbnail by Vibe Check)

Vibe Check


Spinnerette is a webcomic following a multi-armed superhero who lives a double life. By day, she hides her extra limbs in favor of living a mundane life. But when evil strikes, she reveals other arms and uses them to beat up criminal scum. She also occasionally deals with issues that involve extra appendages. If you thought At Arm's Length was strange, wait until you've read Spinnerette. That series is like, Totally Spies levels of bizarre.

Although she doesn't get into the whole immortals defecting from their jerky culture to defend mortals, it is pretty apparent both webcomics are comparable. I discovered both webcomics around the same time, so this series pairing instantly clicked in my head. I wasn't the only one to notice. As mentioned before, Spinny cameoed in an episode as the enchanters hunted a foe across other webcomic dimensions. That's not all, as the author of Spinnerette made this crossover art between both series!


So why choose Ally as the sole opponent for Spinny? Mainly since she's the leader of the enchanters and does pair well with Spinny as a closet nerd. I guess one could argue that this could just be made into a 1 v 3 fight with Sheila and Reece, but I've never been a fan of those. Dealing with one enchanter is enough, but all three certainly outclass Spinny in terms of abilities. Spinnerette is basically a Spider-Man expy in her abilities to give you an idea. I guess you could argue to include the rest of her team in the fight, but Mecha Maid and Tiger don't really tie into the theme I already described.

Regardless, Spinny has fought a variety of wacky villains with an assortment of different powers, so I imagine she could bounce off one enchanter well enough. As for who wins, likely Ally. Spinnerette does contain some multiversal stuff, but iirc none of the main cast scales.

Sheila Spellman vs Sheeva (At Arm's Length vs Mortal Kombat)


(thumbnail by Vibe Check)

Vibe Check


Out of the enchanters, Sheila is easily my favorite character, so I wanted to find a MU I like for her right out of the gate. Thankfully, I didn't have to look too deep to find something I dig.

The connections are as follows: Two burly and masculine women with mohawks that belong to an ancient race of powerful four-armed people from another world (the Shokan and Enchanters). Both of their races have shown corrupt tendencies (with the Shokan supporting Shao Kahn and the Enchanters being a high and mighty group that frowns upon other races and lies to their people). Sheeva is prideful in her roots and wants to steer her race in the right direction, eventually becoming their queen and defender. Meanwhile Sheila wants nothing to do with her people, leaving her world to reside in Earth and become its defender.

Okay so, of course I gotta mention the obvious tonal difference between both series. Despite that, I feel like the matchup shouldn't be too impacted by it. Mortal Kombat can get pretty cheesy and AAL can be bloody at times, so it isn't too bad of a clash. Given everything I went over this blog, I can guarantee the dynamic wouldn't just be another Goro vs Machamp. What Sheila offers dynamically could be a bit much for a straightforward character like Sheeva, but Sheila is one who focuses on physical combat the most out of the trio. Give her h2h combat, her nunchuks, a few spells, and her junk golem, and the fight could be pretty cool. Sheila's rowdy personality could also bounce well off of Sheeva's more serious warrior makeup. I originally thought Sheila won, but Mortal Kombat scaling has gotten pretty wack recently. I assume Sheeva wins now, but I dunno enough about MK to say.



NEXT TIME ON WCAB… whenever I feel like it


Radd is Radicalized for DEATH BATTLE!

                               Radd, the Totally Rad Hero of Kid Radd Kid Radd was created by Dan Miller, it can be read on  its unofficial ...