ForwardArrow
Smash Ace
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Don Thousand
Don Thousand is the main antagonist of Yugioh ZEXAL, long after the Yugioh creators were at all decent at writing stories and mostly used it as an increasingly absurd way to market cards. Don Thousand himself at the very least is written well considering the context, in that the creators don't try to make him not stupid and just make his deck, appearence, and animation as over the top and absurd as possible. He is responsible for pretty much every villain in the series, due to having created the Barian Emperors who in turn caused the actions of every major villain directly or indirectly. Despite being their leader he hardly seems to care about them or even the world they're in, as he goes out of his way to absorb them as soon as they've done the job of merging the Barian World with Earth.
In terms of abilities, Don Thousand's deck is completely absurd, allowing him to literally turn cards the opponent plays into any other card in their deck through his field spell. This is most noticeably displayed when one of the Barian Emperors, realizing Don Thousand has absolutely no interest in their well being and is just happily killing them off and ruining their lives, decides to challenge him. He manages to defeat him in a single turn without so much as using a card of his own, defeating the Barian Emperor with his own deck. He also plays monsters which rapidly power each other up to absurd levels, and should they be destroyed, he can switch to Numerronius the Divine Giant, a monster that would've easily defeated the people taking him on 2 on 1 had they not been saved by an absolutely ridiculous Deus Ex Machina. Given his incredibly powerful status in series and the fact that he had to be taken on with multiple people even within the story, Don Thousand is fought as a 3v1 boss.
Statistics
Weight- 10Jumps- 10
Size- 9
Fall Speed- 8.5
Aerial Speed- 8
Dash Speed- 7
Traction- 4
Don Thousand's stats aren't really what you would expect from a boss, he's not heavier than the entire Brawl cast(very very slightly lighter than Bowser, still enough to qualify for 10 weight) and while his mobility stats are good they aren't exactly godly. He even has mediocre traction, the horror! And for that matter if you're expecting me to start listing off mass boss resistances here, I got bad news for you dude. Don Thousand doesn't really have that many boss resistances. Doesn't take stun on consecutive grab releases or throws and has some very light hitstun resistance. He has ways to compensate within his moveset, don't worry, but just keep in mind that you aren't exactly the kind of durability here.
Specials
Neutral Special- Gate of Numeron Ekam
So what does this move do with the gate already out? It causes the gate to open up and reveal a huge, dragon like monster, which steps halfway out of the gate and releases a stream of red energy from it's mouth that deals 22% and knockback that KOs at 85%. This attack is quite laggy, and afterwards the dragon will retreat back into the gate over the course of 2 seconds, but given the rather impressive size and power of the hitbox that is to be expected. More importantly, this creature is considered desynced from Don Thousand, and therefore you can attack with it even while Don Thousand himself is in the midst of an attack or hitstun or helpless or any other irksome condition.
As an important note, all Gates of Numeron share a somewhat interesting bit where they can empower each otherthrough attacking, and by stating that I am implying that there will be more Gates of Numeron in the moveset(though for whatever reason they don't look like gates, dunno what the designers were thinking there). If a Gate of Numeron manages to interrupt an opponent's attack, it will cause every Gate of Numeron on screen to gain a power boost for 5 seconds, in the case of Ekam, causing the shape of it's attack to fan out to be much taller at the end, and have less lag coming out and returning to the gate. This power boost can stack if you interrupt a foe again during the power boost timer, in addition to refreshing the timer. Reckless opponents will find Don Thousand can actually use their own attacks against them to set up, creating more and more powerful servants for himself.
Speaking of reckless opponents, there's one last detail about this Gate. Perhaps the single most important bit, as it's very center of Don Thousand's playstyle. You see, when the Gate's HP is depleted, it is called a gate for a reason, and rather than dying, it summons an all powerful being to assist Don Thousand. This being, Numerronius the Divine Giant, hardly qualifies as a minion, or even a boss. It puts any enemy you've fought in the Subspace Emissary to shame, looking more like something you'd fight in the lategame of a Warlord Story Mode, and with Don Thousand's own attacks added to the fray it will likely result in Don Thousand being able to make a massive rebound in stocks or outright win the match if it graces the stage with it's presense. It's abilities are detailed below, but suffice to say, the bit about opponents destroying the Gate's 300 HP. They don't want to do that, and in fact will probably try to avoid attacking the gate as much as possible, after all, better a laggy minion than THAT monstrosity. Don Thousand has his ways though, he's at his best when he is playing people to do his bidding, including his own enemies, and there are means in your set to get the foe to destroy the gate...
Numerronius the Divine Giant is an extremely imposing entity, standing at a size larger than Giga Bowser counting his wings, and even without them he's on par with many giant MYM characters in terms of size. He comes with a whopping 1500 stamina too, so he's going to be around for quite a while even with 3 opponents trying to take him down at once. He has a fairly large batch of attacks to choose from, all of which are horribly deadly to opponents.
The first thing of note is that Numerronius faces forwards, so his wings are usually behind him, but he does flap them forwards slowly during the battle with him. This is fairly important as if the foe stays in contact with his wings for more than .3 seconds, they get frozen in Barian crystal, which is effectively a freezie effect. This is already pretty powerful, but Numerronius can flap his wings forwards to fling a large number of tiny feather projectiles that deal 8% and this same percentage, an attack he can use so casually he may use it during his other attacks.
Numerronius' fastest regular attack is to swing his tail forwards, dealing foes 24% and diagonal knockback that KOs at 85%. And when I say fastest I mean this move actually is QUITE fast and he loves to spam it, and on top of all this it does horrific shield damage, immediately breaking a shield with even a sliver of damage on it. This attack doesn't have TOO much range though, if the foe is far enough away from Numerronius he won't be able to spam it on them, but Numerronius will approach foes who try to camp him, though he moves at half Ganondorf's dash speed. That said he has other options against a foe trying to camp him.
Like for instance he can fire several laser beams out of his face, in a manner vaguely similar to Master Hand's pathetic hand laser attack. And I say vaguely because he fires a whopping 10 lasers(it looks like 15 but not all of them are active hitboxes at any given time) as opposed to 4 , they sweep quite fast, reflect off of crystals for added mayhem, and deal a total of 33% and upwards knockback that KOs at 100%. The lasers will hit everywhere on all but the most insanely large stages too, giving the foe no place to really run and requiring them to frantically weave between the lasers during this move.
An additional projectile attack he has is to fire a shotgun blast of red energy rings from his core. If the foe is right in front of the core several rings will hit them in a row and result in an instant KO, while individually each deals knockback and hitstun on par with one of Zelda's sweetspotted aerials and 28%. He shoots out somewhere in the range of 35 rings that will spread out and travel quite fast, and it's quite hard to avoid them... except for the fact that the rings are open for the foe to potentially jump through, and while they're fairly short near Numerronius when he fires them so only characters like Kirby or Pikachu can get through them, as you get further away they expand to be quite wide, and as such are pretty easy to dodge through.
Numerronius' most powerful attack however, has him fly up towards the top blast zone and start charging for 1.5 seconds. Massive quantities of red flashing lights appear over every point of the stage, except for an area of one battlefield platform in width on the stage. The opponents all have to crowd there or perfect shield, because Numerronius will then unleash a humongous storm of red lasers that will absolutely obliterate anyone standing elsewhere on the stage. This deals several hits that add up to 75% and will probably KO the foe if they had more than 25% before the attack started. Numerronius needs to recharge for 10 seconds between uses of this attack, so he can't spam it like the other moves in his arsenal, but you have to consider how utterly horrifying this is when there's a 3v1 boss running around trying to get people caught in this attack, and it doesn't even friendly fire on him either.
On top of that, Numerronius has 2 specialized manuevers based on later moves in your set, so you may want to check back here after reading the Smashes and DThrow. First of all, if you double tap a smash attack, it will cause Numerronius to interrupt what he's doing and perform the smash like one of your Numeron Gates would, except considerably stronger. In the case of the FSmash, he fires a homing projectile at every opponent on screen, and yes, each of them does get the extra less intelligent projectiles if there's a buff going around. When Numerronius performs the Down Smash first of all the hitbox is much larger as he's so huge and it covers all of him including his wings, and on top of that deals double the damage and knockback of attacks it counters in addition to the starting power. With the Up Smash, Numerronius will instead choose to interact directly with the gate, extending his tail to grab it and supercharging the gate with red energy before performing the Up Smash with it, causing it to deal double damge and knockback and make it into a borderline instant KO. Just keep in mind you have to interrupt Numerronius' own attacks to do this and there is lag attached to each, but these provide some insanely powerful variation on your smashes.
Lastly, if one of your opponents has been turned into a Barian Emperor, oh it sucks to be them. Because Numerronius will attempt to absorb them every once in a while with an extremely fast infinite range tentacle, that if it hits them will drag the foe into Numerronius' core. If he succeeds in this, the foe is trapped with grab difficulty and starts taking 50% per second, and on top of that Numerronius gains access to their entire moveset. He does this by creating odd mechanical extensions of himself to replicate their abilities, and he keeps these abilities even after the opponent has escaped. He's not amazing at utilizing it with his AI, but he gets an extension on the Barian buffs, dealing 2.25x the damage and knockback of the character's normal attacks, as well as a massive range buff as the attacks are modified to fit Numerronius' enormous size, and on top of that have a red energy aura extending them to make them hit at even more ludicrous ranges. Suffice to say Numerronius is more than happy to mix these in and surprise foes with them if they're dodging his normal attacks fine.
So as I said earlier, summoning this thing successfully is going to be an absolute disaster for your opponents, and can turn a tight match into a blow out in your favor, or allow for a massive comeback. That said, you have to put in a lot of work to get him, and don't get too confident. Once he falls, you're just as mortal as you were before summoning him, although possibly with a much more extensive set up. Ekam cannot be summoned again until Numerronius is destroyed.
Down Special- Numeron Rewriting
Don Thousand flashes red and raises a hand to block oncoming attacks in a counter similar to Marth's, albeit with a bit less lag if you miss. Rather than retaliating if the foe attacks him, Don Thousand has a brief moment to input any direction and/or attack. The foe will then be teleported in the chosen direction a short distance if tapped and a battlefield platform if smashed, and perform the attack you input. This attack, mind you, even if friendly fire is turned on, will be able to hit allies, and of course the omnipresent Gate of Numeron, while on top of that allowing you force foes to use their most painfully laggy attacks at your command. On top of that, the foe takes all the damage of their original attack, even if it doesn't deal you any knockback.
As sweet as this move is, especially since if you actually want the knockback of a traditional counter you can always get the Gate of Numeron to do that for you, it does have a minor downside, in that when a foe is using an attack under Don Thousand's influence, he can't counter that attack to create a chain of misery. A foe under Don Thousand's control has a slightly crazed look and a red tint to their entire body. This can in fact effect foes no matter what range they are at from Don Thousand, so if you think just nailing him with a projectile circumvents the problem you'd be wrong, though as traps and minions are entirely separate entities from the character they won't set this attack off. Grabs can also go clean through it if spamming this move is too much for the foe.
Side Special- Numeron Code
Don Thousand snaps his fingers as a crystalline structure bursts out of the ground in front of him, dealing 10% and upwards knockback that KOs at 230% to foes standing where it is. This is actually a fairly fast attack, faster than most character's tilts, and the structure is left behind as a solid the size of Mario with 20 stamina. Don Thousand can in fact stack these on top of each other, and angling it up or down allows him to make it so the crystal juts out of the previous one sideways(or is on it's side if already on the ground), or floating in the air if angled up. This gives Don Thousand some measure of stage construction, slowly combining his own world with the world existing on the stage.
Now basic stage construction isn't all these crystals are good for, although there will be plenty of stuff to interact off them later, holding down B causes a red glow to appear in the crystal. You can actually move this glow to anything else on stage, though on an opponent it will just fizzle out. Anything else though, and that particular object will take damage along with the crystal. Now you're probably thinking there's no point to that at first. Now remember what happens when they blow up Ekam, and suddenly having all these crystals littering the stage that link back to Ekam makes it very potentially hazardous to attack Don Thousand. One thing to keep in mind though is that links to a Gate only deal half as much damage to a gate as they would to another crystal.
If you want to go a somewhat more direct route, you can leave the glow inside the initial crystal, which will cause it too, upon having it's 20 stamina depleted, explode and deal 18% and diagonal knockback that KOs at 115%. The explosion has a fairly small radius around the crystal, but the key thing is that you can link other crystals to this one. While that sounds pointless at first and making the other crystal explosive is a strictly better option, if multiple crystals have their glow merged into one it makes the explosion of the triggered crystal bigger, as well as dealing an additional 5% and knockback that KOs 20% earlier. Nevermind that an exploding crystal will damage other crystals, allowing for some potentially insane chain reactions of crystal destruction. And while Don Thousand's attacks can't damage Gate of Numeron, an exploding crystal can do that just as well as a foe can, though like with a link to the Gate, it only deals half damage.
Up Special- Warp
Don Thousand turns into red energy and vanishes, before reappearing about as far away from his original location than Zelda's teleport. This has much less lag than Zelda's teleport on the end though, so if nothing else it's easier to follow up on and less punishable. It can also be used twice in the air before you go into helpless, making this a very powerful recovery. That said, beyond that it has a couple additional applications. First of all this move can be used during hitstun or even out of a grab, but if you use it during a grab the grabbed foe will remain grabbing you even after the teleport. This can allow for you an escape route if your entire plan goes awry and foes start to combo you which, given there are 3 of them, is going to happen fairly often.
Aside from that, if you smash the Up Special as opposed to tilt it, any foe within 1/3rd a Battlefield platform of you will get teleported along with you. They'll get interrupted out of their attack with the briefest of flinches, so no hilarious gimping shenanigans with Down Special because frankly that's not the point of the move. However, this can reset you and the foe, or potentially multiple foes to a much more advantageous part of the battlefield. Like say, near any of your Gates of Numeron(we're about to get into those don't worry). Aside from that you might be able to use this to abduct a foe to 1v1 you on a far portion of the stage behind some crystals, which while in the case of Don Thousand is not as bad a position for that foe as it would be against some 3v1 bosses, he has a few tricks to make that one opponent as much of a hazard to his allies as he is to you...
Smashes
Forward Smash- Gate of Numeron-Dye
This energy ball probably won't catch up to a foe on the move... normally anyway. The projectile can travel through crystals instantaneously, and if that will shorten the time it would take for it to reach the foe it will even diverge out of it's way to travel through crystal to get to the foe faster, having a shocking amount of intelligence for a projectile of all things. As such on a crystal laden stage avoiding this attack becomes much more difficult, especially since it can make reasonably tight turns dodging/rolling around it are very temporary solutions at best. Shielding the attack is probably your best bet at that point.
You can only have one of these projectiles out at a time, so if your wondering what the point of pressing FSmash during that time is, it will cause the projectile to instead fly over to Don Thousand and begin flying up and down in front of him, as a sort of forward defense, making this move a fair bit more practical in melee range. Pressing FSmash again will send it back off on it's journey for greatness(or rather to explode in the opponent's face).
Dye will remain disjointed from Don Thousand in the same manner as Ekam, but unlike Ekam only has 120HP and doesn't produce an unholy abomination upon death. Dye actually also has a fair amount of lag to summon and use his attack, although once he's out using FSmash is a fair bit quicker. If you manage to start charging Dye by hitting foes during attacks with your Numeron Gates, it shoots an additional projectile that has slightly dumber homing capabilities and goes a more exotic route for each level of buff attached, which sounds easy to deal with at first but if you escape the main homing projectile you may run into the route of one of the dumber ones, making this attack get rather nightmarish. Those projectiles will also join the main one in protecting Don Thousand if you order them too, and occasionally jutting forward to try and hit opponents approaching him from the front when you have 3 or more of them. Keep in mind that, all Numeron Gate attacks come from the same pool of lag, so you can't use the attack of one while another is in the midst of performing an action.
Don Thousand's gates summoned on Smashes are not entirely idle when they are not being commanded either, each having an attack they will use while Don Thousand leaves them to idle. In the case of Dye, he will, if there is a foe within a battlefield platform of him, shoot a fireball that moves as fast as Mario's fireball, dealing 5% and knockback that KOs at 400%, ultimately fairly unimpressive, especially considering the rate it fires them is rather slow. Still it creates an added nuisance for opponents when they are closer to the gate. Sadly, idle attacks like this one do not provide a buff when they hit foes during attacks, you will have to rely on their main attack for that.
With the chaos buff, the "idle" attack also gets a fair bit stronger, as the gate will fire, for each unit of buff, an additional fireball, or will double the size of a fireball, as well as the damage and knockback. If you have 2 or more units of buff, fireball size can scale further to triple, quadruple, and while it's rare it can scale to even more ridiculous sizes with a huge amount of buff applied. The combination of multiple fireballs and larger fireballs is effectively random, and while the decreased KO potential of smaller fireballs may sound bad at fire, they can flinch the foe right into the next fireball and make the attack harder to dodge on top of that, which gets particularly scary if it shoots a chain of say, 2 small fireballs followed by a 3x as large one. On top of that it fires at the same rate as before, which means still slow and methodical, but considering the large quantity of projectiles it fires the lag feels a lot less painful for the move, rather a necessary measure to keep it from absolutely obliterating foes.
Down Smash- Gate of Numeron-Trini
This attack gets a lot more interesting if an opponent hits Trini during the attack, as he will absorb the power of the attack and add it to his own, increasing the damage and knockback by the amount of damage and knockback on the opponent's attack, as well as increasing the size of the red energy burst based on how large it was. If two opponents manage to hit him with an attack at the same time or during the duration of this attack in general, sucks to be them, as he will absorb the power of both moves for this attack. Now let's factor in that crystal explosions can also hit Trini during this time, or attacks linked to Trini through crystals, and you have one hell of a powerful attack. It even nullifies all damage Trini would take during the time.
Trini has a whopping 200 stamina, which may seem like a lot, but there isn't that much incentive to destroy him anyway considering how Don Thousand doesn't really have much trouble re-summoning him and if anything it lets you reposition him. Like your other Gates this one is powered up by interrupting attacks, and for each level of buff on Trini the attack has a longer duration, allowing you to set off multiple crystal detonations to power him up in that time or generally make life hell for people trying to actually avoid the attack. All in all this is one of Don Thousand's most useful targets as far as things he can make his opponents attack that aren't him.
While in it's idle state, Trini will instead of just spamming an attack charge up over the course of 1 second if there are foes in it's attack range, before releasing a whirlwind of small red energy bolts around it, dealing rapid flinching hits that add up to 20%, with the final hit dealing diagonal knockback that KOs at 140%. This is pretty hard to dodge due to the multihit nature of the move, but the attack doesn't have particularly gigantic range, and on top of that if a foe hits Trini during the charge, the attack will fail. Of course, if they attack Trini and you use Down Smash to counter that, the foe will pay dearly for trying to stop your plan. That said, if you use Down Smash no matter what you end the charge of this attack, so don't be too reckless with spamming it.
Units of buff cause the maelstrom of energy to become more chaotic, moving back and forth to cover a larger and larger area around Trini, as well as dealing more damage and shaving 10% of the KO percent for every unit of buff. The increased range in particular is useful, it makes it so the foes have a much greater incentive to actually attack the gate and interrupt it's charge, which will in turn give you a better shot at countering them.
Up Smash- Gate of Numeron-Catvari
Catvari continues the tradition of being desynced from Don Thousand, and as such is kind of an invaluable asset when in the air, as you can still trigger your Smashes in the air once they're summoned as long as you smash the input. Catvari is also the only mobile Gate of Numeron, moving whenever you command it to attack, and while you do not exactly have terribly much control over this due to it going after nearby opponents when it attacks rather than some path chosen by Don Thousand, it still allows for one thing. You can build crystal structures on it, potentially explosive ones. And having a gate chasing around the foe covered in exploding crystals and crystals linked to the Gate of Numeron Ekam or Trini, now that's a frustrating experience for foes trying to use their aerial games against you isn't it?
The buff between Gates isn't anything terribly remarkable for Trini, it just deals 4% more damage and KOs 15% earlier for every unit of buff. This doesn't sound like anything terribly amazing, but the attack already has a fair amount of power, and against a foe high in the air having a threat chasing you with the capacity to kill you at ~40% is not a fun situation to be in, and even if they can predict it that gives Don Thousand time to capitalize on them trying to weave around it, which they will be much more desperate to do in this situation.
Catvari's idle attack has two small bolts of red energy travel from the bottom point and up the sides, before converging at the middle. The bolts will loop around crystals attached to it, only really stopping once they reach the middle. They only deal 8% and a flinch, but should the foe run into them while trying to avoid Catvari in the air, Catvari's Up Smash command becomes much scarier as they have less time to prepare. It's also an annoyance for a foe who ends up inside Catvari's two prongs, as the projectile is actually spammed at a pretty decent rate.
With each unit of buff, Catvari will fire an additional bolt of red energy that will snake along the body for a set distance, before flying off and traveling downwards at an angle depending on where it flew off(more diagonal the further it traveled). The first additional one will only disjoint when it gets pretty far up Catvari, but gradually the additional projectiles will disjoint closer and closer to the starting point. This basically creates a huge fan shape of projectiles flying off Catvari, making it much more difficult to avoid as it attempts to pursue opponents due to the barrage of projectiles in addition to the gate's own attacks.
Grab Game
Grab- Barian Strangle
Don Thousand reaches forward and grabs the foe in what is effectively a traditional Brawl grab. Albeit a very good grab, having the insane reach and abilities of Dedede's infamous grab, although it's no harder to escape than normal.
Pummel- Barian Corruption
A jolt of red energy shoots through Don Thousand's arm, dealing the foe 1%. This is not a particularly fast pummel but you can still usually get in 2-3 per grab session, more at higher percents. This is very lackluster for a boss pummel... except for the fact that it will continue to deal them 1% after the initial shock for 20 seconds, and this stacks with multiple uses to add another 20 seconds to the timer. While it's over a long period of time 21% from a single pummel is an absolutely insane amount of damage, though the returns are diminishing, as after about 3 pummels you can't reliably expect an opponent to live that long.
That said it's not as easy to get the foe to take that damage as it sounds, because if they attack something, it will rid them of one unit of the corruption, causing them to take 1% less per second... unfortunately, the damage transfers to whatever they hit, complete with a reset timer. So if they hit their ally? Well now their ally is taking poison damage too. They hit a crystal? The crystal is now a time bomb. They hit a gate? Well that's a whopping 20% of Ekam even if they so much as graze it with a weak attack. Best part is the Gates and crystals gain the ability to spread the lingering damage too, making the situation even more of a mess. The only way to entirely eliminate this lingering damage is to hit Don Thousand himself, and he himself will not inherit the status effect, which will probably warrant the foe being more aggressive towards him. And that's exactly what Don Thousand wants. Or they can curl up and soak up all 21% while Don Thousand laughs at them and sets up. Their choice.
Down Throw- Barian Emperor
Don Thousand's eyes violently glow, as do the opponent's, before they collapse into prone and take 15%. This throw is possible to interrupt if a bunch of foes have crowded around you, so keep that in mind. After the throw, Don Thousand will casually drop a glowing yellow card onto the opponent's body, which will merge into them. This will cause a transformation to occur for that foe. They'll suddenly take on a very Barian-like appearance, which for reference looks kind of like this or this. Either way, their attacks now deal 1.5x as much damage and knockback, and they take 2/3rds damage and knockback from all sources. In addition all their attacks gain a red energy aura that will significantly increase their range. Have you gone mad, Don Thousand? Perhaps he's just kind of dumb, considering he did accept playing a children's card game with a much weaker opponent after he had literally assimilated the entirety of 2 worlds.
Actually, this attack has a lot more too it than it sounds like at first, in that first of all, if friendly fire isn't on, the opponent is still capable of hurting their allies with this attack. They don't get any faster either, so you can still abuse Down Special to redirect their buffed attacks at their allies. Second of all, they gain a minion, which due to technical constraints of not having the time or effort to make a specialized monster for every character, will always be one of the following minions: 1, 2, 3, 4, 5, 6, or 7. The one they get is based on which of the 7 would be most fitting to the character in question(IE Marisa would get 3, Sloth would get 6). They're all functionally the same despite their appearance, they linger in the background impossible to attack and will fire what is effectively ROB's fully charged laser once every second at whatever the Barian controlled foe has dealt the most damage too, and they don't start firing until they've attacked something.
Now you see, that sounds like an insane pressure tool for the foe... except there is one very big problem. They will attack anything that ISN'T Don Thousand. That means Numeron Gates, crystals, other opponents that you redirected them into attacking, basically all those things they don't want to hurt are about to get spammed with ROB lasers. A foe can use this against some of your less reactive Numeron Gates if you're not careful, but surely you're not going to brainless about defending them from this are you? And even if they do pull it off you can just redirect it to something else by making them perform a powerful attack on something less advisable for them to be attacking.
The foe will revert from a Barian Emperor to their normal state in 13 seconds, although if they're making especially good use of their state and you need to end it, or just want some healing, you can DThrow them again for Don Thousand to drain away their Barian powers, dealing the foe another 15% and healing Don Thousand 15%, as well as putting them into prone. On a final note, while a foe is a Barian Emperor, they do not suffer the effects of the pummel, but transfer two units of corruption per hit while only losing one themselves.
Forward Throw- Restrain
Don Thousand keeps the foe grabbed in one hand while conjuring up a sphere of red energy with small tentacles poking out of it. He then slams the sphere into the foe, dealing them 16% and knockback that would KOs at 110%, and on top of that the throw can be angled up or down to either slide the foe along the ground or toss them in a much more strongly upwards trajectory. The whole animation is faster than it sounds so foes better be quick if they want to interrupt this move.
The reason I say this move "would" KO at 110% is because they won't take the full knockback of the attack most of the time, as after traveling 1.25 battlefield platforms(or reaching the end of their knockback if it ends up being before that), the tentacles from the initial sphere of red energy will burst out of the foe and tether to literally everything within a Bowser length of them. Crystals, gates, other foes, and even the ground, one tentacle will attach to each as a tether that has 30 stamina. These can suspend the foe in the air if they attach them to some aerial crystals/gates, and standard rules of "who controls tether movement" apply, with heavier and faster moving foes taking priority over lighter and slower ones. Of course since this is mostly going to be used against people cooperating with each other, it's pretty rare except with less intelligent opponents that the tether rules will come up that much.
The implications of this are obvious, keeping the foes all in close quarters with the things they don't want to hit, whether it be gates, crystals, or each other, while on top of that providing them with something they have to destroy with stamina that is keeping them all together. It ends up becoming a bit of a mess to break all these tethers, especially in the context of Don Thousand attacking them during this time, be it by camping or teleporting in and countering their futile attempts to break the tethers. Speaking of teleporting, keep in mind that if you teleport a foe that while all foes stuck to them will be dragged along for the ride by the tentacles attached to them, it will snap any tethers to stationary targets like your gates or crystals, and for that matter the stage/platforms. Of course that's if you teleport them out of the range of those tethers, if you teleport them but leave them in range of the tether it won't break it.
If you throw the foe at an upwards trajectory, it is possible that there will be absolutely nothing for them to tether too, and in that case the throw works just fine as a KO move as they take the full knockback of the attack.
Up Throw- Energy Transfer
Don Thousand raises the foe over his head as he starts glowing with red energy, drawing it in from the grab victim and dealing them 5%, before blasting them with energy that deals them 8% and upwards knockback that KOs at 200%. He will also absorb energy from nearby opponents for this move, as if they don't dodge or shield during the start lag if they're within half a battlefield platform they'll take 5% and a flinch as a small amount of their essense is pulled in for this attack. That damage is added to the power of the blast, increasing it to up to 18% and knockback that KOs at 125%. While it's far from a perfect defense during a grab, this does actually serve as a way of in any way discouraging foes from preventing a throw, and if your gates are distracting a foe getting the extra power for this move is easier than it sounds.
The blast of red energy is in fact a hitbox to outside foes, which isn't too relevant at first due to the attack producing a small localized burst of red energy, but it turns into a beam that will go up a full 1.5 Ganondorf heights with the max amount of energy from 3 foes. This doesn't seem like too terribly much, except if the beam comes into contact with a crystal it will bounce off it, and if it comes into contact with a gate it will split out of the gate in all 4 cardinal directions, all the while doing the same damage and knockback as the original throw. This can get pretty insane with the right set up, though pulling off some kind of ridiculous chain reaction explosion out of this throw is not something you'll usually pull off because it requires a very specific bunch of positions for your opponents. All the same in the late game if you have a heavy set up pulling this move off becomes a lot more possible, and earlier on it can give you room for said set up by placing the foe in the air where you can chase them with Catvari, a fairly generic function but a useful one nonetheless.
Back Throw- Overtaken By Corruption
Intensifying his grip, Don Thousand releases a much more violent version of the pummel on the foe, dealing 10% plus an additional 3% per unit from the pummel on the foe, as well as knockback that KOs at 180% but is reduced by 10% per unit from the pummel. This will effectively use up all the corruption from the pummel, and all things considered the resulting damage/knockback buff on it's own isn't really worth it.
The key thing about this move is it doesn't make the energy really go away, it just changes it's impact to a more violent one. One second after being hit by an attack from the foe, anything that is not Don Thousand, be it crystals, gates, or opponents, will explode for 8% and upwards knockback that KOs at 175%, instead of taking the traditional corruption damage. This can be dodged or shielded, and ultimately is a bit less effective for damage to gates and crystals than the pummel, unless you're looking for immediate results. That said, what this throw is good for is getting more immediate damage out of the pummel as opposed to slowly grinding it out over time, if you've got your gate low on health and want to break it open now as opposed to waiting 20 seconds for the job to get done. Also it can function as a very powerful move on a foe who decides that the best way to deal with corruption is to basically camp with it and only strike out when it's absolutely safe at Don Thousand, as you turn all those corruption units they're stored up on themselves against them in one blow.
Standards
Jab- Barian Onslaught
In a rather straightforward move, Don Thousand simply punches forwards in a manner that mimics Ganondorf's jab, crackling with red energy. In your case it's upgraded to deal 12% and knockback that KOs at 160%. He can also follow it up with a fast red energy infused roundhouse kick that deals 18% and knockback that KOs at 100%, which would be absolutely terrifying if it weren't just a follow up to the previous move and as such the opponent likely won't get hit by it due to being hit out of range. Still this makes spotdodging the first hit very problematic, giving Don Thousand some solid melee. Neither hit has much in the way of start or end lag.
What pushes this above and beyond as far as Jabs go is what happens if it hits a foe during an attack. The red energy infuses the attack's entire hitbox and entirely nullifies it's damage and knockback capabilities, forcing the foe to perform the motion with no actual power behind it. During this time Don Thousand is at minimum free to abuse the fact that the foe is stuck in attack but can't actually use it through his moves that get stronger when they hit a foe stuck in mid attack, and if you don't have anything to follow up with it otherwise, the roundhouse still has the power of a smash attack and will likely suffice even on attacks with fairly small amounts of lag.
Forward Tilt- Chaos Ray
Don Thousand raises one hand as large amounts of red energy build up, before hurling it forwards in a move that can be angled up to 45 degrees in any particular direction. The ball of chaotic energy deals 16% and knockback that KOs at 120%, and at the same rate as Din's Fire. Unlike said move, it will travel infinitely and only expire when 4 seconds are up or it goes off screen, piercing clean through foes and reflecting off crystals and the stage. If it went through a foe that was in the middle of an attack, it absorbs some of the power of that attack and increases it's damage by 4% and lowers the KO percent by 20%.
Now this move will pass through any of your Gates of Numeron as though they weren't there, but that doesn't mean it has no way to interact with them. If you attack with a Gate while the projectile is travelling through it, the Gate absorbs the projectile and increases the power of it's attack by the equivalent of having one extra level of buff, plus another level per opponent the projectile absorbed energy from. Having one of these out can allow you to create an extremely dangerous attack when it passes through one of your various Gates, although it is a tad situational to get multiple levels worth of buff to the attack.
Now what's the other point of this move? Baiting the opponent. This is one of the laggiest moves in Don Thousand's entire set, and frankly it's just BEGGING for the foe to come in close range and try to capitalize on. A miscalculated approach however, can cost them dearly, but so can letting Don Thousand unleash this attack in ideal circumstances. Decisions, decisions.
Up Tilt- Crystal Matter
Don Thousand opens his palm above him and shoots out a spray of tiny red crystals, each dealing 2% and a flinch which can add up to 18% if the foe is in the very center of the spray, with the last hit dealing upwards knockback that KOs at 155%. This is actually not that slow an attack and covers a decently large area above Don Thousand, making it a fantastic anti-air maneuver. Up Smash is not exactly perfect upwards defense as while it is powerful there are times when it's just chasing someone down and you need something to guard yourself, so this can keep you relatively safe during those times.
This move actually gets even better when you're standing on top of or within 1/3rd a battlefield platform of some crystals, because if a foe is currently in the midst of an attack above Don Thousand, all those crystals will splinter apart and join the shower of crystal matter, making the attack last much longer to give Don Thousand some extra space and defense against multiple foes, as well as dealing additional damage. With a decent sized pile of say, 7 crystals, not always going to happen but plausible, Don Thousand can deal up to 40% with this! As nice as this bit is the side benefit only works if you time it correctly and a foe is in mid attack, requiring this to be used like an alternate counter to Down Special. A potentially very powerful one because it gives you plenty of time afterwards and does a lot of damage, but all the same if you slip on the timing you can still get knocked out of this fine. The crystals will reform under Don Thousand after the attack is complete.
Down Tilt- Barian World Aura
Don Thousand points his hand at the ground as red radiation flows out of his hand, dealing rapid flinching hits of 2% that add up to 16%, though it's not terribly hard to DI out of. This has a range about as far as Dedede's FTilt, so if nothing else it covers a large area. While the start and end lag are low, the duration is fairly long, meaning this is still a potentially punishable move if you miss. The radiation lingers after the attack for 6 seconds, much fainter and only dealing 2% per second. However any opponent in the radiation takes 1.3x as much damage and knockback. An opponent hit by the initial radiation also will have a small cloud of it lingering around them that deals the same effect to nearby foes of Don Thousand, lasting 1 second for each hit they took.
This particular side effect is especially effective on Barian Emperors, who will radiate a much larger aura of radiation that deals 4% per second and multiplies damage and knockback within the aura by 1.5. They become immune to the effects of the radiation themselves though, so making multiple foes into Barian Emperors if you really want to capitalize on this attack is ill advised.
The radiation can also be carried through one other conduit, specifically your crystals. It will infuse into them and cause them to radiate the effect to an area twice as large as they are, and this carries to every crystal attached to one you connected with. This gives the foes some motive to actually attack your crystals as they constantly radiate that damaging aura, but they'll have to watch out for hitting ones that explode or ones that connect to exploding crystals.
Dash Attack- Barian Charge
Don Thousand performs a shoulder barge infused with red energy forwards out of his dash, dealing 15% and knockback that KOs at 125%. The lag is similar to Ganondorf's dash attack, and it has a fair amount of super armor attached. Don Thousand's main method of getting around is teleportation, so your dash attack will not come up all that terribly often, but when it does it's a reasonably efficient melee move.
Aerials
Neutral Aerial- Barian Distortion
Don Thousand briefly flashes red before transforming his entire body into red energy, dealing 13% and knockback that KOs at 180% to anyone in direct contact with him, as well as causing his hurtbox to disappear entirely for the duration of the attack. This has fairly quick start lag and ending lag, making it a very practical move for aerial combat, albeit one sorely lacking in range.
This lack of range can be made up with by pressing any of the 8 cardinal directions as Don Thousand transforms, causing Don Thousand's now entirely energy form to move half a battlefield platform in the indicated direction, dealing the same damage and knockback to anyone he comes into contact with as the regular version of the move. This version has a fair bit more end lag despite the increase in range, making it a fair bit more risky to use, but with proper prediction this can serve as a very effective pseudo counter. Just keep in mind that you can only use this variation once per air trip, to prevent stalling.
If Don Thousand's energy form comes into contact with any of his constructs, AKA gates and crystals, he will merge into them for a brief period, allowing him to press any input to perform a simple combination attack with the gate. In the case of the Forward Smash, Don Thousand's energy becomes merged into the main projectile, him moving with the homing projectile for it's entire duration, unless Don Thousand uses an attack or the foe attacks the projectile which will knock Don Thousand out of it. At any point you can cancel out of this and attack the opponent, which is rather nice as the projectile will cover you during the attack. Use this out of the Down Smash and it will perform it's normal attack, but if the Gate manages to counter something, not only is the damage and knockback added to the Gate's explosion of energy, it's added to the damage and knockback of Don Thousand's next attack he lands, although a shield can still soak up the blow so don't think you're guaranteed to land the supercharged move. Don Thousand reappears out of the gate after this attack.
In the case of the Up Smash, it will perform it's normal upwards strike like the others, however Don Thousand can change things up a bit by pressing in any of the 8 cardinal directions, causing the gate to rotate, giving it a much wider array of angles to hit the foe from. If Don Thousand comes into contact with crystals, he simply causes them to pulse red with the entirety of the ones attached gaining the initial hitbox of the attack before Don Thousand materializes on top of them. Lastly, with Ekam, it will appear performing it's normal attack with Don Thousand standing on top of it's head, and throw down his Forward Tilt projectile before it attacks, providing something the foe must dodge in addition to the dragon's attack. No matter what you fuse with though, you're actually entirely vulnerable to attack while fused into the gates/crystals, so if a foe hits you during this time, you'll take the damage and be forced out of the fusion, reappearing on top of the gate or crystals with some hitstun.
Forward Aerial- Barian Strike
Don Thousand brings his hand down in front of him in an arc, the entire arc being covered by a trail of red energy. This deals 17% and horizontal knockback that KOs at 120% but is a bit on the laggier side for an aerial. If you want a safe way to hit foes in the air, go for the Nair, we're going all in on this one. After the strike the energy will solidify into a very thin layer of spined, glowing crystal. This lingers for a total of 4.5 seconds and deals the same damage as the original attack.
Now wait you ask, isn't that absolutely horrible to deal with considering aerial lingering hitboxes are extremely powerful as is, let alone ones that can replicate the power of a KO move? Well, it's not quite as hard to deal with as it sounds, because any attack, and I mean ANY attack, will smash clean through the lingering hitbox and disable it, continuing through entirely uninterrupted as well. This greatly reduces the utility of this move, for what it's worth, as it can't stop recoveries and it doesn't serve it's function as a lingering hitbox very well, nevermind the fact that Don Thousand is not exactly capable of comboing foes period, let alone into this hitbox. What this functions as, when it comes down to it, is bait. The foe doesn't really want to leave a lingering hitbox that strong lying around, and as such they'll probably try to attack through it to destroy it, or break it if it's still lingering in the air. And of course, that's something Don Thousand can easily predict and retaliate too. If the foe is so insanely paranoid they won't even try to destroy these for fear of falling into Don Thousand's hands, that's even better, absolutely any character can dig having KO worthy hitboxes linger all over the stage.
Back Aerial- Chaos Field
Don Thousand throws one hand behind himself and conjures a Kirby sized field of red energy behind him, which he holds out for a brief period during which time foes touching the field take rapid flinching hits of 2% that will add up to 16%, before taking surprisingly small knockback, only KOing at 330% or so. This is your second quickest aerial behind Nair, and as such makes for a very solid melee attack.
This field is at it's most exciting when you catch a projectile in it, should the foe fire one at you. It will stop the projectile in place, before firing it off in an entirely random direction not aimed at Don Thousand, dealing twice as much damage and knockback all the while and travelling at a much faster speed. The key thing about projectiles hit by this move is they now have absolutely no allegiance so they can perfectly well hit Don Thousand's structures. It'd be a fairly powerful counter to projectiles if it was in any way precise, but you can't really control where it goes and it's far from as strong a reflector as what the space animals have going on. That said, with foes and gates scattered properly over the stage, you can make sure this attack hits SOMETHING you want it too.
Up Aerial- Lash of the Barian Master
Don Thousand raises his hand over his head as a tentacle of red energy flies out and lashes above him, dealing 11% and moderate upwards knockback that KOs at 210%. This has HUGE range, 1.5 Ganondorf heights above Don Thousand, and it's actually not slow enough to make it that impractical even when the foe's closer to him. That said, the attack is fairly weak by boss set standards and the end lag is a tad bit on the high end for it's power.
The key to really utilizing it is that the move has a sweetspot at the very tip of the tentacle that deals an ungodly 25% and upwards knockback that KOs at 70%. That's just insane, especially considering how high you're reaching with this move the foe's probably near enough to the top blast zone that you'll be KOing even earlier than that. The problem is that it's a small sweetspot and located high enough in the air and a move that requires Don Thousand to be in the air to start with. Even when juggling with Up Tilt or something the tiny size of the hitbox makes it a bit impractical to hit with. However, the added pressure from having Catvari around provides some more practical ability to hit with this, as not only is Catvari good at getting foes very high into the air, he also provides pressure on them while they're up high, making the tiny hitbox significantly easier to land while the foe is otherwise occupied.
Down Aerial- Crushing Force
Don Thousand performs what looks a great deal like Ganondorf and Captain Falcon's Down Specials, performing a dive kick while his entire body is surrounded by violent red lightning. This is a fair bit stronger than either of those moves, dealing 19% and knockback that KOs at 115%, but at the same time having the same lag as Ganondorf's Down Special, so it is fairly predictable. The main thing that makes it better? This move is absolutely covered in super armor. Almost the entire animation, barring a couple frames at the start and end, is super armored.
This move does have a large amount of landing lag if you do hit the ground during it, which you probably will unless you're high up in the air, making it rather predictable. However, this doesn't mean it's not safe, as when Don Thousand hits the ground it will cause two shockwaves of red energy to travel along the ground on opposite sides of him, dealing 10% and slightly more than a flinch on contact. They're nearly 2/3rds Ganondorf's height and Bowser's width so they provide excellent coverage for the landing lag, which is already loaded with super armor, making this a pretty great aerial to use when you're at high percentages and need a way to deal with all the people pressuring you without the risks that your usual bevy of counters have. It's not... totally safe however, as a smart foe will use the brief period post super armor as a way to get in a smash attack, should they get around the shockwaves. Of course, should they predict wrong and try to attack Don Thousand, they may just end up wasting their attack on his super armor and leaving themselves open to retaliation, or worse yet, trying to hit him afterwards and eating a Down Special counter.
Playstyle- Sower of Chaos
So you've chosen to play Don Thousand? An ambitious choice, being a 3v1 character who plays off predicting the whims of his opponent's. The core of your game plan shouldn't surprise anyone, you want to mess with the opponent's attacks in such a way that they end up breaking Gate of Numeron Ekam, and unleashing your all powerful summon to proceed to wreck havoc on the match. Of course, with 300 stamina and foes generally not wanting to attack if, you've got a great deal of work to do, but what makes the job manageable is your Down Special, as you can teleport foes right up into your gate and force them to attack it, should they make the mistake of being countered.
Aside from your Down Special, crystals are also useful, by creating chain reactions that can be stretched even where there isn't a physical connection, and linking back to the main gate in order to make attacking them dangerous to begin with, effectively spreading Ekam's hurtbox anywhere you wish on the stage. You can give the foe some incentive to attack them by using your Down Tilt or exploiting their presence through FSmash and Nair, but really the main thing that will get foes destroying crystals for you is the simple fact that you can place them so casually everywhere on the stage.
If the foe wants to turtle up and try to play stupidly defensive, that's all fine. Don Thousand can go right on setting up his other Gates and creating crystal labyrinths alongside them, and taking the time to possibly snag one of the foes and turn them into a Barian Emperor or setting up some flashy Up Throw tricks. He's not completely incompetent at pressuring either, his aerial game provides him with some potentially decent melee and powerful synchronized attacks with his gates, warranting that the foes will actually fight back. Fair and FTilt make good particularly direct bait for the opponent to attack you, with their obvious weak-points but powerful results should the foe resist trying to pressure you. For some additional incentive to get the foes attacking that also puts them near stuff they don't want to attack, FThrow will do the trick.
When the foe is on the offensive against you, Don Thousand has a pretty extensive playground of ways to abuse that fact. Whether it be simple pseudo counters on the aerials and tilts, he has more extensive tricks with his ability to interrupt foes with his Smashes and Neutral Special. Should they get teleported into one of these attacks with Down Special or just get hit by stray fire, your gates will power up, and become an increasingly horrifying threat for foes to deal with as their attacks become harder and harder to avoid, and more likely to hit foes. They can go completely on the defensive if they really don't want the buff getting out of control, but foes trying to hide out against powered up minions is a perfectly valid time to start making their lives miserable by making them passively hurt each other with Down Tilt or using the various throws to turn them on each other.
In spite of all this, Don Thousand does have his share of weaknesses. First of all, both his boss resistances and weight are very lacking for a 3v1 boss, and while Up Special can save him from some of that, poor prediction can lead to some shockingly fast deaths. Of course you have DThrow as a form of healing, but it's a bit impractical to grab and throw the same foe enough times to get your damage percent down that fast, being more of pinch healing. He's not exactly perfect at dealing with projectiles, traps, and minions either, as they give foes things to do he has more difficulty interrupting, though projectiles used from the wrong parts of the stage can have some truly hilarious results should Don Thousand counter them, and a foe setting up gives Don Thousand his own time to set up more effectively.
You're a borderline sadistic character really, lulling foes into a false sense of security before causing all of their attacks to backfire and rip them apart with a horrifically powerful backlash. Learn to abuse the mistakes of your foes in a devastating fashion, and you'll eventually master Don Thousand.
Final Smash- Barian Invasion
Don Thousand raises one hand to the sky and snaps his fingers, as 7 beams of light all crash into the stage at various points, each dealing 10% and upwards knockback that KOs at 200%. Upon landing on the stage, they materialize into 7 Barian Emperors, existing movesets with a Down Throw status effect already applied to them, albeit the animations are somewhat modified to fit with the different character using the set. Their AI and which moveset they have will be detailed below, but let it be known all of them have a fairly competent CPU(though if you're playing against a computer controlled Don Thousand, they are always dumber than he is). The most important thing though is that the Barian Emperors aren't... strictly speaking the most loyal bunch, and as such they're perfectly capable of hurting you, just as you are perfectly capable of hurting them.
Nasch is the leader of the Barian Emperors, and automatically has the first summon from the list of summons for Barian Lords. He has the moveset of Mace Windu, and is perhaps the most agressive of the Barian lords, pretty much immediately pursuing opponents of Don Thousand and trying to kill them. This doesn't mean he won't hurt Don Thousand in the crossfire, he doesn't care for him and will actively turn on him should he be damaging Nasch especially badly, or ever so much as lay as a scratch on his sister Merag.
Merag is Nasch's aforementioned sister, and unlike him is not aggressive in the least, only attacking foes who strike her first. She has the second summon in the group of summons available for Barian emperors. She has the moveset of Cold Enchanter, and will for the most part simply stick around her brother and aid him if he's in danger. Should Don Thousand strike Nasch, it will provoke Merag to attack him back, albeit she's not nearly as aggressive about it as Nasch, only taking potshots here and there where it looks safe to do so.
Durbe is moderately agressive towards opponents of Don Thousand and is among the least likely of the Barian Lords to hit you of his own accord. He has the moveset of Archer, as well as the third in the selection of monsters available for Barian Emperors. He's loyal to Nasch and Merag, so attacking either of them can provoke him to turn against you, albeit he's less quick to do so than either of them. Should both of them be KO'd, Durbe will stop attacking entirely and basically turn into easy prey for anyone who would want to kill him off.
Vector is the only Barian lord entirely on the side of Don Thousand... to the point that he'll freely turn on Barians who turn on Don Thousand to start with. On top of that, he's much less friendly with the other Barian Emperors than most, feeling perfectly happy to attack them entirely unincited. He has his own moveset, which synergizes fairly strongly with Don Thousand's. Vector will only really turn on you should you be aggressive towards him, which given he's a useful little pawn probably won't be until most of the other emperors are dead. That said, the other emperors may do him in for you, as they do not like the guy and will happily try to murder him should he get in their way.
Alito is one of the three more simple minded Barian lords, having an alliance with Gilag and aside from that basically just going out of his way to take out opponents, and defecting if he takes too much damage. He has Captain Falcon's moveset and the fifth summon from the list of possible Barian Emperor summons. Should Don Thousand kill Gilag he will turn on him, but aside from that he's actually a fairly cooperative subject, and a bit less hazardous to the other emperors than Vector.
Gilag is similar to Alito in terms of AI, having effectively the same response to your treatment of Alito as Alito does towards him. He has the moveset of Cairne, minus the ability to reincarnate, and the sixth available summon from the list of possible Barian Emperor summons. He's a bit more content to stick to his part of the stage than Alito, given his moveset, so he's one of the less aggressive Barian emperors.
Misael is the wildcard Barian, as he has no allegiance whatsoever and will basically turn on you if another Barian Emperor dies from your influence directly. Aside from that he uses Sarkhan's moveset and uses the very last summon on the list of Barian Emperor summons. While he is fairly agressive with it, he will try his best to not hurt any of the other Barian Emperors that aren't Vector, and will should one of them be at high percent go to their aid.
Now you might be wondering, what's the point of these guys when they're almost as dangerous to you as they are to the foe, given how fast they are to defect? Well first of all, them arriving on the stage results in an 11 character mess... with 10 of those characters entirely capable of hurting Gate of Numeron Ekam. This kind of pandemonium is almost sure to release Numerronius onto the stage, and if you want you CAN sit back and eat popcorn while the Barians do their thing until Numerronius comes out, because at that point with the sheer amount of firepower he's throwing around he's probably going to turn just about every single one of them on you. Given they're CPUs and you have Numerronius, this is hardly the worst things could be though, just remember Numerronius' stamina isn't infinite and if it goes down foes may be able to capitalize on the remaining Barians.
Aside from that, when a Barian emperor is KO'd, Don Thousand will absorb them, their soul returning to him in the form of an orb color coded based on which one fell. This gives him a boost to weight, as well as increasing the variety of boss resistances he has, until he eventually reaches 30 Weight after absorbing all 7 and has a bevy of resistances on par with the most powerful of Warlordian bosses. On top of that he heals 30% from this too, meaning his durability gets a massive spike as Barians start falling. He loses these bonuses upon being KO'd, although given said bonuses that's going to be a while.
Lastly, your Down Throw serves a new purpose on them, as it allows you to mind control Barians into having the same AI as Vector, minus the possibility of betrayal, for 10 seconds. This is something you'll want to be careful about though, as characters in alliances with the mind controlled character will immediately turn on you for this. Hey why not mind control them too though, save yourself a bit of annoyance. Either way, this final smash will continue until every single Barian emperor is KO'd.
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