(1) The first ability given by the sacred gear is Enhanced Speed : by reducing air resistance and utilizing pressurized air for propulsion.
- Jet Propulsion by using compressed air pressure for supersonic bursts.
(2) The second ability is that of Enhanced Senses using wind:
- Enhanced Touch by reading the airwaves and feel any disturbances.
- Enhanced Hearing by amplifying air molecule vibrations.
(3) Aero-Telekinesis by controlling the air around objects.
- Aerokinetic Flight
- Air Walking
- Repel projectiles by controlling air vectors.
- Enhanced Strength/Tactile Telekinesis by using air pressure to lift heavy objects and land harder strikes.
(4) Combustion/Explosion Inducement forcing volatile elements to ignite via friction.
- Deoxygenation by removing the oxygen in the atmosphere.
- Generate explosive and propulsive energy via nitrogen.
- Purification of the air by removing hazardous molecules.
- Rot/Rust Inducement by oxidizing the target's area.
- Vacuum Creation by removing all air molecules out of the area.
(5) Extending blades on sacred gear for Offensive use
Weaknesses:
- Unable to create air/wind, being limited to manipulating only from already existing sources.
- Distance and the amount of matter depends of the strength and skill of the user.
Sacred Gear Image:
Balance Break: Bloody Demon Spawned Gear
Abilities/Strengths of Sacred Gear: Through the evolution of Balance Break, Bloody Demon Spawned Gear grants the user a different utility set for combat, though still retaining the spiked wheels inside and can be called out at any time.
(1) Further Enhanced Speed: As in its basic stage, by reducing air resistance and utilizing pressurized air for propulsion, the user can move at much faster speeds and needs less air pressure to utilize in general. Now it can also utilize the winds themselves as a weaponized blade for now adding range into his arsenal.
Jet Propulsion by using less compressed air pressure for supersonic bursts.
By focusing the air pressure around his/her persona, the user can launch visible Wind Fang slashes that seem to be enhanced by Demonic Energy giving it a Blood Red coloring.
(2) Further enhanced Aero-Telekenesis.
- Repel projectiles by controlling air vectors and even deflecting them back to the user's opponent now.
- Further enhancing the user's physical combat prowess to deal even harder blows and can now use the wind via Tactile Telekinesis for his arms and hands as well as compared to only the user's legs in the Sacred Gear's basic stage.
(3) Enhanced Combustion/Explosion Inducement.
- Can now generate much stronger explosive and propulsive energy than before.
- Vacuum Creation can now not only remove the air molecules in an area, it can also absorb the same molecules into the Sacred Gear itself which in itself provides backup fuel and an extra power source. Can be dispensed at any time, meaning that the user can now seemingly create his own air/wind.
(4) Introduces the Storm Element to the user's combat arsenal.
- By utilizing the same friction as from the Gear's basic stage, it is now possible to not only make a combustion, but also create Lightning with it. Usually done by dispensing the air molecules absorbed via Vacuum Creation.
- The Lightning projected via friction can be launched as a Fang Wave attack, or a large, concentrated beam like attack. But doing the ladder would expend all of the air molecules absorbed.
(5) Grants the user partial armor.
- Light yet extremely durable armor is shown on the user's hand through forearm, all of the user's lower leg, and all of the chest and back. Granting better defensive capabilities to make up for a lack of defense in the user's arsenal.
Sacred Gear Image