mar
"Ginta, I won the gamble I played. I'm really glad you were the one that came."
―Alviss
Anime
Manga

Alviss (アルヴィス, Aruvisu) is a former member of the Cross Guard and a current member of Team MÄR. He is responsible for summoning Ginta Toramizu to MÄR Heaven.

Appearance

Alviss has black hair with a bluish tint, blue eyes, a pale-toned skin complexion and twin upside down peach-colored triangles beneath his left eye. He wore a white shirt with blue stripes on the shoulders down the arms, with zippers making the sleeves able to be undone; on some occasions, he is seen wearing another version of the white shirt, with only horizontal straps clipping on to each sides and leaving his entire chest and stomach exposed. Black pants had a totem-like chain on the left side and white shoes with metals studs on them. On his chest is the Zombie Tattoo that spreads along his body. Despite his young age, Alviss already possesses an impressively athletic body with a muscular build and a six pack abs. When released, his Zombie Tattoo would spread across his entire back and in front of his body,

Personality

Alviss rarely reveals his emotions to others and makes no effort to forge bonds of friendship. Though he may appear cold on the surface, he is, in truth, a man who possesses a heart burning with passion—more fiercely than anyone else. He also holds Alan, Gaira, and Danna in high regards, idolizing them as his mentors and subconsciously working hard to become like them.

Etymology

Alviss' name means "All-Wise", and he is named after the titular character of the Old Norse poem Alvíssmál. Thor's daughter, Þrúðr, was promised in marriage to Alvíss. Thor was unhappy with the match, however, so he devised a plan: Thor told Alvíss that, because of his small height, he had to prove his wisdom. Alvíss agreed, but Thor made his tests last until dawn, when Alvíss, because he was a dwarf, was petrified on being exposed to the sunlight.

History

First Great MÄR Heaven War

War Games

In between rounds of the War Games, the Cross Guard would celebrate victory with outdoor banquets. During one of their first banquets, ten year old Alviss asked to join the Cross Guard. Danna took a liking to Alviss due to his pure feelings and invited Alviss to join him in pulverizing the Chess, to which Alan lectured him for drafting a child. But Alan and Gaira were impressed with the boy's courageous spirit, and Gaira assured him that they would win the war, passively allowing Alviss to join the Cross Guard.

10 year old Alviss confronts Phantom during the first war.

10 year old Alviss confronts Phantom during the first war.

One night during a fierce battle outside of the War Game itself, Alviss confronted Phantom personally and cried for him to stop killing his teammates. Before Alan could intervene, Phantom inflicted Alviss with the Zombie Tattoo, having chosen him as one who would reside in the dreary future of MÄR Heaven. After Phantom left, Alviss took a dagger and prepared to commit suicide, but Alan stopped him, questioning if death was what Alviss truly desired, for choosing death would mean admitting defeat to Phantom. With Gaira's encouragement, Alan insisted that Alviss train under Gaira to become stronger in order to fight back against Phantom and decide his own fate.

Alviss continued to stay with the Cross Guard, listening to Danna's many stories of his family and life on Earth. He also observed each battle, where he would witness Alan's stalemate with Halloween and the apparent death of Danna in the final battle against Phantom.

Six-Year Interlude

Almost immediately after the conclusion of the War Games, Gaira and young Alviss would take to the wilderness of Lestava to spar in swordplay, though Alviss struggled to land a single hit against Gaira. One night, while Alviss laid unconscious by a small waterfall, a fairy named Belle found the boy. Using a leaf as a bowl, she dripped a few droplets of water on Alviss' face to wake him up, thinking he could possibly be dead, but was relieved that he wasn't. She introduces herself to Alviss and mentions how horrible that the old man left him in the woods. Alviss takes off his shirt to stand under the waterfall, and Belle notices the Zombie Tattoo on his chest.

From then on, Alviss and Belle were almost always together. Whenever Alviss entered the Gate of Training, Belle had to wait outside with Gaira while he trained against stone golems with his bare hands. Upon his return from the gate, Belle immediately flew to him and hugged his face, much to his delight. Alviss finally succeeds in defeating Gaira with his bare hands while the latter used a wooded pole. Gaira praises his improvement, but Alviss says it's due to the time limit he has to become stronger. Despite being just a boy, Alviss says he's ready to venture out on his own to become stronger. Gaira rewards Alviss with a parting gift, the Guardian ÄRM, 13 Totem Pole. Alviss and Belle then bid farewell to Gaira and left on a journey to become stronger.

By the time Alviss turned 16 years old, Gaira, who felt an ominous premonition of the return of the Chess, met with Alviss again. Saying that he didn't know if he might die in the near future, he gave Alviss his Dimension ÄRM, Gatekeeper Clown, which he had since the first war and held off from using.

Alone with Belle in a dense forest, Alviss activates the Dimension ÄRM, Gatekeeper Clown, and summons Ginta Toramizu to MÄR Heaven. Afterwards, he spends a week searching for the one whom he summoned, with Belle scouting ahead, leading him to Pazu Town. On the outskirts of town, he secretly observes a brawl between bandits and two boys, Ginta and Jack. When one of the bandits, Stanley, attempts to stop Ginta from retrieving Babbo, Alviss assists from afar by using his Darkness ÄRM, Sealing Skull. After they defeat the bandits, Alviss decides to approach them.

Observing that Babbo's seal was undone, Alviss activates his Darkness ÄRM, Caged Bird, to turn Jack into a bird locked up in cage so he could speak with Ginta one-on-one. Belle, Alviss' fairy partner, flies over to mock Jack. Alviss formally introduces himself and confirms Ginta's suspicions that he was responsible for summoning the latter to this world. Ginta cheerfully thanks him before switching to anger for turning Jack into a bird in a cage, demanding that he be turned back. Alviss glances at Babbo intensely, thinking his "gamble failed", and proceeds to activate his Guardian ÄRM, 13 Totem Pole. A gigantic totem pole emerges from the ground beneath Ginta and Babbo and they are raised into the air. Alviss chastises Ginta for having unsealed Babbo without understanding what he is. Ginta defensively yells back and Alviss snaps his fingers to lower the totem pole back into the ground.

Alviss meets Ginta.

Alviss meets Ginta.

Ginta goes on the offensive, thrusting Babbo at him, but Alviss merely leaps into the air to dodge and lands right in front of Ginta. He comments that Ginta was lucky that he managed to fight off the number of bandits he had with his low skill level, saying that the most recent one would've been dangerous without his help. Alviss belittles Ginta's inexperience further, observing that if he had difficulty fighting bandits then he will easily be killed by the Chess Pieces. He immediately kicks Ginta in the gut and sends him back to the ground. Alviss then explains the recent history of MÄR Heaven, and how the Chess Pieces waged war against the world. Alviss punches Ginta, and states that the reason he summoned him was to enlist him as a soldier to annihilate the Chess Pieces, once and for all.

Annoyed and confused, Ginta questions his antics. Alviss expresses disappointment that the one he ended up summoning to his world was a child, when he was hoping for someone of greater power like the commander of the Cross Guard, who also came from Earth. Alviss reasons that he must nonetheless train and educate Ginta into a soldier in order to fight. He then demands that Ginta hand over Babbo, explaining that Babbo was previously owned by the leader of the Chess Pieces, Phantom, and therefore must be destroyed. Horrified, Babbo denies that he could kill countless lives in the previous war and Ginta sticks his tongue out at Alviss in defiance.

He concludes that the two need to be punished more severely, and resummons 13 Totem Pole. Ginta leaps in between each pole to smash Alviss with his enlarged hammer. He jumps out of the way, but Ginta manages to headbutt him in the forehead. Babbo accidentally hits Ginta's head from behind, and laughs while apologizing. The two resume bickering, and Alviss accepts that Babbo may have lost his memory, but still views him as a threat that could be reclaimed by Phantom. Confused, Ginta points out that Alviss had already mentioned Phantom was fell in the last war, but Alviss further explains that Phantom can't truly be killed because he was undead and will soon revive.

13 Totem Pole sprouts from the ground once more, but the segments of each pole topple over onto Ginta and land a direct hit. His body bruised and banged up, Ginta stubbornly refuses to give Babbo up, promising to protect him from Phantom and begs Alviss not to hurt Babbo as he falls to the ground, barely retaining consciousness. Babbo speaks up, commenting that under a beautiful crescent moon would be a fine night to die, surrendering himself to Alviss while threatening if he harmed Ginta further he would haunt him. Bewildered by both of their convictions, Alviss decides temporarily accept Ginta's plea by telling him to become stronger. He then leaves with Belle.

Belle questions his decision while they walk in the woods, pointing out that he could easily join the Chess Pieces. Alviss reassures her that he will make sure to keep surveillance on him just in case, acknowledging that the outcome gamble has yet to be seen. Belle throws a fit, whining that she hates how they made him look like the bad guy, but Alviss just grins.

Alviss and Belle continue to spy on Ginta from afar, following them to a frozen castle where Edward the Dog brought the latter to rescue Princess Snowfrom the Chess Pieces. Once they exit the castle with Edward having swapped places with Alan, he keeps his distance again while following them back to Pelica Port, waiting until Alan was alone in the woods outside of town to approach.

The two reminisce on how much has changed for them both since the previous war, and Alan asks if he was going to partner up with Ginta just as he did with Danna. Alviss scoffs at the idea, referring to Ginta as "weak" and didn't want to see more comrades die. Alan agreed that Ginta was weak and foolish, but insisted that it was fate that he was summoned and retrieved Babbo.

Second Great MÄR Heaven War

With the sudden attacks by the Chess Pieces across the world, the Cross Guard sent out a distress call through their communication pierces requesting for Alan's help. Alviss received the message as well, and asked him to come with to aid the countries that were under assault. Alan calmly asks Alviss to go on his behalf, being unable to leave the two Gates of Training that he activated. Disgusted by his decision, Alviss runs off with Belle following behind after she sticks her tongue out at Alan in concurrence.

Belle witnesses the first clash between Alviss and Rolan.

Belle witnesses the first clash between Alviss and Rolan.

The following morning, Alviss and Belle manage to arrive at a town that had fallen to the Chess, who still lingered in the area. He struck down many Pawns with ease using his 13 Totem Rod and caught a glimpse of two Chess Pieces atop a building and leapt up to attack. Loco, whom Alviss had already seen in the frozen castle on Pazurika Island, warped away, but her teammate Rolan chose to engage in battle with Alviss. Rolan insisted that they fighting each other would be meaningless, but Alviss argued that meaning was irrelevant in regards to the destruction of a whole city. The two exert their magic power around themselves as they make contact, causing a small explosion, with both coming out unharmed. Rolan observes him to have great magical power and says they shall meet again, before he too warps away.

War Games

With Peta's announcement of the second War Games to be held at Reginleif Castle, Alviss and Belle arrive with some members of the Cross Guard shortly before noon on the first day. Gaira also arrives and inquires on Alan's whereabouts. Before he could finish answering, Ginta and his friends show up and greet him. Alviss instantly notices drastic increase of magic power from him when it had previously been nothing. He then tells Gaira that Alan was indeed here, as he was inside of Edward.

The noon bell tolls, and the princess of Reginleif steps out onto her balcony to oversee the beginning of the War Games. A table with magic stones manifests, and she explains that those who wish to enter must take a stone to participate in a preliminary round first. Alviss, Gaira, and many of the Cross Guard take a stone, as do Ginta and his friends. The test pits each contender in a one-on-one battle with a Pawn, and only by defeating the Pawn can the warrior advance to the real War Games. Ginta, his friends, and Alviss pass this test with ease, but he becomes alarmed when none of the other Cross Guard, including Gaira, don't return right away.

A strange reptilian dwarf appears, introducing himself as Pozun, the referee of the War Games, and observes that this year's Cross Guard wasn't any good for losing to a bunch of Pawns. Alviss demands to know about Gaira, who wouldn't lose to a single low ranking Chess Piece. Pozun chuckles, saying it wasn't only Pawns, as one magic stone linked to the fourth Knight, Chimera, and Gaira was unlucky enough to pick up said stone. Gaira is warped back, heavily injured from the battle. While Snow heals him, Pozun commends Gaira for surviving his battle against Chimera despite still losing and thus being disqualified from the competition. Pozun expresses disappointment in the results compared to the previous war, as this time it was only six teenagers. Nevertheless, he informs them that the War Games would officially start tomorrow and leaves with Chimera. Thus, Alviss is the only member of the Cross Guard to passed the preliminary round.

That night the princess of Reginleif gave them room and board in her castle. Alviss observed Ginta and Babbo casually working up due to being so motivated, and calls his name while stepping forward. He then tells Ginta that he'll be determining whether he can trust him through battle in the War Games. Snow and Edward both realize that Alviss is the seventh member of their team that they've been looking for, despite him still being registered purely as a Cross Guard soldier.

Round 1

Alviss faces off against Leno for the very first match of the War Games. Leno begins the fight by activating his Weapon ÄRM, Stone Jamadhar, on each of his hands that turn into sword-like gauntlets and charges Alviss. During this Alviss uses his 13 Totem Pole, Rod Version. Leno delivers a series of attacks but Alviss deflects each of them with his rod.

Alviss defeats Leno.

Alviss defeats Leno.

Being unable to land an attack on his opponent Leno leaps to the far side of the arena and activates the Nature ÄRM, Flame Ball, and fires a series of fire balls at Alviss. Alviss avoids the balls with little effort by simply dodging them and closes the gap between him and Leno. Garon comments on the sideline that Leno had bad luck with his opponent pairing. Leno, angered by his father's lack of faith in him, uses his Nature ÄRM to engulf his weapons in flames and charges after Alviss. He recalls his 13 Totem Pole rod and summons the Guardian totem pole from the ground that slams into Leno. Pozun declares Alviss the victor.

Round 2

During the celebration, he talks about Danna and is shocked when Ginta reveals that the latter is his father. With this, his respect for Ginta grows even further as he sees the similarities between him and his mentor.

Round 3

For the last match, Alviss' turn to battle arrives as the only opponent left on the Chess team is the Knight, Rolan. As soon as the match begins Alviss activates his Guardian ÄRM, 13 Totem Pole. Rolan emits a girlish scream and runs away but while he looks like a fool he is dodging each one with perfect timing not being hit by a single one. Alan yells for Alviss to look out, he didn't dodge them by luck and that he knew where they'd be. Rolan activates his Nature ÄRM, Stone Cube. And several cubes of stone appear out of the various debris around him. He launches them at Alviss he dodges some of them and lands on top of one of the cubes. He looks down and sees a small stone face begin to countdown 3, 2, 1. The cubic stone explodes, but Alviss managed to dodge in the nick of time.

Alviss attacking Rolan from the air.

Alviss attacking Rolan from the air.

Rolan notices the Zombie Tattoo on Alviss's hand and points out that Alviss has received Phantom's baptism. He pulls up his sleeve and reveals that he also has been branded the Zombie Tattoo, though it hasn't progressed as much as Alviss. Confused on why Phantom would brand an ally, Alviss angrily yells at Rolan for making the situation light in spite of the consequences. Rolan admits to receiving the Zombie Tattoo of his own volition and desires to walk the same path as Phantom. He forms more stone cubes and launches them towards Alviss, who dodges and continues to argue. Rolan tells Alviss that the tattoo is proof that he has great potential that Phantom saw. Alviss argues that despite what Rolan believes in the end he's only being used. Rolan replies that he doesn't mind as long as he is of some use to Phantom.

Rolan then activates a new ring ÄRM and creates a creature from a nearby magma pool. The ÄRM is called Magma Snake and he has it slam into Alviss and sends him flying. At this Alviss realizes the difference in power between the himself and the Knights of the Chess. Team MÄR fears for his safety when 13 Totem Pole appears and destroys the serpent. Meanwhile in the audience Dorothy makes a realization that Alan also makes at the same time. That Alviss has used too much strength and has no chance of victory and should surrender. Instead of surrendering Alviss silently stumbles towards his opponent. Ginta yells that if Alviss keeps this up he will die but Babbo informs him that because of his pride and courage Alviss doesn't want to lose to the Chess and he also doesn't want to lose against Ginta either. Rolan insists to Alviss to forfeit, as he'd rather not kill him. Alviss uses a high speed 13 Totem Pole and actually manages to strike Rolan, cutting his face. Finally he gives up, acknowledging that at his current level he has no hope of defeating a Knight, that the biggest thing he lacks at the moment is magic stamina and despite that, he will catch up to Rolan's strength.

Round 4

Seeking to avenge Snow for her loss in the previous battle, Alviss goes up against Mr. Hook. Confident after his training, Alviss offers Mr. Hook the first attack, opting to leave himself defenseless. Insulted, Mr. Hook begins by using his Weapon ÄRM, Fishing Rod. The hook of the rod sinks into Alviss's shoulder and launches him in the air. With nowhere to run he activates another Weapon ÄRM, Harpoon Pierce, and launches a huge harpoon at the airborne Alviss. In one fell swoop, Alviss destroys the harpoon with his bare hands, surprising Mr. Hook. Gazing upon his opponent and putting his hand over his shoulder where the hook had pierced into him, Alviss reminisces first meeting Danna when he asked to join the Cross Guard. With Danna's question asking if Alviss "loved MÄR Heaven", he is reminded of what he's fighting for.

Alviss defeats Mr. Hook.

Alviss defeats Mr. Hook.

Backed into a corner, Mr. Hook resorts to his ultimate weapon and will continue to fight until he reaches his magic limit. He summons the Anger Anchor to crush Alviss. Alviss not only dodges the attack but moves with such speed as to sneak behind Mr. Hook and knifehand strike the back of his upper neck, knocking him down. Pozun then declares Alviss the winner.

As Alviss returns to his teammates, Ginta compliments his victory. Feeling flattered, Alviss asks Ginta if he loved MÄR Heaven. Ginta gives a whole-hearted confirmation, and Alviss happily affirms his desire to work together with Ginta to end the war and bring peace to MÄR Heaven, officially becoming a full-fledged member of Team MÄR.

Aftermath
Round 5

With Ginta and Nanashi spoken for with their opponents, Jack attempts to go against Hamelin out of caution but is stopped by Alviss. Alviss tells Jack that if he's a man, he'll fight a Knight this round, as everyone on the team except Snow will have to eventually.

Hamelin plays his Soul Flute to Alviss.

Hamelin plays his Soul Flute to Alviss.

As the battle begins Hamelin mutters something to Alviss but Alviss tells Hamelin that he can't be heard. Impatiently, Alviss charges equipping his 13 Totem Rod. Hamelin also uses his Nature ÄRM, Soul Flute. Hamelin begins to play his flute and Alviss quickly realizes that something is wrong. Hamelin comments that earlier her said he'd take Alviss's magic. Ginta and Nanashi notice that even far on the sidelines their magic is being taken so Alviss being so close must be having his magic drained even at a greater degree. Alviss backs away a great distance while realizing he can drain magic with the power of sound and will have to make it so he can't hear it. He summons the 13 Totem Pole to attack Hamelin who uses his Wing ÄRM to grow a pair of wings and fly into the sky to avoid it. While high above the sands Hamelin flaps his wings with great enough force to make a sandstorm blocking Alviss's line of sight to Hamelin.

When the storm finally does down there are numerous clones of Hamelin created with the Nature ÄRM, Charm Horn, which can make illusion copies of the user. Hamelin taunts Alviss to try and find the real one among the many illusions. Hamelin attacks Alviss by throwing several daggers. Alviss deflects all the daggers with the Totem Rod but one managed to stab Alviss in the shoulder. All the Hamelin clones laugh at Alviss. Alviss pulls the dagger out of his shoulder and simply replies that Hamelin pissed him off. Hamelin taunts Alviss further by asking him if he can even find the real one. Alviss then uses the Darkness ÄRM, Sealing Skull, sealing the movements of Hamelin and the copies. Alviss then noticed that none of the copies have a shadow and that if he can find the shadow then he can find the real Hamelin. Alviss spots a shadow on the ground and discovers the real Hamelin is still in the air using his Wing ÄRM. Alviss calls out a 13 Totem Pole and destroys one of Hamelin's wings and sends Hamelin crashing to the ground.

Alviss stops Bolino with Sealing Skull.

Alviss stops Bolino with Sealing Skull.

Hamelin gets up and once again uses the Soul Flute to steal magic from Alviss. Alviss begins to distance himself from Hamelin however Hamelin tells Alviss that he won't escape this time. Hamelin summons his Guardian ÄRM, Bolino. A huge ogre looking guardian burst from the sands and attacks Alviss. Alviss activates his Weapon ÄRM, Gardez, to defend himself from Bolino's barrage of slashes. He comments that he can't use the ÄRM he got in Caldea against a Bishop because it would be pathetic. Insulted, Hamelin challenges Alviss to try and beat his Guardian, but Alviss replies that defeating it is unnecessary and activates Sealing Skull once again, this time sealing the movements of Bolino. Alviss informs Hamelin that his Guardian is unable to move and that as long as a Guardian is active, Hamelin can not move either, and therefore wide open for a direct attack. Alviss activates 13 Totem Pole once again and slams Hamelin finally defeating him.

Hamelin tells Alviss that it should have been expected while fighting one of Team MÄR strongest members there was no way for Hamelin to win and then loses consciousness.

Alviss mocking Jack's intelligence in the battle against Candice.

Alviss mocking Jack's intelligence in the battle against Candice.

While watching the succeeding match, Alviss and his teammates become worried when Jack seemingly takes a direct hit from Candice's Boulder Crush technique. To their surprise, a series of vines come through the cracks where the boulders crashed together along with a bean pod. The pod splits in half and out comes an uninjured Jack, who explains that it's a variant of his earth beans, Bean Shield, a technique he developed for situations like this. Alviss comments that the Bean Shield was a clever idea considering his lack of brains, and Jack immediately retorts back. Candice activates her Scales of Blessing and a large ÄRM with a clock-like face appears leaving Team MÄR to wonder what abilities this new ÄRM has. Jack then unleashes a barrage of assaults and continuously dealing damage. Alviss notices that Candice isn't evading Jack's attacks, she's intentionally taking them head on and purposefully injuring herself. Every time she takes damage the gauge on the scales moves further ahead. All the while Jack is attack Candice with everything he's got. Suddenly Alviss yells at Jack to stop attacking but it's too late, the hands of the scale complete a full revolution. As a result, Candice's magic power refills past her original maximum capacity, allowing her to summon her Guardian ÄRM, Gorgon. Gorgon causes Jack to petrify from the feet up.

Ginta assures Snow that even if Jack becomes a statue, he can dispel the curse with Alice's healing power. Alviss corrects Ginta, saying that it won't work because the petrification isn't from a Darkness ÄRM and the Guardian's power is incredibly strong. Ginta's confidence then turns to panic and he screams Jack's name. Hearing Ginta's voice, Jack calms down and is able to summon his new Guardian ÄRM, Mehitos, just in time to destroy Candice's Guardian ÄRM and end the match in a draw. Ginta and his teammates run to Jack lying on the sand and Snow sits him up. Everyone praises him for such a great battle, and Alviss tells Jack that he's finally earned his respect.

Aftermath
Round 6

After Alan's defeat the second battle sets up. Alviss enters the ring to face the Chess, the knight Kouga volunteers to be Alviss's opponent commenting not likely Alviss's pretty face. As they square up for battle Kouga towers over Alviss. Kouga taunts Alviss calling him a shrimp and commenting that Kouga is gonna kick Alviss's ass. At the start of battle Kouga summons his Weapon ÄRM, Daimonji, a large shuriken with five blades. As Kouga rushes in for the attack Alvis equips his 13 Totem Rod and not only defends himself from every attack Kouga throws but also attacks Kouga and causes Daimonji to fly out of Kouga's hand. Alviss having eyes full of focus and confidence annoys Kouga and Kouga comments that Alviss's eyes and pretty face fill Kouga with hate. Kouga activates his Dimension ÄRM, Sand Hell, turning the ground Alviss is standing on to become like quicksand, slowly sucking Alviss into it. Kouga stops Alviss from sinking so Kouga can toy with Alviss for a bit and activates his Weapon ÄRM, Centipede. The ÄRM covers Kouga's entire left arm in a centipede like body and begins to attack Alviss. Alviss takes several of the attacks from Kouga's weapon.

Kouga then explains why pretty boys like Alviss disgust him and he removes his mask revealing his ugly face. Kouga comments that because he is ugly he has an overwhelming desire to kill people like Alviss who were blessed with good looks. Alviss sneers at Kouga and comments that Kouga is ugly in boy face and heart and that he deserves to die. This enrages Kouga who once again attacks Alviss with his Centipede weapon. Alviss closes his eyes and thrust his Totem Rod right through the center of the Centipede destroying it instantly surprising Kouga. Alviss then slams the Totem Rod into the ground and extends it lifting Alviss out of the Sand Hell quicksand and onto solid ground.

Alviss informs Kouga that he could have escaped whenever the need called for it and goes on to insist that Kouga's power isn't that of the rest of the knights. Alviss goes further that Kouga's power is lower than that of the knight rank and that Kouga is in fact weaker than Rapunzel. An angry Kouga comments that he is gonna kick Alviss's ass and uses the Nature ÄRM, Smokescreen, to cover the entire area in a gray haze. Kouga taunts Alviss that not only is Alviss's sight useless but that the smokescreen also hides magic power as well. From the grey mist Kouga's fist appears and hits Alviss square in the jaw. Kouga, angry about being called weak, launches several more physical attacks from the haze each impacting Alviss. Alviss grins despite the slough of attacks and comments he's not one to give up and that the battle will end with Alviss's next attack. Kouga summons his Guardian ÄRM, Kung Fu Frog. Now sitting atop his Guardian, Kouga wonders if Alviss still has the power to deal with him. Kouga gloats that his Guardian is an expert in martial arts and that it'll beat Alviss to a pulp.

Alviss facing Kouga and his Kung-Fu Frog.

Alviss facing Kouga and his Kung-Fu Frog.

Alviss digs in his pocket and pulls out the new ÄRM he got from Caldea and activates his Guardian ÄRM, Á Bao A Qu, a giant eye surrounded by a formless darkness. Everyone from Team MÄR comments on Alviss's new ÄRM but Dorothy is familiar with it and comments that Kouga won't be able to run away. Kouga genuinely afraid of Alviss's guardian orders Kung Fu Frog to attack Alviss while he's unable to move. Before Kouga can act though Á Baoa Qu encases both Kouga and his guardian in a sphere where they begin to ascend to the air. Alviss asks if Kouga has any last words. Kouga, now terrified, bangs on the walls of the sphere and begs him to stop and that pretty boys are supposed to be kind. At Alviss's command an explosion occurs within the sphere engulf both of the occupants. Kouga's bloodied body falls from the sky and crashes to the ground below. Alviss mentions that he won't kill Kouga because it's just not worth it. At this the battle is over and Alviss is made the victor.

Aftermath
Round 7
Match 1

As soon as Jack's victory over Vidar is announced Alviss waste no time calling out Rolan for a rematch. Later, the team has an early dinner outside in the castle grounds with Edward and Nanashi grilling kebabs. Nanashi puts extra care and passion into the meat he grills for Alviss while Belle spoon-feeds him. His teammates wish him luck, and he assures them of his anticipated victory.

Alviss later walks out to a cliff to gaze at the sunset while anguishing over the spread of his Zombie Tattoo. Rolan approaches him from behind to ask about its status. Rolan then thanks him for picking him to challenge, as he desired to do battle with someone he can sympathize with and invites Alviss to live forever alongside him. Alviss asks why he was so charmed by Phantom, and Rolan discloses his childhood sadness as a sudden orphan. Irritated by Rolan's persistence, Alviss turns him down and walks past him to return to the castle. Rolan states that he cannot forgive Alviss for rejecting both Phantom and eternity.

Match 2

The next day, everyone around the stage to spectate the rematch between Alviss and Rolan, which Pozun signals to begin.

Rolan immediately summons Stone Cubes and launches them at Alviss, challenging for him to dodge them. Alviss evades every one and taunts Rolan by asking if that was all, before deflecting one with a karate chop. Rolan acknowledges that Alviss's movements are completely different than they were the first time they fought and commends Alviss for his improvement. Rolan summons the Weapon ÄRM, Rapier Whip, while Alviss uses his 13 Totem Rod to defend himself. Rolan makes a cute smile as he goes on the offensive, making use of the weapon's bending properties to act more like an extending whip instead of a stiff sword. He manages to slash Alviss's left shoulder, igniting upon impact and leaving a flame on the rip of the shirt. He then ceases attacking and offers him to have a turn at counterattacking. Alviss stares back in silence while clutching his shoulder with his right hand. Confused about the change in attitude, Rolan decides to continue attacking attacks several times with the whip, striking his right foot and abdomen.

Alviss tangled up by Rolan's Rapier Whip

Alviss tangled up by Rolan's Rapier Whip.

Rolan openly questions Alviss again about his passive strategy and casts his whip to wrap around Alviss. The whip lights up and bursts out a dust cloud, retracting as the dust settles. Angered that he was challenged only to be met with passiveness, he casts his whip once more only for Alviss to catch it with his left hand. He then grabs it with his right hand and with tremendous physical force he manages to snap the whip into pieces, destroying the ÄRM.

Alviss asserts that his lifespan is limited and doesn't want to waste it. Rolan delightedly reminds him that he should be happy that the Zombie Tattoo has progressed so much around his body and will soon get to be just like Phantom. Disgusted by his envy, Alviss lectures him that not everyone desires immortality and asks if he honestly wishes to become a "living corpse". Rolan dismisses such a label, saying he seeks brilliant and everlasting life.

Alviss equips his Rod and charges at Rolan, only for the latter to effortlessly dodge and deflect each attack with his feet. He then knees Rolan in the groin. Alviss declares his belief that humanity is to spend a limited lifetime with with one's dearest person. Rolan disagrees, claiming it's better to spend an endless amount of time with said dearest person. He leaps back to toss more Stone Cubes at a much faster speed than previously. One Stone Cube manages to knock the Totem Rod out of his hand, and Rolan urges him to reconsider as eternal life meant also being free from pain of losing those who would be dear to him. Alviss, realizing that Rolan was still grieving his parents' deaths and didn't want to ever part with Phantom, holds his ground and punches the last Stone Cube away with his fist. Rolan then leaps up in the air to activate his Nature ÄRM, Aile D'ange. The feathers on his shoulder becomes a pair of wings that lift Rolan off the ground and warns Alviss that he'll die with the next attack. Rolan launches a multitude of feathers from his wings at Alviss who defends using Guardiss.

Alviss explains that bereavement is part of each individual's life cycle, just as is the joy of new life being born. Rolan dismisses this, consumed by self-pity from solitude but is lectured again that everyone else has lost someone dear to them as well, hence why friendship is so important. Alviss opens his heart to welcome Rolan as a friend, asking him to live for himself before anyone else, including Phantom. Rolan moves to accept but hesitates, ultimately rejecting whilst suffering a mental breakdown.

After another exchange of feather attacks against Guardiss, Rolan lowers himself to the arena ground and calms down, admitting that despite Phantom possibly being wrong, he still loves him. Rolan asks Alviss if he even values his own life, and he responds that he does yet MÄR Heaven's peace is more valuable. Rolan in turn states that in his case, Phantom is more valuable. Alviss once again tries to convince Rolan that Phantom doesn't care about anyone and is just using Rolan. Rolan states that he doesn't care, and activates his Guardian ÄRM, Cockatrice.

Alviss and Rolan's Guardians.

Alviss and Rolan's Guardians.

Rolan tells Alviss that when all is said and done he's just afraid of being alone again, whether in life or death. His Guardian then opens its beak and sprays a fog at Alviss. The fog then begins to petrify him, but he keeps calm yet is alarmed. Ginta calls out to Alviss to reassure him that he chose the right path. He smiles from hearing such words, and resolves to make Rolan understand by force. He musters up a large out of magic power to shatter the stone that was covering him, then summons his Guardian ÄRM, Á Bao A Qu, to seals both Rolan and his Cockatrice in the barrier bubble. With defeat looming, Rolan frustratingly accepts the outcome. The bubble bursts, resulting in Cockatrice's destruction and Rolan falling onto the arena and losing consciousness. Pozun declares Alviss the winner, who wished that Rolan could've met Danna instead of Phantom so that he could've been saved like he was.

To celebrate another victory, Alviss and his teammates go to the local bath house, despite everyone wearing swimsuits. Along with swim trunks, Alviss modestly puts on a plain white t-shirt to cover most of the Zombie Tattoo, only removing it while soaking in the bath water with Belle. He then joins his male teammates to pamper Dorothy by offering nut oil to use for a back massage.

Match 3

After Chimera is revealed to be a woman in the battle against Dorothy, she explains the circumstances that led to her body mutilation at the hands of angry civilian. Alviss is horrified at such barbarity and asks Alan if it was true. Alan confirms it, saying they formed mobs to retaliate against the Chess out of hatred after the first war. Alviss remorsefully acknowledges Chimera to be another victim of the war, but she dismisses his pity as unnecessary.

Dorothy defeats Chimera and Alan calls out to Halloween to challenge him for a rematch. Alviss notices Alan's change in composure after Halloween refers to him as a "hypocrite with a hero complex", only for the conflict to be stopped by Pozun. Alan then takes his team out for dinner at a local restaurant. The team was initially repulsed by the cuisine, consisting of several large insects and lizards, but they all change their perceptions and dig in after Ginta bravely tries it first. Alviss notices Alan's unstable magic power and becomes alarmed when he suddenly grabs a passing customer's arm due to the bracelet ÄRM he wore. Alviss calls to him to snap him out of his angry trance, and he lets go of the customer's arm. Alan goes outside for fresh air and Alviss follows to ask Alan what was wrong.

After hearing of his childhood friend Pump, Alviss insists that he didn't do anything wrong by trying to help Pump, and that there are many other lives that he did save. He asks Alan to win his match before heading back to the restaurant.

Match 4

While observing the fourth match, Alviss marvels over Alan's greatness as the latter physically kicks and punches Halloween's fearsome Guardian, Wakan Tanka.

The night before the fifth match, Ginta, Dorothy, Alviss, and the other bandits met up with Nanashi at the Luberia cemetery, checking on his wellbeing. Nanashi assures them that he was just making a promise to everyone who had died that he would avenge them. As Nanashi walks back insisting that they all get dinner at the fort, Stanley mentions that he has an ominous feeling about Nanashi's match against Peta.

After dinner, Galian ambushes Nanashi outside and chases him to a rope bridge, in an attempt to stop him from fighting Peta the next day. Nanashi catches him off guard by destroying the bridge they stood on, both of them falling in to the river below. Before swimming back up to the surface, Nanashi sees Pirun's ÄRM on the riverbed glowing red, prompting him to grab it. The other bandits help him up from climbing back up the cliff, and Alviss inquires about the ÄRM in Nanashi's hand. Nanashi says it's nothing before suggesting that they all go back to the fort. Galian climbs back up behind them, calling out to Nanashi that he'll die tomorrow if he goes through with fighting Peta. Nanashi says nothing, continuing back to the cemetery to return Pirun's ÄRM to her grave marker. Alviss and Dorothy conclude to the others that Galian came to intervene because he knew Nanashi was prepared to die in his match against Peta, as it was the only way he could stand a chance against him. The other bandits try to talk him out of it, but Nanashi tells them not to worry, before warping back to Reginleif Castle alone. Dorothy glances at Alviss, who's thinking of the ÄRM at the grave marker that resumed glowing.

The next morning, Alviss meets with Nanashi to hand him Pirun's ÄRM, saying that it wants him to take it with him into battle.

Match 5

Alviss and the rest of the team watch Nanashi, being unable to harm Peta with physical attacks and having any lightning-based attack reflected back at him. The battle changes favor however when the ÄRM Alviss handed to Nanashi earlier activates. Dorothy reveals that it is none other than the Legendary Holy ÄRM - Aegis, as she and Alviss had suspected. Thanks to Pirun, Dorothy, and Alviss, Nanashi enacts his revenge against Peta, incapacitating him using his lightning attack and with the Griffin Lance, finishes him off.

Match 6

After the War Games

In the anime, following the War Games, Alviss' Zombie Tattoo is awakened by the Ghost Chess, bringing Alviss under Phantom's control. After confronting former allies in Team MÄR, Alviss manages to resist the Zombie Tattoo and leave Phantom. Alviss later returns, however, to destroy Phantom. Rolan confronts Alviss, attempting to stop him, but, realizing Phantom will leave this world soon, attempts suicide, though, unknown to Alviss, Rolan survives.

Phantom sets Alviss free from the curse of the Zombie Tattoo.

Phantom sets Alviss free from the curse of the Zombie Tattoo.

Phantom then appears before Alviss and willingly allows Alviss to end his life. When Alviss hesitates, Phantom gently grabs his wrist to pull the key into his body himself, freeing Alviss from the Zombie Tattoo.

Before Phantom's last breath, Alviss gave him a rose, which was Rolan's gift to him when he died, and the Zombie Tattoo on his right hand vanished. Alviss then covered Phantom's body with his shirt and, as a sign of respect, asked Jack to grow back the withered plants on the barren ground Phantom was resting on, entombing him amidst a green field of flowers. As Alviss departed with his friends, he remarked that Phantom would always live on in everyone's hearts.

Reuniting with Pano in Acalupa Port, Alviss and his teammates go with her back to a vacant cottage she and her family were temporarily hiding in. Pano aggressively eats off of lobster while telling what she knows of the fate of the remaining Chess Pieces. Jack invites Pano and her family to come to his home on Pazurika Island, confident that the people there would accept them. Pano happily accepts Jack's offer, before turning to Snow to inquire if she was feeling well enough to use her ÄRMs.

Suddenly, the weather outside changes, and Leno and Garon return to the cottage injured. Before they can say anything to Pano, their bodies disintegrate into dark matter and evaporate, much to her horror. Nanashi recognizes it as the same way Alan "died". They catch a glimpse of a fiery bird through the open doorway swooping in, and Alviss yells for everyone to get out of the house. The bird sets the house ablaze upon contact. Alviss, Belle, Nanashi, and Snow, make it out relatively unscathed, but Jack and Pano reacted too slowly and were still inside at the moment it went up in flames. Pano had lost consciousness and Jack carried her with her arm over his shoulder as they both faltered on their way outside. Jack then falls to the ground passing out, too, both with minor burns. The rest of Team MÄR is forced to flee from the mysterious masked man that commanded the fire bird, leaving Jack and Pano behind.

The masked man corners them in the woods, and Nanashi takes off his Andata ÄRM, tossing it to Alviss and telling him to take Snow and flee. Alviss picks Snow up and carries her away as Nanashi makes one last stand against the masked man.

ÄRMs

In-Game Stats

MÄR Heaven: KNOCKIN' ON HEAVEN'S DOOR

Alviss's Abilities

Since Alviss possesses no specific elemental attribute, he has no inherent elemental weaknesses. His Synchronization Rate increases in a well-balanced manner across the board, so you should equip him with ÄRMs of various elements. By switching between ÄRMs to suit the opponent, he can fight on equal—or even superior—terms against any foe. However, his HP is relatively low for his level, leaving his defensive capabilities somewhat precarious. Furthermore, a significant weakness is his inability to wield many high-Class-Level ÄRMs, meaning he often lacks the decisive finishing blow needed to end a fight. He is capable of equipping a wide variety of Darkness ÄRMs. It is advisable to use these to lower your opponent's abilities before engaging them in combat.

By utilizing Alviss's power, you can seal up holes opened in the ground throughout the map, allowing you to safely traverse over them.

Base Stats
Level Attribute HP Offense Defense Magic Power
20 None 98 44 44 194
Synchronization Rate (By Attribute)
Water Fire Wood Wind Earth Lightning
24 34 24 24 34 24
Initial ÄRMs
ÄRM Quantity
13 Totem Pole Chain 1
Ring Dagger 14
Ring Knife 2
Caged Bird 1
Stone Cube CL2 1
Countdown CL1 1

Standard Attacks & Combos

An attack utilizing the 13 Totem Pole Chain, transformed into a staff-like configuration. The first and third strikes boast a long reach, whereas the second—a thrust—has a relatively short range. When facing multiple enemies, it is advisable to halt your combo after the first strike. Since its raw damage output is by no means high, this ability should be regarded primarily as a support tool for your ÄRM attacks.

MÄR Heaven: ÄRM FIGHT DREAM

Alviss is a playable character in the second game, with a base stamina of 650 and no attribute. Like other playable characters, he has an alternate color pattern that can be selected, but he also has a special costume: A sophisticated, suit-style outfit—distinct from the usual look—featuring a black base reminiscent of a tuxedo. It can be unlocked with the password: PS7HAYJV.

Alviss's Initial Abilities

Light attacks are executed barehanded, while heavy attacks utilize a weapon formed by transforming a chain into a rod. The attack range covers the full spectrum from close to long distance; however, these attacks do not launch opponents particularly high into the air, and standard weapon combos often lack a decisive finishing blow.

Many of the techniques utilizing the heavy-attack rod boast an extended reach.

(Throw Attack Power: 50)
Command Offense Attack Range Special Effect
8 Close -
↑ 小 14 Close -
↓ 小 14 Close -
← 小 14 Close -
→ 小 14 Close -
ジ小 20 Close -
→→小 30 Close-Mid-Long -
20 Close-Mid -
↑ 大 35 Close-Mid Launch
↓ 大 20 Close-Mid Knockdown
← 大 30 Close-Mid -
→ 大 20 Close-Mid -
ジ大 40 Close-Mid Knockdown
→→ 大 40 Close-Mid-Long Knockdown
Combinations
Commands Offense Total Special Effects
Combo 1 小 小 小 小 小 8+14+14+14+14 64 Launch
Combo 2 小 大 大 大 大 8+35+14+20+30 107 Knockback
Combo 3 ↑ 小 小 大 大 大 14+14+20+20+30 98 Knockback
Combo 4 → 小 大 大 大 大 14+35+20+20+30 119 Knockback
Combo 5 ← 小 大 14+20 34 Launch
Combo 6 ↓ 小 大 14+30 44 Knockback
Combo 7 →→ 大 大 大 30+35+20 85 Launch
Combo 8 ジ 小 小 小 小 20+10+15+20 65 Knockdown

The setup includes the status-effect ÄRM "Sealing Skull"—which halts an opponent's movement upon impact—and the Special ÄRM "13 Totem Pole Chain," which strikes from mid-to-long range, creating a configuration that leaves no openings at these distances.

ÄRM
ÄRM Name Offensive Power CL1 Offensive Power CL2 Offensive Power CL3 Offensive Power EX Attack Range Remarks
13 Totem Pole Chain None 140 None 350 Mid-Long Homing
Sealing Skull 0 0 0 None Close-Mid Movement-Immobilizing

Basic Tactics

Close-Range Combat Techniques

Although Alviss lacks weapon-type ÄRMs, he possesses a respectable variety of combos—eight different types in total. Among these, Combo 4 stands out; it is fast, leaves very few openings, and boasts high damage output. You should build your offensive strategy primarily around this move. If you manage to knock an opponent away, follow up immediately by dashing forward (→→) and executing a Heavy Attack. By weaving in the status-effect ÄRM, "Sealing Skull," to temporarily immobilize your opponent, you make it much harder for them to predict your attack patterns.

Since he lacks offensive-type ÄRMs, opponents who prefer to maintain mid-to-long range—such as Rolan—can be difficult matchups. Against such opponents, use "Sealing Skull" to freeze their movement, allowing you to close the distance and engage.

How to Fight at Mid-to-Long Range

Heavy Attacks actually leave fewer openings than their animations might suggest, and many of them involve taking a forward step during execution. Use these moves as pokes or deterrents to force the fight into close quarters. The fastest and most effective options are the Up+Heavy (↑+Heavy) and Down+Heavy (↓+Heavy) attacks. With the former—an attack that launches the opponent into the air—you can catch them as they rebound off the ground to execute a follow-up attack. Combo F is also effective, though you must carefully time its execution to end it after the third hit. At long range, utilize Combo 7 immediately after performing a "Zigzag Dash," which renders you temporarily invisible.

The Jumping Heavy Attack features a homing effect, making it useful for closing in on opponents or setting up feints; however, its attack range is somewhat narrow, so the situations in which it can be effectively utilized are limited.

Advanced Tactics

Utilize moves that launch opponents into the air, then finish them off with Sealing Skull. Since these attacks are non-elemental, they can be applied with similar effectiveness against any opponent; however, they do not launch the target particularly high. Typically, it is recommended to execute combos that branch off from Combo 1 or Combo 5. If possible, consider equipping additional offensive ÄRMs to enhance your attack options.

There is a setup involving stunning the opponent with → Light, Heavy, Heavy (Combo 2 mid-sequence)—sometimes extending to → Light, Heavy, Heavy, Heavy—then launching them with ↑ Heavy to execute Combo 2; however, the number of initial Heavy attacks required varies depending on the opponent's facing direction.

MÄR Heaven: Devil of Caldea

Alviss's Abilities & ÄRMs

Most of his combat parameters hover close to the average values ​​of his team members. While he possesses no single attribute that stands out as exceptional, neither does he have any glaring weaknesses. As he is capable of skillfully wielding a wide variety of specialized ÄRMs, he serves as a valuable asset not only in direct offense but also as a combat support specialist.

Base Stats and Growth Rate
Stats Base Values Increase Per Level
HP (Stamina) 50 7~11
Offense 7 1~3
Defense 7 1~3
Synchronization Rate 20 2~3

His signature ÄRM—the "13 Totem Poles"—is of the Earth element; however, the majority of his other ÄRMs are of the Non-elemental type. This grants him the distinct advantage of being able to deploy his abilities without needing to concern himself with his opponent's elemental affinity. Furthermore, he is capable of utilizing specialized ÄRMs that perform functions such as sealing an enemy's ÄRM, reducing their Synchro level to zero, or curing status ailments affecting his allies.

Initial ÄRMs
ÄRM Name Attribute Quantity
Dagger Bracelet★1 None 3

MÄR Heaven: Oblivion of Clavier

Alviss's Abilities & ÄRMs

While his physical constitution is slightly below average, all his other parameters are above average. By skillfully utilizing his support-type ÄRMs, he can contend on equal—or even superior—terms against any opponent.

Base Stats and Growth Rate
Stats Base Values Increase Per Level
HP (Stamina) 50 7~11
Offense 7 1~3
Defense 7 1~3
Synchronization Rate 20 2~3

Alviss’s signature ÄRMs fall into two categories: Earth-attribute and Non-attribute. His Earth-attribute ÄRMs are exclusively offensive in nature, featuring a lineup of attacks capable of striking multiple times. His Non-attribute support ÄRMs, on the other hand, tend to be highly specialized tools—such as those capable of freezing an opponent's movements or sealing away their own ÄRMs.

The effects of these support ÄRMs are all quite idiosyncratic; however, if employed effectively, they allow him to launch one-sided assaults against his foes. Note, however, that these effects may not work against certain enemies, such as bosses.

Initial ÄRMs
ÄRM Name Attribute Quantity
.

Trivia

Alviss kneeling in the middle right in episode 5 of Kekkaishi.

Alviss kneeling in the middle right in episode 5 of Kekkaishi.

Gallery