-Piercing Barrage: barrages the opponent with multiple super-fast piercing strikes (around 14-16), each capable of causing the opponent to "bleed out" for 5 seconds, dealing continuous damage. Effect does not stack if multiple hits land. Usable only if wielding a weapon, and not being bare-handed. 1 minute cooldown.
-Combo (passive): The more hits she lands, the more damage each hit will create, and the faster she becomes. Damage and speed will increase by 5% with each hit. No known limit to how many times this can stack.
-Cross Slash: Strikes the enemy in an "X" form, then reverses the slashes, performing a total of four hits. Capable of ignoring damage reduction skills and perks. Each hit causes 150% more damage than normal strikes. Usable only if dual wielding melee weapons. 30 second cooldown. Can be cancelled after performing the initial "X" slash, resulting in only half the cooldown.
-Prediction (passive): Creates a visible path that an attack, melee or ranged, is taking. Said prediction path is created as soon as the attack begins. Visible only to Michelle.
-Perception (passive): Creates red outlines around traps and other similar obstacles (pools of tar, etc), which can be seen through objects.
-Tornado: Michelle will spin around in place very quickly, sucking in objects, npc's, and players alike. Objects will be deflected, while npc's and players will suffer damage while within close proximity to the "tornado". Last for 10 seconds, has a 5-minute cooldown.
-Combo (passive): The more hits she lands, the more damage each hit will create, and the faster she becomes. Damage and speed will increase by 5% with each hit. No known limit to how many times this can stack.
-Shukuchi: Able to move ridiculously quickly, but only in a straight line. Can be turned on or off.
-Holy Strike: Creates a giant bright
Zanbato in the air above Michelle that launches itself at a target. Deals a ridiculously enormous amount of damage, and the blade will home in on the target until it either strikes said target or gets lodged into an obstacle too large to be freed from, usually the ground, a think wall, etc. Any npc's or players the blade comes into contact with that is not its intended target will only take damage 250% higher than normal strikes. The blade dissipates once its task is complete. Ignores damage reduction skills and perks. 12 hour cooldown.
Perks:
-Pain Infliction.
-Bloodlust.
-Gyro Strike.
-Boomerang.
-War Horse.