Metatron
Origami Tobiichi's angel: a crown of eight light cannons that hunt, rain light on the ground, fire a 96-block beam, lock onto a target and give you wings.
Metatron (Angel of the Crown, Metatron) is the angel of the first sephirah, Keter, wielded by
Origami Tobiichi. It has no body: it manifests as eight semi-autonomous light cannons that form a crown behind you. Each mode is not a strike but a formation: you give the order, and the cannons fly, charge and fire on their own. It is a Tensura Ultimate skill.
Getting the angel
- In creative or by command:
/give @s dateaslime:sephira_keter, then right-click with the crystal in hand to absorb it. If you already have Metatron, the crystal is refused and stays in your hand. - In survival (since 0.0.2, in early access): bosses have a 1% chance to drop a Qlipha Crystal. Origami always drops Keter's; other bosses roll one at random. Do not absorb it: it must be purified by planting it in creatures until the real Sephira Crystal of Keter drops. Everything is explained in
Qlipha Crystals.
Usage
Put Metatron in a skill slot of your Tensura preset and activate it with that slot's key. To switch modes, use Tensura's mode keys or hold G to open the mode wheel.
Every mode is available as soon as you acquire the angel. Above all, every technique calls the crown if it is not there: no need to summon first and then switch modes — pressing Kadour with no cannons out raises your arm, opens the gate and launches the hunt in one go.
The modes
Press. You raise your arm; after 0.4 s a gate opens 13 blocks above you and the eight cannons burst out of it before settling into a crown at your back. Press again to send the cannons back: they fly up into the sky and fade away.
- Cost: 300 magicules to call, nothing to dismiss.
- Cooldown: none.
- Duration: unlimited. The crown stays until you dismiss it, you die, or your skills are sealed.
- The crown slowly rotates and leans behind you when you dash.
Kadour, Sword of Light. Press. The formation breaks: each cannon picks a prey and dives onto it. Targets are handed out in turn among the eight cannons (against two enemies, each gets four), nearest first.
- Cost: 400 magicules.
- Cooldown: 2 s.
- Damage: 14 per cannon that hits, so up to 112 on a single target.
- Range: creatures within 26 blocks, in line of sight.
- Targets: every living creature except players.
- Each cannon strikes only once, then returns to the crown.
Shemesh, The Sun. Press. The cannons rise into a halo 4.6 blocks above you and spin fast to gather light, then pour it down as a rain of beams all around.
- Cost: 900 magicules.
- Cooldown: 4 s.
- Charge: 1.7 s, then about 6 s of rain (7.5 s in total).
- Damage: 7 per beam, within 2 blocks of the point of impact; each cannon fires every 0.35 s, about 130 beams in total.
- Area: random points in a 7-block circle around you.
- You are never hit, but everything else is, allies included.
Artelif, Crown Cannon. Press or hold. The cannons close ranks in front of you, tips aligned with your gaze, into a spindle of light. The charge builds for 5 seconds, then a single beam leaves from a focus 5 blocks in front of your eyes. The shot fires on its own once the charge is full: releasing the key neither cancels it nor fires it early.
- Cost: 1,500 magicules.
- Cooldown: 5 s, set on release.
- Damage: 95, within 4.5 blocks of the beam's line.
- Range: 96 blocks, stopped by the first solid block.
- Aim: what counts is where you look at the moment of the shot; you can correct your aim for the whole charge.
- The cannons go back to the crown a little over a second after the shot.
Mal'akh, Heavenly Wings. Press. The cannons fold into two wings on your back and you take off with a leap. Press again to fold the wings.
- Cost: 200 magicules.
- Cooldown: none.
- Flight: free flight, about 3 times faster than creative-mode flight.
- Falling: no fall damage while the wings are open.
- While sprinting, your body stretches out horizontally.
- Casting another technique does not make you fall: the wings only close if you press Mal'akh again or if the crown disappears.
Lock-On. Press. Metatron locks onto the creature you are looking at: the three nearest cannons leave the crown, circle it at 4 blocks, hover above it and riddle it with bolts of light. The other five stay with you.
- Cost: none.
- Cooldown: 2 s, only if a target was locked. Aiming at nothing costs nothing (message "Nothing to lock on.").
- Range: 48 blocks along your line of sight.
- Damage: 6 per bolt, each cannon firing about every 0.45 s.
- Duration: about 5.5 s. Locking the same target again extends the barrage without interrupting it.
- Can target any creature, players included.
Mode summary
| Mode | Cost | Cooldown | Effect |
|---|---|---|---|
| Manifestation | 300 (call) / 0 (dismiss) | — | Calls or dismisses the crown of 8 cannons |
| Kadour | 400 | 2 s | Each cannon dives onto a creature (14 damage), 26 blocks |
| Shemesh | 900 | 4 s | Halo, then a rain of ~130 beams of 7 damage around you |
| Artelif | 1,500 | 5 s | 5 s charge, 95-damage beam over 96 blocks |
| Mal'akh | 200 | — | Wings: fast free flight, no fall damage |
| Lock-On | 0 | 2 s | 3 cannons circle the target (6 damage per bolt) |
Damage values are base values; Tensura then adjusts them according to the caster and the target's resistances.
Locks and limits
- Segva (the lock of
Michael) seals your skills: the crown falls apart at once, and your wings with it. - The crown disappears if you die or leave the world.
- Kadour ignores players: in PvP, rely on Lock-On or Artelif.
- Shemesh and Artelif hurt everything in their area except you, including your allies and pets.
- The Artelif beam stops at the first solid block: it does not go through walls.
- The cannons can be neither struck nor destroyed.
Tips
- Call the crown before the fight: a technique cast without cannons first spends the time of the summoning (the arm, the gate, the cannons' flight).
- During the Artelif charge, keep the target in your sights until the very end: the direction of your gaze at the moment of the shot is what counts.
- Lock-On is free: use it continuously between techniques, and lock the same target again to extend the barrage.
- Mal'akh + Lock-On: fly out of reach while three cannons deal with the target.
- Kadour spends its magicules even with no prey in view: make sure creatures are in line of sight before you cast it.
See also
Origami Tobiichi — the Spirit who wields Metatron as a boss
The Angels — every angel compared
Sephira Crystals and
Qlipha Crystals- Angel Mode Wheel
Michael — Segva, which seals angels
