Who would win?
Father and son are almost perfectly matched, with near-identical Viltrumite powers. Neither has a way to finish the other, so a winner can't honestly be called. Mark has a slight edge, as he's a step stronger, but an edge isn't a win.
Mark Grayson, the hero of Robert Kirkman's Invincible. Half human and half Viltrumite, he has flight, huge strength and toughness, and he's still growing stronger.
Nolan Grayson, Invincible's father, from Robert Kirkman's Invincible. A Viltrumite warrior sent to conquer Earth who posed as its greatest hero.
For the stat fans: every check the engine ran, fighting in character and with no holding back (engine v1.8.21).
Invincible has the edge in raw power, but only just — one tier is an advantage, not an answer. Neither fighter can finish the other. Whatever each one throws, the other survives it, so force alone will never settle it — whatever decides this happens somewhere else. Invincible wins it clearly.
The tables below show every check behind this, with the numbers the engine used.
| Fighter | Bracket |
|---|---|
| Invincible | 7 |
| Omni-Man | 6 |
Gap of 1. Awards 45 points to Invincible.
| Axis | Attacker | vs defence | Points |
|---|---|---|---|
| Strength | Invincible (7) | Omni-Man 5 | +10 |
| Strength | Omni-Man (7) | Invincible 6 | +5 |
| Type | Interaction | Points |
|---|---|---|
| invulnerability | Invincible out-tiers the attacker; durability gate raised +1 (now 8) | — |
Soft counter: reduces an ability's effectiveness without nullifying it. Hard counter: the ability does not function against this opponent at all.
| Check | Invincible | Omni-Man |
|---|---|---|
| Kill | FAILED reach 5, needs 7 | FAILED reach 5, needs 7 |
| Contain | FAILED no containment method | FAILED no containment method |
A kill lands only when the attacker's reach meets or beats the defender's resistance. Containment must clear two bars: it has to out-reach the opponent's escape and reach 8 to hold permanently — below that it is a temporary hold that lapses. A fighter who fails both cannot end the fight, however much damage they do — which is how an outmatched fighter can still force a stalemate.
| Fighter | Has a usable offensive route |
|---|---|
| Invincible | YES |
| Omni-Man | YES |
This checks only whether a fighter can meaningfully attack at all. It is tested before the win conditions above — so a fighter can pass here and still have no way to finish the opponent.
| Invincible has no rating for resisting seals, prisons and banishment, so it is read from their tier as 4 rather than as none (escape 0 -> 4) |
| Omni-Man has no rating for resisting seals, prisons and banishment, so it is read from their tier as 3 rather than as none (escape 0 -> 3) |
| Neither fighter can end this, so raw scale is not what decides it — Invincible's bracket advantage is reduced from 45 to 15 |
| Neither side can kill or contain the other and survivability is even -> trends toward stalemate |
Invincible 40 · Omni-Man 0 — margin n/a, graded unresolved. Points accumulate from the checks above. The engine resolves the fight; the AI only narrates the result it reached.
Morals make no difference to this one — it resolves exactly as above.
| Fighter | Bracket |
|---|---|
| Invincible | 7 |
| Omni-Man | 6 |
Gap of 1. Awards 45 points to Invincible.
| Axis | Attacker | vs defence | Points |
|---|---|---|---|
| Strength | Invincible (7) | Omni-Man 5 | +10 |
| Strength | Omni-Man (7) | Invincible 6 | +5 |
| Type | Interaction | Points |
|---|---|---|
| invulnerability | Invincible out-tiers the attacker; durability gate raised +1 (now 8) | — |
Soft counter: reduces an ability's effectiveness without nullifying it. Hard counter: the ability does not function against this opponent at all.
| Check | Invincible | Omni-Man |
|---|---|---|
| Kill | FAILED reach 5, needs 7 | FAILED reach 5, needs 7 |
| Contain | FAILED no containment method | FAILED no containment method |
A kill lands only when the attacker's reach meets or beats the defender's resistance. Containment must clear two bars: it has to out-reach the opponent's escape and reach 8 to hold permanently — below that it is a temporary hold that lapses. A fighter who fails both cannot end the fight, however much damage they do — which is how an outmatched fighter can still force a stalemate.
| Fighter | Has a usable offensive route |
|---|---|
| Invincible | YES |
| Omni-Man | YES |
This checks only whether a fighter can meaningfully attack at all. It is tested before the win conditions above — so a fighter can pass here and still have no way to finish the opponent.
| Invincible has no rating for resisting seals, prisons and banishment, so it is read from their tier as 4 rather than as none (escape 0 -> 4) |
| Omni-Man has no rating for resisting seals, prisons and banishment, so it is read from their tier as 3 rather than as none (escape 0 -> 3) |
| Neither fighter can end this, so raw scale is not what decides it — Invincible's bracket advantage is reduced from 45 to 15 |
| Neither side can kill or contain the other and survivability is even -> trends toward stalemate |
Invincible 40 · Omni-Man 0 — margin n/a, graded unresolved. Points accumulate from the checks above. The engine resolves the fight; the AI only narrates the result it reached.
AI reconstruction. The verdict above was decided by the engine from the checks in the breakdown. This section is a written interpretation of that result — the most likely sequence of events given the outcome. It is illustration, not evidence.
Neither fighter can finish the other. Every exchange matches perfectly — same speed, same iron, same will. The fight simply does not end.