Post by Jason on Nov 16, 2012 16:25:07 GMT -5
Head captain 560 (very experienced, VERY)
Max for a captain = 540 (would have to train a LOT)
Experienced, captains= 520 (speaks for itself)
Normal captain = 500 (ur normal)
New captain = 480 (we have all been there and those of us who haven't may be soon)
Max Lt/Vc = 470 (prove thy self)
Experienced Lt= 450 (honorable)
Normal Lt = 430 (not bad)
Max High officer (3rd-5th seat) = 420 (decent)
Normal high officer /max for other officers= 400 (menh)
Rest of the officers normal = 380 (hmm)
None seated members = 360 (hahahahahaha)
Recently graduated = 320 (*headpat*)
New student with some experience = 240 (...)
normal new student = 200 (...)
Normal spiritually aware being = 200 (or below)
note: if you are an Lt/Vc you don't have to be at max level as an Lt to be promoted to captain. when you are promoted you don't suddenly get more points, you have to train just as hard from before only this time the limit to points possible to earn is higher. that's all.
Hello to you all! And welcome to the new and improved Bleach Battle Stats! Created by Tite Kubo himself for all the captains during the Soul Society arc, these stats are 100% canon, figuratively of course. Your main OC will be rated here, in the six categories listed below. Keep in mind, these numbers are only guidelines, to prevent characters from saying they are lieutenants, but then turning around and dodging point blank attacks without a scratch. It’s built to maintain a fair and competitive environment, where characters are only as strong as they have trained to become. With that in mind, let’s get started. Keep in mind... Weak arrancar> Weak shinigami. However, Strong Shinigami are often times much stronger than the Strong Arrancar. With that said... The six categories are listed below:
Offense: This one basically speaks for itself, but there is a lot more behind it than just brute force. Physical strength has really no place here, and will be served justice in the last section. This section is dedicated to how much damage you can do when you hit an opponent, and how often you hit them at all. It gauges your accuracy, and the amount of damage you can cause. This does incorporate Zanpakuto abilities, as they are what set shinigami apart from one another in terms of offense. Here’s the range.
0-20: Shinigami/arrancar in this range rarely damage the opponent, and killing strikes would be difficult. However, they might be able to knock an opponent unconscious or daze them, which is a valuable asset. If your character falls in here, they most likely use a large, blunt weapon that is meant more for pacifying opponents, rather than killing them. Though canon characters do not exist, for reference sake, I’ll say that Omaeda falls in this category.
30-40: Starting to get more dangerous, this shinigami has the potential to break bones with their strikes. These are the types of strikes that would be more difficult for the opponent to block, but one attack would rarely be fatal. This would probably encompass attacks and abilities that don’t hurt opponents, but distract them from what is going on. Weapons would probably include short swords, daggers, and some axes, as they lack the range and the cutting power of a normal sword. Again, for reference sake, I would say that Hanataro would fall in this Category.
50-60: This is where most normal shinigami will probably fall. These attacks are definitely capable of not only cutting, but also breaking bones and potentially severing limbs. These weapons are meant for greater damage, and actually killing opponents. The perfect example for this category would be Ichigo Kurosaki. His weapon is large and sluggish, with a limited ability, but its power is very strong. Renji could also fall in this category, just so you know.
70-80: This is where most Captains/Espada would fall. These abilities are kill shots unless reduced or blocked, and are fairly accurate. These attacks would rarely fail to kill an opponent if directly shot and even sealed Zanpakuto are dangerous. These attacks must be versatile and easily controlled. The perfect example would be Hitsugaya, whose attacks are definitely dangerous and impressive, but can be avoided or dodged or even blocked.
90-100: This category is reserved for those with incredible offensive capabilities. Elder Captains or strictly offensive Captains would fall within this category. These Zanpakuto are incredibly dangerous, hard to avoid, and will almost always guarantee a kill shot if contact is made. These Zanpakuto are tricky, violent, and are very hard to get around. These people should be able to combat others with only their sealed Zanpakuto. Aizen and Yamamoto would fall in this category. Aizen’s Zanpakuto is sooooo tricky, that it allows him to demolish those around him. Yamamoto has the offense power of an atom bomb.
Now offense can also be combined with agility, as speed definitely plays a part, but I’ll leave that up to you. If I see a shinigami with 100 offense and then 10 agility however... no way...
Defenses! Basically, it encompasses the shinigami’s ability to block attacks.
0-20: Shinigami/arrancar who fall in this category have next to no defense against attacks coming in at them. No one should be under this category unless they don’t have a weapon and their feet a glued to the ground. This category is pretty much void, unless your character has a Zanpakuto that prevents blocking, then it might be considered.
30-40: This stage means that your character can defend itself, but its Zanpakuto often prevents them from directly blocking attacks. This character will often have to resort to agility in order to survive in a fight. The perfect example would be Hanataro, whose weapon is small and hard to block with. The sealed Zanpakuto for these characters is the only saving grace.
50-60: This is where many shinigami will fall. Their sword is good for blocking; no matter what form it’s in. This form is usually just held back by the shinigami or arrancars speed. Most, if not all, arrancar will fall in this category, due to Heirro. Steel skin automatically gives you this advantage. Shinigami, don’t worry, you have another saving grace later on, but many of you will fall under this category. This is based on most shinigami, as their Zanpakuto permits blocking in all stages.
70-80: This is where the majority of Captains and some Espada will fall. These characters are quick enough to block most attacks, and may even be able to sustain blows from lower level shinigami without taking damage, as we have seen Zaraki do. Many of the blows thrown at members of this category will have difficulty in making contact. Blocking here is most important part, and sustaining blows without damage here would be very rare, considering it isn’t that high.
90-100: Only Captain’s with either tons of experience, or Zanpakuto focused around defensive abilities could fit in here. Higher ranked Espada may fall here as well due to either abilities or an advanced level of Heirro. Unless the captain or Espada is willing to sacrifice other attributes, this is usually not the category they would fall into unless they were incredibly focused around defense. For a glimpse, Sosuke Aizen doesn’t even have 100 defense, and neither does Zaraki. Yamamoto does have 100 defense, so if you think that you are at a captain commander level, then go for it. This is a category not to be taken lightly.
Agility/mobility:
Next up is perhaps the core of any good fight, as it is what makes them interesting. Agility encompasses flexibility, speed, and how well your character can dodge attacks.
0-20: Your character is sluggish, and though they may be capable of flash step, they are slow and predictable in their movements. Characters without flash step, and those with incredibly slow flash step might fall here as they can’t keep up with faster opponents. These characters aren’t very flexible at all, and dodging is pretty much out of the question for characters in this low range category. An example would be Omaeda. However, some characters could rank low here and make up for it with an incredibly high defense, like a tank of sorts.
30-40: Characters who fall in this category can move better than the average human, and their flash step is usually more mature than the previous category. These characters make be able to dodge overt or incredibly large attacks, and would be about as flexible as the normal human body allows. Mayuri Kurotsuchi falls in this category, as he isn’t the quick mover, but we have seen him kill an Espada without taking any damage. These characters would rely more on force than speed to win their battles, but could throw some tricky flips and stuff into their fights.
50-60: Characters in this category aren’t slow by any means. This is where a lieutenant might possibly fall if they were high end. Shunpo could be used in combat to trick opponents or get to their weak spots. These characters would be able to rely on their speed to dodge more complicated attacks, and although they couldn’t dodge every thing, they would be able to get away from fatal blows if lucky enough. A perfect example, according to Tite Kubo, is Zaraki. He doesn’t use flash step, but he can nearly keep up with advanced individuals like Byakuya Kuchiki. This is by no means a bad category to fall into.
70-80: This is a very advanced level of agility. Captain’s and speed oriented lieutenants or other characters would potential fall in here. Shunpo is advanced, if not close to mastery, and dodging attacks comes fairly easy to them. Attacks must be extremely quick for characters of this magnitude to dodge, unless they are point blank (i.e. 5 feet or less away). Mid level captains and Espada would probably fall under this category.
90-100: This rank is strictly reserved for elder captains and high ranking Espada. Most speed oriented captains and Espada would fall in this range. Characters like this is by far the quickest and most proficient users of Flash Step in the range, and are able to use it even during combat to augment the strength of their attacks. They are able to dodge attacks even at incredibly close range (i.e. 3-5 away) and have no issue against large or bulky attacks unless they are point blank. Soifon falls under this category.
Kido & Cero/Bala
Kido is perhaps one of the most difficult things to understand in the world of Bleach. Thus, many characters refrain from its use. However, those who do often end up much stronger in the long run. Cero/Bala falls here as well, but arrancar tend to use these more as they don’t take as much work to master.
0-20: This region permits little to no kido use. The few spells that these shinigami do know would be weak, and would require full incantations in order to be cast anywhere close to full power. These spells would only range up to the lower twenties, and may have a high chance at failure. Many characters fall in here, and even characters with 100/100 who choose not to use kido, they fall here as well. Power isn’t anything if you choose not to use it.
Cero/bala here would be rare, unless the arrancar either didn’t have one, or it could barely even scratch a human. Cero/bala at this rank would fail often, drain the user, and hurt them in the long run.
20-40: Characters who fall here would be able to start using the lower ranked spells without an incantation, a technique known as Eishohaki. Spells may range up to level 40 if the character is able to use them correct, but spells 30+ may require some focus and charging before being cast correctly. At this stage, they may even start to try and use higher level spells, up to #61, as long as they devoted a ton of time to it and they would still get some back lash from it.
Cero/Bala here would be more common for low level fraccion and Numeros. It would still allow them to cast it, but it wouldn’t be very strong and it would definitely require some charging before hand. These would be able to damage low ranked shinigami and arrancar, but against high officers and lieutenants or captains, it would simply char them.
50-60: Characters in this range would easily be able to cast lower level spells using Eishohaki without fail, and be able to maintain a stronger amount of damage from the spells themselves. These characters would be able to cast up to level 70 spells with relative ease, the harder ones requiring charging. They may be able to cast up to level 80 if they focused really hard and charged the spell thoroughly before hand, but they may still experience some backlash.
High level Fraccion would fall here and potentially Privarion Espada. The Cero’s would be damaging, and more than capable of hurting a high ranking officer in the Gotei 13. They would require little charging and could be potentially dangerous for any shinigami who happens to fall victim.
70-80: This category for Shinigami is where most Captains would fall. Even low level kido could be dangerous to an opponent, and would require no incantation to cast correctly and rapidly. Shinigami in this range would be able to cast up to level 80 spells, and potentially past that if they devote most of their focus to it.
Cero/Bala here would be pretty much reserved for the Espada, who have access to loads of energy to devote to the casting, as well as the ever powerful Gran Rey Cero. These attacks may require some charging, but will almost always be deadly to the opponent.
90-100: Characters here would need admin approval, thanks to the incredible severity of many of these spells. Though the highest level ones would take some charging, and due to their incredible strength, need the admins approval before they can be cast or used at all. This includes Hado #88+ and Bakudo 99, both parts, as they have tons of power behind them and are incredibly difficult to cast.
Arrancar in here should be higher ranking Espada who are able to divert tons of energy to their massive Ceros/Balas on the spot and cast them with relative ease. These Espada should be able to have no trouble casting even the most powerful Ceros.
Final Note on Kido: Shinigami Kido at the lower ranks is weak, but guess what... Kido>Cero/Bala at higher ranks. With spells like Splitting void that can block tons of damage with ease, and other spells like Kurohitsugi which are pretty much one shot kills, Kido at high levels may take longer, but it is much more versatile than Ceros and Balas. Arrancar have better defenses, but this is where Shinigami shine.
Intelligence is a mixture of many things. Perception, how well strategy is composed during fights, and overall knowledge and ability to plan outside of combat.
0-20: Your shinigami or arrancar is pretty stupid at this point... I honestly can’t think of an example. Oh wait! Wonderweiss! Ya... try to not be in this category, unless it’s just for kicks.
30-40: This is where Makizo Aramaki would probably fall, due to his stupidity and otherwise disregard for planning or strategy. Some lower ranking officers, perhaps fall back OC’s, might fall here just for kicks.
50-60: Now, you may think this is pretty stupid for a character, but Zaraki ranks at 50 according to Tite Kubo. This is average for the shinigami and arrancar. Not the best battle planners, but they can get their way around and they do have the capability to fight with stronger and more intelligent shinigami. Remember to take the three different components into consideration. Your character could be a prodigy, but when it comes to battles... they might fall here.
70-80: Imagine the smartest person you know, and then the smartest person they know... perhaps they would fall under this category. Characters here must not only be informed out of combat, but they must be highly perceptive of opponent’s abilities. Not only that, but characters in this category must be able to keep an EVEN HEAD during even the most dire combat situations, and must have incredible problem solving skills, WITHOUT GODMODDING or METAGAMING. If you yourself aren’t capable of this, don’t rank it up here!
90-100: Without saying, this is the end of the line as far as intelligence goes. Characters in this category must never lose their temper during a fight, maintain a level head, and be incredibly deductive. They must know what happens in and outside of the fight, as well as being able to deduce what might be going on in their opponents head. This characters are incredibly brilliant, and often know how to manipulate those around them, and are able to guess what might happen next. This follows the same rule as the previous category. If you can’t do this in roleplaying without GODMODDING or METAGAMING, then don’t put your character here!
Physical Stamina is the final category. It’s basically a combination of physical strength, and the ability to endure damage and keep fighting. Rank your character from 0-50 points towards the former, and 0-50 points on the latter, and you have your score here.
0-20: The character is not only weak, but incredibly intolerant to pain or anything pain related. They are about as physically strong as an average 14 year old, and can’t take even a shallow blow without consideration on their part.
30-40: Many characters who are not Lieutenant/Fraccion level+ would probably fall here. They aren’t very physically strong unless they devote a lot of time to it, and their pain tolerance is probably lacking. Not weak by any means, and they can make up for it with high marks in other areas, like Mayuri Kurotsuchi.
50-60: Espada and Captain’s, as well as most Lieutenants would fall here. They may have incredible pain tolerance, but they wouldn’t have the same level of strength that more robust Captains do. If you rank here, don’t worry, because Captain Yamamoto does as well. It’s not the end of the world if you can’t lift 10x your weight, as even the old guy makes up for it by being able to be stabbed without wincing. Remember, combine 0-50 in strength, and 0-50 in pain tolerance/endurance, it won’t always be a high number.
70-80: Younger Captains and mid level Espada will probably rank around here. Their pain tolerance will probably be exceptional as long as it is in the right conditions and they have the proper training, and due to their young age, they would probably be stronger and able to lift more weight and do more damage with brute force alone.
90-100: This is reserved for incredibly robust Captains with large amounts of spiritual pressure at their disposal. If you are character is huge like Zaraki or Komamura, then they would most likely fall into this category, sacrificing things like speed so they can be here. Not even Sosuke Aizen falls under this category, and he’s one tough opponent. Characters that rank here often sacrifice agility, as they are able to sustain large amounts of damage without concern and can keep fighting even after taking stab wounds or high level kidos.
total: you should place your totatl at the bottom of your stats so that it doesn't waste time to add them up. simple as that.
Now remember, even if your OC falls really low and you feel like he or she is very weak, you can always train and raise these things up. Nothing is set in stone, even intelligence can be increased if you make mention of your character working on it in their roleplaying posts. Not everything is set in stone here, and though it make take some time, your character will no doubt become incredibly powerful if you work at it.
Max for a captain = 540 (would have to train a LOT)
Experienced, captains= 520 (speaks for itself)
Normal captain = 500 (ur normal)
New captain = 480 (we have all been there and those of us who haven't may be soon)
Max Lt/Vc = 470 (prove thy self)
Experienced Lt= 450 (honorable)
Normal Lt = 430 (not bad)
Max High officer (3rd-5th seat) = 420 (decent)
Normal high officer /max for other officers= 400 (menh)
Rest of the officers normal = 380 (hmm)
None seated members = 360 (hahahahahaha)
Recently graduated = 320 (*headpat*)
New student with some experience = 240 (...)
normal new student = 200 (...)
Normal spiritually aware being = 200 (or below)
note: if you are an Lt/Vc you don't have to be at max level as an Lt to be promoted to captain. when you are promoted you don't suddenly get more points, you have to train just as hard from before only this time the limit to points possible to earn is higher. that's all.
Hello to you all! And welcome to the new and improved Bleach Battle Stats! Created by Tite Kubo himself for all the captains during the Soul Society arc, these stats are 100% canon, figuratively of course. Your main OC will be rated here, in the six categories listed below. Keep in mind, these numbers are only guidelines, to prevent characters from saying they are lieutenants, but then turning around and dodging point blank attacks without a scratch. It’s built to maintain a fair and competitive environment, where characters are only as strong as they have trained to become. With that in mind, let’s get started. Keep in mind... Weak arrancar> Weak shinigami. However, Strong Shinigami are often times much stronger than the Strong Arrancar. With that said... The six categories are listed below:
Offense: This one basically speaks for itself, but there is a lot more behind it than just brute force. Physical strength has really no place here, and will be served justice in the last section. This section is dedicated to how much damage you can do when you hit an opponent, and how often you hit them at all. It gauges your accuracy, and the amount of damage you can cause. This does incorporate Zanpakuto abilities, as they are what set shinigami apart from one another in terms of offense. Here’s the range.
0-20: Shinigami/arrancar in this range rarely damage the opponent, and killing strikes would be difficult. However, they might be able to knock an opponent unconscious or daze them, which is a valuable asset. If your character falls in here, they most likely use a large, blunt weapon that is meant more for pacifying opponents, rather than killing them. Though canon characters do not exist, for reference sake, I’ll say that Omaeda falls in this category.
30-40: Starting to get more dangerous, this shinigami has the potential to break bones with their strikes. These are the types of strikes that would be more difficult for the opponent to block, but one attack would rarely be fatal. This would probably encompass attacks and abilities that don’t hurt opponents, but distract them from what is going on. Weapons would probably include short swords, daggers, and some axes, as they lack the range and the cutting power of a normal sword. Again, for reference sake, I would say that Hanataro would fall in this Category.
50-60: This is where most normal shinigami will probably fall. These attacks are definitely capable of not only cutting, but also breaking bones and potentially severing limbs. These weapons are meant for greater damage, and actually killing opponents. The perfect example for this category would be Ichigo Kurosaki. His weapon is large and sluggish, with a limited ability, but its power is very strong. Renji could also fall in this category, just so you know.
70-80: This is where most Captains/Espada would fall. These abilities are kill shots unless reduced or blocked, and are fairly accurate. These attacks would rarely fail to kill an opponent if directly shot and even sealed Zanpakuto are dangerous. These attacks must be versatile and easily controlled. The perfect example would be Hitsugaya, whose attacks are definitely dangerous and impressive, but can be avoided or dodged or even blocked.
90-100: This category is reserved for those with incredible offensive capabilities. Elder Captains or strictly offensive Captains would fall within this category. These Zanpakuto are incredibly dangerous, hard to avoid, and will almost always guarantee a kill shot if contact is made. These Zanpakuto are tricky, violent, and are very hard to get around. These people should be able to combat others with only their sealed Zanpakuto. Aizen and Yamamoto would fall in this category. Aizen’s Zanpakuto is sooooo tricky, that it allows him to demolish those around him. Yamamoto has the offense power of an atom bomb.
Now offense can also be combined with agility, as speed definitely plays a part, but I’ll leave that up to you. If I see a shinigami with 100 offense and then 10 agility however... no way...
Defenses! Basically, it encompasses the shinigami’s ability to block attacks.
0-20: Shinigami/arrancar who fall in this category have next to no defense against attacks coming in at them. No one should be under this category unless they don’t have a weapon and their feet a glued to the ground. This category is pretty much void, unless your character has a Zanpakuto that prevents blocking, then it might be considered.
30-40: This stage means that your character can defend itself, but its Zanpakuto often prevents them from directly blocking attacks. This character will often have to resort to agility in order to survive in a fight. The perfect example would be Hanataro, whose weapon is small and hard to block with. The sealed Zanpakuto for these characters is the only saving grace.
50-60: This is where many shinigami will fall. Their sword is good for blocking; no matter what form it’s in. This form is usually just held back by the shinigami or arrancars speed. Most, if not all, arrancar will fall in this category, due to Heirro. Steel skin automatically gives you this advantage. Shinigami, don’t worry, you have another saving grace later on, but many of you will fall under this category. This is based on most shinigami, as their Zanpakuto permits blocking in all stages.
70-80: This is where the majority of Captains and some Espada will fall. These characters are quick enough to block most attacks, and may even be able to sustain blows from lower level shinigami without taking damage, as we have seen Zaraki do. Many of the blows thrown at members of this category will have difficulty in making contact. Blocking here is most important part, and sustaining blows without damage here would be very rare, considering it isn’t that high.
90-100: Only Captain’s with either tons of experience, or Zanpakuto focused around defensive abilities could fit in here. Higher ranked Espada may fall here as well due to either abilities or an advanced level of Heirro. Unless the captain or Espada is willing to sacrifice other attributes, this is usually not the category they would fall into unless they were incredibly focused around defense. For a glimpse, Sosuke Aizen doesn’t even have 100 defense, and neither does Zaraki. Yamamoto does have 100 defense, so if you think that you are at a captain commander level, then go for it. This is a category not to be taken lightly.
Agility/mobility:
Next up is perhaps the core of any good fight, as it is what makes them interesting. Agility encompasses flexibility, speed, and how well your character can dodge attacks.
0-20: Your character is sluggish, and though they may be capable of flash step, they are slow and predictable in their movements. Characters without flash step, and those with incredibly slow flash step might fall here as they can’t keep up with faster opponents. These characters aren’t very flexible at all, and dodging is pretty much out of the question for characters in this low range category. An example would be Omaeda. However, some characters could rank low here and make up for it with an incredibly high defense, like a tank of sorts.
30-40: Characters who fall in this category can move better than the average human, and their flash step is usually more mature than the previous category. These characters make be able to dodge overt or incredibly large attacks, and would be about as flexible as the normal human body allows. Mayuri Kurotsuchi falls in this category, as he isn’t the quick mover, but we have seen him kill an Espada without taking any damage. These characters would rely more on force than speed to win their battles, but could throw some tricky flips and stuff into their fights.
50-60: Characters in this category aren’t slow by any means. This is where a lieutenant might possibly fall if they were high end. Shunpo could be used in combat to trick opponents or get to their weak spots. These characters would be able to rely on their speed to dodge more complicated attacks, and although they couldn’t dodge every thing, they would be able to get away from fatal blows if lucky enough. A perfect example, according to Tite Kubo, is Zaraki. He doesn’t use flash step, but he can nearly keep up with advanced individuals like Byakuya Kuchiki. This is by no means a bad category to fall into.
70-80: This is a very advanced level of agility. Captain’s and speed oriented lieutenants or other characters would potential fall in here. Shunpo is advanced, if not close to mastery, and dodging attacks comes fairly easy to them. Attacks must be extremely quick for characters of this magnitude to dodge, unless they are point blank (i.e. 5 feet or less away). Mid level captains and Espada would probably fall under this category.
90-100: This rank is strictly reserved for elder captains and high ranking Espada. Most speed oriented captains and Espada would fall in this range. Characters like this is by far the quickest and most proficient users of Flash Step in the range, and are able to use it even during combat to augment the strength of their attacks. They are able to dodge attacks even at incredibly close range (i.e. 3-5 away) and have no issue against large or bulky attacks unless they are point blank. Soifon falls under this category.
Kido & Cero/Bala
Kido is perhaps one of the most difficult things to understand in the world of Bleach. Thus, many characters refrain from its use. However, those who do often end up much stronger in the long run. Cero/Bala falls here as well, but arrancar tend to use these more as they don’t take as much work to master.
0-20: This region permits little to no kido use. The few spells that these shinigami do know would be weak, and would require full incantations in order to be cast anywhere close to full power. These spells would only range up to the lower twenties, and may have a high chance at failure. Many characters fall in here, and even characters with 100/100 who choose not to use kido, they fall here as well. Power isn’t anything if you choose not to use it.
Cero/bala here would be rare, unless the arrancar either didn’t have one, or it could barely even scratch a human. Cero/bala at this rank would fail often, drain the user, and hurt them in the long run.
20-40: Characters who fall here would be able to start using the lower ranked spells without an incantation, a technique known as Eishohaki. Spells may range up to level 40 if the character is able to use them correct, but spells 30+ may require some focus and charging before being cast correctly. At this stage, they may even start to try and use higher level spells, up to #61, as long as they devoted a ton of time to it and they would still get some back lash from it.
Cero/Bala here would be more common for low level fraccion and Numeros. It would still allow them to cast it, but it wouldn’t be very strong and it would definitely require some charging before hand. These would be able to damage low ranked shinigami and arrancar, but against high officers and lieutenants or captains, it would simply char them.
50-60: Characters in this range would easily be able to cast lower level spells using Eishohaki without fail, and be able to maintain a stronger amount of damage from the spells themselves. These characters would be able to cast up to level 70 spells with relative ease, the harder ones requiring charging. They may be able to cast up to level 80 if they focused really hard and charged the spell thoroughly before hand, but they may still experience some backlash.
High level Fraccion would fall here and potentially Privarion Espada. The Cero’s would be damaging, and more than capable of hurting a high ranking officer in the Gotei 13. They would require little charging and could be potentially dangerous for any shinigami who happens to fall victim.
70-80: This category for Shinigami is where most Captains would fall. Even low level kido could be dangerous to an opponent, and would require no incantation to cast correctly and rapidly. Shinigami in this range would be able to cast up to level 80 spells, and potentially past that if they devote most of their focus to it.
Cero/Bala here would be pretty much reserved for the Espada, who have access to loads of energy to devote to the casting, as well as the ever powerful Gran Rey Cero. These attacks may require some charging, but will almost always be deadly to the opponent.
90-100: Characters here would need admin approval, thanks to the incredible severity of many of these spells. Though the highest level ones would take some charging, and due to their incredible strength, need the admins approval before they can be cast or used at all. This includes Hado #88+ and Bakudo 99, both parts, as they have tons of power behind them and are incredibly difficult to cast.
Arrancar in here should be higher ranking Espada who are able to divert tons of energy to their massive Ceros/Balas on the spot and cast them with relative ease. These Espada should be able to have no trouble casting even the most powerful Ceros.
Final Note on Kido: Shinigami Kido at the lower ranks is weak, but guess what... Kido>Cero/Bala at higher ranks. With spells like Splitting void that can block tons of damage with ease, and other spells like Kurohitsugi which are pretty much one shot kills, Kido at high levels may take longer, but it is much more versatile than Ceros and Balas. Arrancar have better defenses, but this is where Shinigami shine.
Intelligence is a mixture of many things. Perception, how well strategy is composed during fights, and overall knowledge and ability to plan outside of combat.
0-20: Your shinigami or arrancar is pretty stupid at this point... I honestly can’t think of an example. Oh wait! Wonderweiss! Ya... try to not be in this category, unless it’s just for kicks.
30-40: This is where Makizo Aramaki would probably fall, due to his stupidity and otherwise disregard for planning or strategy. Some lower ranking officers, perhaps fall back OC’s, might fall here just for kicks.
50-60: Now, you may think this is pretty stupid for a character, but Zaraki ranks at 50 according to Tite Kubo. This is average for the shinigami and arrancar. Not the best battle planners, but they can get their way around and they do have the capability to fight with stronger and more intelligent shinigami. Remember to take the three different components into consideration. Your character could be a prodigy, but when it comes to battles... they might fall here.
70-80: Imagine the smartest person you know, and then the smartest person they know... perhaps they would fall under this category. Characters here must not only be informed out of combat, but they must be highly perceptive of opponent’s abilities. Not only that, but characters in this category must be able to keep an EVEN HEAD during even the most dire combat situations, and must have incredible problem solving skills, WITHOUT GODMODDING or METAGAMING. If you yourself aren’t capable of this, don’t rank it up here!
90-100: Without saying, this is the end of the line as far as intelligence goes. Characters in this category must never lose their temper during a fight, maintain a level head, and be incredibly deductive. They must know what happens in and outside of the fight, as well as being able to deduce what might be going on in their opponents head. This characters are incredibly brilliant, and often know how to manipulate those around them, and are able to guess what might happen next. This follows the same rule as the previous category. If you can’t do this in roleplaying without GODMODDING or METAGAMING, then don’t put your character here!
Physical Stamina is the final category. It’s basically a combination of physical strength, and the ability to endure damage and keep fighting. Rank your character from 0-50 points towards the former, and 0-50 points on the latter, and you have your score here.
0-20: The character is not only weak, but incredibly intolerant to pain or anything pain related. They are about as physically strong as an average 14 year old, and can’t take even a shallow blow without consideration on their part.
30-40: Many characters who are not Lieutenant/Fraccion level+ would probably fall here. They aren’t very physically strong unless they devote a lot of time to it, and their pain tolerance is probably lacking. Not weak by any means, and they can make up for it with high marks in other areas, like Mayuri Kurotsuchi.
50-60: Espada and Captain’s, as well as most Lieutenants would fall here. They may have incredible pain tolerance, but they wouldn’t have the same level of strength that more robust Captains do. If you rank here, don’t worry, because Captain Yamamoto does as well. It’s not the end of the world if you can’t lift 10x your weight, as even the old guy makes up for it by being able to be stabbed without wincing. Remember, combine 0-50 in strength, and 0-50 in pain tolerance/endurance, it won’t always be a high number.
70-80: Younger Captains and mid level Espada will probably rank around here. Their pain tolerance will probably be exceptional as long as it is in the right conditions and they have the proper training, and due to their young age, they would probably be stronger and able to lift more weight and do more damage with brute force alone.
90-100: This is reserved for incredibly robust Captains with large amounts of spiritual pressure at their disposal. If you are character is huge like Zaraki or Komamura, then they would most likely fall into this category, sacrificing things like speed so they can be here. Not even Sosuke Aizen falls under this category, and he’s one tough opponent. Characters that rank here often sacrifice agility, as they are able to sustain large amounts of damage without concern and can keep fighting even after taking stab wounds or high level kidos.
total: you should place your totatl at the bottom of your stats so that it doesn't waste time to add them up. simple as that.
Now remember, even if your OC falls really low and you feel like he or she is very weak, you can always train and raise these things up. Nothing is set in stone, even intelligence can be increased if you make mention of your character working on it in their roleplaying posts. Not everything is set in stone here, and though it make take some time, your character will no doubt become incredibly powerful if you work at it.