The full SFRP v8 Overhaul comes with a brand new look to all of the old and familiar systems, with new elemental benefits, more streamlined options for growth, and more concise reins on damage.
If you're new, feel free to look around the board. Make yourself known in the Hello & Goodbye Forum, or, if you have a Discord, follow the link provided and join our Discord Channel. Feel free to ask questions whenever you need help.
- - Overview - - Link Power and Indie Frags are opposite sides of the same coin. Link Power is the force of a character's connection with other characters, giving them literal wave energy that can be tracked and measured as a representation of their bond; through this bond and the increase of Link Power, characters can accomplish amazing feats. Characters that use Link Power believe in fighting for a cause with a unified purpose, for the gain of all. Indie Frags is instead the force of a character's personal will and strength, a power that they rely on no one person to gather. Characters that use Indie Frags believe in fighting for a cause using their own power, to stand on their own two feet, and further their own goals. Both use their respective systems to equip Ability Waves and potentially access advanced forms. Click here to view the rules for Link Power and Indie Frags.
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- General - Characters may choose to begin with 500 Link Power or 5 Indie Frags.
- - Link Power - - Link Power is a point-based system used to equip Ability Waves. Gain +100 Link Power each time you gain Prestige. Acquiring Mega-Class Cards or Brother Cards in-story increases your Link Power by +100 to a maximum of 6 times.
- - Indie Frags - - Indie Frags are a slot-based system used to equip Ability Waves. Gain +1 Indie Frag each time you gain Prestige. Destroying Mega-Class Cards or Noise Forms acquired in-story gives you +1 Indie Frag to a maximum of 6 times.
- - Brotherbands - - Brotherbands are bonds that you form with individuals in-story, and must be a mutual agreement between characters. Individuals using Indie Frags cannot also form Brotherbands with characters. After you form a Brotherband with a character, you acquire their Brother Card, which takes up a slot in your Library. By slotting the Brotherband into their library, they are able to access the Brothercard at any time in order to utilize one of their brother's Favorite Cards or their Resonant Noise Form. Favorites are selected within a character's library as cards that they can grant their brothers access to at any time. A user gains 4 Favorite Cards of their choice. 2 of these 4 cards must be Standard-Class Cards, and no more than 1 of these selected cards can be Giga-Class Cards.
Brotherband - CHARACTER NAME
Handle - Username
Message - Flavor motto for your character.
Secret - Flavorful secret for your charcter.
Favorite Cards - 4 Cards.
Noise Form - This brother card can be consumed to instantly acquire 75% Noise and activate the Noise Form, instead of the user's.
- - Overview - - Ability Waves are abilities that characters can equip using their respective systems of either Link Power or Indie Frags. Each resource limits the use of Ability Waves by how much of the resource the user has to spend on equipping the waves. You cannot equip Ability Waves in a way that causes your total Link Power or Indie Frag cost to be higher than your total Link Power or Indie Frags, but you do not have to use up all of your Link Power or Indie Frags at any given point.
<Element> Body Passive Ability Wave Effects: Upon purchase, select a single Element. The user gains a Strength against that Element, an Immunity to the Status Effects associated with that Element, and to the negative panel effects of panels matching that element. This ability wave can be equipped multiple times, with a different Element chosen each time.
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[AM] <300LP|3IF> - Gain an immunity to debuffs in a stat of your choice, instead.
[XM] <600LP|6IF> - Gain an immunity to inversions and locks of a stat of your choice, instead.
First Barrier Passive Ability Wave Effects: The user starts the battle with a Barrier that fully avoids the first attack aimed at the user that does not overcome it.
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[TV] <200LP|2IF> - The user's First Barrier is spawned with HP equal to that of a Barrier Ability.
[AM] <300LP|3IF> - The user's First Barrier fully avoids the first full turn of attacks aimed at a user.
[FM] <400LP|4IF> - The user's First Barrier instead spawns at the start of each Custom. Multiple barriers can be active by this effect at once.
[XM] <600LP|6IF> - The user's First Barrier instead spawns at the start of each turn. Multiple barriers can be active by this effect at once.
Undershirt Passive Ability Wave Effects: The user survives an otherwise fatal attack, leaving them with 1% Health. Useable once per battle. The Undershirt is ignored by any attack that the user is weak to.
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[TV] <200LP|2IF> - The user's Undershirt protects them from an otherwise fatal turn of damage.
[AM] <300LP|3IF> - When the user's Undershirt activates, they immediately restore 10% of their total Health.
[FM] <400LP|4IF> - The user's Undershirt can be activated once per custom.
[XM] <600LP|6IF> - The user's Undershirt protects them from an otherwise fatal turn of damage, and can only be ignored by their natural weaknesses, not acquired ones during battle.
Predation Active Ability Wave Effects: The user adds a Standard Class Breaker to 1 attack on use. Breaker chosen upon use. (3-Turn CD)
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[TV] <200LP|2IF> - The user adds a Mega Class Breaker or Mega Class Status Effect to 1 attack on use. Effect chosen upon purchase. (1 Use | +1 at Prestige 2, 4, 6, and 7).
[AM] <300LP|3IF> - The user adds Hits All, Pierce, or a Giga Class Status Effect to 1 attack on use. Effect chosen upon purchase. (1 Use | +1 at Prestige 2, 4, 6, and 7).
[FM] <400LP|4IF> - The user adds +1 Required Avoidance, Powerful, or a Giga Class Breaker to 1 attack on use. Effect chosen upon purchase. (1 Use | +1 at Prestige 2, 4, 6, and 7).
[XM] <600LP|6IF> - The user adds Bane to 1 attack on use. (1 Use | +1 at Prestige 2, 4, 6, and 7).
Elemental Affinity Passive Ability Wave Effects: Applies -1 Turn CD to 1 Elemental Ability, to a minimum of 1-Turn CD. This Ability Wave can be equipped multiple times. Its effects stack.
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[TV] <200LP|2IF> - Applies -1 Turn CD to all Elemental Abilities, to a minimum of 1-Turn CD.
[FM] <400LP|4IF> - Applies -2 Turn CD to all Elemental Abilities, to a minimum of 1-Turn CD.
[XM] <600LP|6IF> - Effects can reduce the cooldown of Elemental Abilities to 0-Turn CD.
Float Shoes Passive Ability Wave Effects: User activates the current panels, even if they didn't set them, and can use Hole Panels for 1 turn. (3-Turn CD).
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[TV] <200LP|2IF> - User activates the current panels, even if they didn't set them (1 Use | +1 at Prestige 2, 4, 6, and 7).
[AM] <300LP|3IF> - User activates the current panels without reverting them, even if they didn't set them, and can use Hole Panels for 1 turn. (1 Use | +1 at Prestige 2, 4, 6, and 7).
[FM] <400LP|4IF> - Float Shoes allows the user to enter Hole Panels for 2 turns, instead.
[XM] <600LP|6IF> - Passive Ability Wave. User can enter into and use Hole Panels.
Last Stand Passive Ability Wave Effects: Once per battle, when reduced to 10% of user's maximum Health or lower, the user restores 10% of their maximum Health.
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[TV] <200LP|2IV> Once per battle, when reduced to 10% of the user's maximum Health or lower, the user restore 20% of their maximum health.
[AM] <300LP|3IF> - Additionally, the user gains +2 Tiers of Speed while below 20% of their maximum health.
[FM] <400LP|4IF> - Additionally, while below 20% of their maximum health, one attack each turn deals additional damage equal to 10% of the user's total maximum health.
[XM] <600LP|6IF> - Last Stand can be used once per custom, instead.
Custom Streaming Passive Ability Wave Effects: User skips the loading phase for all customs, allowing them to slot in and use cards on the same turn.
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[TV] <200LP|2IF> Side Select - The user may slot in two extra cards during each custom, as well.
[AM] <300LP|3IF> Quick Gauge - The user's custom is decreased by 1 turn, as well.
[FM] <400LP|4IF> Mega Card+ - In addition, the user may slot in up to three Mega Class Cards per custom. The user may hold 2 additional Mega Class Cards in their Library.
[XM] <600LP|6IF> Giga Card+ - In addition, the user may hold 1 additional Giga Class Card in their Library.
Panel Format Active Ability Wave Effects: User sets a panel type specified upon the purchase of this ability wave. (3-Turn CD).
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[TV] <200LP|2IF> User sets a panel type specified upon the purchase of this ability wave. (1 Use | +1 Use at Prestige 3, 5, and 7).
[AM] <300LP|3IF> User sets a panel type specified upon the purchase of this ability wave and locks it for 1 turn. (1 Use | +1 Use at Prestige 3, 5, and 7).
[XM] <600LP|6IF> Panel Type is chosen upon use. (1 Use | +1 Use at Prestige 3, 5, and 7).
Card Finder Passive Ability Wave Effects: No Zenny is earned during any Virus Encounter or PC Wave Battle. You are instead guaranteed a card drop every wave. You always earn a valid opponent's Mega Class Card at the end of combat.
Zenny Eye Passive Ability Wave Effects: No Zenny is earned during any Virus Encounter or PC Wave Battle. You instead increase all Zenny earned from Virus Encounters and battles by 150%.
Restore Active Ability Wave Effects: User Cleanses 1 Negative Status Effect/Debuff (3-Turn CD)
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[TV] <200LP|2IF> - User Cleanses 1 Negative Status Effect/Debuff (1 Use | +1 at Prestige 2, 4, 6, and 7).
[AM] <300LP|3IF> - Cleanses 1 Negative Status/Debuff from the user and all allies. (1 Use | 1 at Prestige 2, 4, 6, and 7).
[FM] <400LP|4IF> - Cleanses 1 Negative Status/Debuff from the user and all allies and apply its natural cooldown. (1 Use | 1 at Prestige 2, 4, 6, and 7).
[XM] <600LP|6IF> - Cleanses 1 Negative Status/Debuff from the user and all allies (0-Turn CD).
- - Overview - - Ability Waves are incredibly powerful tools, but not the only means of acquiring passive, powerful boons to your character's abilities. Access Cards are unique expansions that are installed into the Hunter V-G and function a lot like Ability Waves, but do not require Link Power or Indie Frags to equip; you simply must be able to acquire or otherwise purchase them and then equip them. Only 1 Data Access Card can be equipped at a time.
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- Defensive Access Cards -
Access Card
Price
Body Armor Passive Access Card Effects: The user automatically Cleanses any negative effect 1 turn after being afflicted by it, regardless of its duration. If the user takes no damage from an attack, they automatically negate all Triggered effects of the attack.
30 Noise Frags
Power Armor Passive Access Card Effects: User takes 20% less total damage from all attacks and apply their total percentile mitigation before flat defenses.
28 Noise Frags
Super Armor Passive Access Card Effects: User's charges can only be interrupted by attacks with more total cooldown/charge than the user's highest held charge.
27 Noise Frags
First Aura Passive Access Card Effects: At the start of each custom, the user spawns an Uncuttable Aura with 30% Power. Only one such Aura can exist at a time.
25 Noise Frags
Resiliency Active Access Card Effects: Reduce the damage on an incoming attack by 50%, remove all temporary modifiers, and negate all trigger and piercers it possesses. (0-Turn CD).
23 Noise Frags
Limit Reset Passive Access Card Effects: The user survives an otherwise fatal turn of Damage with 1% health. If this is not the first Undershirt effect the user has activated this battle, the user instead survives an otherwise fatal source of damage with Pathetic health. Whenever the user recovers to half of their maximum health percentage, this Undershirt resets.
21 Noise Frags
- Offensive Access Cards -
Access Card
Price
Brute Force Passive Access Card Effects: +10% Basic Attack Damage. User's basic attacks can have multiple uses chained together as a combo and gain powerful when fully charged.
30 Noise Frags
Power Bond Passive Access Card Effects: Charged Attacks add 50% of the user's base damage to their base damage.
28 Noise Frags
Relentlessness Passive Access Card Effects: Gain +1 Use Limit to all attacks. Each turn, add +1 Use Limit to one attack.
27 Noise Frags
Potency Active Access Card Effects: One Attack deals 1.5x Base Damage, ignores 50% of the target's total defenses/reductions, and requires +1 Avoidance/Guard. 0-CD between uses.
23 Noise Frags
True Power Passive Access Card Effects: User gains +20% total damage and improves True Damage and Unaugmentable Damage sources total damage by 10%.
22 Noise Frags
Perfect Parry Active Access Card Effects: Infallibly parries any attack, and reflects standard attacks back onto the target when used. 1-Turn CD between uses.
20 Noise Frags
- Supportive Access Cards -
Access Card
Price
Double Shoes Passive Access Card Effects: The user may enter onto and use Hole Panels, and is immune to the negative effects of all Panel types. User is immune to Grounding.
30 Noise Frags
Supernatural Regenerator Passive Access Card Effects: The user restores 30% more total health from all sources.
25 Noise Frags
Rejuvenate Active Access Card Effects: The user restores 50% of their maximum health (2-Turn CD).
23 Noise Frags
Arena Control Active Access Card Effects: The user changes their panel type to any other active panel, activates the panels regardless of having set them, unlocks their current panels, or locks them in place. (0-Turn CD).
22 Noise Frags
- Resourceful Access Cards -
Access Card
Price
Refresh Passive Access Card Effects: Applies -1-Turn CD and +1 Multi-Use to all Attacks in-stats. Each turn, fully cooldown 1 attack or ability with 2-Turn CD or less.
30 Noise Frags
Elemental Boost Passive Access Card Effects: The user gains the Omega Benefit of an element without gaining any of its other benefits.
25 Noise Frags
Copy Eye Active Access Card Effects: The user uses a copy of any card stored in any target's Custom, or uses a copy of any standard attack used against them this turn, gaining the same benefits applied. (1-Turn CD).
23 Noise Frags
Limit Removal Passive Access Card Effects: The user may equip an additional copy of an Ability Wave of choice, even if it could not normally be equipped alongside itself. Ability Waves costing <600 LP | 6 IF> do not apply.
22 Noise Frags
Duplicate Active Access Card Effects: The user creates an additional copy of target Summon or Defense with HP. Has no effect on HP Summons/Defenses that cannot be augmented. (2-Turn CD).
20 Noise Frags
Signature Ability Passive Access Card Effects: The selected Activated Ability has its uses graded as though it were one Class lower.
- - Overview - - Ever since the rise of Dealer, Noise has done anything but decreases in its presence in day-to-day life. As Wave Technology has improved, Noise has only become more and more prevalent, causing Noise Waves, Noisms, and Noise Frags to be basically another layer of the Wave World accessible only by the brave or the foolish.
To combat the continuous rise of Noise, the previously experimental and only technically classified Noise Programs have become normal functions as a part of every Hunter V-G, Wizard, and Matter Wave. While not completely removing the negative side effects of Noise, it greatly reduces the overall risk that high-density Noise creates, and allows for Wizards and Wave Warriors of all kinds to harmonize with Noise to gain great strength.
All Hunter V-Gs, and by extension every Wizard, comes installed with a Noise Gauge that can accurately inform the individual using it how much Noise is suffused into the Wave World around them. Much like gauging humidity, the Noise Gauge tells its user what percentage of Noise is in the air relative to the amount of Non-Noised Waves. Noise is just Wave Matter interference, but it is still a form of Wave, and is thus easily detectable and even interacted with using technology.
Click here to view the rules for acquiring and using Noise.
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- - The Noise Guage - - The Noise Gauge typically begins a battle at 0% Noise.
In Battle, your Noise Gauge is displayed during your Post Summary, at the end of each post. You are in charge of tracking your Noise Gauge. Noise is tracked separately for each combatant.
- - Acquiring Noise - - You acquire Noise through various methods, each raising your Noise Gauge by a predetermined amount.
Any time you activate a Null-Element Standard-Class Battle Card, or a Battle Card with an Element matching any of your own, you gain Noise equal to the base, unmodified damage of the card. This only applies the first time you use a Multi-Use Battle Card in the same custom.
Any time you deal damage using a Null-Element Standard-Class Battle Card, or a Battle Card with an Element matching any of your own, you gain Noise equal to half the total damage dealt, to a maximum of twice your Base Damage.
Any time you deal damage using a charged innate attack, you gain an amount of Noise equal to the total damage dealt, to a maximum of twice your Base Damage.
On any turn that you fail to produce noise, you lose 10% Noise, plus an additional 10% Noise per 75% Noise in your Noise Gauge. If you have 100% or more Noise, you lose an additional 10% Noise per 75% Noise in your Gauge. Noise does not naturally decrease if you have less than 75% Noise, and does not naturally degrade below 75% Noise from the above effect.
When you are damaged by a Charged attack that you are Weak to, you lose an amount of Noise equal to the total amount of damage taken.
Finally, Noise can be sacrificed to power certain effects, the most commonly known being Noise Cards.
- - Transformations - - So long as all other requirements have been met, once a character has exceeded 75% Noise, so long as they have at least 1 Prestige, they can resonate with the Noise in the environment in order to enter what is called a Noise Form.
- - Noise Form - - A Noise Form in and of itself isn't incredibly powerful; at least, not in comparison to the powers granted by other Transformations. At 75% Noise, after the user's defensive phase, they immediately enter their Noise Form.
Once you qualify, you can create and have your own custom Noise Form approved as a part of any other character creation process. A Noise Form has the following guidelines.
Form Name: Your Choice Form Design/Appearance: Your Choice Effects: Can be activated when the user acquires 75% Noise, after their Defensive Phase. -- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise. Double the limit for Noise gain from any given effect. -- +1 Passive Ability Slot. +1 Active Ability Slot. Cannot create Advanced Abilities. -- +2 Basic Attack Augments. --- Indefinite Duration, but only active while the user remains at or above 75% Noise.
After resonating with Noise to enter their Noise Form, the user will continue to gain Noise. If the user can obtain 150% Noise and maintain it until the end of their next Defensive Phase, the user can resonate at 150% Noise, sacrificing all of their Noise to access a more powerful Advanced Form.
Form Name: Your Choice Form Design/Appearance: Your Choice Effects: Can be activated when the user acquires 150% Noise, after their Defensive Phase. -- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise. -- +2 Passive Ability Slots. +2 Active Ability Slots. -- +3 Basic Attack Augments. -- Gain Omega Benefit in any of your Elements. Once each turn, double a single interaction from your Elements for one instance. -- The user may create an additional Giga Attack that is only useable during this transformation. --- 5 Turn Duration. Ended prematurely if struck by an attack they are weak to.
- - Overview - - Since the infamous criminal organization known as Dealer discovered Meteor G and began utilizing its data storage for advances in wave technology, and the creation of the first Noise Programs, the Wave World has become more and more adapted to the presence of Noise, and powerful modifications to Wizard's systems have been released in the form of Noise Cards. Noise Cards are condensed pockets of Noise that serve as augments to a Wave Warrior's capabilities.
Click here to view them.
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- - Noise Cards - - Noise Cards are equipped into a Wave Warrior's Noise Gear, alongside their Noise Program. Wave Warriors can equip up to 5 Noise Cards at once, giving them a Hand of cards that grant benefits.
Noise Cards are separated into 4 Suits, just like in a normal Deck of Cards, and include an additional suit of cards that act as a Joker, or a Wild Card. The same Noise Card cannot be equipped twice.
- - Suits - - The four suits are as follows: Clubs, Diamonds, Hearts, and Spades. Each of the four suits have 13 identifiable cards that are available to be found or received from Noise Draws, and each of these cards have unique effects.
Whenever you equip Noise Cards with different suits, you create Conflicting Noise. If you have Conflicting Noise, you lose HP equal to 1% of your total max health per Noise Card equipped each time you generate noise. If you equip a Joker Noise Card, or have a Resonant Noise Hand combination, the negative effects of Conflicting Noise are negated.
- - Noise Hands - - By forming Noise Hands, you can create card combinations to generate powerful effects from the Noise Resonance of different cards.
- 2 Pair: Formed by having two separate pairs; cards with the same value, but different suits. Gives no special benefits, but does nullify Conflicting Noise. - 3 of a Kind: Formed with three cards that have the same value, but different suits. Allows the user to slot-in one additional standard-class card, so long as it matches another card in their custom. - 4 of a Kind: Formed with four cards that have the same value, but different suits. Increases the number of Mega Class Cards a user can store in their library by two, and the number they can slot-in per custom by 1. - Full House: Formed with a 3 of a kind of one value and a pair of a separate value. Grants +10% total max health. - Straight: Formed with five cards forming a consecutive sequence. A low sequence (final card value less than or equal to 6) grants access to the Omega Benefit in an Element of choice. A high sequence (starting card value greater than or equal to 7) allows the user to own and use one additional Giga-Class card in their library. - Flush: Formed with five cards of the same suit. -- ♥ Hearts grant Super Armor. -- ♦ Diamonds grant Double Shoes. -- ♠ Spades grant Refresh. -- ♣ Clubs grant Power Armor. - Straight Flush: Formed with a "Straight" using a single suit. Grants the benefits of both a Straight and a Flush of the appropriate values. - Royal Straight Flush: Formed with five cards, all of the same suit, with the values of A, 10, J, Q, and K. Grants Noise Capacitor. - 5 of a Kind: Formed with five cards of the same value, requiring the presence of a Joker to complete. User's maximum Link Power | Indie Frags increases by 400 | 4. User may equip an additional copy of any one Ability Wave.
{♥ Hearts Hearts specialize in offensive abilities and sustained pressure. Click here to view the currently available Hearts cards.}
A of ♥ :: Leo Noise ° Standard-Class Galaxy Advance Battle Cards deal twice as much base damage.
2 of ♥ :: Napalm Noise ° Gain +10% total Base Damage.
3 of ♥ :: Taurus Noise ° Double the damage of one attack used each turn.
4 of ♥ :: Flame Noise ° +50% Max Health.
5 of ♥ :: Burner Noise ° +1 Tier of Speed. +5% Base Damage.
6 of ♥ :: Blast Noise ° Whenever using a Battle Card's support function, you can always substitute its effects for Attack +10, instead.
7 of ♥ :: Charge Noise ° Can sacrifice the Charge of the user's basic attack to apply their basic attack damage to 1 battle card on use.
8 of ♥ :: Heat Noise ° When benefitting from Charge, the user's Basic Attack has all trigger effects it inflicts gain "Ignores Natural Cooldown."
9 of ♥ :: Fire Noise ° While at or above 75% Noise, the user benefits from Fire Omega. Full benefits are outlined in-stats.
10 of ♥ :: Saurian Noise ° While at or above 75% Noise, the user ignores the first instance of charge interruption that would affect them each turn.
J of ♥ :: Corvus Noise ° While at or above 150% Noise, their sources of True Damage and Unaugmentable Damage deal 15% more total damage.
Q of ♥ :: Lyra Noise ° While at or above 150% Noise, the user's natural regen can trigger one additional time per turn and can regen up to 120% of their total max HP.
K of ♥ :: Heartless Noise ° The user gains +1 Limit Use to apply as desired each time a charged attack hits an opponent. The user can sacrifice 150% Noise to apply +1 Ability Use, ignoring Class use restrictions. Can only affect a single Illegal class ability once this way.
{♦ Diamonds Diamonds specialize in defensive and panel abilities. Click here to view the currently available Diamond cards.}
A of ♦ :: Pegasus Noise ° Two turns after using a Standard-Class Galaxy Advance Battle Card, the user regains use of the card. Only applicable once per Galaxy Advanced used.
2 of ♦ :: Cancer Noise ° +1 Use to all Abilities.
3 of ♦ :: Toad Noise ° Doubles the user's Defense against 1 attack each turn.
4 of ♦ :: Dive Noise ° Gain +10% Total Defense.
5 of ♦ :: Shark Noise ° +1 Tier of Charge. +5% Defense.
6 of ♦ :: Yeti Noise ° Whenever using a Battle Card's support function, you can always substitute its effects for Command Stone, instead.
7 of ♦ :: Diamond Noise ° Can sacrifice the Charge of the user's Basic Attack to cause an HP Defense to sustain against 1 additional full attack before breaking.
8 of ♦ :: Bubble Noise ° When benefitting from Charge, the user's Basic Attack can be used as though it had Parry. When used in this way, it ignores 'Cannot be Parried.'
9 of ♦ :: Aqua Noise ° While at or above 75% Noise, the user benefits from Aqua Omega. Full benefits are outlined in-stats.
10 of ♦ :: Pirate Noise ° While at or above 75% Noise, the user gains the passive ability of the element matching the panels they are on.
J of ♦ :: Plesio Noise ° While at or above 150% Noise, attacks with elements matching the user's panel type automatically gain True Damage.
Q of ♦ :: Auriga Noise ° While at or above 150% Noise, the user's HP Defenses can automatically become Infallible by charging them.
K of ♦ :: Virgo Noise ° Benefits from the effects of Holy Panels alongside any other panel type they use. If their panel type is changed by an enemy, they lose this benefit. Can sacrifice 150% Noise to regain the benefits of this effect.
{♠ Spades Spades specialize in speed and bursts of power. Click here to view the currently available Spades cards.}
A of ♠ :: Aquila Noise ° If a Standard Class Galaxy Advance card is successfully used, one turn later, the cards used to create the Galaxy Advance are re-added to your custom, but cannot be used to Galaxy Advance again.
2 of ♠ :: Cloud Noise ° +1 Tier of Speed. Can Gain +2 Tiers of Speed (2-Turn CD between uses).
3 of ♠ :: Crown Noise ° Apply +1 CDR to one attack each turn.
4 of ♠ :: Magnet Noise ° When you use Lock On, you can use one additional attack as though it had Lock On immediately after.
5 of ♠ :: Bright Noise ° +1 Tier of Rate. +5% Basic Attack Damage.
6 of ♠ :: Thunder Noise ° Whenever using a Battle Card's support function, you can always substitute its effects for Paralyze Plus, instead.
7 of ♠ :: Spade Noise ° Can sacrifice the charge of the user's basic attack to use an attack with multi-use one additional time this turn.
8 of ♠ :: Spark Noise ° The user can store a number of fully charged basic attacks equal to twice their rate, and can release them at any time regardless of their rate.
9 of ♠ :: Elec Noise ° While at or above 75% Noise, user benefits from Elec Omega. Full benefits are outlined in-stats.
10 of ♠ :: Berserker Noise ° While at or above 75% Noise, the user's first attack each turn with Avoid Separately or Requires +X Avoidances gains +1 Hit/Avoidance.
J of ♠ :: Empty Noise ° While at or above 150% Noise, enemies sharing a panel type with the user cannot benefit from those panels.
Q of ♠ :: Phantom Noise ° While at or above 150% Noise, the user's Avoidances apply to 1 additional attack.
K of ♠ :: Gemini Noise ° The user has an Undershirt that prevents them from being dropped below 50% of their Maximum HP from any attack. On the turn triggered, user has +2 Tiers of Speed. The user can sacrifice 150% Noise once each turn to regain this Undershirt.
{♣ Clubs Clubs specialize in sustain and durability. Click here to view the currently available Clubs cards.}
A of ♣ :: Dragon Noise ° By charging a standard class Galaxy Advance, the use can ignore one of the card requirements of the Galaxy Advance per additional full-turn charge applied.
2 of ♣ :: Plant Noise ° User restores 10% additional health from all sources.
3 of ♣ :: Snake Noise ° Cleanse one status effect and apply its Natural Cooldown once each turn.
4 of ♣ :: Planet Noise ° User ignores the negative effects of panels for the first turn after they are set.
5 of ♣ :: Needle Noise ° +2 Use Limit to apply to attacks in-stats.
6 of ♣ :: Aries Noise ° When using a Battle Card's support function, you can always substitute its effects for Recovery, instead.
7 of ♣ :: Club Noise ° Can sacrifice the charge of the user's basic attack to trigger the user's natural regen one additional time this turn.
8 of ♣ :: Wolf Noise ° When benefitting from Charge, the user's basic attack can be released as though it were an attack with combo, releasing all instances in a single attack action.
9 of ♣ :: Wood Noise ° While at or above 75% Noise, user benefits from Wood Omega. Full benefits are outlined in-stats.
10 of ♣ :: Ninja Noise ° While at or above 75% Noise, the user's first Parry each turn can defend against an attack regardless of the attack's damage.
J of ♣ :: Cygnus Noise ° While at or above 150% Noise, user ignores the negative effects of any panels they use and can enter into and use Hole panels.
Q of ♣ :: Condor Noise ° While at or above 150% Noise, completed charges can be stored indefinitely instead of requiring to be used. One charged attack can be released each turn as it finishes charging.
K of ♣ :: Ophiuca Noise ° User restores health equal to the amount of True Damage they would receive from Status Effects, instead. User can sacrifice 150% Noise to add "Bane" to one attack on use.
{✰ Jokers Jokers are the most powerful of the bunch, and also the rarest. They imbue the user with power acquired from Noise generated by the most powerful beings the Wave World, and even the Net, have ever known. Click here to view the currently available Joker cards your character may find.}
✰ :: Andromeda Noise ° The user generates Noise equal to the amount of damage they successfully deal to any target. While at or above 225% Noise, the user triggers their Natural Regen each time an opponent is dealt True Damage and can overheal from this effect.
✰ :: Le Mu Noise ° The user's HP summons/objects/defenses spawn 1 additional entity of that kind, ignoring unique limits. While at or above 225% Noise, all HP summons/objects/defenses ignore Remove effects.
✰ :: Crimson Dragon Noise ° +100% Max Health. While at or above 225% Noise, user passively takes 50% less total damage from all attacks as a Super Guard effect.
✰ :: Sirius Noise ° +10% Base Damage. While at or above 225% Noise, all of the user's attacks gain True Damage.
- - Overview - - Incredibly dense pockets of waves and noise coalesce into powerful, unique programs that connect directly to Meteor G or the data collected from the Black Hole Server. These direct connections allow for incredibly potent features to be unlocked within individuals, increasing the frequency of their wavelength and, by its very nature, its energy output. Gamma Waves flood a wave being's systems with incredibly potent and efficiently scattered waves, and are incredibly rare; they cannot be purchased, they cannot be stolen, they cannot be randomly found by looking around legendary locations. They are only obtainable from special events, or when facing a powerful enough EM being that such powerful waves are created as a byproduct.
Gamma Waves are the ultimate expansion of a Wave Being's capabilities, and are described in detail, below.
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- - Gamma Waves - - Only 1 Gamma Wave can be equipped by a single character. Whenever you gain a Gamma Wave, you may gain access to a specific, unique one obtainable only from the entity you were fighting, or you may choose any one Gamma Wave from this list. If you would gain the opportunity to select a Gamma Wave, you instead get a free reselection from the list. Otherwise, Gamma Waves cost 15 Noise Frags to reconfigure.
On top of their normal benefits, a Gamma Wave increases the wielder's effective Prestige by 3 when determining the benefits they receive from all effects and progression. This increase is calculated into the user's average prestige when determining rewards in battles, as well, but Gamma Wave increases to prestige does not affect Link Power or Indie Frag gain.
Prestigious Infinitely morphic potential, held within a limited vessel . . . ° Does not grant +3 Prestige. ° Instead, doubles the user's effective prestige, to a minimum of +3. ° Abilities gain an additional advancement at Prestige 14.
Energy Well Profound energy that wells from the very foundations of the world . . . ° +5 Elemental Level. Can gain Omega Level in one Element. ° Double all numerical values of one element. ° Can gain any number of passive abilities from the user's elements without restriction. ° User's Weaknesses are negated.
Noise Capacitor Proliferation of Noise at an impossible and yet unseen rate . . . ° User begins battle with 150% Noise. ° User generates 20% Noise every turn. User's Noise Gauge does not decrease, except when they Transform. ° Each turn, user may apply +10% to their Defense, Natural Regen, or Damage for a single interaction per 100% Noise they possess.
Status Guard The ultimate failsafe, impervious to imperfection . . . ° Immunity to all negative status effects, debuffs, locks, and triggers. ° These immunities cannot be bypassed or ignored by any effect, and function even on effects that cannot be cleansed.
Auto Lock-On Impeccable accuracy and astounding speed eliminates any target . . . ° +5 Tiers of Speed ° User's attacks require +1 interaction from an Avoidance or Guard ° User's Avoidances and Guards automatically count as Full Avoidances or Full Guards ° All single-target melee attacks gain Lock On on use without charge or damage.
Omnishoes Perfected maneuverability; absolute freedom . . . ° Immunity to all negative panel effects. Can use Hole Panels. ° Immune to any effect that would forcefully change the user's panel type or ground them. ° Benefit from all positive panel effects, regardless of user's Elements. Can target opponents regardless of range or shared panel type. ° Can change the user's panel to any panel type regardless of lock, restriction, or availability up to three times per turn. ° These immunities cannot be bypassed or ignored by any effect, and function even on effects that cannot be cleansed.
Gamma Attack A specialized and unique method of annihilation . . . ° The user may create a unique Gamma Attack. ° Deals 250% of the User's Base Damage. ° Has a Mandatory 0-Turn CD between uses. Cannot have Multi-Use. ° When adding effects to this attack, any cost of Full Turn Charge is reduced to Held Charge. Held Charge and Action Charges are ignored. Normal effects added to this attack do not have to pay for Damage Levels or Cooldown. When designing, effects cannot be added that would reduce the attack below below 0%.
{° Can gain Special effects. The first two special effects are added without cost. Every special effect added beyond the second cost +1-CD. Click to view the special effects.}° If Hits: Executes ° Indefinite duration Status Effects or Debuff ° Status Effects that cannot be cleansed ° Pierces immunities, including those provided by Gamma Waves ° If Hits: Preemptively Cuts a Survival Effect (turns it off even if it wouldn't have been triggered) ° Target is treated as Weak to this attack, bypassing Gamma Waves ° Cannot be Mitigated, bypassing Perfect Body ° Locks transformations, bypassing Finalize ° Interrupts all charges, bypassing Paradox Core ° Removes: All (Any non-character entity) ° Multi-Tap (Like doubletap, but can be placed on the attack more than once) ° Alternative combo rules (Can chain by itself, can chain ignoring interruptions, etc) ° Alternative avoidance rules (Auto-Hit unless . . .) ° If Hits: Sends all applicable abilities and attacks the target has on CD. ° If Hits: Restores the user's health OR refreshes all CD OR charges all other attacks (not full-turn). ° Other custom effects, as approved by staff.
Finalize Ascendancy made manifest; Power given form . . . ° At any point after resonating with Noise at or above 150% Noise and transforming, the user can consume 300% Noise to Finalize. Can be reused with a minimum 3-Turn Unaugmentable CD between uses. ° The user can finalize regardless of available actions. They restore 50% health, cleanse themselves of all status effects, cooldown all effects, and fully charge all attacks. ° Attacks can be used one additional time this turn outside of use restrictions. Full-Turn Charge attacks automatically gain Doubletap. All attacks deal 50% additional total damage. ° At the end of this turn, the user reverts back to their previous transformation.
Satellite Folder Access to the ultimate server, granting endless versatility . . . ° Standard Class attack cards become Multi-Use. The user may use Standard Class cards in their Folder without slotting them into their custom. ° Mega Class Cards do not have restrictions for adding to the user's Folder or for slotting them into their Custom. Mega Class Cards can be re-used during battle, acquiring a 1-Turn CD between uses. ° User can hold 5 Giga Class Cards in their Folder at once. Giga Class Cards require a 1-Turn Held Charge to use. By charging a Giga Class card for a full turn before use, the card is not expended.
Perfect Body The perfect defense; stability and infallibility exemplified . . . ° Double the user's maximum health and defense. ° User's mitigation applies once at half value to sources of damage that would bypass it, including True Damage.
Pure Power The perfect offense; destruction and conquest exemplified . . . ° Double the user's base Damage. ° Mitigation effects are only half as effective against the user's attacks.
Paradox Core To create energy from nothing and to store it without ceasing . . . ° Immune to Charge Interruptions. ° All chargeable attacks are freely charged at the start of the Action Phase. Attacks can still be charged normally. ° Once completed, charges can be held indefinitely and released at will. ° Attacks with completed charge can be charged again. Each stored instance of the attack can be released as desired.
Potentiality A vessel that simply acts as a catalyst for the user's own latent power . . . ° +2 Passive Ability Slots. ° +3 Active Ability Slots.
Wave Command Code A blank vessel, simply offering opportunity . . . ° +1,000 LP | +10 IF ° +2 Equippable Acces Cards. ° LP | IF Costs of Ability Waves are cut in half. ° User can equip up to two copies of any Ability Wave.
- - Overview - - Battle Cards exist as a means to supplement a Wave Warrior's arsenal, allowing a fighter to utilize a virtually endless supply of alternative options to supplement their own fighting styles. For the tactical masterminds, and those that want to come equipped to every situation with the proper tools, these are surely the only tools for the job - endlessly versatile and allowing for a character to build their own kit around the fact that they have more options, the battle card system is a must have for any wave warrior or virus buster to be. Click here to view the Battle Card Rules.
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- - Card Folder - - A Card Folder consists of a minimum of 36 Battle Cards and a maximum of 60 Battle Cards. Battle Cards are designed like attacks and abilities, but do not follow the same attack rules.
Veratility of a Standard Battle Card explains how often a battle card can be used. Versatility explains how often a battle card can be used. A One-Use Card is slotted into the Custom and can only be used once during that custom. A Multi-Use Card is slotted into the Custom and can be used up to once per turn during that custom. You can re-use Standard Cards throughout the battle, regardless of how many times you use them, but can only slot-in multiple copies in the same custom if you own that many copies.
Support Type Battle Cards are automatically expended when used and cannot be slotted in additional times per battle without Refreshing their use.
- - Card Classes - - Battle Cards are separated into four classes: Standard, Mega, Giga, and Illegal.
- Standard Class Cards - The most common style of card is the Standard Class Card. Class Restriction: You may have any number of Standard Class Cards in your Folder, up to your maximum. Copy Restriction: You may have up to 5 copies of the same Standard Class Card in your Folder at once. Custom Restriction: Any number of Standard Class Cards can be slotted into your custom at once. Augment Restriction: Follows the normal rules for attack augments. Base Damage: Unless otherwise stated, Standard Class Cards deal 5% + (1% * V)
Click here to view the Standard Class Card Library.
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Standard Battle Cards
Area Eater [Support Card] || Single-Use Benefit: Warp avoids 1 attack. Alternatively, Body Guard 1 Attack. Cannot be upgraded.
Divide Line [Support Card] || Single-Use Benefit: Next turn, user cannot be targeted by Melee attacks. Cannot be upgraded.
Noise Cancel [Support Card] || Single-Use Benefit: Cleanses 1 negative status effect or debuff of choice upon use. Cannot be upgraded.
Attack Plus [Support Card] || Single-Use Benefit: One attack gains +10% of the user's total base damage on use. Upgrades affect 1 additional attack.
Paralyze Plus [Support Card] || Single-Use Benefit: One attack gains [Paralyze] on use. Cannot be upgraded.
Recovery [Support Card] || Single-Use Benefit: The user restores 5% of their total maximum health on use. Upgrades improve by 5%.
Barrier [Support Card] || Single-Use Benefit: Barrier absorbs 1 attack. Alternatively, Body Guard 1 Attack. Cannot be upgraded.
Invisible [Support Card] || Single-Use Benefit: One avoidance or guard gains [Infallible] against 1 attack on use. Cannot be upgraded.
Guard [Support Card] || Single-Use Benefit: Shield blocks 1 attack. Alternatively, Body Guard 1 Attack. Cannot be upgraded.
Command Stone [Support Card] || Single-Use Benefit: Obstacle intercepts 1 attack. Cannot be upgraded.
Cannon [Null] [Seek] || [Ranged] || Multi-Use Attack Effects: [1 Standard Breakers chosen upon use] [1-Turn Optional Held Charge] [If this is the only attack used this turn, benefits from +1 additional turn of charge.] Upgrades increase total charge multiplier by +1 each.
White Meteor [Null] || [Ranged] || Single-Use Attack Effects: [1 Standard Breakers chosen upon use] [Hits All] [Gains [✰ Bane] on Null Panels] [Rebounds: 2] [✰ Alternate Use: 2 Charges [+1 Rebound per Charge Applied]]
Heat Uppercut [Fire] [Break] || [Melee] || Single-Use Attack Effects: [1 Standard Breakers chosen upon use] [✰ Combo] [Burn] [Alternate Use: [✰ Can be used 1 additional time in a combo]]
Jumbo Hammer [Wood] [Break] || [Melee] || Single-Use Attack Effects: [1 Mega Breakers chosen upon use] [Confuse] [✰ Ignores Percentile Mitigation] [✰ Treats HP Defense and Obstacles as flat Defense when determining total damage]
Fokx Fu [Support Card] || Single-Use Benefit: One Attack gains Parry. If the Parry is successful, inflict Damage equal to user's Standard Class Damage as [Auto-Hit] [True Damage]. Upgrades affect Damage.
Squall [Wind] || [Ranged] || Single-Use Attack Effects: [1 Standard Breakers Chosen Upon Use] [Selects 1 [Removes: ] effects on use] [Confuse] [Alternate Use: [✰ Can Create a Copy of the removed Defense or Summon next turn]
Stealth Laser [Elec] || [Ranged] || Single-Use Attack Effects: [1-Turn Required Standard Charge] [Paralyze] [Cannot be Intercepted] [Gains 1 Standard Breaker upon use for each avoidance type used while charging] [✰ Can gain more than 2 Standard Breakers in this way]
Flame Dance [Fire] || [Ranged] || Single-Use Attack Effects: [1-Turn Required Charge] [✰ Can be Re-Used Any Number of Times in the Same Turn] [Multi-Target: 1] [Multi-Hit: +1 per time Used This Turn] [✰ Avoid Separately] Upgrades affect number of targets as well.
Mop Lance [Wood] [Toxin] || [Melee] || Single-Use Attack Effects: [1 Standard Breakers Chosen Upon Use] [Pierce] [Interrupts] [✰ [Poison] Cannot be Cleansed on Turn of Infliction] [Alternate Use: [Required Guards +1] Upgrades affect Required Guards as well.
Bushido [Null] [Blade] || [Melee] || Multi-Use Attack Effects: [Required Avoidances +1] [✰ Gains +20% total damage per time used in the same custom] [Alternate Use: [✰ True Damage]]
Mad Vulcan [Null] [Seeking] || [Ranged] || Multi-Use Attack Effects: [1 Standard Breakers Chosen upon Use] [Multi-Hit: 5] [Cannot be Intercepted] [✰ Gains +5 Hits per time used in the same custom] [Alternate Use: [Powerful]] Upgrades increase hits by 5 instead of Damage. Extra hits do not decrease damage further.
Mummy Hand [Elec] || [Ranged] || Single-Use Attack Effects: [✰ Unaugmentable] [Lock On] [✰ Requires Panel Immunity to Avoid] [Paralyze] [Alternative Damage: 5% of Target's Max Health] [✰ Alternate Use: [If Hits, Restores HP equal to Damage Dealt]] [Upgrades increase Alternative Damage by 5% per.
Skull Arrow [Seeking] || [Ranged] || Single-Use Attack Effects: [✰ Unaugmentable] [Precision] [High Gravity] [Hits All] [✰ Alternate Use: [If Hits: [Executes: Targets below 20% of their maximum health]]
Cannon Base [Null] || [Ranged] || Single-Use Attack Effects: [1 Standard Breakers Chosen Upon Use] [Required Guards +1] [Required Avoidances +1] [Alternative Damage: 1.5x Standard Class base Damage] [✰ Alternate Use: [Hits All]] Upgrades increase multiplier by .5x per.
Kilo Bomb [Support Card] || Single-Use Benefit: Spawns a Kilo Bomb with HP equal to User's Standard Class Damage. Kilo Bombs are Non-Intercepting Obstacles that can be targeted by their creator and protected by any intercepting combatant. Kilo Bombs cannot be destroyed by the user on the same turn they are set. When defeated, deals Damage equal to its Health before being defeated as [Auto Hit] [Hits All] to all enemies. Executed by Fire or Light element attacks.
Thunder Head [Support Card] || Single-Use Benefit: Spawns a Thunder Head. Thunder Heads are Non-Intercepting Obstacles. Instead of Health, Opponents must sacrifice a collective 3 actions to remove the Thunder Head. One turn after being set, automatically uses its Innate Attack and Removes itself. Innate Attack: [Elec] [Ranged] [Auto-Hit] [True Damage] [Gains 10% Total Damage per Enemy] Upgrades affect total actions required.
Ground Wave [Null] [Break] || [Ranged] || Single-Use Attack Effects: [✰ Panel Immunity can be used to prevent this attack] [Precision] [Weaken] [Powerful]
Mu Tech [Break] [Null] || [Ranged] || Single-Use Attack Effects: [1 Standard Breakers chosen upon use] [Gains +1 Hit at full damage per turn the current panels have been active] [Grounds] [Alternate Use: [✰ Avoid Separately]]
Black Hole [Support Card] || Single-Use Benefit: Requires an Action to activate. Inflicts [1 + (1 * V)]% of the target's total maximum health [✰ Unaugmentable] [✰ True Damage] [✰ Auto-Hit]. Can be charged to gain [Hits All]. Upgrades increase Damage by 1% of target's total maximum health per Upgrade.
Terrain Carpet [Wind] [Null] || [Ranged] || Single-Use Attack Effects: [1 Standard Breakers chosen upon use] [If Hits: Sets victim's panel to match user's panels] [This attack ignores negative panel effects] [✰ This attack can activate the panels despite not being the user]
Moai Fall [Summons] [Braek] || [Ranged] || Single-Use Attack Effects: [1 Standard Breakers chosen upon use] [Pierce] [Interrupts] [Hits All] [Alternate Use: [✰ Removes one of the user's active obstacles on use. [Alternative Damage: Current Health of Removed Object]]]
Snow Ball [Support Card] || Single-Use Benefit: Spawns a Snow Ball with Health equal to the user's Standard Card damage, 1 Innate Attack, and 1 Innate Attack Action. Can overheal equal to 1.5x its total max health. Innate Attack: [Aqua] || [Melee] || Damage: Equal to Snow Ball's Health. Attack Effects: [1 Standard Breakers chosen upon use] [Removes: Summons and Obstacles] [Heals Snow Ball equal to the health of the removed summons/obstacles] [If Hits any Non-Summon, Non-Obstacle Target, Snow Ball is Removed]
Death Scythe [Wind] [Sword] || [Ranged] || Single-Use Attack Effects: [1 Standard Breakers chosen upon use] [Hits All] [Alternate Use: [+1 Hit at full damage per charge applied]] Upgrades increase total optional alternate charge by +1.
Elemental Grenade [X] || [Ranged] || Single-Use Attack Effects: [1 Standard Breakers chosen upon use] [Standard Element chosen upon use] [Hits All] [If Hits: Sets all combatants panels to the type selected] [Alternate Use: [Panel Set becomes [✰ Auto-Hit]]]
Status Knuckle [X] || [Melee] || Single-Use Attack Effects: [1 Standard Breakers chosen upon use] [Standard Element chosen upon use] [Gains a status effect associated with the chosen element] [Alternate Use: [Status Effect has [✰ Cannot be Cleansed on Turn of Infliction]]]
Air Spread [Seeking] [Wind] || [Ranged] || Muli-Use Attack Effects: [1 Standard breakers chosen upon use] [Hits All] [Alternate Use: [Removes: Effect chosen upon use]]
Gatling [Null] [Seeking] || [Ranged (Long)] || Multi-Use Attack Effects: [Multi-Hit: 5 Hits] [1 Standard Breakers chosen upon use] [Pierce] [Aimed Separately] [Alternate Use: [✰ Adds 10% of user's total base damage to each hit of this attack]]
Synchro Hook [Null] || [Melee] || Single-Use Attack Effects: [1-Turn Required Standard Charge] [Lock On] [Powerful] [Confuse] [Interrupts] [Ignores Guards used to Defend against attacks while it was charging] [Body Guard removes Triggers and Piercers separately from this attack]
Mini Grenade [Null] || [Ranged] || Single-Use Attack Effects: [✰ Gains [Requires Full Guard] or [Requires Full Avoidance] on use] [Alternate Use: [If Hits: ✰ Sets Panels to Null and Locks panels for 1 turn]]
Sword [Null] [Blade] || [Melee] || Multi-Use Attack Effects: [1 Standard Breakers chosen upon use] [Can be used any number of times per turn] [Alternate Use: [✰ Combo] and [✰ Can be used 1 additional time in a Combo]] Upgrades improve the total number of times it can be used in a combo as well.
Time Bomb [Support Card] || Single-Use Benefit: Spawns a Time Bomb. Instead of Health, opponents must sacrifice a collective 3 actions to remove the time bomb. One turn after being set, the Time Bomb automatically uses its innate attack and removes itself. Innate Attack: [Fire] [Break] || [Ranged] Attack Effects: [Hits All] [✰ True Damage] [✰ Auto-Hit] Upgrades affect Actions to remove the time bomb.
Typhoon Dance Suport Card || Single-Use Benefit: For as long as the user is on the current panels, they ignore its effects and can activate them despite not being their user.
Noise Pulse [Null] [Dark] || [Ranged] || Single-Use Attack Effects: [1 Standard Breakers chosen upon use] [Hits All] [2 Status Effects chosen upon use] [Interrupts] [Alternate Use: [✰ Triggered effects pierce immunity]]
Spirit Fury X || [Ranged] || Single-Use Attack Effects: [1 Standard Breakers chosen upon use] [Standard Element chosen upon use] [If on panels matching this card's element, gains [Hits All] and [✰ True Damage]]
Ink Spread X || [Ranged] || Single-Use Attack Effects: [1 Standard Breakers chosen upon use] [Standard Element chosen upon use] [If on panels matching this card's element, gains [Hits All] and [✰ Bane]]
Windy Attack [Null] [Wind] || [Melee] || Single-Use Attack Effects: [Blow] [Wind] [Adopts the element and a status effect of the current panels on use] [Alternate Use: [✰ Status Effect is [Hits All] and [✰ Auto-Hit]]]
Drill Arm [Null] [Break] || [Melee] || Single-Use Attack Effects: [1 Mega Breakers chosen upon use] [1 Standard Breakers chosen upon use] [Powerful] [Weaken] [Alternate Use: [Removes: Effect chosen upon use] and [✰ True Damage]]
Radar Missile [Seeking] || [Ranged] || Single-Use Attack Effects: [✰ Gains [Bypass] or [Precision] upon use] [Alternate Use: [Rebounds: 2]]
Plasma Gun [Elec] || [Ranged] || [Single-Use] Attack Effects: [1 Standard Breakers chosen upon use] [Paralyze] [Interrupts] [Alternate Use: [✰ Applies 1 charge per charge interrupted as an immediate charge to attacks as desired]]
- Mega Class Cards - The intermediate level of cards are the Mega Class Cards. Class Restriction: You may have 5 Mega Class Cards in your folder. Copy Restriction: You may have 2 copies of the same mega class card in your folder. Custom Restriction: You may Slot-In 2 Mega Class Cards per custom. Augment Restriction: Can add damage, but not effects. Use Restriction: Only 1 copy of a Mega Class card can be used per turn. After use, Mega Class cards are expended. Base Damage: Unless otherwise stated, Mega Class Cards deal 15% + (2 * V).
Click here to view the Mega Class Card Library.
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Mega Class Cards
Destroyer Uppercut [Dark] [Break] || [Melee] Attack Effects: [2 Mega Breakers chosen upon use] [Powerful] [If Hits: Locks: Passive Elemental Effects for remainder of battle]
Guardian [Support Card] Benefit: User selects an element they have upon use. Infallibly blocks all attacks sharing that element this turn.
Mal Wire [Elec] || [Melee] Attack Effects: [1 Giga Breaker Chosen Upon Use] [[Paralyze] Ignores its Natural Cooldown] [Pierces Immunities] [Requires Full Guard] [Requires +1 Cleanse] [True Damage] [Interrupts] [Interrupted Attacks are sent into a 1-Turn CD]
Out of Control [Support Card] Benefit: Adds 10% of the User's Current Noise to 1 Attack this turn. That attack gains [Required Avoidances +1] and [Doubletap]. If Noise is 150% or more, can expend the Noise Gauge to double this battle card's effects.
Jammer [Support Card] Benefit: [✰ Unaugmentable] Spawns a Jammer with health equal to Mega Class Card damage with 1 Innate Attack Action and 2 innate attacks. After defending against all attacks, a Jammer restores Health equal to the amount of damage it inflicted to each opponent the previous turn. Innate Attack (1): Jamming Gatling - [Seeking] || [Ranged] || Attack Effects: [Multi-Hit: 5 Hits] [Precision] [Aimed Separately] [Powerful] Innate Attack (2): Jamming Punch - [Break] ||[Melee] || Attack Effects: [Bypass] [Lock On] [True Damage]
Double Eater [Support Card] Benefit: User dodges all dodgeable attacks directed at them or applies a Full Dodge with [Infallible] to 1 attack.
Aura [Support Card] Benefit: User raises an Aura with power equal to twice the user's Standard Class Battle Card Damage.
Great Axe [Blade] [Break] || [Melee] Attack Effects: [✰ Unaugmentable] [Bypass] [Hits All] [Alternative Damage: +100% of user's Mega Class damage per action sacrificed on use]
Sword Fighter [Blade] || [Melee] Attack Effects: [1-Turn Required Standard Held Charge] [Lock On] [Avoid Separately] [Gains +1 Hit Avoided Separately at full damage per attack its target avoided while it was charging] [Can have more hits than the user has actions]
Impact Hook [Break] [Light] || [Melee] Attack Effects: [1-Turn Required Standard Held Charge] [2 Mega Breakers chosen upon use] [Lock On] [Hits All] [Triggered Auto: Per Enemy Target]
Sonic Sword [Sword] || [Melee] Attack Effects: [✰ Unaumentable] [Multi-Hit: 3 Hits, Full Damage per Hit] [Avoid Separately] [Guard Separately] [If Hits: Refresh its Use and Permanently Gains +1 Hit] [Can have more hits than the user has actions]
Earth Thunder [Elec] || [Ranged] Damage: [Mega Class Damage / 2] Attack Effects: [✰ Unaugmentable] [✰ True Damage] [✰ Auto Hit] [Multi-Hit: Per turn the target has been on their active panels]
Break Saber [Break] [Sword] || [Melee] Attack Effects: [Bypass] [✰ True Damage] [✰ Bane] [Lock On] [Multi-Target: 4] [Can elect to not aim at all 3 targets to instead increase the number of required avoidances/guards by +1 per removed target]
Mega Boost [Support Card] Benefit: Resist up to 3 charge interruptions that would affect the user, this turn.
Card Revive [Support Card] Benefit: Takes on the damage and effects of any Standard Class Battle Card used thus far, including all attack augments. If Used on Holy Panels: Removes Holy Panels and revive any entity at 10% total Health. The user cannot benefit from Holy panels for three turns.
Anti-Sword [Trigger Support Card] When activated, goes into Standby Mode for 1 Turn Trigger: A Melee Attack is used by any opponent. Effect: Interrupts the attack. The user Counters with [✰ True Damage] [✰ Auto-Hit] equal their Mega Class Damage.
Poison Apple [Trigger Support Card] When activated, goes into Standby Mode for 1 Turn Trigger: An enemy activates any healing effect. Effect: Interrupts the effect. The target instead takes damage equal to the amount of health they would have restored as [✰ True Damage] with [✰ Auto-Hit].
Double Cross [Trigger Support Card] When activated, goes into Standby Mode for 1 Turn Trigger: An enemy activates any Mega Class Card. Effect: Interrupts the card. During the user's next turn, they may use a copy of the interrupted card.
Panic Cloud [Trigger Support Card] When activated, goes into Standby Mode for 1 Turn Trigger: An enemy sets new panels or attempts to Activate their panels. Effect: Interrupts the effect. The target instead takes damage equal to the user's Mega Class Damage with [✰ Auto-Hit] and [✰ True Damage].
Bombalizer [Support Card] Benefit: Automatically removes all summoned entities. Inflicts [✰ True Damage] with [✰ Auto-Hit] to their owner equal to half the user's mega class damage per entity that owner had removed.
Slow Gauge [Support Card] Benefit: Automatically active during any custom slotted in. The loading phase of one enemy's custom is extended by 2 turns and cannot be skipped. Status Cleansable.
Fast Gauge [Support Card] Benefit: Automatically active during any custom slotted in, without requiring actions to use. The loading phase of the user's custom is skipped, and they may slot-in new battle cards at any time during the custom to begin a new one.
Mega Crasher [Support Card] Benefit: Spawns an Obstacle with Health equal to user's Mega Class Damage. This obstacle is immune to multi-target attacks. While active, no Mega Class Cards can be activated by any participants.
Magnet Sword Combo [Elec] [Sword] || [Melee] Damage: Mega Class Damage / 2 Hits Attack Effects: [Multi-Hit: 2 Hits] [Lock On] [Cannot be Parried] [Avoid Separately] [[Paralyze] Ignores its Natural Cooldown] [If Hits: Refreshes Use and Permanently gains +1 Hit]
Rocket Launch [Seeking] [Break] || [Ranged] Attack Effects: [Required Avoidances +1] [Powerful] [Cannot be Intercepted] [If Avoided: Refreshes Use and Permanently gains +1 Required Avoidance]
Nebula Breaker [Break] || [Range] Damage: 2.5x Mega Class Damage. Attack Effects: [Alternate Use: 5-Turn [Per turn of charge applied: +50% damage, [Required Guards +1] [Required Avoidances +1]] Can be used once per turn while charging at its current charge without expending its charge. Is only expended if used at full charge.
Diamond Dust [Support Card] Benefit: 4-Turn Optional Charge, 1-Turn Required Charge. [Auto-Hit] [Hits All] [Freeze] [Required Guards +1] [Required Cleanses +1] Required Guards and Cleanses increase by +1 per charge applied. Can expend panels active for 3 or more turns to use at full charge without charging.
Diamond Breaker Hammer [Aqua] [Break] || [Melee] Attack Effects: [Unaugmentable] [1-Turn Required Charge] [Lock On] [Removes: 2 Chosen on Use] [Executes: 30% or Less of Maximum Health] [Can be re-used this turn once per enemy; does not have to target the same enemy] [If Interrupted, Expends the Chip]
Noism Fist [Crimson] || [Melee] Attack Effects: [Lock On] [True Damage] [2 Mega Breakers chosen upon use] [If Hits: refreshes its use and permanently gives the user +1 Action.]
Wave Slasher [Aqua] || [Range] Attack Effects: [Destroys] [Hits All] [Freeze] [Frozen targets are Weak to this attack] [If Hits: refreshes its use and can be used without charge next turn.]
Stage Mega Cards
Panel Format [Support Card] Benefit: Resets the panels of all combatants to Null panels, ignoring panel locks. This automatically grounds characters using Hole panels.
Grass Stage [Support Card] Benefit: Sets the Panels of all Combatants to Grass Panels.
Ice Stage [Support Card] Benefit: Sets the Panels of all Combatants to Ice Panels.
Fire Stage [Support Card] Benefit: Sets the Panels of all Combatants to Fire Panels.
Lightning Stage [Support Card] Benefit: Sets the Panels of all Combatants to Lightning Panels.
Water Stage [Support Card] Benefit: Sets the Panels of all Combatants to Water Panels.
Sand Stage [Support Card] Benefit: Sets the Panels of all Combatants to Sand Panels.
Guard Null Stage [Support Card] Benefit: Sets the Panels of all Combatants to Guard Null Panels.
Gravity Stage [Support Card] Benefit: Sets the Panels of all Combatants to Gravity Panels.
Holy Stage [Support Card] Benefit: Sets the Panels of all Combatants to Holy Panels.
Poison Stage [Support Card] Benefit: Sets the Panels of all Combatants to Poison Panels.
- Illegal Class Cards - Powerful noise has irradiated the wave data of these battle cards, transforming them into more powerful versions. Class Restriction: Follows the rule of the base class of the card. Copy Restriction: Follows the rule of the base class of the card. Custom Restriction: Follows the rule of the base class of the card. Augment Restriction: Follows the rule of the class above the base class of the card. Imbue Restrictions: Imbue the Non-Illegal Version of the Card's effects, but keeps Illegal Class Damage. Use Restriction: Only 1 copy of an Illegal Class Card can be used per turn. All are Single-Use. Base Damage: Unless otherwise stated: Standard Illegal Class Cards deal 15% + (2% * V) Damage. Mega Illegal Class Cards deal 25% + (2% * V) Damage.
Click here to view the discovered Illegal Class Cards
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Illegal Class Cards
Big Grenade [Null] || [Ranged] || Standard-Class Illegal Attack Effects: [1-Turn Required Stanard Charge] [✰ Unaugmentable] [Multi-Hit: 3 Hits] [Full Damage per Hit] [Hits All] [Powerful] [Gains [Per Hit: [Requires Full Guard]] or [Per Hit: [Requires Full Avoidance]] on use]
Giant Axe [Blade] [Break] || [Melee] || Standard-Class Illegal Attack Effects: [Hits All] [Bypass] [Can be reused two additional times this turn]
Hurricane Dance [Support Card] || Standard-Class Illegal Benefit: This custom, user ignores negative Panel effects and can target opponents regardless of panel type. User benefits from up to two active panel types simultaneously regardless of element.
Platinum Meteor [Null] || [Ranged] || Standard-Class Illegal Attack Effects: [✰ Unaugmentable] [Hits All] [Requires Full Avoidance] [Triggered Auto: Per turn the current panels have been active]
Death Scythe X [Wind] [Sword] || [Ranged] || Standard-Class Illegal Attack Effects: [1-Turn Held Standard Charge] [Hits All] [Avoid Separately] [Gains +1 Hit at Full Damage per Action Sacrificed].
Black Hole X [Support Card] || Standard-Class Illegal Benefit: Requires an Action to activate. Inflicts [5 + (1 * V)]% of the target's total maximum health [✰ Unaugmentable] [✰ True Damage] [✰ Auto-Hit] [Hits All]. Can be charged to gain [Executes: 10% or Less Max Health].
Moai Fall X [Summons] [Break] || [Ranged] || Standard Class Illegal Attack Effects: [Pierce] [Interrupts] [Alternate Use: [Removes one of the user's active obstacles on use] and [Alternative Damage: Current Health of Removed Obstacle]] [Multi-Hit: 9] [Aimed Seprately] [Full Damage per Hit]
Attack Plus X [Support Card] || Standard Class Illegal Benefit: One attack gains Damage equal to user's Mega Class Damage for one use. Can be charged any number of turns. Affects +1 attack per turn charged.
- Giga Class Cards - The upper echelon of cards are the Giga Class Cards. Class Restriction: You may have 1 Giga Class Card in your folder. Copy Restriction: You may never have duplicates of Giga Class Cards in your folder. Custom Restriction: You may Slot-In 1 Giga Class Card per custom. Use Restrictions: After use, Giga Class Cards are expended. Augment Restriction: Unagumentable. 1-Turn Required Held Standard Charge
Click here to view the Giga Class Card Library.
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Giga Class Cards
Poison Format [Support Card] Benefit: [1 Full Turn Charge] Sets all Panels to Poison Panels, ignoring Panel Lock. Combatants using Hole Panels have Poison Panles active alongside their Hole Panels. Sets Poison Panels as the default panel type; whenever panels revert, they revert back to Poison Panels. Non-Poison Panels Revert after 2 turns instead of 5.
Dark Sword [Toxin] [Dark] [Blade] || [Melee] Damage: [20 + (2 * Version)]% Attack Effects: [Does not require Charge, Useable Once/Turn] [Hits All] [Homing] [Blow] [Hits All] [If Hits: Permanent Poison] [Can be re-used any number of times per battle, ignoring use restrictions]
Noise Cluster [Support Card] Benefit: User immediately acquires 150% Noise upon use of this card. For the remainder of battle, while at high noise percentages, the user is treated as though they were Resonating with that noise. The next Noise Form they activate resists the first attack that would cause it to end prematurely.
Milli-Kick [Null] || [Melee] Damage: 10% Attack Effects: [Multi-Hit: (1 * V) Hits] [Avoided Separately] [Lock On] [Pierce] [Can be reused any number of times in the same turn] [Can have more hits than the user has actions]
Giga Mine Trigger Support Card When slotted in, after its activation cost is paid, this Card goes into Standby Mode each turn it is Charged. Trigger: An enemy uses a Giga Card, a Giga Attack, or a Gamma Attack. Effect: Interrupts the attempt. Counters for [5% + (5 * V)]% [True Damage] [Bane] [Auto-Hit] [Hits All]
Destroyer Missiles [Null] [Munitions]|| [Ranged] Damage: [10 + (1 * V)]% Attack Effects: [Multi-Hit: 5 Hits] [Avoid Separately] [Costs all Actions] [Multitap: Per Action Consumed] [Each use gains +1 total hit] [Can have more hits than the user has actions]
Black Mirror Support Card Benefit: Creates a Black Mirror with HP equal to twice the user's Mega Class Damage. Black Mirror is immune to Non-Charged Attacks and to Removes effects. While active, each enemy loses 10% of their maximum health each turn as [✰ True Damage] [✰ Auto-Hit] and cannot restore HP. When destroyed, the user can sacrifice their actions to repeat the turn of attacks that destroyed the mirror.
Darkness Hole Support Card Benefit: Costs 1 Action to Activate. Inflicts [20 + (1 * V)]% of the target's total maximum health. [Hits All] [✰ True Damage] [✰ Auto-Hit] [Executes: Targets with 30% or Less of their Maximum Health after Damage]
Dark Aura Support Card Benefit: Creates a Dark Aura, an Infallible Aura with 20% of the user's total maximum health as Power. The Dark Aura Power Guards all attacks made against it.
Attack +50 Support Card Benefit: All attacks used this turn gain base damage equal to 50% of the user's total base damage and gain [Powerful].
Buster MAX Support Card Benefits: User's basic attacks can be reused any number of times per turn, is fully charged at the end of each turn, and Basic attacks can be used 5 additional times as part of a combo.
Breaker Time Bomb Support Card Benefits: Spawns a Breaker Time Bomb. Instead of Health, opponents must sacrifice a collective 3 full turns of attacks or 3 unique remove effects to remove the time bomb. Three turns after being set, the Breaker Time Bomb automatically uses its innate attack and removes itself. Innate Attack: [Fire] [Break] || [Ranged] || Damage: (50 + 5 * V)% || Attack Effects: [Auto-Hit] [Hits All] [True Damage] [Removes: All]
Torrential Wave Support Card Benefits: Removes all Obstacles, Summons, and HP-Defenses. Expends and reverts all panels, ignoring panel locks and change requirements. 1 regular Attack or Standard Class Battle Card gains [Multitap] per obstacle, summon, and HP-defense removed this way, and gains status effects appropriate for the expended panels.
Gravity Storm [Gravity] || [Range] Damage: 10% Target's Total Maximum Health as Damage Attack Effects: [Hits All] [[Auto-Hit] High Gravity]] [Requires Full Guard] [Multiple Inflictions increase required Cleanses by +1] [Used Automatically once per user's Rate, up to [1 * V] times]
Permafreeze [Support Card] Benefit: [1-Full Turn Charge] [Hits All] [[Freeze] Permanently] [Bypasses All Immunities] [Rebounds: Permanently] [If the user is Interrupted, this attack stops Rebounding]
- Galaxy Advances - Ever since the crisis involving Meteor G, the Wave World has been rapidly evolving with more and more data being accessible through the massive stores of it in outer space. By using new technology, the Satella Police has made this new feature available to all Hunter V-Gs, not just ones with specialized programming as it was in the past.
By slotting in three specific cards in the same custom and expending a full-turn charging the three cards, they can be fused into a more powerful card within the data collected from the Satellite Server stored in Satella Police Databases. This process is called Galaxy Advance, and while many cards exist that can perform them, only a few are known to the general public. This system allows even the most novice of Virus Busters access to incredibly powerful offensive options.
Class Restriction: Do not count towards your Card Class Restriction. Copy Restriction: Can only use 1 Galaxy Advance of the same name per battle. Augment Restriction: Follows the rule of the class above the base class of the card. Use Restriction: Cards can only be used to perform a Galaxy Advance once per custom. Base Damage: Unless otherwise stated: Standard Galaxy Advances deal 15% + (2% * V) Damage. Mega Galaxy Advances deal 25% + (2% * V) Damage.
[textshadow]Giant Axe[/textshadow] [Sword] [Break] || [Melee] || Standard-Class GA Attack Effects: [Hits All] [Bypass] [Can be reused any number of times per turn]
[textshadow]Hurricane Dance[/textshadow] Suport Card || Standard-Class GA Benefit: This custom, user ignores negative Panel effects and can target opponents regardless of panel type. User benefits from up to two active panel types and can activate panels once per turn without expending them, regardless of their user.
{White Meteors | White Meteors | White Meteors = Platinum Meteors}
[textshadow]Platinum Meteor[/textshadow] [Null] || [Ranged] || Standard-Class GA Attack Effects: [✰ Unaugmentable] [Hits All] [Gains [Bane] and [True Damage] on Null Panels] [Requires Full Avoidance] [Triggered Auto: Per turn the current panels have been active]
{Drill Arm | Plasma Gun | Plasma Gun = Thunder Fall GA}
[textshadow]Thunder Fall GA[/textshadow] [Elec] || [Ranged] || Mega-Class GA Attack Effects: [Unaugmentable] [Consumes any number of charges and actions on use] [Multi-Hit: +1 Per Charge/Action Consumed] [Avoid Separately] [Aimed Separately] [Cannot be Intercepted] [Can have more hits than user has actions] [If consumes 5 or more charges, Choose 2: (1) [True Damage], (2) multiply final hits and damage by 2, (3) [Doubletap]]
[textshadow]Blade Works GA[/textshadow] [Blade] [Dark] || [Melee] || Mega-Class GA Attack Effects: [Unaugmentable] [Multi-Hit: +1 per Attack used before it this turn] [Alternative Damage: +5% of user's mega class damage added to each hit per attack used before it this turn] [Avoid Separately] [Can have more hits than user has actions] [Bane]
{Time Bomb | Time Bomb | Time Bomb = Breaker Time Bomb GA}
[textshadow]Breaker Time Bomb GA[/textshadow] Support Card || Giga-Class GA Benefits: Spawns a Breaker Time Bomb GA. Instead of Health, opponents must sacrifice a collective 4 full turns of attacks or 4 unique remove effects to remove the time bomb. Three turns after being set, the Breaker Time Bomb GA automatically uses its innate attack and removes itself. Innate Attack: [Fire] [Break] || [Ranged] || Damage: (50 + 5 * V)% || Attack Effects: [Auto-Hit] [Hits All] [True Damage] [Removes: All] [Locks Removed Summons/Defenses for 1 Turn]
{Black Hole + Black Hole + Black Hole = Darkness Hole GA}
[textshadow]Darkness Hole GA[/textshadow] Support Card || Giga-Class GA Benefit: Costs 1 Action to Activate. Inflicts [20 + (1 * V)]% of the target's total maximum health. [Hits All] [Executes: Targets with 30% or Less of their Maximum Health after Damage] [✰ True Damage] [Bane] [✰ Auto-Hit] [On the turn used, negates all sources of true damage from the enemy]
[textshadow]Mu Rejection Barrier GA[/textshadow] Support Card || Giga-Class GA Benefit: Creates a Mu Rejection Barrier GA, an Infallible Barrier that fully absorbs 1 Attack, 1 Melee Attack, and 1 Ability Augmented Attack each turn, regardless of damage or effects. Fully Absorbs 1 additional attack per action sacrificed. If absorbs 5 or more attacks in the same turn, the Barrier is Removed. Immune to Removes effects, but is automatically removed if the user is hit by any [Bane] and [True Damage] attacks.
{Guardian | Mu Tech | Death Scythe = Burai Break GA}
[textshadow]Burai Break GA[/textshadow] [Blade] [Dark] || [Melee] || Giga-Class GA Damage: [25 * V]% Attack Effects: [While slotted in, all mega-class and greater battle cards in user's custom can be used as if they were Burai Break] [Hits All] [Removes: All] [Multi-Hit: 6 Hits] [True Damage] [Avoid Separately] [Guard Separately] [Executes: If Hits] [Elemental Abilities, Augments, and Empowers can be used on this Battle Card. Instead of regular effects, +3 total hits per effect used] [Bypasses all Survival Effects] [Can have more hits than the user has actions]
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