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- Note: 1 second = 30i
- HP Bug:
- Delay between HP drain:
- Lv1: 18i
- Lv2: 16i
- Lv3: 14i
- Lv4: 12i
- Lv5: 11i
- Lv6: 10i
- Lv7: 9i
- Lv8: 8i (max)
- Stops at 1 HP even if you don't have Undershirt.
- Getting HP Bugged when you already have HP Bug adds the new HP Bug level to your current HP Bug level.
- If you are hit by multiple attacks on the same frame, only the HP bug from the last attack collision will be used (which can be 0 = no HP bug).
- Poison panels: 6i
- Does not stop at 1 HP even if you have Undershirt.
- Poison Pharaoh: 3i
- Does not stop at 1 HP even if you have Undershirt.
- HP Bug, poison panels and Poison Pharaoh operate independently (i.e. they stack).
- Attacks that inflict HP Bug:
- Cobra Fangs: Lv1 (25%)
- Demon's Eye: Lv2 (50%)
- PoisNukle: Lv4
- BlazngEdge: Lv2 (Powered Up)
- GhstPulse3: Lv2
- TailBurnr1: Lv1 (Powered Up)
- TailBurnr23: Lv2 (Powered Up)
- PurpleInk: Lv3 (Powered Up)
- BrsrkSwrd12: Lv1 per hit (Powered Up)
- BrsrkSwrd3: Lv2 per hit (Powered Up)
- DrknesSwrd: Lv1
- DrknsSrdV2: Lv2
- DrknsSrdV3: Lv3
- AlexandrV3: Lv2 per hit (Powered Up)
- Attacks that inflict Freeze:
- Aqua attack on ice panel: 60i
- Magic Breath: 30i (25%)
- Ice Slash: 30i
- IceMeteor123: 60i (Powered Up)
- FreezNukle: 60i
- SpiritFury: 60i (Aqua)
- PegasusMagicV1/EX/SP: 60i
- PegasusMagicGX: 60i
- EzraV1/V2/V3: 60i
- Mag'sFreez: 60i
- Note: if an attack that normally inflicts Freeze hits an enemy on an ice panel, original freeze length is used.
- If the attack was Aqua elemental, the ice panel is still absorbed.
- If the attack is NOT Aqua elemental (e.g. Magic Breath), the ice panel is NOT absorbed.
- E.g.: Ice Slash on an ice panel freezes for 30i and absorbs the ice panel.
- E.g.: Magic Breath on an ice panel freezes for 30i and does NOT absorb the ice panel.
- Note: Freeze overrides the innate status effect of the card.
- E.g. ChainBubl on ice panel inflicts Freeze, not Bubble, and absorbs the ice panel.
- Note: Ezra powered up spawns ice panels after last hit (so will not be absorbed by its own attack).
- IceBurst execution order:
- - Absorb an ice panel
- - Hit enemy with Aqua elemental attack
- - If enemy is standing on ice panel, absorb it and inflict Freeze
- - Repeat until no more ice panels
- Therefore, if enemy is standing on an ice panel, IceBurst will deal 1 less hit than expected unless they are standing on the first ice panel which is absorbed.
- If there is more than 1 ice panel, the Freeze from the first hit will be removed by subsequent hits.
- Attacks that inflict Blind:
- Blinding Eye: 90i (50%)
- FlickrKck: 90i
- BraveSwrd123: 90i (Powered Up)
- AlexandrV2: 60i (Powered Up)
- AlexandrV3: 60i (Powered Up)
- Attacks that inflict Paralyze:
- Counter Hit: 60i
- Paralyzer: 45i (50%)
- FM Bracelet: 60i (50%)
- ParalyzePlus: 45i
- PlasmaGun123: 45i
- StunNukle: 75i
- StrikeEdge: 45i
- GrndWave1: 60i (Powered Up)
- GrndWave23: 75i (Powered Up)
- GhstPulse2: 45i
- CloudShot123: 60i
- ThndrBall1: 45i
- ThndrBall2: 60i
- ThndrBall3: 75i
- VolticEye1: 45i (Powered Up)
- VolticEye2: 60i (Powered Up)
- VolticEye3: 75i (Powered Up)
- Whistle: 75i (Powered Up)
- SpiritFury: 75i (Elec)
- HarpNoteV1/EX/SP: 45i (Shock Note & Machine Gun Strings)
- GeminiSparkV1/EX/SP: 45i (Elec Sword)
- GeminiThunder: 75i
- Alexander: 45i (Powered Up)
- AlexandrV2: 60i (Powered Up)
- AlexandrV3: 75i (Powered Up)
- Attacks that inflict Bubble:
- Bubble Fist (Steel Fist): 60i (50%)
- Magic Breath: 30i (25%)
- TidalEdge: 60i (Powered Up)
- WideWave123: 60i (Powered Up)
- ChainBubl123: 60i
- BlueInk: 60i (Powered Up)
- CancerBubbleV1/EX/SP: 60i
- Attacks that inflict Confuse:
- Sweet Mirage: 90i (100%)
- ArboEdge: 90i (Powered Up)
- PowerBomb1: 30i (Powered Up)
- PowerBomb2: 60i (Powered Up)
- PowerBomb3: 90i (Powered Up)
- GhstPulse1: 90i
- GreenInk: 90i (Powered Up)
- TripSong: 2i (continuously)
- MoaiFall123: 90i (Powered Up)
- SpiritFury: 90i (Wood)
- Alexander: 60i (Powered Up)
- Attacks that inflict Gravity:
- QuakeSong: 2i (continuously)
- GraviStage: 60i
- GreatAx/MagnaAx/KaiserAx movement: 15i
- Best Combo:
- While recording a Best Combo, each time if the enemy has a status effect when your card hits, the status effect is recorded into the combo. When the Legend Card is used, the status effect is inflicted just before the card is used as part of the combo. If a status effect inflicted in this way is retained throughout the combo, it will last for 30i after the combo ends.
- Note that cards in the combo can override the enemy's status effect. For example, suppose that you use a FreezNukle, then use another FreezNukle while the enemy is frozen. This causes the "Frozen" status effect to be recorded into the second FreezNukle part of the combo, since the enemy was frozen when the second FreezNukle connected. When the Legend Card is used, the first FreezNukle hits and inflicts Freeze for 60i. Next, the recorded "Frozen" effect from the second FreezNukle is applied, which inflicts Freeze for 30i. Finally, the second FreezNukle connects and inflicts Freeze for 60i again. As a result, after the combo ends, the enemy will remain frozen for 60i.
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