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Kongai Wiki

For new players, there are certain little quirks with the game that are can come as a surprise to a new player. They're all listed here under which character/item it occurs under.

General[]

  • ALL character moves count as attacks. This means, for example, that Popo can dodge Tafari's Leafy Trap, or that Andromeda can interrupt Juju's Healing Touch with her Lightning Arrow. Intercepts are NOT attacks, and thus are not affected by Origami Crane for example (though some bonuses do apply to intercepts as well). This would mean that a move which causes no damage, such as Zina's Mistress's Command or Cain Solomon's Tantrum, triggered the conditions on Tafari's Leafy Trap because they are Physical in nature; but it has been reported that they won't trigger Trap anymore in the current version.
  • Innate, Item, and buff-related procs are only rolled if the attack does damage (except Ring of Curses). Attack procs are rolled regardless of the attack being absorbed or not. For example, Phoebe cannot disable Onimaru's item by using Deafening Crack, because the damage will always be absorbed - but the decreases hit rate caused by Deafening Crack itself will still happen.
  • If there are 5 consecutive turns without damage or someone successfully switching out, an event occurs to prevent a Stalemate. See Stalemate for more details.
  • Healing from items (Herbal Remedy, Healing Salve, Blood Vial) and healing from being on the bench (1 HP/turn) happen at the end of the turn; this means that, when you switch out a card with Herbal Remedy, it will be in bench at the end of the turn, so that it will not heal from Herbal (+3 HP/turn) that turn, but it will heal from the bench (1 HP/turn). If you switch in a card with Herbal, it is the other way around.
  • Healing effects that happen each turn take place before bleed, burn, and poison debuffs that happen each turn; the exception is the first turn at which a damage debuff is inflicted: it then happens immediately after the move that inflicts the debuff.
  • The colour of a move's animation on the battlefield depends on the attack's type: physical is white, light is blue, and dark is purple. If Vanessa Voss, for example, changes her attack type to dark, a purple animation will take place instead of the blue of her light move.
  • When a card dies, the new card switches in at the beginning of the new turn, not at the end of the old turn; this matters, because whether you win is calculated at the end of the turn in which one party's last card dies. Suppose you have LeChuck's Curse on you, and you have two cards left at 5 HP each, the opponent only one card at 5 HP; then, if the two active cards kill each other in the same turn, you win, even though the card you would have to switch in next turn would die immediately from LeChuck.

Characters[]

Rumiko and Yoshiro[]

  • Their innate and Flash Powder are additive: Rumiko will have a 50% + 40% = 90% chance to dodge interceptions when she is wearing Flash Powder, while Yoshiro will have a 10% + 40% = 50% chance if he's using Flash Powder.

Andromeda[]

  • Due to a lack of close-range attacks, Andromeda is functionally immune to Command attacks. She is not immune to Domination.

Anex and Cain Solomon[]

  • Their innate affects their intercept damage.
  • Their innate doesn't take fractions into account. For example, Cain's Rush of Bats would deal 13x5 damage. not 13.5x5 damage (see Damage).
  • Cain's Tantrum also increases his intercept damage.
  • Their innate doesn't stack.

Phoebe[]

  • Phoebe's attacks have a 25% chance to disable your item for the rest of the match.
  • If the damage is absorbed, there is zero chance to disable a item.
  • Item Lash takes effect before their item has a chance to proc. For example, if you hit someone using Sacred Candle with Deafening Crack and Phoebe's innate procs, Sacred Candle will be disabled before it has a chance to counter the Deafening Crack.
  • Ring of Curses still work before Phoebe disables it.
  • Item Lashing a Jade Figurine lowers an opponent's maximum HP AND their current HP by 15.
  • If you Item Lash a Scroll of Inner Focus when the player wouldn't have enough energy to use the move without Scroll, the moves executes normally and they go up to 20 energy next turn as they would normally.

Juju[]

  • Only one debuff can be removed per turn.
  • The effect from Death Mask does not count as a removable debuff.
  • His innate ability will choose a debuff at random from all of those affecting him, and then remove the debuff of that type with the least time remaining (type in this case means the exact effect - Cornelius's Blood Burn and Marquis's Blood Burn count as different types). For example, let's say Juju has two Ring of Curses debuffs active, one with 9 turns left and one with 3 turns. He also has a Voidstream debuff with 4 turns left. If his innate triggers, the first one of these three debuffs will be chosen at random. Then, if either one of the two Ring of Curses debuffs was chosen, the one with 3 turns left will be removed. If the Voidstream debuff is chosen, it is simply removed since it's the only one active debuff of that type.
  • Juju's innate can remove a debuff even if that debuff would naturally end that turn, but damage from debuffs is applied before they are removed. (The game log may show his innate working before the damage takes place, though.) For example, if Juju is hit by Spirit Assistance and his innate doesn't remove it during the turn it was used, the next turn he has another chance to remove it - but it will still deal damage whether or not it is removed the 2nd turn. NOTE: this has probably changed in the latest version: it has been reported that he can now remove it during the second turn and suffer no damage. Should be checked.

Tafari[]

  • Hide is a stackable buff: if Tafari casts Hide twice in a row, he will have a 60% chance to dodge during the second turn; with Elusive Feather, that will even be 85%. This has been verified with 90% certainty so far; some more testing might be in order.
  • Hide may be removed by an attack that can knock off a buff: when against Onimaru at close, Onimaru may carry out Sword Flurry; if Tafari chose Hide, and if he fails to dodge Sword Flurry, he won't be able to Ambush next turn.
  • When Leafy Trap activates, the game may treat it as though someone else cast it, thus possibly giving someone on the bench with Gem of Souls an innate or triggering Zina's innate.
  • Leafy Trap does not trigger on physical self-buffs including Hide, Tantrum, Load Cannon, and Mistress's Command, trap will trigger on physical debuffs.
  • Leafy Trap is dodgeable, meaning that characters holding Elusive Feather, Popo, Yoshiro, Ranec Vest, and Tafari while he has Hide on himself, have a chance to dodge from getting the Leafy Trap debuff on themselves; but if the Trap is successfully laid out, they cannot dodge the actual damage when the Trap goes off. This last part has been verified with 89% certainty; some more testing might be in order.

Ubuntu[]

  • Rain Dance affects your team's intercept damage in addition to attacks.
  • Additional damage buffs gained from Rain Dance and Staff Strike are applied before crits. So for example, Popo's Slingshot will crit for 63 damage after a Rain Dance, or 72 damage with a buff from Staff Strike.

Zina[]

  • When Eye of the Tiger targets an enemy that's currently switching out, the attack will be evaded and no damage will be dealt; however if it targets a character switching in, damage will be dealt normally. (In other words, it doesn't hit fleeing.)
  • The Mistress's Command buff procs as a single effect. In other words either the bleed and stun will proc together or neither will proc. But if they proc on a target and the target has Sacred Candle, the bleed and stun are checked separately: the target can be immune to one but not immune to the other.
  • The chance for Mistress's Command to proc on a card is 40%.
  • The chances for Mistress's Command or an item such as Deadly Poison to proc when using Tiger Frenzy are checked vs each card hit: that is, it is possible that all three target cards get stunned, or two, or one, or zero. First, the first card has, for example, a 40% chance to be stunned from MC; then, the second has a 40% chance, regardless of what happened to the first, etcetera.
  • Mistress's Command's attack type is strangely unaffected by innate. While that isn't much of a weakness, there's really no known benefits either.
  • If Zina's innate is stolen by a Vampire or Darla with Gem of Souls, the innate will only affect Dark-based attacks

Cornelius Constantine[]

Marquis Le Morte[]

  • When he switches and gets hit by a "hits fleeing" move, he always regains HP before the damage is counted. Similarly, Damage from Caltrops and Yellow Rock of Cowards is also applied after the HP gain.
  • When he uses Vampiric Touch or Life Drain against the enemy, the healing is counted after the damage. Even if Marquis hits 0 health, he will live unless he does not drain enough life to move above zero health.
  • Vampiric Touch and Life Drain give you back health based on the health removed from the opponent. For example, if the enemy has only 10 health and the draining move hits for more than 10 damage, the Marquis only receives 5 health (Vampiric Touch) or 10 health (Life Drain), based on drain ratio.
  • If the Marquis is knocked out of battle (say, with Power Swing) his innate will still trigger and give him 20 life.
  • Blood Burn affects the target's intercept damage as well.

Vanessa Voss[]

  • Her innate affects her intercept damage as well as her attacks.
  • See Marquis le Morte for his Life Drain and Vamp Touch moves. This applies to Feast of Blood as well.

Auger Blackboot[]

  • His innate can also trigger while he is on bench when hit by a physical deck attack.
  • Due to a lack of damaging close-range attacks, Auger Blackboot is functionally immune to Command attacks. He is not immune to Domination.

Darla Cross[]

  • When she steals a Captain's Grog Mug by Parrot Pilfer and her health is below 30%, Mug will not work before she takes more damage (or her health decreases); if she is at 10 life when she steals it, it will not trigger upon her stealing it.
  • When she uses Parrot Pilfer, there are three possible lines in the log:
    • Success
    • Enemy has no item
    • Steal Darla herself (by command/reflect/dominate): "What a waste of time!"
  • When she attempts to attack with Parrot Pilfer for a killing blow against an enemy Witch equipped with Coffin Nails, the Nails will be consumed and Darla doesn't successfully steal the item.
  • If Darla steals the same item she currently has or item with the same effects, they will not stack.

Ranec Vest[]

  • Ghostly Touch cannot soft interrupt an opponent's attack by making it more expensive the very same turn: its debuff only kicks in at the end of the turn in which it is cast.

Bestor[]

  • Engulfing Flames' self burn is a buff, this means it can removed by buff-remove attacks.
  • Engulfing Flames has the exact same effect when it is reflected by Chi Reflect or Captain's Mirror as when it is not reflected; this is logical when you think about it. But when he is commanded by Word of Command to cast it upon himself, he gets two healing burns.

Oxbox and Agathe De Grey[]

  • Their innate works as a debuff, so Sacred Candle can prevent this damage.

Rathbone[]

  • When he uses Soul Siphon and the enemy switches, he still attack an ally and heal.
  • Domination causes two debuffs, Interrupt and Dominated.

Wei-Shan[]

  • Crippling Palm decreases damage after all other buffs and debuffs and multipliers (see Damage).
  • Healing Wind can't cure any of the trap debuffs: Leafy Trap, Whirlwind, Nether Vortex.
    • It also can't cure moves that are unremovable: Bleeding Ritual, Curse of Juju, Touch of Doom
  • Zina's Eye of the Tiger is not considered a single-hit move, Cripping Palm will NOT decrease the damage of it.

IBO-K9[]

  • IBO-K9 will still kill himself if Self-Destruct gets switched out on or if Commanded or Dominated.

Items[]

Blood Vial[]

  • Blood Vial will announce how much it healed in the log regardless of whether the character equipped with it has been revealed. It does this even if the character was at full health and it had no effect.

Necronomic Tomes[]

  • If you attack Cornelius Constantine with an attack that is reflected by his Hypnotic Stare, and your Tomes proc, you lose the 8 HP yourself, but you also immediately regain the 8 HP: CC does not get healed. This is a not a bug, Necronomic tomes drains the character that takes the attack damage and gives the health to the Tome-wearer, it works as a self buff.
  • Currently, it will always drain 8 health even the attack deals 8 less damage; some people consider it as a bug, but it is not. According to the card description ("Your dark magic and physical attacks have a 30% chance to deal 8 extra damage and heal your character for 8 health.") The health isn't drained.
  • Currently, the tomes can not save you from a killing hit at the same speed as your own attack, even if it procs, say If Ambrosia uses Spiked Boots at the same time as a killing blow from Cain's Tackle, even if the tomes activate and you gain 8 heath you would still die.

Death Mask[]

  • Death Mask will make sure you stay alive until the beginning the next turn. Even if a status effect brings you down to 0 HP, your HP will just be raised back to 1 when the next turn starts. You can still be killed before "the end of the next turn" by an attack.
  • When Death Mask is activated, the wearer is immune to damage for this turn, even to a trap that is triggered by going close.

Ring of Curses[]

  • This item works as a self-buff: when the bearer takes a hit, the opposing card will be Cursed.
    • Since it is a self-buff, it cannot be reflected: if a card bearing the Ring attacks but is reflected and hits itself, the reflecting card (such as Cornelius Constantine with Hypnotic Stare) will be Cursed. If the attack misses, nothing will happen.
      • This means that the reflecting move (such as Hypnotic Stare) itself will never trigger Ring of Curses, but the reflected attack can trigger it.
  • Ring of Curses will still take effect even if an attack is Absorbed (and thus deals no damage).
  • It will not take effect if an attack misses or is dodged.
  • It will not take effect against an attack that can never do any direct damage, like Amaya's Shadow Curse, and Juju's Touch of Doom, which can do only bleed/burn damage (no direct damage).
  • This item will work BEFORE Phoebe disables it.

Yellow Rock of Cowards[]

  • Takes effect before the attack phase. This means it will deal 8 damage before the opponent's attack will take place, which could kill him before he can use Juju's Healing Touch for example. This also means that it will go into effect before any Undodgeable attacks.
  • The Force Switch debuff will not trigger this item. This means that Rock will only work when someone actually clicks the switch button and successfully switches out; it will not work when a card is knocked out of battle.
  • This item will not work on an Intercepted switch.

General's Insignia[]

  • Damage bonuses from this item are added after critical hit bonuses.
  • Damage bonuses from this item are added after Cain and Anex innate ability.
  • Insignia do not affect Zina's Eye of the Tiger; this is because technically EoT isn't a single-hit attack, since it can hit any enemy. Many do not like this logic, but that's just the way it is.

Gem of Souls[]

  • This item will give the wearer only the original innate of the card that is killed, i.e. not any additional innates that the killed card has acquired earlier through Gem of Souls.
  • When a Vampire gets Zina or Sadie's innates by killing them, he/she will not get the buff yet, but only after another killing.
  • The Beast Feast buff will then affect only the first three of the Vampire's four possible moves.
  • If the holder of the Gem acquires the innate of the same card twice, these innates will not stack.
  • Cain and Anex innate doesn't stack.

Tiger's Claw[]

Sacred Candle[]

  • This item can prevent every imaginable game effect that could remotely be considered a debuff, such as the item Tiger's Claw.
  • It is also capable of breaking Navigator's Sextant as it is a debuff.
  • There are two exceptions: it cannot block range change from moves like Teleport; and it cannot block hits-fleeing attacks from damaging its wearer.
  • As of the most recent version, it also cannot prevent unremovable debuffs, such as Bleeding Ritual, Curse of Juju and Touch of Doom.

Elemental Prism[]

  • Prism has a chance to get triggered for every event that might trigger it: if Bestor/Prism casts Pyroclasm, each bench hit has a chance to proc Prism, so he has a chance of at least 1-(0.7)^3 = 66%, or even more if the fact that he casts a light attack counts on top of that.
  • Prism has two chances to get triggered each turn: when the wearer attacks with light magic, and when he is gets damaged by light magic; this means it has a chance to deal damage twice in a turn.
  • Prism does not work when its wearer is on bench (tested by Jappert).

Hero's Flagon[]

  • This item works when its wearer is switched out by a forced switch (knocked out of battle).

Knight's Emblem[]

  • This item will prevent all kind of damage, but its wearer can still get debuffs: you will see, e.g., a poison debuff counting down as usual, but the card just won't lose HP, until he is switched in again.
  • In a three-card match, if you have two Emblem-equipped Knights on the bench and Coffin Nails is triggered, your Witch will be unable to deflect the damage anywhere and will die immediately.

Ring of Bravery[]

  • This item works before the enemy's attack; this means that you can kill an enemy who has 3 HP by casting a self-buff or intercepting him.
  • When an enemy has 3 or less HP and switches, if the ring-wearer chooses to intercept, he will successfully do so.
  • Say the ring-wearer carries out an attack that has an effect on the bench, but will only work if it hits the active opponent, such as Sandstorm or Whirlwind; if his opponent has only 3 HP, he will die before he can attack, and yet the ring-wearer can still successfully carry out his attack and affect the enemy's bench. This can be explained if we assume that the Ring's kill first only paralyzes the opponent, then finally kills him only at the end of the turn.
    • An interesting exception to this occurs if the dying character has Death Mask. Upon Death Mask being activated, it creates an invulnerability effect that lasts until the beginning of the next round (to protect against poison/burn damage at the end of round). This invulnerability will block your attack and prevent it from having an effect or proccing, even, inexplicably, on a self-buff like Oxbox's Stoneskin Dance. This can be seen in one of Esiex3's livestream videos on 30 July 2010, where the log notes that "Oxbox's Stoneskin Dance had no effect because Ubuntu is immune to damage."

Status Effects[]

Stalemate (Sucka!)[]

  • Stalemate will happen after 5 turns of no damage taken and nobody switch out.
  • The damage is the life bar decrease or not. If take damage and heal the damage up at SAME time, it means no damage taken.
  • This means Healing Slave and Cursed Doubloon will not cause stalemate.
  • It also means mirror Marquis Le Morte and both use Life Drain will cause stalemate.

Stuns[]

  • If an attack that successfully stuns the other character was used first in the round, the stunned character does nothing that turn, similar to what happens following a successful interrupt except that no energy will be consumed. The stunned character will still be stunned for the next turn, limited to passing and resting.
  • A stunned character, while stunned, will only receive 20 energy from resting, rather than receiving 40 energy.
  • The player still has to click rest while having no other options.

Interrupts ('hard' or 'actual' interrupt)[]

  • An interrupted attack still uses up the full energy cost.

Soft Interrupts[]

  • Moves that knock an opponent out of battle or change the range before he can perform his attack may Soft Interrupt an attack. No energy is spent in the event of a soft interrupt. For example, if Rumiko Ninja-ports and Cornelius Pilebunkers, Cornelius will not spend his energy and the attack will not occur. A soft interrupt occurs only if the speed of the soft-interrupting move is greater than that of the opponent's move.
  • If you use an attack that would normally knock the opposing card out of battle, such as Anex's Power Toss and Ashi's Power Swing, but the opponent has no other cards left, his attack is soft-interrupted that turn if it is slower than your attack.

Bleed, Poison, Burn[]

  • On the turn one of these status effects is inflicted, the residual damage will be done to the afflicted character immediately when the debuff is applied. On all following turns, until the effect wears off the damage done by that individual affliction will happen after the character attacks, at the end of the turn.
  • Sophie's Glyph of Fire is the exception to this rule. Glyph of Fire is delayed, meaning it damages at the end of the first turn cast; not immediately.

Knock the Foe Out of Battle[]

Knock a Buff Off an Enemy[]

  • Onimaru, Zina, Agathe De Grey, and Ranec Vest have attacks that can knock a buff off their enemy.
  • Their attacks that have the proc to "knock a buff off the enemy" work like Juju and Wei-Shan's innate, explained under Juju. Essentially they will pick a buff at random and then remove the buff of that type with the least time remaining.
  • Onimaru and Zina have a 100% chance, whereas Agathe and Ranec has a 33% and 30% chance respectively to do it.
  • This debuff will not appear on the battlefield or the gamelog.
  • Only buffs with a specific duration can be removed: when Darla steals an item, its effect cannot be knocked off; the same applies to Balthazar's Load Cannon, which has no specific duration either.

Hit Rate, Debuffs and Dodges[]

  • All buffs and debuffs work towards miss chance, including the base hit chance of an attack, unless they are actually called dodge. Tafari's Hide is the only exception: it is also a dodge.
  • The formula is as follows: an attack's total hit chance = the attacker's chance to hit ( = his move's base hit chance x [100% minus hit penalty] x [100% minus hit penalty] x ...) minus the defender's chance to dodge ( = dodge chance + dodge chance + ...).
  • Say I perform a physical attack that normally hits 90% of the time; I have two hit penalties on me of -20% each; and the defender has two dodge effects on him of 25% each. The total chance that my attack will hit him is: ( 0.90 x [1 - 0.20] x [1 - 0.20] ) - ( 0.25 + 0.25) = 0.576 - 0.5 = 7.6%. Not much!
  • Absorb is something different: it happens when the attack hits but its damage is so low that it is less than the defender's resistance. This happens especially against attacks like 7x5 and such: if I have 7 resistance to this attack, it does me (7 - 7) x 5 = 0x5 = 0 damage => it is absorbed.
    Explained some more in words:
  • Percentage-based buffs and debuffs are combined multiplicatively, not additively. So 2 of Amaya's Shadow Curses would cause a 100% hit rate attack to become 64%, not 60%.
  • This is NOT true for dodges caused by Popo's innate or Elusive Feather. These effects are additive, so for example Voss's Double Slash has only a 40% chance to hit Popo equipped with the Feather, not the ~51% it would be if Dodge was multiplicative.
  • Percentage debuffs are applied first, and then dodge effects are subtracted afterwords. An example would be a Popo with a Shadow Curse debuff using Slingshot having a 0% chance to hit another Popo equipped with the Feather (60% base hit rate times 80% is 48%, minus 50% is less than 0).

Critical hits[]

See also: Damage // Critical Hit

  • Every attack which deals damage in Kongai has a base 3% chance to Critical. A Critical attack deals 150% damage. This bonus damage applies to some Buffs, but not all.
  • This damage is rounded down each strike; take a 9x5 move: after crit, it deals 13x5 damage, not 13.5x5 damage.
  • Critical hits and misses are rolled on the same die. For example, Popo's Slingshot is 60% hit rate, and 50% crit rate. This means that it will critical 50% of the time, hit 10% of the time, and miss 40% of the time. It will NOT critical 30% of the time, hit 30% of the time, and miss 40% of the time; it is impossible to miss and crit.
  • Critical hit rate boosts (e.g. Ubuntu's Tiger Claws) cannot improve the crit percentage above the hit percentage.
  • Critical multipliers are factored in before resistances are. For example, Onimaru's critical damage = (Base Damage x Critical Multiplier 150% - Resistance) x Number of Strikes = (26 x 1.5 - 3) x 2 = 72. See Damage: Critical Hits for more information.
  • Critical Hit chances are not reduced by hit-rate debuffs, except that crit chance can never be higher than hit chance. For example, if Popo is under the Shadow Curse Debuff, she will have a 48% (= 0.60 x 0.80) chance to crit with Slingshot and a 52% chance to miss (with a 0% chance to hit normally).
  • If your hit chance gets lowered by a debuff such that it gets lower than your crit chance, crit chance is lowered to that maximum, and you will see no more regular hits (= hits that do no crit). Take, for example, Popo hitting Amaya with Slingshot while Popo has one Shadow Curse on her of -20% to hit. Slingshot normally has 60% hit and 50% crit, which means that out of 100 tries 40 will miss, 10 will hit normally, and 50 will hit-and-crit. After the Curse, however, this changes to 52 misses and 48 hit-and-crits (no regular hits): 0.60 x (1.00-0.20) = 0.48.
  • Buffs that increase your chance to crit are all additive (so far): this means that Starbuck's The Old One, Two has a 50% chance to crit if he has a crit buff from Ubuntu's Tiger Claws on him: 25 percentage points from his innate, and 25 more from the buff.

Command attacks[]

  • Word of Command/Head Over Heels and Domination will do nothing when triggered by Word of Command/Head Over Heels or Domination (this is to prevent chain effects).
  • Commanded attacks will be carried out AFTER the enemy has finished his attack.

Word of Command/Head Over Heels[]

  • While under command, the character will pick a non-disabled, close-range attack within the range it was affected (a damage move or debuff, but no self buffs).
  • This means that Tafari will never pick Ambush on command if Hide is not active. It also means that he never picks Hide.
  • In the case of Andromeda and Auger Blackboot, they will be affected by the debuff, but will not attack themselves at close-range, due to being unable to attack at that range.
  • It cannot trigger moves in during cool-down.
  • The character under command will take both the buffs and the debuffs from the attack, including those from innates, items, and attacks.
  • This means that, in case of a life-draining attack, the commanded character will first damage himself and then gain the HP from the drain.
  • When a character uses a hits-all attack on command, the commanded character and his bench will all take damage, unlike reflected attacks.
  • When a character is Stood Down by Auger or Eva's innate, they can still attack himself on command.
  • Command can pick a move that the character has no energy for.
  • The commanded move doesn't cost any energy (there is a visual bug that makes it seem as though it did).
  • A stunned character cannot attack itself.
  • Bestor's Engulfing Flames will give Bestor two burn debuffs, granting him two times 4 healing a turn.
  • Rathbone's Soul Siphon under command will damage the commanded Rathbone and his own benched card, while Auger and Eva gets the healing.

Domination[]

  • Domination can trigger an attack regardless of current range, e.g. it can trigger a close-range move when at far.
  • It can trigger an attack regardless of the dominated card's energy, and the dominated card loses no energy by casting it.
  • It cannot trigger a move that has only beneficial effects, i.e. it cannot trigger pure buffs.
  • It can only trigger an attack that requires a set-up - such as Ambush, which requires Hide - if the dominated card has the move set up. If this happens, the dominated card then loses its set-up buff.
  • It cannot trigger moves that are disabled by cool-down.
  • Rathbone's Soul Siphon under domination will damage the enemy's Rathbone and the dominated Rathbone's own benched card, while the dominated Rathbone gets the healing.
  • Rathbone's Reckless Firestorm under domination will damage his own team by 4 HP and the enemy's bench (excluding the enemy's Rathbone) by 13 HP.
  • Fire Cannon under domination will damage Balthazar's team normally, but the splash damage will damage the entire deck, i.e. the active Balthazar will also take 10 damage.
    • The Fire-Cannon buff will be removed after a dominated Fire Cannon is triggered.
    • If dominated Balthazar chooses Load Cannon and has Girdle of Iron Will on him, and the Domination triggers Fire Cannon, the Load Cannon buff will NOT be removed.

Splash damage[]

Cold Damage[]

Increase Attack Speed[]

Shadow Damage[]

Attacks that hit all cards in the enemy's deck[]

See also: Bench Attacks

Energy Drain[]

  • Removes a portion of energy from the target. Sometimes the energy is restored by the attacker (MR-V1N only).
  • Caused by MR-V1N's Energy Sap (75% chance to drain 30 Energy Energy from the target)
  • Caused by MR-V1N's innate (Drains 40 Energy Energy to the target when successfully swapped out)
  • Caused by item Cursed Dabloons (Removes 2 energy from the target per turn when active)
  • Can miss, be dodged, or prevented.
  • Can be negated by Sacred Candle.

Ignore Resistance[]

Increase Maximum Health[]

Increase Hit Rate[]

  • Increases the hit-rate/accuracy of all attacks.
  • Caused by Gorbax's Lock-on (+50%)
  • Technically, the effects of Origami Crane and Polished Spyglass are this, as it affects all attacks by granting the increasing the hitrate by +100%.

Life Conversion[]

  • Converts HP into Energy, usually as a result of Damage.
  • HP to energy ratio usually 1:1.
  • Caused by Gorbax's innate, where he damages himself in order to cover energy costs (partial and full).
  • Caused by Z-Phase Converter.

Increase Proc Chance[]

  • Caused by Ornamental Egg
  • Ornamental Egg will increase the proc chance of all moves by 50%; this means that the new proc chance will be 1.5 times the original chance, not an additive increase: 30% becomes 45%.