Kongai Wiki

Wave 2 and 3 characters, as well as anonymouselbow's OC.

Wave 2[]

Natsuki Imahara, Man-made Goddess[]

A spear-welding (ok, 2 Jutte and a rope dart) Japanese warrior and revenant of heaven and hell, she's probably the second most powerful person in the universe (the first being her husband), but she is still not one to cross.

Stats[]

  • Group: Task Force Barrett
  • Descendent: Witches
  • Health: 75
  • Physical Def: 3
  • Light Def: 2
  • Dark Def: 2
  • Innate: Attacks have a 25% chance to disable the enemy's item permanently.
Attacks Damage Cost Type Speed Range Description
Rope Dart 22 35 Physical 5 Far Changes range to close.
Rogue Baton 20 20 7 Close A swinging strike that has a chance to interrupt opponents.
5-Point Strike 8x5 40 5 Attacks pressure points that can stun opponents for 1 turn.
Power Bomb 45 55 5 A devastating slam attack.

W. Lance Barrett, Fiction 500 No. 1[]

The richest man on the planet has invaded the card game and he's not afraid to get his hands dirty if the price is unavailable. However, unlike his other Maverick friends (Ken, Natsuki and RJ, but similar to Rina) he doesn't have superpowers, but instead he makes them ineffective.

Stats[]

  • Secondary Group: Task Force Barrett
  • Descendent: Knights
  • Health: 80
  • Physical Def: 8
  • Light Def: 0
  • Dark Def: 3
  • Innate: 30% damage increase for 3 turns when an enemy is killed.
Attacks Damage Cost Type Speed Range Description
Double Shot 21x2 40 Physical 6 Far Chance to Prevent the target from changing range next turn
Aimed Shot 50 50 2 High chance of critical hit.
Rapid Spray 5x6 25 Light 9 Both Has a chance to interrupt oncoming attacks.
Atronach 0 5 Light 3 Increase defense stats by 1/4/1. All received attacks now have a 50% chance to heal for 50% of the damage that would be received. Lasts for 7 turns.

Ronan J. Kirk, Alpha Wolf[]

As if vampires weren't enough, a semi-wrestling wolf-themed skinchanger, Ronan Kirk (aka. Ronan Augustus) is also now in the mix, with some deadly tricks up his sleeves. No full moon required.

Stats[]

  • Group: Task Force Barrett
  • Descendent: Vampires (???)
  • Health: 85
  • Physical Def: 8
  • Light Def: 0
  • Dark Def: 5
  • Innate: 10% chance of stealing a pre-selected ability from the current opponent every turn.
Attacks Damage Cost Type Speed Range Description
Wolf Howl 5 15 Dark 9 Both A harrowing howl that can stand the opponent down for the next turn.
Frankensteiner 22 35 Physical 6 Close Sets range to far.
Morph Sphere 25 25 7 Both 25% chance to mimick a pre-determined ability from the target. A mimicked ability can enchant this attack while its active, while retaining its original description.
Scan Attack 0 0 10 By using his hyper-adaptability, RJK scans his current opponent to mimick a pre-determined ability (see below) which replaces this ability. Undodgeable.
Note: Pre-determined mimicked abilities generally share the same stats as the original abilities, barring a few minor changes due to Kirk perfecting on them. The copy is usually available to be used for 6 turns, unless specified.

Hanako Akase, Princess Maverick[]

She's friends with Jason and Nicky, and she hits hard with her Fuuma Shuriken. Don't expect this damsel to be in distress.

Stats[]

  • Group: χ Squadron
  • Descendent: Pirates
  • Health: 70
  • Physical Def: 3
  • Light Def: 2
  • Dark Def: 0
  • Innate: All attacks have a 20% chance to attack an extra enemy.
Attacks Damage Cost Type Speed Range Description
Fuuma Shuriken 45 45 Light 3 Far High chance to crit.
Fuuma Barrage 7x5 25 Physical 9 Chance to Interrupt incoming attack.
Fuuma Cut 12 10 8 Close Chance to stun for one turn.
Fuuma Sweep 11x2 20 5 Increase Cost on Range Change by 10 for 5 turns.

Yui (U.T.A.H. type PR), Unprofessionally Trained Advanced Humanoid (Prototype Robot)[]

She's a bit shy and clumsy (at least this time she's in a proper descendent group), but don't let Jason's personal assistant gynoid deceive you if she's backed in the corner.

Stats[]

  • Group: χ Squadron
  • Descendent: Robots
  • Health: 70
  • Physical Def: 2
  • Light Def: 8
  • Dark Def: 0
  • Innate: Drains 40 energy when switched out.
Attacks Damage Cost Type Speed Range Description
Clumsy Dodge 0 0 Physical 10 Both 100% dodge on this turn, negating any damage. Can only be used once until switched out.
Rapid Arm 20 25 Light 9 Close High miss rate, but if it hits has a high chance of triple damage.
Motormouth 0 10 8 Both Light resistance -3 for 3 turns for all enemies.
Energy Sap 25 40 6 High chance to drain 25 energy from target.

Steven Matthias-Butler, the Jeeves Bodyguard[]

Despite the name, he's actually not a valet to Ms Akase (his father Steven Matthias was). He's also a 2nd generation ex-intelligence agent (like his father) and like Hanako, he's equally capable of laying the smackdown, unarmed or with a "Mare's Leg" shotgun.

Also because of the name, he and Adrian Butler (from the Brawlers Faction) are cousins from his mother's side.

Stats[]

  • Group: χ Squadron
  • Health: 80
  • Physical Def: 3
  • Light Def: 3
  • Dark Def: 3
  • Innate: Every turn there is always a 10% chance that Steven will not receive any damage, chances are increased by +20% when resting.
Attacks Damage Cost Type Speed Range Description
Forward Punch 18 20 Physical 4 Close Ignores resistance.
Slide Kick 25 25 8 Chance to Interrupt
Hard Lairat 32 30 3 Chance to confuse the opponent next turn.
Buck Shot 20x2 40 Dark 9 Both Chance to deal 20 splash damage to an extra opponent.

Wave 3: Past, Present and Future Force[]

Some 20 years in the future, three metahumans known as Elementals traverse back in time to search for a rogue Elemental they have been pursuing. Reaching 2XX1, they arrive to find an encounter with Mavericks X, Fuka and Hime. However, complications ensue when X's successor predeccessor, Maverick Alpha also times travel back to warn them of an impending invasion from the stars, alongside his mentor Gamma shows up. But what's up with the mysterious observer with white armor?

Nihonium, Element 113[]

The leader of this elemental group is a ticking timebomb with a mysterious pass, the ninja-like 113 processes the ability to conjure deadly antimatter.

Stats[]

  • Group: Elementals
  • Health: 80
  • Physical Def: 1
  • Light Def: 3
  • Dark Def: 0
  • Innate: Increase Defense Stats by 3/1/1 for 4 turns after resting.
Attacks Damage Cost Type Speed Range Description
Antimatter Swarm 0 25 Dark 7 Both Deals damage with a unique non-elemental debuff (Anti-matter) which deals 6 damage for 6 turns. Unstackable
Antimatter Phase 20 15 3 Close Changes range to Far.
Antimatter Bomb 50 50 7 Far When detonated, heals 10 HP. Can only be detonated if the target has been influcted with Anti-matter.
Antimatter Barrage 9x4 35 7 Rapid rip of reactive sparks that has a chance to deal damage to a random opponent.

Moscovium, Element 115[]

Harnessing the Hadron Collision Railgun with anti-matter particle projector and what is essentially a pair of sentient floating robotic arms (the Globaltek Kongrebot Special Arms Unit), 115 acts as the excelled heavy sniper to the main crew.

Stats[]

  • Group: Elementals
  • Descendents: Villagers
  • Health: 75
  • Physical Def: 1
  • Light Def: 3
  • Dark Def: 3
  • Innate: All Particle Attacks's strike increased by 1 for 3 turns when an enemy is killed.
Attacks Damage Cost Type Speed Range Description
Block 0 5 Physical 10 Both Reflects all physical attacks. Can't be used twice in a row
Arm Punch 25 25 9 Close Good chance to interrupt.
Particle Beam 21x2 45 Dark 5 Far Chance to deal 3 Anti-matter damage for 4 turns.
Particle Blast 14 30 3 Hits all enemies, even the fleeing.

Tennessine, Element 117[]

Quick on her feet and even quicker on the draw, sharpshooter 117 uses her superhuman time-manipulation ability and a Anti-matter blaster to confound her enemies.

Stats[]

  • Secondary Group: Elementals
  • Health: 70
  • Physical Def: 4
  • Light Def: 1
  • Dark Def: 1
  • Innate: 50% chance of dodging all slowed attacks.
Attacks Damage Cost Type Speed Range Description
Time Slow 20 20 Light 7 Close Slows opponent's attacks by 4 for the next turn.
Spark Blast 28 40 5 Far Deal 2 Anti-matter damage for 5 turns. Chance to Stun.
Shatterhand 8x3 20 6 Both Reduces the enemy's light resistance by 1 for 4 turns.
Heal Pack 0 30 9 Heals user and all allies for 10 HP while removing one debuff, can't be used 2 turns in a row.

Ed Larsen, Maverick α[]

The last son of the Tessians, there's little that can wear him down. But for now, Ed's true potential remains to be seen.

Stats[]

  • Group: Maverick α Squadron
  • Health: 75
  • Physical Def: 4
  • Light Def: 4
  • Dark Def: 4
  • Innate: 30% chance to avoid debuffs.
Attacks Damage Cost Type Speed Range Description
Shatterhand 8x3 20 Light 6 Both Reduces the enemy's light resistance by 2 for 4 turns.
Shield Up 0 30 Light 6 Close If this attack hits first, reflects enemy attacks. Cannot be used twice in a row.
Aku Soku Zan 62 65 Physical 2 Chance to Crit
Longinus Spear 24 40 Physical 5 Far Deals 10 splash damage to everyone

Unlimited Mode[]

  • Innate: ?
Attacks Damage Cost Type Speed Range Description
?
Why blank?

When Maverick Alpha first appears, the card scans for any potential movesets available. Once scanned, the four abilities remain locked until the game ends. The stats read as the following:

  • 40% chance that he mimicks a moveset from the opposition (13.33% chance in 3v3 and 8% chance in 5v5 for each enemy)
  • 30% chance that he mimicks a moveset from his allies (15% and 7.5% chances for each ally in 3v3 and 5v5 respectively)
  • 29% chance that the moveset he mimicks are from fighters who aren't present in this game.
  • 1% chance that the moveset mimicked are randomised.

If the moveset was randomised any attacks that required to be unlocked will be bundled with the pre-requesite attack and vice-versa. This means that, for example:

  • Ambush will always come with Hide
  • Surprise Attack will always come with Cloak
  • Fire Cannon will always come with Load Cannon
  • Consume Glyth will always come with Glyth of Fire.

Precision Strike and similar abilities are usually affected by prerequsites like Cloak, but it can now be affected by other prerequesties like Hide, Load Cannon, and Glyth of Fire. Enchant based abilities now affect all attacks. Innate scanning stats are followed:

  • 50% chance the innate is mimicked from those present here.
  • 50% chance the innate is mimicked from an absent fighter.

Innate abilites cannot be replaced by the Maverick.

Æri, Maverick γ[]

The big sister mentor of M Alpha, being also a Tessian who uses a mono-bike (a motor-bike with one wheel) as a two in one. The huge mobility advantage means that she cannot usually be slowed down.

Stats[]

  • Group: Maverick α Squadron
  • Descendent: Amazons
  • Health: 75
  • Physical Def: 5
  • Light Def: 2
  • Dark Def: 2
  • Innate: If inflicted with Slow debuff, it will be reversed (the attacks get quicker instead).
Attacks Damage Cost Type Speed Range Description
Wheel Saw 11x3 25 Dark 8 Close Chance to deal 5 bleed damage for 5 turns.
Accelerate 30 45 Physical 4 Far Chance to slow the enemy down by 1 for 4 turns.
Spin Drift 17 30 5 Both Hits all enemies.
Overdrive 0 10 4 All attacks have a 45% chance to Stun for 1 turn and burn (4 damage for 4 turns) for 3 turns.

anonymouselbow's Kongai Profile[]

  • Name: (Sir) Ce Ching IV of Kong Ai, Grand Cardmaster
  • Group: House of Ching

When his freemason grandfather gave him a mysterious deck of cards, Ching spent the next 300 years of his life to achieve the perfect rank of Card Grandmaster of Kongai (becoming immortal was just a side priority). And yes, "Sir" is technially his first name (The chinese first name "Ce" is pronounced that way).

His deck of cards contains 89 cards that all except for three represents the original characters and items of Kongai. His three other cards (39, 40, 49) were informed by his benefactor to not be used unless under the most gravest of emergencies. They contain a part of an unrevealed power that if combined, will unleash a force that is devastating and hard to master.

Stats[]

  • Health: 70
  • Physical Def: 3
  • Light Def: 3
  • Dark Def: 3
  • Innate: Disables one of the enemy's attacks at random every turn. (Card 39: The Exile)
Attacks Damage Cost Type Speed Range Description
Card 04: The Student 0 20 Light 6 Both Reflects all attacks regardless of type.
Card 10: The Elder 10 All of your teammates now have the following buffs for 10 turns
  • Regen 1 hp per turn
  • Increase Damage for multi-hit attacks by 1
  • Increased Hitrate by 15%
  • Increase Damage for single hit attacks by 4
Card 59: The Betrayer Dark 1 Enemy attacks his teammate.
Card 67: The Symbologist 99 50 7 Destroys the target for 99 damage while ignoring defenses. User regains 20 HP to self. Undodgeable.
Mechanically Unusual Notes:
  • Attacks Cards 04, 10, and 56 each activate a unique buff associated with their attack which unlocks the attack Card 64 and increases the hit rate of that attack by 33%, lasting for 8 turns. The attack associated with that particular buff is locked until either the attack Card 64 is activated or the buff wears off or removed.
  • The main goal of the player using Sir Ching IV is to assemble all three of the unique buffs before activating Card 64, which has a combined hit rate of 99% if all three buffs are active, while avoiding damage or buff removal from the opponent. If all three buffs were active when Card 64 is used, the buffs are removed and the attacks associated with the buffs are unlocked. Card 64 is then locked again until a buff is activated.
  • While it's possible to activate Card 64 before all three buffs are active, it is not recommended as this makes the attack inaccurate. Even if the attack is successfully landed by 33% or 66% chance, the card punishes you after for "cheating the system" by removing the used buffs, but not unlocking the attacks associated with the buffs, thus retaining the inaccuracy. In order to remedy this, the remaining one or two attacks must be used up before activated Card 64, which will unlock any locked attack without the buff being active, regardless if Card 64 deals damage or not.
  • Obvious rule patch: Origami Crane and Polished Spyglass, due to their effects, WILL increase the hit rate of Card 64 with at least one of the buffs, but it will grant a penalty debuff which makes Card 64 deal 49 less damage, does not ignore resistance and will not grant the health bonus when used, as well as activating the auto-punish mechanic. Once again, all three buffs must be active before using Card 64, which will not activate the penalty debuff. Sir Ching IV can still receive immunity from stats-lowering effects without penalty.