Orbs 1201-1300
#1201. Pichu Nuva; Based loosely on the Pokemon Pichu, Credit to PeriodicTable; FE: 130; Element: Thunder; Upgrades into Pikachu Nuva or Pichu Newva; Effect: Still Learning: If you attack there is a 25% chance you will take 10 dmg and do +5 next turn; Attacks: Thunder Jolt (25), Volt Field (defense), Electro Stun (paralyze for 2)
#1202. Pikachu Nuva; Based loosely on the Pokemon Pikachu, Credit to PeriodicTable; FE: 150; Element: Thunder; Upgrades into Raichu Nuva; Effect: Max Charge: If you don't attack for 2 turns you get a 1 turn +5 atk and heal 10; Attacks: Thunder Jolt (30), Volt Field (defense), Electro Stun (paralyze for 2), Spark Surround (enemy accuracy down for 3), Volt Tackle (45, backlash 20)
#1203. Raichu Nuva; Based loosely on the Pokemon Raichu, Credit to PeriodicTable; FE: 170; Element: Thunder; Effect: Max Charge: If you don't attack for 2 turns you get a 1 turn atk +10 and heal 15; Attacks: Thunder Jolt (35), Volt Field (defense), Electro Stun (paralyze for 3), Spark Surround (enemy accuracy down for 4), Volt Tackle (55, backlash 30), Lightning Absorb & Emanate (15, heal 15), Electrical Fire (20, burn for 2)
#1204. Pichu Newva; Based loosely on the Pokemon Pichu, Credit to PeriodicTable; FE: 140; Element: Thunder/Air; Upgrades into Pikachu Newva; Effect: Still Learning: If you attack there is a 25% chance you will take 15 dmg and do +10 next turn; Attacks: Thunder Jolt (25), Volt Field (defense), Electro Stun (paralyze for 2), Soaring Strike (25), Vortex (take -5 for 2)
#1205. Pikachu Newva; Based loosely on the Pokemon Pikachu, Credit to PeriodicTable; FE: 160; Element: Thunder/Air; Upgrades into Raichu Newva; Effect: Max Charge: If you don't attack for 2, you get 1 turn +5 and heal 10; Attacks: Thunder Jolt (30), Volt Field (defense), Electro Stun (paralyze for 2), Soaring Strike (30), Vortex (take -5 for 3), Spark Surround (enemy accuracy down for 3), Volt Tackle (45, backlash 20), Wind Jump (10, dodge)
#1206. Raichu Newva; Based loosely on the Pokemon Raichu, Credit to PeriodicTable; FE: 180; Element: Thunder/Air; Effect: Max Charge: If you don't attack for 2, you get a 1 turn +10 and heal 15; Attacks: Thunder Jolt (35), Volt Field (defense), Electro Stun (paralyze for 3), Soaring Strike (35), Vortex (take -10 for 3), Spark Surround (enemy accuracy down for 4), Volt Tackle (55, backlash 30), Wind Jump (15, dodge), Lightning Absorb & Emanate (15, heal 15), Electrical Fire (20, burn for 2), Hurricane Blade (10, enemy atk -5 for 4)
#1207. Rhonyvyk; Credit to PeriodicTable; FE: 130; Element: Air/Water; Effect: Siphon Aura: If enemy defends or dodged they take 5 damage, if a foe uses an attack multiple times in a row take -5 each time (but you will always take at least 5 damage); Attacks: Vortex Orb (15, confuse), Liquid Atmosphere (10, heal 15), Hurricane Shield (defense), Mist (heal 5, enemy accuracy down for 3), Element Combine: Storm (20)
#1208. Exo-Kohrak Kal Abomination; Credit to CTK; FE: 120; Element: Ice/Rahaga; Effect: King Bohrok Carapace: Whenever an attack would deal 30 or more damage, completely negate the attack. Can be used 5 times, regenerates one use after every 2 turns; Attacks: Sonic Boom (15, hits four times), Krana Master (switch between Krana, new Krana can't be used until next turn), Shockwave (30, may hit all), Ultrasound (15, confuse, opponent's accuracy down), Krana Toss (mind control for 3; 1 use), Strike of the Twins (30, hits twice, causes random status ailment), Homing Icicle Barrage (15, four hits, each hit can strike a different target)
#1209. Contrivance; Credit to CTK; FE: 150; Element: Steel/Rahaga; Effect: Evolving Machination: Can combine with another Spirit; Attacks: Palm Laser (20), Twin Laser (40), Energy Burst (50), Power Discharge (90, 1 use), Shoulder Cannons (40), Wing Lasers (10, hits 10 times, low accuracy), Wing Static (25, paralyze), Rocket Kick (45, may disable one attack), Wrist Blades (20, may hit up to 4 times), Laser Slash (25, may hit twice, may paralyze), X-slash (50, may paralyze), Hadron Massacre (75; 1 use, disable all blade attacks, may paralyze), Missile Volley (5, hits 15 times), All Weapons Fire! (250; 1 use, only after all attacks with unlimited uses have been used at least once, only if none of the other 1 use attacks have been used, backlash 1/3)
#1210. Fantasy Warrior NES; Based on Final Fantasy I-III; FE: 140; Element: Rahaga; Upgrades into Fantasy Warrior SNES; Effect: Crossover Crystal: If near a Spirit from FFI-III, allow corresponding Crystal Blade. If near another Fantasy Warrior, allow any 1 Crystal Blade; Attacks: Slash (10), Shield (defense), Cure (heal 10), Blood Sword (10, heal 10, low accuracy), Growth (use the same attack three times in a row; the third will be +10), Ultima (50, hits user and target; 2 uses), Dia (30 to Shadow), Blaze (20), Earthquake (20), Cyclone (20), Tsunami (20), Focus (next atk +10), Steal (steal a weapon; 1 use), Jump (30 next turn), Summon (summon a random Spirit; 33% random attack, 33% non-offensive move, 33% most powerful attack (you take any backlash), 1% fail), Bow (10, increased accuracy), Study (removed opponent's power-ups; 1 use), Crystal Blade I: Time Loop (40; de-fuse, re-fuse when this is your last Spirit and you will have full FE; 1 use), Crystal Blade II: Soul of Rebirth (40; summon a fallen Spirit of yours with a 20/turn regen effect; 1 use), Crystal Blade III: World of Darkness (40; permanently blind all of your opponent's Orbs; 1 use)
#1211. Fantasy Warrior SNES; Based on Final Fantasy IV-VI; FE: 150; Element: Rahaga; Upgrades into Fantasy Warrior PS; Effect: Crossover Crystal: If near a Spirit from FFIV-VI, allow corresponding Crystal Blade. If near another Fantasy Warrior, allow any 1 Crystal Blade; Attacks: Slash (10), Shield (defense), Cura (heal 30), Summon (summon a random Spirit to use 1 attack; you receive any backlash), Jump (30 next turn), Steal (steal a weapon; 1 use), Esuna (recover from negative status effects), Black Magic (30, randomly switches between Fire, Ice, and Thunder), Focus (next atk +10), Learn (gain 1 enemy attack; 1 use), Gravity (cut opponent's FE by 25%; 1 use per target), Spellblade (20, change Element at will), Twilight Slash (30), Darkness (next atk +15, backlash half), Legendary Weapons (50; backlash half, 1 use per Ultima-Orb up to 12), Throw (give up one of your Spirits to throw it at the enemy; dmg=FE of Spirit thrown/4; 80% chance to cause the status ailment associated with that Spirit's Element; 3 uses), Bushido (dmg=# of turns charged x10 up to 7 turns, when dmg equal to or greater than 50 backlash 1/3), Runic (defend against non-physical damaging attack; next use of Black Magic stronger by atk value of the attack you defended against), Magicite (learn an attack from one of your defeated Spirits; 1 use), Crystal Blade IV: Soul Split (50; split target into 2 entities, each get half of current FE (after Blade damage), both get that Spirit's Effect, both have half atk power, one has full atk power for Light and none for Shadow, the other has full atk power for Shadow and none for Light; 1 use), Crystal Blade V: Void (50; destroy another of the foe's Orb's, take dmg=destroyed Orb's FE/2; 1 use), Crystal Blade VI: World of Ruin (50; opponent's atk -10 for all Orbs the rest of the battle)
#1212. Fantasy Warrior PS; Based on Final Fantasy VII-IX; FE: 160; Element: Rahaga; Upgrades into Fantasy Warrior PS2; Effect: Crossover Crystal: If near a Spirit from FFVII-IX, allow corresponding Crystal Blade. If near another Fantasy Warrior, allow any 1 Crystal Blade; Attacks: Slash (10), Shield (defense), Cura (heal 30), Meteor (50; 1 use), Omnislash (flip 4 coins; 15x tails), Black Magic (25, randomly switches between Fire, Ice, and Thunder), Materia Growth (in 5 turns, power up one attack; 1 use), Gunblade Slash (15, 50% chance of doing +15 Fire damage), Summon (summon a random Spirit to use 1 attack, you receive any backlash), Esuna (recover from negative status effects), Draw (learn 1 enemy attack; 1 use), Power Punch (30), Bullets (flip 5 coins; 10x tails), Jump (40 next turn), Sword Magic (20, change Element at will), Junction (give up an unused Spirit; you can learn 2 of its attacks, add its effect to your own, or power up your attack, defense, accuracy, or evasion; 1 use), Trance (only after being hit at least 10 times; atk +15 until your opponent's current Orb is defeated; 1 use),Steal (steal a weapon; 1 use), Eat (instant kill if the opponent has 20 FE or less; 1 use), Crystal Blade VII: Lifestream (dmg=# of fallen Spirits in this battle (both yours and foe's) x10; 1 use), Crystal Blade VIII: Time Compression (50; paralyze, opponent can't use any more Orbs after their current one; 1 use), Crystal Blade IX: Memoria (roll a 6-sided die; summon that number of your opponent's defeated Spirits (and yours if there aren't enough), each one uses one attack; 1 use)
#1213. Fantasy Warrior PS2; Based on Final Fantasy X-XII; FE: 170; Element: Rahaga; Effect: Crossover Crystal: If near a Spirit from FFX-XII, allow corresponding Crystal Blade. If near another Fantasy Warrior, allow any 1 Crystal Blade; Attacks: Slash (10, 50% piercing), Shield (defense), Curaga (heal 50), Esuna (recover from negative status effects), Black Magic (35, randomly switches between Fire, Ice, Water, Thunder, Air, and Stone), Summon (summon another of your Spirits to fight in your place), Lancet (30, heal 30, learn an attack first use), Steal (steal a weapon; 1 use), Sphere Grid (power up either offense or defense for 3 turns; 1 use per Ultima-Orb), Zodiac Summoning (randomly use a basic Zodiac Style technique), License Board (learn a 30 damage attack of any Element you have an Ultima-Orb for; 1 use per Element), Overdrive (dmg=170-your current FE), Quickening (charge, then 50; 50% chance second hit, 20% chance third hit), Soul Eater (give up 60 FE to do unaboidable fixed 60 dmg), Charm (take control of opponent's summoned Spirit), Jump (50 next turn), Blue Magic (use an attack of the last Spirit you defeated; 4 uses), Aim (30, Sanok-level accuracy), Sing (power up a random stat for 2 turns), Focused Slash (40), Crystal Blade X: Final Aeon (50; summon one of your deceased Spirits, give it +20 atk power, if it can be upgraded then temporarily upgrade it, 1 use), Crystal Blade XI: Massive Multidamage Onslaught (30, hits 3 tims, each hit is a different random Element; 1 use), Crystal Blade XII: Sword of Kings (70, destroy one of the opponent's Ultima-Orbs, backlash 1/4; 1 use)
#1214. Fleeting Flash; Based on Lightning from Final Fantasy XIII; FE: 180; Element: Thunder; Upgrades into Fleeting Valkyrie; Effect: Crystal Stasis: When you defeat an Orb, you have the option to swap out and let Fleeting Flash regenerate 10 FE every turn until you fuse with it again; Attacks: Gunblade (20, can be melee or ranged), Blitz (40, hits all), Ruin (20), Ruinga (40), Launch (10, paralyze), Cure (heal 30, self or ally), Fira (30), Watera (30), Blizzara (30), Aerora (30), Thundara (30), Thundaga (45), Thunder Blade (25, may pierce), Thunder Bullet (25, may hit twice), Blaze Rush (25, can't be dodged), Thunder Rush (35), Stagger (only after 4 successful attacks; target takes +10 and does -10 for 2 turns; 1 use per Orb), Army of One (dmg=opponent's FE - your current FE)
#1215. Gigalith; Based on the Pokemon Gigalith; FE: 160; Element: Stone; Effect: Sturdy: Immune to one-hit-kills, can't be knocked out with one attack; Attacks: Smack Down (15, opponent takes x1.5 dmg from the next Earth attack; if the target is immune to Earth, immunity nullified), Bulldoze (30, target evasion lowered once per target), Rock Slide (40), Body Slam (25, paralyze)
#1216. Jobmaster: Wind; Based on Wind Crystal Jobs from Final Fantasy V; FE: 140; Element: Air; Effect: Mastered!!: Give up an attack to boost evasion; Attacks: Slash (10), Power Punch (10, may hit twice), Steal (steal a weapon; 1 use), Cure (heal 30), Blue Magic (use an enemy attack; 5 uses), Counter (5, defense), Black Magic (25, randomly switches between Fire, Ice, and Thunder), Chakra (recover from negative effects), Focus (next attack does double damage; 4 turn recharge), Aeroga (30)
#1217. Jobmaster: Water; Based on Water Crystal Jobs from Final Fantasy V; FE: 140; Element: Water; Effect: Mastered!!: Give up an attack to boost status resistance and chance to inflict status; Attacks: Slash (10), Cure (heal 20), Black Magic (15, randomly switches between Fire, Ice, and Thunder), Spellblade (20, switch Element at will), Berserk (atk +15 for 3, randomly use only damaging attacks for duration), Summon (summon one of your Spirits to use one attack, you receive any backlash), Haste (attack twice next turn; 2 uses), Gravity (dmg=25% of opponent's current FE), Comet (25), Aqua Breath (30)
#1218. Jobmaster: Fire; Based on Fire Crystal Jobs from Final Fantasy V; FE: 140; Element: Fire; Effect: Mastered!!: Give up an attack to boost your attack power; Attacks: Double Slash (20), Throw (sacrifice a Spirit to throw it, dmg=Spirit's FE/4, 80% chance to inflict status ailment associated with that Spirit's Element), Catch (turn opponent's summoned Spirit against them), Bow (10, enhanced accuracy), Sing (give positive effect to self or ally), Hide (defense), Terrain (20, randomly switched between Jungle, Earth, and Stone), Find Pits (recover negative status), Rapid Fire (flip 4 coins, 15x tails, each hit strikes a random enemy), Firaga (30)
#1219. Jobmaster: Earth; Based on Earth Crystal Jobs from Final Fantasy V; FE: 140; Element: Earth; Effect: Mastered!!: Give up an attack to boost defense; Attacks: Slash (10, may do double), Zeninage (25, stronger if you have more money), Iainuki (instant kill if opponent has 40 FE or less; 1 use), Jump (30 next turn), Lance (15, absorb), Mix (combine two healing items into one), Dance (10, 50% absorb, 90% chance confuse), Quake (30)
#1220. Jobmaster: Secret; Based on secret Jobs from Final Fantasy V; FE: 140; Element: Shadow; Effect: Mastered!!: Give up an attack to deal fixed 30 damage; Attacks: Slash (10, may do double), Bladeblitz (10, hits all), Mime (repeat opponent's last attack; 5 uses), Dark Arts (use an attack of the last Orb you defeated; 5 uses), Cannon Fire (25), Combine (20, sacrifice a Spirit to change the element of Combine to the Element of that Spirit), Predict (in 3 turns, put a random permanent status effect on opponent), Finisher (30)
#1221. Magma: Earth; Credit to PeriodicTable; FE: 130; Element: Fire/Earth; Upgrades into Magma: Stone; Attacks: Molten Earth (10, double burn for 1), Earth Fist (10), Earth Wall (defense), Fireball Spit (25)
#1222. Magma: Stone; Credit to PeriodicTable; FE: 150; Element: Fire/Stone; Upgrades into Magma: Steel; Attacks: Molten Stone (10, double burn for 2), Stone Fist (15), Stone Wall (defense), Fireball Blast (30), Magma Fist (25, burn and confuse for 2)
#1223. Magma: Steel; Credit to PeriodicTable; FE: 170; Element: Fire/Steel; Attacks: Molten Steel (10, triple burn for 1), Steel Fist (15), Steel Wall (defense), Fireball Cannon (35), Magma Fist (20, burn and confuse for 3), Superheated Steel (flip 3 coins; 15x heads), Flame Absorb & Emanate (15, heal 15)
#1224. Gaia Moray; Based on the enemy of the same name from Sonic Unleashed, Credit to PeriodicTable; FE: 170; Element: Ice/Water/Rahaga; Effect: Gaia: Weak to Ice and Rahaga, strong to Shadow and Dragon; Attacks: Liquid Ice Shield (defense, enemy takes 10 if they use a melee attack), Head Slam (10, paralyze), Head Spin (15, enhanced accuracy), Ice Spikes (25), Freeze Breath (15, freeze)
#1225. Sonicspeed: Light; Based on Sonic from Sonic Unleashed, Credit to PeriodicTable; FE: 200; Element: Light/Steel/Air; Effect: Speed: In Day Mode, you regen 5/turn and have enhanced dodge chance; Attacks: Midnight (switch between Day and Night); Day Attacks: Spin Dash (30), Homing Attack (20, extra accuracy), Spring Jump (dodge), Lightspeed Dash (25, extra accuracy, must be used before and after Ring Collect), Emerald Restore (heal 30, remove status, 7 uses, on 7th use get 4 turn atk and def+10), Ring Collect (15, heal, enable Action Command), Action Command (35, 1 use per Ring Collect), Chaos Emeralds (atk and def +10 for 3; 1 use); Night Attacks: Claw Slash (30), Dark Were Claw (35), Were Hammer (poison, blind, and silence for 2), Howl (10, paralyze for 2)
#1226. Sonicspeed: Dark; Based on Sonic from Sonic Unleashed, Credit to PeriodicTable; FE: 200; Element: Shadow/Steel; Effect: Dark: Night attacks +5 for every 50 dmg you inflict, resets with new target; Attacks: Midday (switch between Day and Night); Night Attacks: Claw Slash (30), Dark Were Claw (35), Were Hammer (poison, blind, and silence for 2), Howl (10, paralyze for 2), Fury of the Werehog (20, heal 15), Were Wallop (30, triple burn for 1; only after a Claw Slash>Dark Were Claw>Fury of the Werehog combo, can't be used again for 4), Earthshaker (45; only after a Claw Slash>Claw Slash>Dark Were Claw combo, 5 turns between uses), Unleashed Mode (for 3 turns no weakness, heal 10/turn, and attacks pierce; 1 use); Day Attacks: Homing Attack (20, extra accuracy), Spring Jump (dodge), Emerald Restore (heal 30, remove status, 7 uses, on 7th use get 4 turn atk and def +10), Ring Collect (15, heal 15)
#1227. Gaia Nightmare; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 110; Element: Rahaga/Shadow; Upgrades into Fire Nightmare; Attacks: Claw (15), Gaia Claw (20), Gaia Block (defense)
#1228. Fire Nightmare; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 120; Element: Fire/Shadow; Upgrades into Gigamare; Effect: Flame Aura: Weak to Water, strong to Steel, enemy takes 5 dmg on contact, Water attacks disable effect for 2; Attacks: Claw (15), Gaia Claw (20), Flame Claw (15, burn for 2), Gaia Block (defense)
#1229. Gigamare; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 140; Element: Rahaga/Shadow; Upgrades into Fire Gigamare; Attacks: Claw (15), Gaia Claw (25), Gaia Block (defense), Gaia Charge (10, heal 10)
#1230. Fire Gigamare; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 150; Element: Fire/Shadow; Upgrades into Gaia Wizard; Effect: Flame Aura: Weak to Water, strong to Steel, enemy takes 5 dmg on contact, Water attacks disable effect for 1; Attacks: Claw (15), Gaia Claw (25), Gaia Block (defense), Flame Calw (20, burn for 2), Gaia Charge (10, heal 10), Flame Pulse (25, double burn for 1, only after 3 Gaia Charges)
#1231. Gaia Wizard; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 170; Element: Rahaga/Shadow; Upgrades into Flame Wizard or Lightning Wizard; Attacks: Staff (15), Gaia Staff (30), Gaia Block (defense), Gaia Charge (15, heal 15), Teleport (dodge), Counter Strike (30, enhanced accuracy, only right after Teleport)
#1232. Flame Wizard; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 180; Element: Fire/Shadow; Effect: Flame Aura: Weak to Water, strong to Steel, enemy takes 10 dmg on contact, Water attacks disable effect for 3; Attacks: Staff (15), Fire Staff (25, burn for 2), Gaia Staff (30), Gaia Block (defense), Gaia Charge (15, heal 15), Fire Charge (burn for 3, heal status, heal 5), Teleport (dodge), Counter Strike (30, extra accuracy, only right after Teleport), Fire Pulse (30, double burn for 1, only after 3 Fire Charges), Gaia Pulse (35, only after 3 Gaia Charges)
#1233. Lightning Wizard; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 180; Element: Thunder/Shadow; Effect: Electric Aura: Weak to Stone and Air, strong to Water and Steel, deal 5 dmg on contact, when the enemy uses Water or Steel attacks they take 10; Attacks: Staff (15), Spark Staff (15, paralyze for 1),Gaia Staff (30), Gaia Block (defense), Gaia Charge (15, heal 15), Static Charge (5 for 4, transfer status, heal 5), Teleport (dodge), Counter Strike (30, extra accuracy, only right after Teleport), Volt Pulse (30, paralyze, only after 3 Static Charges), Gaia Pulse (35, only after 3 Gaia Charges)
#1234. Gaia Wasp; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE; 130; Element: Air/Rahaga; Effect: Flight: Extra dodge chance against melee, take -5 from ranged attack; Attacks: Gaia Wing (dodge), Sting (20), Glide (10, take -10 next turn)
#1235. Gaia Turbine; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 140; Element: Air/Shadow; Upgrades into Freeze Turbine or Flame Turbine; Attacks: Blow (10, enemy can't use melee attacks next turn), Dark Wind (25), Gaia Wind (defense)
#1236. Freeze Turbine; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 160; Element: Ice/Air/Shadow; Upgrades into Mega Turbine; Attacks: Blow (15, enemy can't use melee attacks next turn), Dark Wind (30), Freezing Wind (15, freeze for 2), Gaia Wind (defense)
#1237. Flame Turbine; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 160; Element: Fire/Air/Shadow; Upgrades into Mega Turbine; Attacks: Blow (15, enemy can't use melee attacks next turn), Dark Wind (30), Burning Wind (15, triple burn for 2), Gaia Wind (defense)
#1238. Mega Turbine; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 180; Element: Fire/Air/Ice; Attacks: Blow (20, enemy can't use melee attacks next turn), Dark Wind (35), Burning Wind (20, triple burn for 2), Gaia Wind (defense), Freezing Wind (20, freeze for 2)
#1239. Persistent Warrior; Credit to PeriodicTable; FE: 50; Element: Rahaga/Shadow/Dragon; Effect: Endless Victory: When FE runs out, return to full. 2 uses; Attacks: Obscure (10, blind, confuse, poison), Shadow Cage (paralyze), Aura Ball (30, sanok-lvl, can charge for +10), Double Team (defense, reflect half dmg), Aura Sight (extra dodge and accuracy for 2), Dragon Arm (40), Force Palm (30 at long range, 50 at short range), Aura Fist (30, +5 dmg for every 30 dmg you take, 7 uses), Nega Slash/Laser/Drill (45), Nega Aura (pwr up rahaga atks for 3, reduce accuracy of rahaga atks for 3), Aura Body (take double dmg next turn then do dmg equal to dmg you took), Drain Sphere (20, heal self by dmg done), Dragon Armor (take half dmg for 3; 1 use), Dragon Spike (35, piercing), Aura Rage (atks do full dmg for 4; 1 use)
#1240. Heartless Composer; Based on a family of Heartless from Kingdom Hearts; FE: 140; Element: Shadow; Effect: Resonance: If the target has the same Element as the attack you are using, multiply the damage x1.5; Attacks: Red Nocturne (20), Blue Rhapsody (20), Yellow Opera (20), Green Requiem (heal 30; 3 turns between uses), Crimson Jazz (30 next turn, 70% burn), Silver Rock (20), Emerald Blues (20, can chain to Spring Metal), Spring Metal (35, must follow Emerald Blues), Scarlet Tango (charge, then 40), Grey Caprice (confuse), Stripped Aria (10, target takes +10 next turn), Sapphire Elegy (defense), Pink Concerto (poison), Turquoise March (15, absorb), Emerald Serenade (boost evasion), Black Ballade (create two duplicates, foes don't know which target is real, if they hit the wrong target they take 10 Thunder dmg, duplicates can't attack, if you are hit then your duplicates vanish, each duplicate vanishes when hit; 1 use)
#1241. Wildflower; Original design; FE: 200; Element: Rahaga/Jungle; Effect: Constant Mutation: No weakness, at the beginning of every turn heal 10 FE and recover from negative status; Attacks: Sword of Akamai--Slash (30, can change to Fire, Stone, or Earth), Sword of Akamai--Parry (block physical attacks), Stormcloud Wave (30), Moon's Ray (30), Aki (power up), Gatling Thorn (flip 4 coins, 10x tails, each hit can have a different target), Mutate (give opponent a random status ailment for 2 turns), Vine Whip (30, paralyze), Wild Cannon (flip 4 coins, 10x tails, each hit can have a different target), Ivy Blade (poison), Ultraviolet Pulse (30, blind), Nature's Sword (40), Radiation Wave (40), Amazon Seed (50, may not be able to act next turn, this chance rises), Overload (50, may not be able to act next turn, this chance rises), Roots of Creation (70, hits self and target, can only be used if it will finish the target, if you survive you must switch Orbs; 1 use to share with Atom Breaker), Atom Breaker (70, hits self and target, can only be used if it will finish the target, if you survive you must switch Orbs; 1 use to share with Roots of Creation)
#1242. Elder Toa; Original design; FE: 200; Element: Dragon/Psionics; Effect: Soul of a Dragon: No weakness, if opponent boosts a stat you receive the same boost; Attacks: Shield of Wairuha--Block (defense), Shield of Wairuha--Bash (20, can change to Ice, Air, or Water), Honor (recover from negative status), Rua (heal 20), Razor Shield (30), Rising Sun Strike (30), Telepathy (defense, counter with Bash), Fierce Blow (30, paralyze), Psyche Sever (30, silence), Enraged Barrage (flip 4 coins, 10x tails, each hit can have different target), Brainstorm (flip 4 coins, 10x tails, each hit can have different target), Kardas Fist (40), Psionic Burst (40), Beam of Honor (50, may not be able to act next turn, this chance rises), Psychic Typhoon (50, may not be able to act next turn, this chance rises), Legendary Punch (70, hits self and target, can only be used if it will finish the target, if you survive you must switch Orbs; 1 use to share with Mind Shatter), Mind Shatter (70, hits self and target, can only be used if it will finish the target, if you survive you must switch Orbs; 1 use to share with Legendary Punch)
#1243. Melding Teridax; FE: 200; Element: Light; Effect: Purified: Take half damage from Makuta Spirits and their pre-upgraded forms (after applying weakness and resistance); Attacks: Warhammer (20), Light Bolt (25), Light Smash (30), Radiate (power up), Telekinesis (15), Overwhelm (50), Kraakhan (25, double to Shadow)
#1244. Onepu; FE: 120; Element: Earth; Upgrades into Toa Onepu; Attacks: Disk (10), Earthquake (15), Ussal Force (20)
#1245. Offense Program; Based on Guts Style from the Rockman.EXE series; FE: 140; Element: Rahaga; If you have the Offense, Defense, Advanced, and Support Programs, one can upgrade into Human Program; Effect: SuperArmor: 80% paralysis resistance; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Machine Gun (flip 4 coins; 10x tails), Punch (30), Piercing Shot (charge, then 20, pierce)
#1246. Defense Program; Based on Shield Style from the Rockman.EXE series; FE: 140; Element: Rahaga; If you have the Offense, Defense, Advanced, and Support Programs, one can upgrade into Human Program; Effect: Reflect: Every four turns, you can use Shield to reflect an attack; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Shield (defense), Absorb Shield (defense, heal by the damage the attack would've caused; 2 uses)
#1247. Advanced Program; Based on Custom Style from the Rockman.EXE series; FE: 140; Element: Rahaga; If you have the Offense, Defense, Advanced, and Support Programs, one can upgrade into Human Program; Effect: Custom +1: Attack twice in one turn, one use; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Dream Sword (25, cannot be dodged), Hyper Burst (25, hits all)
#1248. Support Program; Based on Team Style from the Rockman.EXE series; FE: 140; Element: Rahaga; If you have the Offense, Defense, Advanced, and Support Programs, one can upgrade into Human Program; Effect: Mega +1: Another of your Spirits can fight alongside you. One at a time, if the assisting Spirit is defeated you can't use it. If it survives, it heals completely; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Mega Chip (summon one of your Spirits (available or defeated) to use one attack, you receive any backlash)
#1249. Human Program; Based on Hub/Saito Style from the Rockman.EXE series; FE: 160; Element: Rahaga; If you have the Human and Bugged Programs, one can upgrade into Perfect Program; Effect: Almost Perfect: No resistances, only weakness is Shadow; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20, possible dodge), Laser (30), Machine Gun (flip 4 coins; 10x tails), Punch (30), Piercing Shot (charge, then 20, pierce), Shield (defense), Absorb Shield (defense, heal by the amount of damage you would have received, 2 uses), Dream Sword (25, cannot be dodged), Hyper Burst (25, hits all), Mega Chip (summon one of your Spirits (available or defeated) to use 1 attack, you receive any backlash), Customizer (take the effect of one of the Spirits that can Upgrade into Human Spirit and add it to Almost Perfect; 1 use)
#1250. Terrain Program; Based on Ground Style from the Rockman.EXE series; FE: 140; Element: Rahaga; If you have the Terrain and Elusive Programs, one can upgrade into Bugged Program; Effect: Master: Immune to the effect of one of the Stage moves; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Kick (30), Sanctuary (take half dmg for 3, 1 use), Grass Stage (give Jungle Spirits a 20/turn regen, Fire attacks do double and cancel this effect), Ice Stage (reduce accuracy of all fighters), Lava Stage (cause non-Fire types to take 20/turn), Breaking Shot (charge, then 20, negate all Stages)
#1251. Elusive Program; Based on Shadow Style from the Rockman.EXE series; FE: 140; Element: Rahaga; If you have the Terrain and Elusive Programs, one can upgrade into Bugged Program; Effect: FloatShoes: Immune to status effects; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Invis Shot (15, defense), Air Shoes (take half from Earth for 3, 1 use), Ice Shoes (take half from Ice for 3, 1 use), Fire Shoes (take half from Fire for 3), Magnet Shoes (take half from Thunder for 3, 1 use), Grass Shoes (absorb Jungle for 3, 1 use)
#1252. Bugged Program; Based on Bug Style from the Rockman.EXE series; FE: 160; Element: Shadow; If you have the Human and Bugged Programs, one can upgrade into Perfect Program; Effect: Bugged: Each turn you have a random 1-turn status; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Bug (inflict a random status on opponent for 3), Positive Bug (usually restores 50 FE, occasionally makes you invincible for 3; 1 use), BugStop (give up 30 FE to make all of your Orbs for the rest of this battle immune to status; 1 use)
#1253. Perfect Program; Loosely based on the Style Change from the Rockman.EXE series; FE: 170; Element: Rahaga; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Charged Shot (use Piercing Shot, Breaking Shot, or Invis Shot), Machine Gun (flip 4 coins; 10x tails, cannot be powered up), Punch (30), Shield (defense, can absorb twice, can reflect every 4 turns), Dream Sword (25, cannot be dodged), Hyper Burst (25, hits all), Mega Chip (summon one of your Spirits (available or defeated) to use one attack, you receive any backlash), Kick (30), Sanctuary (take half dmg for 3, 1 use), Terrain Transmutation (use any Stage technique, immune to their effects), Omni Shoes (use any Shoes technique (FloatShoes can be accessed this way), 1 use each), Laser (30), Bug (inflict a random status for 3), Positive Bug (usually heal 50, sometimes invincible for 3, 1 use), BugStop (give up 20 FE to make all your Orbs for the rest of this battle immune to status), Recov30 (heal 30), Full Synchro (power up), Master Style (40, ignores resistance)
#1254. Stormer 3.0; Based on the Hero Factory character of the same name; FE: 160; Element: Ice; Upgrades into Stormer XL or Master Stormer; Effect: Technic Descendant: Attacks do -10 dmg to Bionicles and Technic Ancestors; Attacks: Ice Claws (10), Headbutt (15), Beast Punch (20), Alpha Glacier (25), Rhino Charge (30), Camouflage (defense for 2), Rhino Power (take -15 from attacks, speed down)
#1255. Stringer 3.0; Based on the Hero Factory character of the same name; FE: 160; Element: Rahaga; Upgrades into Stringer 4.0; Effect: Technic Descendant: Attacks do -10 dmg to Bionicles and Technic Ancestors; Attacks: Claw (10), Sound Blast (15), Beast Punch (20), Deafening Roar (25), Bear Claw (30), Camouflage (defense for 2), Bear Power (attack +15, speed down)
#1256. Bulk 3.0; Based on the Hero Factory character of the same name; FE: 160; Element: Steel; Upgrades into Bulk 4.0; Effect: Technic Descendant: Attacks do -10 dmg to Bionicles and Technic Ancestors; Attacks: Claws (10), Power Punch (15), Beast Punch (20), Body Slam (25), Wolf Rush (30), Camouflage (defense for 2), Wolf Power (attack power +10, speed up)
#1257. Furno 3.0; Based on the Hero Factory character of the same name; FE: 160; Element: Fire; Upgrades into Furno 4.0; Effect: Technic Descendant: Attacks do -10 dmg to Bionicles and Technic Ancestors; Attacks: Plasma Bow (10), Wing Spike (15), Beast Punch (20), Rain of Fire (25), Eagle Arrow (30), Camouflage (defense for 2), Eagle Power (large speed boost, take +10 dmg)
#1258. Nex 3.0; Based on the Hero Factory character of the same name; FE: 160; Element: Steel; Upgrades into Nex 4.0; Effect: Technic Descendant: Attacks do -10 dmg to Bionicles and Technic Ancestors; Attacks: Claw (10), Repair (restore 30 FE to self or ally), Beast Punch (20), Hack Claw (25, may lower target's atk once), Tiger Fang (30), Camouflage (defense for 2), Tiger Power (attack +10, speed up)
#1259. Rocka 3.0; Based on the Hero Factory character of the same name; FE: 160; Element: Jungle; Upgrades into Rocka XL or Rocka 4.0; Effect: Technic Descendant: Attacks do -10 to Bionicles and Technic Ancestors; Attacks: Claw (10), Pounce (15), Beast Punch (20), Rising Tree (25), Lion's Rule (30), Camouflage (defense for 2), Lion Power (attack +10, take -10 from attacks)
#1260. Rocka XL; Based on the Hero Factory character of the same name; FE: 200; Element: Jungle/Light; Effect: King of the Jungle: Immune to poison, resistant to Jungle, attacks do -10 to Bionicles and Technic Ancestors; Attacks: Claw (10), Meteor Blaster (15), Beast Punch (20), Rising Tree (25), Lion's Rule (30), Razor Vine (35), Hero Punch (40), Thorn Claw (45), Royal Beast Cannon (50), Camouflage (defense for 3), Lion Power (attack +10, take -10 from attacks)
#1261. Witch Doctor; Based on the Hero Factory character of the same name; FE: 200; Element: Jungle/Shadow; Effect: Jealousy: Talk half damage from Hero Factory heroes, attacks do -10 to Bionicles and Technic Ancestors; Attacks: Skull Smash (10), Meteor Blaster (15), Voodoo Punch (20, cause random status), Corrupted Quaza Cannon (25), Beast Control (summon another Savage Planet villain; 1 at a time), Corrupted Quaza Spike (mind control for 3), Tumbling Timber (30), Ancient Magic (35), Staff Slam Shockwave (40), Thorn Storm (45), Corrupted Quaza Meltdown (50)
#1262. Waspix; Based on the Hero Factory character of the same name; FE: 140; Element: Air; Effect: Technic Descendant: Attacks do -10 to Bionicles and Technic Ancestors; Attacks: Claw (10), Quadro-Claw (flip 4 coins; 10x tails), Quaza Stab (15), Stinger (20), Dash (defense), Buzz (25)
#1263. Raw-Jaw; Based on the Hero Factory character of the same name; FE: 150; Element: Jungle; Effect: Technic Descendant: Attacks do -10 to Bionicles and Technic Ancestors; Attacks: Tusks (10), Quaza Stab (15), Armored Hide (defense), Punch (20), Body Slam (25), Beast Slam (30)
#1264. Fangz; Based on the Hero Factory character of the same name; FE: 140; Element: Jungle; Effect: Technic Descendant: Attacks do -10 to Bionicles and Technic Ancestors; Attacks: Claw (10), Quaza Stab (15), Pounce (20), Jaw Spears (25), Howl (summon another Fangz; 2 at a time)
#1265. Scorpio; Based on the Hero Factory character of the same name; FE: 150; Element: Jungle; Effect: Spiked Body: Contact with foe causes them to take 15 dmg, either Steel or Shadow (you decide), attacks do -10 to Bionicles and Technic Ancestors; Attacks: Swipe (10), Shooter (15), Bite (20), Stinger (25, may poison), Trample (30)
#1266. Silent Technician; Based on the combiner of Stringer and Nex; FE: 180; Element: Rahaga/Steel; Effect: Descendant Fusion: Technic Descendant towards Rahaga and Steel; Attacks: Claw (10), Shoulder Stingers (15), Beast Punch (20), Sound Cannon (25), Technician's Claw (30, may lower target's attack by 10 once), Bash (35), Chorus Cannon (40), Repair (heal 40, self or ally), Deafen (silence for 3), Camouflage (defense for 3), Chimera Power (attack +25 for 3)
#1267. Sky Wolf; Based on the combiner of Bulk and Furno; FE: 180; Element: Steel/Fire; Effect: Descendant Fusion: Technic Descendant towards Steel and Fire; Attacks: Claws (10), Wing Spike (15), Beast Punch (20), Skydive (25), Lunging Cut (30), Ferocious Flames (35), Rocket Tackle (40), Fly (defense), Scorching Wind (burn), Camouflage (defense for 3), Chimera Power (attack +10, take +10 from attacks, massive speed boost for 3)
#1268. Frost Lion; Based on the combiner of Stormer and Rocka; FE: 180; Element: Ice/Jungle; Effect: Descendant Fusion: Technic Descendant towards Ice and Jungle; Attacks: Claws (10, can change to Ice at will), Shoulder Stingers (15), Beast Punch (20), Pounce (25), Frost Breath (30), Poison Claw (35), Rage (40), Camouflage (defense for 3), Fang Shoot (poison), Ice Spike (freeze), Chimera Power (attack +10, speed down, take -25 from attacks for 3)
#1269. Golden Tahu; FE: 200; Element: Fire; Effect: Ultimate Power: No weakness, take -25 from Fire, heal 20 every turn; Attacks: Fire Slash (15), Fire Blast (25), Ground Burner (30), Fireball Spit (35), 5th Degree Burn (40), Inferno (50), Hau (defense), Star Armor (allow Star Slash and Star Shield, absorb Light attacks, lasts until both Star Slash and Star Shield have been used; 1 use), Star Slash (30, defense-piercing; 1 use), Star Shield (Cushion Jelly-level defense; 1 use), Golden Armor (destroy all opposing Rahkshi, gain 20 damage move from each and increase your own FE by 10 for each one destroyed; 1 use), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60), Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you),Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#1270. Toa Ahkmou; Inspired by Bionicle events; FE: 140; Element: Shadow; Upgrades into Ahkmou Nuva Attacks: Hammer (10), Power Punch (15), Shadow Bolt (20), True Betrayal (25), Rau (5), Knife Throw (flip 3 coins; 10x tails), Carve (opponent loses 1 attack; 1 use)
#1271. Heartless Swordsman; Based on a family of Heartless from Kingdom Hearts; FE: 160; Element: Steel/Shadow; Effect: Dual Wield: If the target is resistant to your attack, you can sacrifice your next turn to ignore that resistance. Cannot be used if the target it double resistant; Attacks: Slash (10), Dashing Cut (15, enhanced accuracy), Spinning Cut (flip 3 coins; 20x tails, cannot act next turn), Diving Cut (defense, 10 next turn), Zip Slasher (30), Dual Blade (30), Heat Saber (30), Chill Ripper (30), Blitz Spear (30), Stalwart Blade (50, only after using all other attacks at least once, backlash 20, 1 use)
#1272. Fireblast; Based on Bionicle Heroes weapons; FE: 10; Element: Fire; Effect: Equip: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and the host's effect; Attacks: Fire Sword (10, Sanok-lvl), Disk Launcher (flip 4 coins; 5x tails), Energized Flame Sword (30; 3 uses)
#1273. Stonesmash; Based on Bionicle Heroes weapons; FE: 10; Element: Stone; Effect: Equip: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect; Attacks: Po-Koro (20, extra accuracy), Proto Piton (30), Laser Axe (40, 1 use)
#1274. Earthburst; Based on Bionicle Heroes weapons; FE: 10; Element: Earth; Effect: Equip: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect; Attacks: Earth Claw (20, hits all), Earthshock Drill (30, may hit all), Laser Drill (40, backlash 10)
#1275. Icecrack; Based on Bionicle Heroes weapons; FE; 10; Element: Ice; Effect: Equip: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect; Attacks: Ice Blade (10, Sanok-lvl), Crystal Spike (20, defense), Energized Ice Sword (instant kill on targets with 30 FE or less, 1 use)
#1276. Airshot; Based on Bionicle Heroes weapons; FE: 10; Element: Air; Effect: Equip: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect; Attacks: Air Axe (15, may hit all), Aero Slicer (25), Laser Crossbow (35, 2 uses)
#1277. Watershock; Based on Bionicle Heroes weapons; FE: 10; Element: Water; Effect: Equip: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect; Attacks: Hook (10, Sanok-lvl), Hydro Blade (20, may hit all), Laser Harpoon (30)
#1278. Zekrom; Based on the Pokemon of the same name; FE: 180; Element: Thunder/Dragon; Effect: Yin: If fighting alongside a Spirit with the effect: Yang, you both become pure Rahaga and gain the attack Twilight Breath (50); Attacks: Zen Headbutt (30), Dragonbreath (30), Fusion Bolt (20, twice as powerful if used after Fusion Flare), Bolt Strike (40)
#1279. Reshiram; Based on the Pokemon of the same name; FE: 180; Element: Fire/Dragon; Effect: Yang: If fighting alongside a Spirit with the effect: Yin, you both become pure Rahaga and gain the attack Twilight Breath (50); Attacks: Extrasensory (30), Dragonbreath (30), Fusion Flare (20, twice as powerful if used after Fusion Bolt), Blue Flare (40)
#1280. Son Goku; Based on the character of the same name from Dragon Ball Z; FE: 160; Element: Light; Effect: Saiyan: If you were defeated in your last battle, power up; Attacks: Punch (20), Kick (20), Kamehameha (charge, then 50), Instant Transmission (next attack has Sanok-level accuracy), Spirit Bomb (must charge; dmg=x+y, where x=10x the number of active Spirits, and y=5x your inactive Spirits that have not been defeated; 1 use), Super Saiyan (power up, allow Super Saiyan 2), Super Saiyan 2 (power up, but lose 20 FE at the start of every turn, allow Super Saiyan 3), Super Saiyan 3 (choose one attack (cannot be Spirit Bomb) and double its power for one use; after using that attack, you lose 30 FE and cannot act for 3 turns; 1 use)
#1281. Vegeta; Based on the character of the same name from Dragon Ball Z; FE: 160; Element: Shadow; Effect: Saiyan: If you were defeated in your last battle, power up; Attacks: Punch (20), Kick (20), Big Bang (20), Galick Gun (charge, then 50), Final Flash (100; hits user and target, can only be used if it will drain Vegeta's FE to 0; 1 use), Super Saiyan (power up, allow Super Saiyan 2), Super Saiyan 2 (power up, but you lose 20 FE at the start of every turn)
#1282. Avatar Aang; Based on the character of the same name from Avatar: The Last Airbender; FE: 200; Element: Air/Rahaga; Effect: Avatar Cyle: If the last Orb you used was Avatar Roku, you have no weakness; Attacks: Staff (10), Glide (15, defense), Wind Blast (20), Tsunami (20), Fire Ring (15, hits all, including allies), Earth Glove (20), Tornado (30), Water Whip (30), Flame Burst (30), Rockalanche (25, may hit twice), Crushing Gale (40, piercing), Ice Disks (flip 4 coins; 10x tails), Breath of Fire (40), Earthquake (40), Avatar State (power up, allow following attacks, you can take a turn to deactivate this at any time; if defeated while Avatar State is active, you cannot use another Spirit), Avatar Sphere (defense for 3, contact with foe for duration causes 10 dmg (either Air, Fire, Earth, or Water, you pick); 2 uses), Avatar Spear (instantly kill a target with 30 FE or less; 1 use), Energybending (opponent loses 1 attack, 1 use)
#1283. Sloth-Like Turahk; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Reverse Sloth with other Spirits who have this effect; Attacks: Staff Twirl (10), Fear (paralyze), Horrific Flames (20), Sloth (opponent takes 2 turns to act, lasts 8 turns), Slow Fear (in 4 turns, paralyze for 2), Slow Punch (30 next turn), Reverse Sloth (boost speed, enable Mangaia Blade), Mangaia Blade Za (50, cause Sloth effect on all of the opponent's Orbs), Slow Motion (defense)
#1284. Greedy Panrahk; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Unquenchable Greed with other Spirits who have this effect; Attacks: Staff Twirl (10), Shatter (40), Shattered Stone (20), Greed (use an attack belonging to another of your Spirits), Unquenchable Greed (gain one attack from all your other Spirits, must be damaging, cannot do over 30 dmg; enable Mangaia Blade), Mangaia Blade Xi (50, replace an attack gained from Unquenchable Greed with one of the target's attacks, foe can no longer use that attack, one use per target), Shattered Greed (opponent loses any attack they gained from another of their Spirits), Shatter Field (defense), Shatter Punch (15, opponent loses weapon)
#1285. Gluttonous Vorahk; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Gluttony with other Spirits who have this effect; Attacks: Staff Twirl (10), Hunger (20, enable one use of Energy Ray), Energy Ray (30), Bite (30), Hungry Earth (20), Devour (40, if kills enemy heal by how much FE they had left), Gluttony (steal 10 atk, enable Mangaia Blade), Mangaia Blade Vo (50, heal 20), Eat (defense, heal by half the atk value unless the attack is Light or Rahaga)
#1286. Wrathful Kurahk; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Consuming Rage with other Spirits who have this effect; Attacks: Staff Twirl (10), Anger (opponent can only use damaging attacks for 3), Frozen Rage (20), Lance Wrath (flip 4 coins; 10x tails), Consuming Rage (power up, enable Mangaia Blade), Mangaia Blade Cu (50, inflict Anger on all the opponent's Orbs), Vengeful Wrath (dmg=180-current FE), Debilitating Rage (lower opponent's acc), Rage Erupt (50, gets weaker by 5 with each use)
#1287. Lustful Lerahk; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Lust for Power with other Spirits who have this effect; Attacks: Staff Twirl (10), Poison (20/turn), Poison Lance (40, piercing), Poison Wave (30), Gas Bombs (flip 5 coins; 10x tails), Poison Tornado (20), Lust for Power (become stronger for every Ultima-Orb you own, may backlash, enable Mangaia Blade), Mangaia Blade Ye (50, poison all enemy Spirits), Poison Mist (defense)
#1288. Envious Guurahk; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Unsatisfied Envy with other Spirits who have this effect; Attacks: Staff Twirl (10), Disintegrate (40), Disintegration Wave (20), Envy (use one of the opponent's attacks), Unsatisfied Envy (access all enemy attacks, enable Mangaia Blade), Mangaia Blade Ul (50, gain enemy effect, one at a time),Disintegrated Envy (opponent loses any attacks they took from you), Healthy Envy (raise FE to opponent's FE value), Disintegration Field (defense)
#1289. Prideful Heat Vision Rahkshi; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Unfathomable Pride with other Spirits who have this effect; Attacks: Staff Twirl (10), Heat Vision (20, can double power but you will be blind next turn), Eyebeam With Pride (30, extra acc), Pride (boost def for 3), Accurate Pride (boost acc for 3), Unfathomable Pride (acc+15, enable Mangaia Blade),Nameless Mangaia Blade (50, all enemy's Orbs lose 10 atk first use), Burning Stare (25, burn), Absolute Pride (defense)
#1290. Exo-Nuhvok Kal Prism; Credit to Neb-X; FE: 200; Element: Light (default), Fire, Water, Air, Rahaga; Effect: Superchromat: Whenever Prism uses one of its attacks, its Element changes to the Element of that attack. All of your attacks have Sanok-level accuracy; Attacks: Conflagration (30), Molten Magma (5/turn to all non-Fire types in the battle), Light Bend (defense againt Light attacks), Blinding Light (5, blind for 2), Heaven's Fury (30), Super Saturated (25, negates Molten Magma if active), Drowned Shield (defense), Devastating Tornado (30, 35 if heavy objects nearby), Scything Wind (20), Strange Light (causes a random status effect for 3), Mysterious Mayhem (25, randomly switches between Fire, Water, Air, and Light), Bahrag's Luxin (70, causes your attack power to be halved; 2 uses)
#1291. Frieza; Based on the Dragon Ball Z character of the same name (in his final form); FE: 180; Element: Shadow; Effect: Alien: When an attack would reduce your FE to zero, take half damage. When alongside a Spirit with the effect 'Android' or 'Demon', you both/all get a speed boost; Attacks: Punch (20), Kick (20), Tail (10, may stun), Death Beam (30, enhanced accuracy), Death Ball (30, can add 1 additional turn of charge to add 10 dmg, maxes at 60 dmg), Telekinesis (25), Barrier (defense for 2, enable Nova Strike for duration), Nova Strike (50), Imprison Barrier (paralyze for 2), Fissure Slice (40, piercing), Homing Disk (25, Sanok-level accuracy), 100% Power (power up, allowed Death Cannon and Planet Destroyer), Death Cannon (charge, then 70; 1 use), Planet Destroyer (instant kill; the survival effect of Alien must have activated at least once, reduces your FE to 1; 1 use)
#1292. Cell; Based on the Dragon Ball Z character of the same name (in his Perfect Form); FE: 180; Element: Shadow; Effect: Android: When you defeat an Orb, power up. If alongside a Spirit with the effect 'Alien' or 'Demon', you both/all get an attack power boost; Attacks: Punch (20), Kick (20), Tail (10, may stun), Regenerate (heal 30), Solar Flare (blind for 3), Barrier (defense), Telekinesis (25), Kamehameha (charge, then 50), Death Beam (30, enhanced accuracy), Big Bang Crash (30, 10 next turn), Bang Beam (40), Shared Genes (use an attack from Goku, Vegeta, or Frieza, cannot use Super Saiyan techniques, can use 100% Power but not the moves it allows; can add the effect of one of these Orbs to your own, but then you will not be able to use this technique again; if you copy the 'Alien' effect you do not get the stat boosts), Absorb (20, heal 20; learn an attack from the opponent, only one attack per target), Solar Kamehameha (charge, then 70; 1 use), Cell Jr. (summon a Shadow Element creature with 80 HP, can use Punch, Kick, and one other attack of your choosing; 4 uses)
#1293. Buu; Based on the Dragon Ball Z character of the same name (in his Kid form); FE: 180; Element: Shadow; Effect: Demon: When FE hits 0, regain 50 (only once). If alongside a Spirit with the effect 'Alien' or 'Android', you both/all get a defense boost; Attacks: Punch (20), Kick (20), Regenerate (heal 30), Mimic (use one of the foe's attacks), Absorb (instant kill, target must have 20 FE or less; gain all attacks and heal by 10% of the target's FE; 1 use), Vanishing Beam (30), Instant Movement (defense), Buu Rocket (25, enhanced accuracy), Vanishing Ball (50), Kamehameha (charge, then 50), Dimension Scream (end the battle in a tie; 1 use), Chocolate Beam (destroy one of the enemy's items)
#1294. Nick Bluetooth; Based on the Galidor character of the same name; FE: 140; Element: Rahaga; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Jet Wing Arm (10), Gun Arm (15), Power Punch (20), Glinch Cannon (25, cause a random status effect), Super Glinch (gain an attack from a Spirit you have fought or used in the past; 1 at a time)
#1295. Gorm; Based on the Galidor character of the same name; FE: 140; Element: Shadow; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Strangle (10, paralyze), Swarm (15), Volt (20), Overthrow (25), Super Glinch (gain an attack from a Spirit you have fought or used in the past; 1 at a time)
#1296. Jens; Based on the Galidor character of the same name; FE: 140; Element: Steel; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Glinch (trade an attack with another of your Spirits), Robo Punch (10), Welding Arm (15, opponent may lose a Steel attack once), Energy Bolts (20), Robotic Ravager (25)
#1297. Kek Powerizer; Based on the Galidor set of the same name; FE: 10; Element: Rahaga; Effect: Ultimate Armor: At the beginning of battle, combine this Orb with another. Add FE, keep all attacks and Elements, use the host's effect plus a Technic Brother effect, power up the host's transformation and illusion abilities; Attacks: Super Glinch (gain an attack from a Spirit you have fought or used in the past; 1 at a time), Illusion (defense), Power Punch (20)
#1298. Nepol; Based on the Galidor character of the same name; FE: 140; Element: Ice; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Speed Strike (10), Staff (15), Ice Blast (20), Blizzard Palm (25), Dash (defense), Glinch (trade an attack with another of your Spirits)
#1299. Euripides; Based on the Galidor character of the same name; FE: 140; Element: Psionics; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Staff (10), Jump Kick (15), Telekinesis (20), Psychic Tide (25), Glinch (trade an attack with another of your Spirits)
#1300. Ooni; Based on the Galidor character of the same name; FE: 130; Element: Shadow; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Claw (10), Fangs (15), Sting (20), Glinch (trade an attack with another of your Spirits)
#1202. Pikachu Nuva; Based loosely on the Pokemon Pikachu, Credit to PeriodicTable; FE: 150; Element: Thunder; Upgrades into Raichu Nuva; Effect: Max Charge: If you don't attack for 2 turns you get a 1 turn +5 atk and heal 10; Attacks: Thunder Jolt (30), Volt Field (defense), Electro Stun (paralyze for 2), Spark Surround (enemy accuracy down for 3), Volt Tackle (45, backlash 20)
#1203. Raichu Nuva; Based loosely on the Pokemon Raichu, Credit to PeriodicTable; FE: 170; Element: Thunder; Effect: Max Charge: If you don't attack for 2 turns you get a 1 turn atk +10 and heal 15; Attacks: Thunder Jolt (35), Volt Field (defense), Electro Stun (paralyze for 3), Spark Surround (enemy accuracy down for 4), Volt Tackle (55, backlash 30), Lightning Absorb & Emanate (15, heal 15), Electrical Fire (20, burn for 2)
#1204. Pichu Newva; Based loosely on the Pokemon Pichu, Credit to PeriodicTable; FE: 140; Element: Thunder/Air; Upgrades into Pikachu Newva; Effect: Still Learning: If you attack there is a 25% chance you will take 15 dmg and do +10 next turn; Attacks: Thunder Jolt (25), Volt Field (defense), Electro Stun (paralyze for 2), Soaring Strike (25), Vortex (take -5 for 2)
#1205. Pikachu Newva; Based loosely on the Pokemon Pikachu, Credit to PeriodicTable; FE: 160; Element: Thunder/Air; Upgrades into Raichu Newva; Effect: Max Charge: If you don't attack for 2, you get 1 turn +5 and heal 10; Attacks: Thunder Jolt (30), Volt Field (defense), Electro Stun (paralyze for 2), Soaring Strike (30), Vortex (take -5 for 3), Spark Surround (enemy accuracy down for 3), Volt Tackle (45, backlash 20), Wind Jump (10, dodge)
#1206. Raichu Newva; Based loosely on the Pokemon Raichu, Credit to PeriodicTable; FE: 180; Element: Thunder/Air; Effect: Max Charge: If you don't attack for 2, you get a 1 turn +10 and heal 15; Attacks: Thunder Jolt (35), Volt Field (defense), Electro Stun (paralyze for 3), Soaring Strike (35), Vortex (take -10 for 3), Spark Surround (enemy accuracy down for 4), Volt Tackle (55, backlash 30), Wind Jump (15, dodge), Lightning Absorb & Emanate (15, heal 15), Electrical Fire (20, burn for 2), Hurricane Blade (10, enemy atk -5 for 4)
#1207. Rhonyvyk; Credit to PeriodicTable; FE: 130; Element: Air/Water; Effect: Siphon Aura: If enemy defends or dodged they take 5 damage, if a foe uses an attack multiple times in a row take -5 each time (but you will always take at least 5 damage); Attacks: Vortex Orb (15, confuse), Liquid Atmosphere (10, heal 15), Hurricane Shield (defense), Mist (heal 5, enemy accuracy down for 3), Element Combine: Storm (20)
#1208. Exo-Kohrak Kal Abomination; Credit to CTK; FE: 120; Element: Ice/Rahaga; Effect: King Bohrok Carapace: Whenever an attack would deal 30 or more damage, completely negate the attack. Can be used 5 times, regenerates one use after every 2 turns; Attacks: Sonic Boom (15, hits four times), Krana Master (switch between Krana, new Krana can't be used until next turn), Shockwave (30, may hit all), Ultrasound (15, confuse, opponent's accuracy down), Krana Toss (mind control for 3; 1 use), Strike of the Twins (30, hits twice, causes random status ailment), Homing Icicle Barrage (15, four hits, each hit can strike a different target)
#1209. Contrivance; Credit to CTK; FE: 150; Element: Steel/Rahaga; Effect: Evolving Machination: Can combine with another Spirit; Attacks: Palm Laser (20), Twin Laser (40), Energy Burst (50), Power Discharge (90, 1 use), Shoulder Cannons (40), Wing Lasers (10, hits 10 times, low accuracy), Wing Static (25, paralyze), Rocket Kick (45, may disable one attack), Wrist Blades (20, may hit up to 4 times), Laser Slash (25, may hit twice, may paralyze), X-slash (50, may paralyze), Hadron Massacre (75; 1 use, disable all blade attacks, may paralyze), Missile Volley (5, hits 15 times), All Weapons Fire! (250; 1 use, only after all attacks with unlimited uses have been used at least once, only if none of the other 1 use attacks have been used, backlash 1/3)
#1210. Fantasy Warrior NES; Based on Final Fantasy I-III; FE: 140; Element: Rahaga; Upgrades into Fantasy Warrior SNES; Effect: Crossover Crystal: If near a Spirit from FFI-III, allow corresponding Crystal Blade. If near another Fantasy Warrior, allow any 1 Crystal Blade; Attacks: Slash (10), Shield (defense), Cure (heal 10), Blood Sword (10, heal 10, low accuracy), Growth (use the same attack three times in a row; the third will be +10), Ultima (50, hits user and target; 2 uses), Dia (30 to Shadow), Blaze (20), Earthquake (20), Cyclone (20), Tsunami (20), Focus (next atk +10), Steal (steal a weapon; 1 use), Jump (30 next turn), Summon (summon a random Spirit; 33% random attack, 33% non-offensive move, 33% most powerful attack (you take any backlash), 1% fail), Bow (10, increased accuracy), Study (removed opponent's power-ups; 1 use), Crystal Blade I: Time Loop (40; de-fuse, re-fuse when this is your last Spirit and you will have full FE; 1 use), Crystal Blade II: Soul of Rebirth (40; summon a fallen Spirit of yours with a 20/turn regen effect; 1 use), Crystal Blade III: World of Darkness (40; permanently blind all of your opponent's Orbs; 1 use)
#1211. Fantasy Warrior SNES; Based on Final Fantasy IV-VI; FE: 150; Element: Rahaga; Upgrades into Fantasy Warrior PS; Effect: Crossover Crystal: If near a Spirit from FFIV-VI, allow corresponding Crystal Blade. If near another Fantasy Warrior, allow any 1 Crystal Blade; Attacks: Slash (10), Shield (defense), Cura (heal 30), Summon (summon a random Spirit to use 1 attack; you receive any backlash), Jump (30 next turn), Steal (steal a weapon; 1 use), Esuna (recover from negative status effects), Black Magic (30, randomly switches between Fire, Ice, and Thunder), Focus (next atk +10), Learn (gain 1 enemy attack; 1 use), Gravity (cut opponent's FE by 25%; 1 use per target), Spellblade (20, change Element at will), Twilight Slash (30), Darkness (next atk +15, backlash half), Legendary Weapons (50; backlash half, 1 use per Ultima-Orb up to 12), Throw (give up one of your Spirits to throw it at the enemy; dmg=FE of Spirit thrown/4; 80% chance to cause the status ailment associated with that Spirit's Element; 3 uses), Bushido (dmg=# of turns charged x10 up to 7 turns, when dmg equal to or greater than 50 backlash 1/3), Runic (defend against non-physical damaging attack; next use of Black Magic stronger by atk value of the attack you defended against), Magicite (learn an attack from one of your defeated Spirits; 1 use), Crystal Blade IV: Soul Split (50; split target into 2 entities, each get half of current FE (after Blade damage), both get that Spirit's Effect, both have half atk power, one has full atk power for Light and none for Shadow, the other has full atk power for Shadow and none for Light; 1 use), Crystal Blade V: Void (50; destroy another of the foe's Orb's, take dmg=destroyed Orb's FE/2; 1 use), Crystal Blade VI: World of Ruin (50; opponent's atk -10 for all Orbs the rest of the battle)
#1212. Fantasy Warrior PS; Based on Final Fantasy VII-IX; FE: 160; Element: Rahaga; Upgrades into Fantasy Warrior PS2; Effect: Crossover Crystal: If near a Spirit from FFVII-IX, allow corresponding Crystal Blade. If near another Fantasy Warrior, allow any 1 Crystal Blade; Attacks: Slash (10), Shield (defense), Cura (heal 30), Meteor (50; 1 use), Omnislash (flip 4 coins; 15x tails), Black Magic (25, randomly switches between Fire, Ice, and Thunder), Materia Growth (in 5 turns, power up one attack; 1 use), Gunblade Slash (15, 50% chance of doing +15 Fire damage), Summon (summon a random Spirit to use 1 attack, you receive any backlash), Esuna (recover from negative status effects), Draw (learn 1 enemy attack; 1 use), Power Punch (30), Bullets (flip 5 coins; 10x tails), Jump (40 next turn), Sword Magic (20, change Element at will), Junction (give up an unused Spirit; you can learn 2 of its attacks, add its effect to your own, or power up your attack, defense, accuracy, or evasion; 1 use), Trance (only after being hit at least 10 times; atk +15 until your opponent's current Orb is defeated; 1 use),Steal (steal a weapon; 1 use), Eat (instant kill if the opponent has 20 FE or less; 1 use), Crystal Blade VII: Lifestream (dmg=# of fallen Spirits in this battle (both yours and foe's) x10; 1 use), Crystal Blade VIII: Time Compression (50; paralyze, opponent can't use any more Orbs after their current one; 1 use), Crystal Blade IX: Memoria (roll a 6-sided die; summon that number of your opponent's defeated Spirits (and yours if there aren't enough), each one uses one attack; 1 use)
#1213. Fantasy Warrior PS2; Based on Final Fantasy X-XII; FE: 170; Element: Rahaga; Effect: Crossover Crystal: If near a Spirit from FFX-XII, allow corresponding Crystal Blade. If near another Fantasy Warrior, allow any 1 Crystal Blade; Attacks: Slash (10, 50% piercing), Shield (defense), Curaga (heal 50), Esuna (recover from negative status effects), Black Magic (35, randomly switches between Fire, Ice, Water, Thunder, Air, and Stone), Summon (summon another of your Spirits to fight in your place), Lancet (30, heal 30, learn an attack first use), Steal (steal a weapon; 1 use), Sphere Grid (power up either offense or defense for 3 turns; 1 use per Ultima-Orb), Zodiac Summoning (randomly use a basic Zodiac Style technique), License Board (learn a 30 damage attack of any Element you have an Ultima-Orb for; 1 use per Element), Overdrive (dmg=170-your current FE), Quickening (charge, then 50; 50% chance second hit, 20% chance third hit), Soul Eater (give up 60 FE to do unaboidable fixed 60 dmg), Charm (take control of opponent's summoned Spirit), Jump (50 next turn), Blue Magic (use an attack of the last Spirit you defeated; 4 uses), Aim (30, Sanok-level accuracy), Sing (power up a random stat for 2 turns), Focused Slash (40), Crystal Blade X: Final Aeon (50; summon one of your deceased Spirits, give it +20 atk power, if it can be upgraded then temporarily upgrade it, 1 use), Crystal Blade XI: Massive Multidamage Onslaught (30, hits 3 tims, each hit is a different random Element; 1 use), Crystal Blade XII: Sword of Kings (70, destroy one of the opponent's Ultima-Orbs, backlash 1/4; 1 use)
#1214. Fleeting Flash; Based on Lightning from Final Fantasy XIII; FE: 180; Element: Thunder; Upgrades into Fleeting Valkyrie; Effect: Crystal Stasis: When you defeat an Orb, you have the option to swap out and let Fleeting Flash regenerate 10 FE every turn until you fuse with it again; Attacks: Gunblade (20, can be melee or ranged), Blitz (40, hits all), Ruin (20), Ruinga (40), Launch (10, paralyze), Cure (heal 30, self or ally), Fira (30), Watera (30), Blizzara (30), Aerora (30), Thundara (30), Thundaga (45), Thunder Blade (25, may pierce), Thunder Bullet (25, may hit twice), Blaze Rush (25, can't be dodged), Thunder Rush (35), Stagger (only after 4 successful attacks; target takes +10 and does -10 for 2 turns; 1 use per Orb), Army of One (dmg=opponent's FE - your current FE)
#1215. Gigalith; Based on the Pokemon Gigalith; FE: 160; Element: Stone; Effect: Sturdy: Immune to one-hit-kills, can't be knocked out with one attack; Attacks: Smack Down (15, opponent takes x1.5 dmg from the next Earth attack; if the target is immune to Earth, immunity nullified), Bulldoze (30, target evasion lowered once per target), Rock Slide (40), Body Slam (25, paralyze)
#1216. Jobmaster: Wind; Based on Wind Crystal Jobs from Final Fantasy V; FE: 140; Element: Air; Effect: Mastered!!: Give up an attack to boost evasion; Attacks: Slash (10), Power Punch (10, may hit twice), Steal (steal a weapon; 1 use), Cure (heal 30), Blue Magic (use an enemy attack; 5 uses), Counter (5, defense), Black Magic (25, randomly switches between Fire, Ice, and Thunder), Chakra (recover from negative effects), Focus (next attack does double damage; 4 turn recharge), Aeroga (30)
#1217. Jobmaster: Water; Based on Water Crystal Jobs from Final Fantasy V; FE: 140; Element: Water; Effect: Mastered!!: Give up an attack to boost status resistance and chance to inflict status; Attacks: Slash (10), Cure (heal 20), Black Magic (15, randomly switches between Fire, Ice, and Thunder), Spellblade (20, switch Element at will), Berserk (atk +15 for 3, randomly use only damaging attacks for duration), Summon (summon one of your Spirits to use one attack, you receive any backlash), Haste (attack twice next turn; 2 uses), Gravity (dmg=25% of opponent's current FE), Comet (25), Aqua Breath (30)
#1218. Jobmaster: Fire; Based on Fire Crystal Jobs from Final Fantasy V; FE: 140; Element: Fire; Effect: Mastered!!: Give up an attack to boost your attack power; Attacks: Double Slash (20), Throw (sacrifice a Spirit to throw it, dmg=Spirit's FE/4, 80% chance to inflict status ailment associated with that Spirit's Element), Catch (turn opponent's summoned Spirit against them), Bow (10, enhanced accuracy), Sing (give positive effect to self or ally), Hide (defense), Terrain (20, randomly switched between Jungle, Earth, and Stone), Find Pits (recover negative status), Rapid Fire (flip 4 coins, 15x tails, each hit strikes a random enemy), Firaga (30)
#1219. Jobmaster: Earth; Based on Earth Crystal Jobs from Final Fantasy V; FE: 140; Element: Earth; Effect: Mastered!!: Give up an attack to boost defense; Attacks: Slash (10, may do double), Zeninage (25, stronger if you have more money), Iainuki (instant kill if opponent has 40 FE or less; 1 use), Jump (30 next turn), Lance (15, absorb), Mix (combine two healing items into one), Dance (10, 50% absorb, 90% chance confuse), Quake (30)
#1220. Jobmaster: Secret; Based on secret Jobs from Final Fantasy V; FE: 140; Element: Shadow; Effect: Mastered!!: Give up an attack to deal fixed 30 damage; Attacks: Slash (10, may do double), Bladeblitz (10, hits all), Mime (repeat opponent's last attack; 5 uses), Dark Arts (use an attack of the last Orb you defeated; 5 uses), Cannon Fire (25), Combine (20, sacrifice a Spirit to change the element of Combine to the Element of that Spirit), Predict (in 3 turns, put a random permanent status effect on opponent), Finisher (30)
#1221. Magma: Earth; Credit to PeriodicTable; FE: 130; Element: Fire/Earth; Upgrades into Magma: Stone; Attacks: Molten Earth (10, double burn for 1), Earth Fist (10), Earth Wall (defense), Fireball Spit (25)
#1222. Magma: Stone; Credit to PeriodicTable; FE: 150; Element: Fire/Stone; Upgrades into Magma: Steel; Attacks: Molten Stone (10, double burn for 2), Stone Fist (15), Stone Wall (defense), Fireball Blast (30), Magma Fist (25, burn and confuse for 2)
#1223. Magma: Steel; Credit to PeriodicTable; FE: 170; Element: Fire/Steel; Attacks: Molten Steel (10, triple burn for 1), Steel Fist (15), Steel Wall (defense), Fireball Cannon (35), Magma Fist (20, burn and confuse for 3), Superheated Steel (flip 3 coins; 15x heads), Flame Absorb & Emanate (15, heal 15)
#1224. Gaia Moray; Based on the enemy of the same name from Sonic Unleashed, Credit to PeriodicTable; FE: 170; Element: Ice/Water/Rahaga; Effect: Gaia: Weak to Ice and Rahaga, strong to Shadow and Dragon; Attacks: Liquid Ice Shield (defense, enemy takes 10 if they use a melee attack), Head Slam (10, paralyze), Head Spin (15, enhanced accuracy), Ice Spikes (25), Freeze Breath (15, freeze)
#1225. Sonicspeed: Light; Based on Sonic from Sonic Unleashed, Credit to PeriodicTable; FE: 200; Element: Light/Steel/Air; Effect: Speed: In Day Mode, you regen 5/turn and have enhanced dodge chance; Attacks: Midnight (switch between Day and Night); Day Attacks: Spin Dash (30), Homing Attack (20, extra accuracy), Spring Jump (dodge), Lightspeed Dash (25, extra accuracy, must be used before and after Ring Collect), Emerald Restore (heal 30, remove status, 7 uses, on 7th use get 4 turn atk and def+10), Ring Collect (15, heal, enable Action Command), Action Command (35, 1 use per Ring Collect), Chaos Emeralds (atk and def +10 for 3; 1 use); Night Attacks: Claw Slash (30), Dark Were Claw (35), Were Hammer (poison, blind, and silence for 2), Howl (10, paralyze for 2)
#1226. Sonicspeed: Dark; Based on Sonic from Sonic Unleashed, Credit to PeriodicTable; FE: 200; Element: Shadow/Steel; Effect: Dark: Night attacks +5 for every 50 dmg you inflict, resets with new target; Attacks: Midday (switch between Day and Night); Night Attacks: Claw Slash (30), Dark Were Claw (35), Were Hammer (poison, blind, and silence for 2), Howl (10, paralyze for 2), Fury of the Werehog (20, heal 15), Were Wallop (30, triple burn for 1; only after a Claw Slash>Dark Were Claw>Fury of the Werehog combo, can't be used again for 4), Earthshaker (45; only after a Claw Slash>Claw Slash>Dark Were Claw combo, 5 turns between uses), Unleashed Mode (for 3 turns no weakness, heal 10/turn, and attacks pierce; 1 use); Day Attacks: Homing Attack (20, extra accuracy), Spring Jump (dodge), Emerald Restore (heal 30, remove status, 7 uses, on 7th use get 4 turn atk and def +10), Ring Collect (15, heal 15)
#1227. Gaia Nightmare; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 110; Element: Rahaga/Shadow; Upgrades into Fire Nightmare; Attacks: Claw (15), Gaia Claw (20), Gaia Block (defense)
#1228. Fire Nightmare; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 120; Element: Fire/Shadow; Upgrades into Gigamare; Effect: Flame Aura: Weak to Water, strong to Steel, enemy takes 5 dmg on contact, Water attacks disable effect for 2; Attacks: Claw (15), Gaia Claw (20), Flame Claw (15, burn for 2), Gaia Block (defense)
#1229. Gigamare; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 140; Element: Rahaga/Shadow; Upgrades into Fire Gigamare; Attacks: Claw (15), Gaia Claw (25), Gaia Block (defense), Gaia Charge (10, heal 10)
#1230. Fire Gigamare; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 150; Element: Fire/Shadow; Upgrades into Gaia Wizard; Effect: Flame Aura: Weak to Water, strong to Steel, enemy takes 5 dmg on contact, Water attacks disable effect for 1; Attacks: Claw (15), Gaia Claw (25), Gaia Block (defense), Flame Calw (20, burn for 2), Gaia Charge (10, heal 10), Flame Pulse (25, double burn for 1, only after 3 Gaia Charges)
#1231. Gaia Wizard; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 170; Element: Rahaga/Shadow; Upgrades into Flame Wizard or Lightning Wizard; Attacks: Staff (15), Gaia Staff (30), Gaia Block (defense), Gaia Charge (15, heal 15), Teleport (dodge), Counter Strike (30, enhanced accuracy, only right after Teleport)
#1232. Flame Wizard; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 180; Element: Fire/Shadow; Effect: Flame Aura: Weak to Water, strong to Steel, enemy takes 10 dmg on contact, Water attacks disable effect for 3; Attacks: Staff (15), Fire Staff (25, burn for 2), Gaia Staff (30), Gaia Block (defense), Gaia Charge (15, heal 15), Fire Charge (burn for 3, heal status, heal 5), Teleport (dodge), Counter Strike (30, extra accuracy, only right after Teleport), Fire Pulse (30, double burn for 1, only after 3 Fire Charges), Gaia Pulse (35, only after 3 Gaia Charges)
#1233. Lightning Wizard; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 180; Element: Thunder/Shadow; Effect: Electric Aura: Weak to Stone and Air, strong to Water and Steel, deal 5 dmg on contact, when the enemy uses Water or Steel attacks they take 10; Attacks: Staff (15), Spark Staff (15, paralyze for 1),Gaia Staff (30), Gaia Block (defense), Gaia Charge (15, heal 15), Static Charge (5 for 4, transfer status, heal 5), Teleport (dodge), Counter Strike (30, extra accuracy, only right after Teleport), Volt Pulse (30, paralyze, only after 3 Static Charges), Gaia Pulse (35, only after 3 Gaia Charges)
#1234. Gaia Wasp; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE; 130; Element: Air/Rahaga; Effect: Flight: Extra dodge chance against melee, take -5 from ranged attack; Attacks: Gaia Wing (dodge), Sting (20), Glide (10, take -10 next turn)
#1235. Gaia Turbine; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 140; Element: Air/Shadow; Upgrades into Freeze Turbine or Flame Turbine; Attacks: Blow (10, enemy can't use melee attacks next turn), Dark Wind (25), Gaia Wind (defense)
#1236. Freeze Turbine; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 160; Element: Ice/Air/Shadow; Upgrades into Mega Turbine; Attacks: Blow (15, enemy can't use melee attacks next turn), Dark Wind (30), Freezing Wind (15, freeze for 2), Gaia Wind (defense)
#1237. Flame Turbine; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 160; Element: Fire/Air/Shadow; Upgrades into Mega Turbine; Attacks: Blow (15, enemy can't use melee attacks next turn), Dark Wind (30), Burning Wind (15, triple burn for 2), Gaia Wind (defense)
#1238. Mega Turbine; Based on enemies from Sonic Unleashed, Credit to PeriodicTable; FE: 180; Element: Fire/Air/Ice; Attacks: Blow (20, enemy can't use melee attacks next turn), Dark Wind (35), Burning Wind (20, triple burn for 2), Gaia Wind (defense), Freezing Wind (20, freeze for 2)
#1239. Persistent Warrior; Credit to PeriodicTable; FE: 50; Element: Rahaga/Shadow/Dragon; Effect: Endless Victory: When FE runs out, return to full. 2 uses; Attacks: Obscure (10, blind, confuse, poison), Shadow Cage (paralyze), Aura Ball (30, sanok-lvl, can charge for +10), Double Team (defense, reflect half dmg), Aura Sight (extra dodge and accuracy for 2), Dragon Arm (40), Force Palm (30 at long range, 50 at short range), Aura Fist (30, +5 dmg for every 30 dmg you take, 7 uses), Nega Slash/Laser/Drill (45), Nega Aura (pwr up rahaga atks for 3, reduce accuracy of rahaga atks for 3), Aura Body (take double dmg next turn then do dmg equal to dmg you took), Drain Sphere (20, heal self by dmg done), Dragon Armor (take half dmg for 3; 1 use), Dragon Spike (35, piercing), Aura Rage (atks do full dmg for 4; 1 use)
#1240. Heartless Composer; Based on a family of Heartless from Kingdom Hearts; FE: 140; Element: Shadow; Effect: Resonance: If the target has the same Element as the attack you are using, multiply the damage x1.5; Attacks: Red Nocturne (20), Blue Rhapsody (20), Yellow Opera (20), Green Requiem (heal 30; 3 turns between uses), Crimson Jazz (30 next turn, 70% burn), Silver Rock (20), Emerald Blues (20, can chain to Spring Metal), Spring Metal (35, must follow Emerald Blues), Scarlet Tango (charge, then 40), Grey Caprice (confuse), Stripped Aria (10, target takes +10 next turn), Sapphire Elegy (defense), Pink Concerto (poison), Turquoise March (15, absorb), Emerald Serenade (boost evasion), Black Ballade (create two duplicates, foes don't know which target is real, if they hit the wrong target they take 10 Thunder dmg, duplicates can't attack, if you are hit then your duplicates vanish, each duplicate vanishes when hit; 1 use)
#1241. Wildflower; Original design; FE: 200; Element: Rahaga/Jungle; Effect: Constant Mutation: No weakness, at the beginning of every turn heal 10 FE and recover from negative status; Attacks: Sword of Akamai--Slash (30, can change to Fire, Stone, or Earth), Sword of Akamai--Parry (block physical attacks), Stormcloud Wave (30), Moon's Ray (30), Aki (power up), Gatling Thorn (flip 4 coins, 10x tails, each hit can have a different target), Mutate (give opponent a random status ailment for 2 turns), Vine Whip (30, paralyze), Wild Cannon (flip 4 coins, 10x tails, each hit can have a different target), Ivy Blade (poison), Ultraviolet Pulse (30, blind), Nature's Sword (40), Radiation Wave (40), Amazon Seed (50, may not be able to act next turn, this chance rises), Overload (50, may not be able to act next turn, this chance rises), Roots of Creation (70, hits self and target, can only be used if it will finish the target, if you survive you must switch Orbs; 1 use to share with Atom Breaker), Atom Breaker (70, hits self and target, can only be used if it will finish the target, if you survive you must switch Orbs; 1 use to share with Roots of Creation)
#1242. Elder Toa; Original design; FE: 200; Element: Dragon/Psionics; Effect: Soul of a Dragon: No weakness, if opponent boosts a stat you receive the same boost; Attacks: Shield of Wairuha--Block (defense), Shield of Wairuha--Bash (20, can change to Ice, Air, or Water), Honor (recover from negative status), Rua (heal 20), Razor Shield (30), Rising Sun Strike (30), Telepathy (defense, counter with Bash), Fierce Blow (30, paralyze), Psyche Sever (30, silence), Enraged Barrage (flip 4 coins, 10x tails, each hit can have different target), Brainstorm (flip 4 coins, 10x tails, each hit can have different target), Kardas Fist (40), Psionic Burst (40), Beam of Honor (50, may not be able to act next turn, this chance rises), Psychic Typhoon (50, may not be able to act next turn, this chance rises), Legendary Punch (70, hits self and target, can only be used if it will finish the target, if you survive you must switch Orbs; 1 use to share with Mind Shatter), Mind Shatter (70, hits self and target, can only be used if it will finish the target, if you survive you must switch Orbs; 1 use to share with Legendary Punch)
#1243. Melding Teridax; FE: 200; Element: Light; Effect: Purified: Take half damage from Makuta Spirits and their pre-upgraded forms (after applying weakness and resistance); Attacks: Warhammer (20), Light Bolt (25), Light Smash (30), Radiate (power up), Telekinesis (15), Overwhelm (50), Kraakhan (25, double to Shadow)
#1244. Onepu; FE: 120; Element: Earth; Upgrades into Toa Onepu; Attacks: Disk (10), Earthquake (15), Ussal Force (20)
#1245. Offense Program; Based on Guts Style from the Rockman.EXE series; FE: 140; Element: Rahaga; If you have the Offense, Defense, Advanced, and Support Programs, one can upgrade into Human Program; Effect: SuperArmor: 80% paralysis resistance; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Machine Gun (flip 4 coins; 10x tails), Punch (30), Piercing Shot (charge, then 20, pierce)
#1246. Defense Program; Based on Shield Style from the Rockman.EXE series; FE: 140; Element: Rahaga; If you have the Offense, Defense, Advanced, and Support Programs, one can upgrade into Human Program; Effect: Reflect: Every four turns, you can use Shield to reflect an attack; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Shield (defense), Absorb Shield (defense, heal by the damage the attack would've caused; 2 uses)
#1247. Advanced Program; Based on Custom Style from the Rockman.EXE series; FE: 140; Element: Rahaga; If you have the Offense, Defense, Advanced, and Support Programs, one can upgrade into Human Program; Effect: Custom +1: Attack twice in one turn, one use; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Dream Sword (25, cannot be dodged), Hyper Burst (25, hits all)
#1248. Support Program; Based on Team Style from the Rockman.EXE series; FE: 140; Element: Rahaga; If you have the Offense, Defense, Advanced, and Support Programs, one can upgrade into Human Program; Effect: Mega +1: Another of your Spirits can fight alongside you. One at a time, if the assisting Spirit is defeated you can't use it. If it survives, it heals completely; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Mega Chip (summon one of your Spirits (available or defeated) to use one attack, you receive any backlash)
#1249. Human Program; Based on Hub/Saito Style from the Rockman.EXE series; FE: 160; Element: Rahaga; If you have the Human and Bugged Programs, one can upgrade into Perfect Program; Effect: Almost Perfect: No resistances, only weakness is Shadow; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20, possible dodge), Laser (30), Machine Gun (flip 4 coins; 10x tails), Punch (30), Piercing Shot (charge, then 20, pierce), Shield (defense), Absorb Shield (defense, heal by the amount of damage you would have received, 2 uses), Dream Sword (25, cannot be dodged), Hyper Burst (25, hits all), Mega Chip (summon one of your Spirits (available or defeated) to use 1 attack, you receive any backlash), Customizer (take the effect of one of the Spirits that can Upgrade into Human Spirit and add it to Almost Perfect; 1 use)
#1250. Terrain Program; Based on Ground Style from the Rockman.EXE series; FE: 140; Element: Rahaga; If you have the Terrain and Elusive Programs, one can upgrade into Bugged Program; Effect: Master: Immune to the effect of one of the Stage moves; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Kick (30), Sanctuary (take half dmg for 3, 1 use), Grass Stage (give Jungle Spirits a 20/turn regen, Fire attacks do double and cancel this effect), Ice Stage (reduce accuracy of all fighters), Lava Stage (cause non-Fire types to take 20/turn), Breaking Shot (charge, then 20, negate all Stages)
#1251. Elusive Program; Based on Shadow Style from the Rockman.EXE series; FE: 140; Element: Rahaga; If you have the Terrain and Elusive Programs, one can upgrade into Bugged Program; Effect: FloatShoes: Immune to status effects; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Invis Shot (15, defense), Air Shoes (take half from Earth for 3, 1 use), Ice Shoes (take half from Ice for 3, 1 use), Fire Shoes (take half from Fire for 3), Magnet Shoes (take half from Thunder for 3, 1 use), Grass Shoes (absorb Jungle for 3, 1 use)
#1252. Bugged Program; Based on Bug Style from the Rockman.EXE series; FE: 160; Element: Shadow; If you have the Human and Bugged Programs, one can upgrade into Perfect Program; Effect: Bugged: Each turn you have a random 1-turn status; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Bug (inflict a random status on opponent for 3), Positive Bug (usually restores 50 FE, occasionally makes you invincible for 3; 1 use), BugStop (give up 30 FE to make all of your Orbs for the rest of this battle immune to status; 1 use)
#1253. Perfect Program; Loosely based on the Style Change from the Rockman.EXE series; FE: 170; Element: Rahaga; Attacks: Flamethrower (20), Bubble Shot (20), Zap Ring (15, paralyze), Tornado (20), Cyber Attack (20), Charged Shot (use Piercing Shot, Breaking Shot, or Invis Shot), Machine Gun (flip 4 coins; 10x tails, cannot be powered up), Punch (30), Shield (defense, can absorb twice, can reflect every 4 turns), Dream Sword (25, cannot be dodged), Hyper Burst (25, hits all), Mega Chip (summon one of your Spirits (available or defeated) to use one attack, you receive any backlash), Kick (30), Sanctuary (take half dmg for 3, 1 use), Terrain Transmutation (use any Stage technique, immune to their effects), Omni Shoes (use any Shoes technique (FloatShoes can be accessed this way), 1 use each), Laser (30), Bug (inflict a random status for 3), Positive Bug (usually heal 50, sometimes invincible for 3, 1 use), BugStop (give up 20 FE to make all your Orbs for the rest of this battle immune to status), Recov30 (heal 30), Full Synchro (power up), Master Style (40, ignores resistance)
#1254. Stormer 3.0; Based on the Hero Factory character of the same name; FE: 160; Element: Ice; Upgrades into Stormer XL or Master Stormer; Effect: Technic Descendant: Attacks do -10 dmg to Bionicles and Technic Ancestors; Attacks: Ice Claws (10), Headbutt (15), Beast Punch (20), Alpha Glacier (25), Rhino Charge (30), Camouflage (defense for 2), Rhino Power (take -15 from attacks, speed down)
#1255. Stringer 3.0; Based on the Hero Factory character of the same name; FE: 160; Element: Rahaga; Upgrades into Stringer 4.0; Effect: Technic Descendant: Attacks do -10 dmg to Bionicles and Technic Ancestors; Attacks: Claw (10), Sound Blast (15), Beast Punch (20), Deafening Roar (25), Bear Claw (30), Camouflage (defense for 2), Bear Power (attack +15, speed down)
#1256. Bulk 3.0; Based on the Hero Factory character of the same name; FE: 160; Element: Steel; Upgrades into Bulk 4.0; Effect: Technic Descendant: Attacks do -10 dmg to Bionicles and Technic Ancestors; Attacks: Claws (10), Power Punch (15), Beast Punch (20), Body Slam (25), Wolf Rush (30), Camouflage (defense for 2), Wolf Power (attack power +10, speed up)
#1257. Furno 3.0; Based on the Hero Factory character of the same name; FE: 160; Element: Fire; Upgrades into Furno 4.0; Effect: Technic Descendant: Attacks do -10 dmg to Bionicles and Technic Ancestors; Attacks: Plasma Bow (10), Wing Spike (15), Beast Punch (20), Rain of Fire (25), Eagle Arrow (30), Camouflage (defense for 2), Eagle Power (large speed boost, take +10 dmg)
#1258. Nex 3.0; Based on the Hero Factory character of the same name; FE: 160; Element: Steel; Upgrades into Nex 4.0; Effect: Technic Descendant: Attacks do -10 dmg to Bionicles and Technic Ancestors; Attacks: Claw (10), Repair (restore 30 FE to self or ally), Beast Punch (20), Hack Claw (25, may lower target's atk once), Tiger Fang (30), Camouflage (defense for 2), Tiger Power (attack +10, speed up)
#1259. Rocka 3.0; Based on the Hero Factory character of the same name; FE: 160; Element: Jungle; Upgrades into Rocka XL or Rocka 4.0; Effect: Technic Descendant: Attacks do -10 to Bionicles and Technic Ancestors; Attacks: Claw (10), Pounce (15), Beast Punch (20), Rising Tree (25), Lion's Rule (30), Camouflage (defense for 2), Lion Power (attack +10, take -10 from attacks)
#1260. Rocka XL; Based on the Hero Factory character of the same name; FE: 200; Element: Jungle/Light; Effect: King of the Jungle: Immune to poison, resistant to Jungle, attacks do -10 to Bionicles and Technic Ancestors; Attacks: Claw (10), Meteor Blaster (15), Beast Punch (20), Rising Tree (25), Lion's Rule (30), Razor Vine (35), Hero Punch (40), Thorn Claw (45), Royal Beast Cannon (50), Camouflage (defense for 3), Lion Power (attack +10, take -10 from attacks)
#1261. Witch Doctor; Based on the Hero Factory character of the same name; FE: 200; Element: Jungle/Shadow; Effect: Jealousy: Talk half damage from Hero Factory heroes, attacks do -10 to Bionicles and Technic Ancestors; Attacks: Skull Smash (10), Meteor Blaster (15), Voodoo Punch (20, cause random status), Corrupted Quaza Cannon (25), Beast Control (summon another Savage Planet villain; 1 at a time), Corrupted Quaza Spike (mind control for 3), Tumbling Timber (30), Ancient Magic (35), Staff Slam Shockwave (40), Thorn Storm (45), Corrupted Quaza Meltdown (50)
#1262. Waspix; Based on the Hero Factory character of the same name; FE: 140; Element: Air; Effect: Technic Descendant: Attacks do -10 to Bionicles and Technic Ancestors; Attacks: Claw (10), Quadro-Claw (flip 4 coins; 10x tails), Quaza Stab (15), Stinger (20), Dash (defense), Buzz (25)
#1263. Raw-Jaw; Based on the Hero Factory character of the same name; FE: 150; Element: Jungle; Effect: Technic Descendant: Attacks do -10 to Bionicles and Technic Ancestors; Attacks: Tusks (10), Quaza Stab (15), Armored Hide (defense), Punch (20), Body Slam (25), Beast Slam (30)
#1264. Fangz; Based on the Hero Factory character of the same name; FE: 140; Element: Jungle; Effect: Technic Descendant: Attacks do -10 to Bionicles and Technic Ancestors; Attacks: Claw (10), Quaza Stab (15), Pounce (20), Jaw Spears (25), Howl (summon another Fangz; 2 at a time)
#1265. Scorpio; Based on the Hero Factory character of the same name; FE: 150; Element: Jungle; Effect: Spiked Body: Contact with foe causes them to take 15 dmg, either Steel or Shadow (you decide), attacks do -10 to Bionicles and Technic Ancestors; Attacks: Swipe (10), Shooter (15), Bite (20), Stinger (25, may poison), Trample (30)
#1266. Silent Technician; Based on the combiner of Stringer and Nex; FE: 180; Element: Rahaga/Steel; Effect: Descendant Fusion: Technic Descendant towards Rahaga and Steel; Attacks: Claw (10), Shoulder Stingers (15), Beast Punch (20), Sound Cannon (25), Technician's Claw (30, may lower target's attack by 10 once), Bash (35), Chorus Cannon (40), Repair (heal 40, self or ally), Deafen (silence for 3), Camouflage (defense for 3), Chimera Power (attack +25 for 3)
#1267. Sky Wolf; Based on the combiner of Bulk and Furno; FE: 180; Element: Steel/Fire; Effect: Descendant Fusion: Technic Descendant towards Steel and Fire; Attacks: Claws (10), Wing Spike (15), Beast Punch (20), Skydive (25), Lunging Cut (30), Ferocious Flames (35), Rocket Tackle (40), Fly (defense), Scorching Wind (burn), Camouflage (defense for 3), Chimera Power (attack +10, take +10 from attacks, massive speed boost for 3)
#1268. Frost Lion; Based on the combiner of Stormer and Rocka; FE: 180; Element: Ice/Jungle; Effect: Descendant Fusion: Technic Descendant towards Ice and Jungle; Attacks: Claws (10, can change to Ice at will), Shoulder Stingers (15), Beast Punch (20), Pounce (25), Frost Breath (30), Poison Claw (35), Rage (40), Camouflage (defense for 3), Fang Shoot (poison), Ice Spike (freeze), Chimera Power (attack +10, speed down, take -25 from attacks for 3)
#1269. Golden Tahu; FE: 200; Element: Fire; Effect: Ultimate Power: No weakness, take -25 from Fire, heal 20 every turn; Attacks: Fire Slash (15), Fire Blast (25), Ground Burner (30), Fireball Spit (35), 5th Degree Burn (40), Inferno (50), Hau (defense), Star Armor (allow Star Slash and Star Shield, absorb Light attacks, lasts until both Star Slash and Star Shield have been used; 1 use), Star Slash (30, defense-piercing; 1 use), Star Shield (Cushion Jelly-level defense; 1 use), Golden Armor (destroy all opposing Rahkshi, gain 20 damage move from each and increase your own FE by 10 for each one destroyed; 1 use), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60), Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you),Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#1270. Toa Ahkmou; Inspired by Bionicle events; FE: 140; Element: Shadow; Upgrades into Ahkmou Nuva Attacks: Hammer (10), Power Punch (15), Shadow Bolt (20), True Betrayal (25), Rau (5), Knife Throw (flip 3 coins; 10x tails), Carve (opponent loses 1 attack; 1 use)
#1271. Heartless Swordsman; Based on a family of Heartless from Kingdom Hearts; FE: 160; Element: Steel/Shadow; Effect: Dual Wield: If the target is resistant to your attack, you can sacrifice your next turn to ignore that resistance. Cannot be used if the target it double resistant; Attacks: Slash (10), Dashing Cut (15, enhanced accuracy), Spinning Cut (flip 3 coins; 20x tails, cannot act next turn), Diving Cut (defense, 10 next turn), Zip Slasher (30), Dual Blade (30), Heat Saber (30), Chill Ripper (30), Blitz Spear (30), Stalwart Blade (50, only after using all other attacks at least once, backlash 20, 1 use)
#1272. Fireblast; Based on Bionicle Heroes weapons; FE: 10; Element: Fire; Effect: Equip: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and the host's effect; Attacks: Fire Sword (10, Sanok-lvl), Disk Launcher (flip 4 coins; 5x tails), Energized Flame Sword (30; 3 uses)
#1273. Stonesmash; Based on Bionicle Heroes weapons; FE: 10; Element: Stone; Effect: Equip: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect; Attacks: Po-Koro (20, extra accuracy), Proto Piton (30), Laser Axe (40, 1 use)
#1274. Earthburst; Based on Bionicle Heroes weapons; FE: 10; Element: Earth; Effect: Equip: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect; Attacks: Earth Claw (20, hits all), Earthshock Drill (30, may hit all), Laser Drill (40, backlash 10)
#1275. Icecrack; Based on Bionicle Heroes weapons; FE; 10; Element: Ice; Effect: Equip: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect; Attacks: Ice Blade (10, Sanok-lvl), Crystal Spike (20, defense), Energized Ice Sword (instant kill on targets with 30 FE or less, 1 use)
#1276. Airshot; Based on Bionicle Heroes weapons; FE: 10; Element: Air; Effect: Equip: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect; Attacks: Air Axe (15, may hit all), Aero Slicer (25), Laser Crossbow (35, 2 uses)
#1277. Watershock; Based on Bionicle Heroes weapons; FE: 10; Element: Water; Effect: Equip: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect; Attacks: Hook (10, Sanok-lvl), Hydro Blade (20, may hit all), Laser Harpoon (30)
#1278. Zekrom; Based on the Pokemon of the same name; FE: 180; Element: Thunder/Dragon; Effect: Yin: If fighting alongside a Spirit with the effect: Yang, you both become pure Rahaga and gain the attack Twilight Breath (50); Attacks: Zen Headbutt (30), Dragonbreath (30), Fusion Bolt (20, twice as powerful if used after Fusion Flare), Bolt Strike (40)
#1279. Reshiram; Based on the Pokemon of the same name; FE: 180; Element: Fire/Dragon; Effect: Yang: If fighting alongside a Spirit with the effect: Yin, you both become pure Rahaga and gain the attack Twilight Breath (50); Attacks: Extrasensory (30), Dragonbreath (30), Fusion Flare (20, twice as powerful if used after Fusion Bolt), Blue Flare (40)
#1280. Son Goku; Based on the character of the same name from Dragon Ball Z; FE: 160; Element: Light; Effect: Saiyan: If you were defeated in your last battle, power up; Attacks: Punch (20), Kick (20), Kamehameha (charge, then 50), Instant Transmission (next attack has Sanok-level accuracy), Spirit Bomb (must charge; dmg=x+y, where x=10x the number of active Spirits, and y=5x your inactive Spirits that have not been defeated; 1 use), Super Saiyan (power up, allow Super Saiyan 2), Super Saiyan 2 (power up, but lose 20 FE at the start of every turn, allow Super Saiyan 3), Super Saiyan 3 (choose one attack (cannot be Spirit Bomb) and double its power for one use; after using that attack, you lose 30 FE and cannot act for 3 turns; 1 use)
#1281. Vegeta; Based on the character of the same name from Dragon Ball Z; FE: 160; Element: Shadow; Effect: Saiyan: If you were defeated in your last battle, power up; Attacks: Punch (20), Kick (20), Big Bang (20), Galick Gun (charge, then 50), Final Flash (100; hits user and target, can only be used if it will drain Vegeta's FE to 0; 1 use), Super Saiyan (power up, allow Super Saiyan 2), Super Saiyan 2 (power up, but you lose 20 FE at the start of every turn)
#1282. Avatar Aang; Based on the character of the same name from Avatar: The Last Airbender; FE: 200; Element: Air/Rahaga; Effect: Avatar Cyle: If the last Orb you used was Avatar Roku, you have no weakness; Attacks: Staff (10), Glide (15, defense), Wind Blast (20), Tsunami (20), Fire Ring (15, hits all, including allies), Earth Glove (20), Tornado (30), Water Whip (30), Flame Burst (30), Rockalanche (25, may hit twice), Crushing Gale (40, piercing), Ice Disks (flip 4 coins; 10x tails), Breath of Fire (40), Earthquake (40), Avatar State (power up, allow following attacks, you can take a turn to deactivate this at any time; if defeated while Avatar State is active, you cannot use another Spirit), Avatar Sphere (defense for 3, contact with foe for duration causes 10 dmg (either Air, Fire, Earth, or Water, you pick); 2 uses), Avatar Spear (instantly kill a target with 30 FE or less; 1 use), Energybending (opponent loses 1 attack, 1 use)
#1283. Sloth-Like Turahk; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Reverse Sloth with other Spirits who have this effect; Attacks: Staff Twirl (10), Fear (paralyze), Horrific Flames (20), Sloth (opponent takes 2 turns to act, lasts 8 turns), Slow Fear (in 4 turns, paralyze for 2), Slow Punch (30 next turn), Reverse Sloth (boost speed, enable Mangaia Blade), Mangaia Blade Za (50, cause Sloth effect on all of the opponent's Orbs), Slow Motion (defense)
#1284. Greedy Panrahk; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Unquenchable Greed with other Spirits who have this effect; Attacks: Staff Twirl (10), Shatter (40), Shattered Stone (20), Greed (use an attack belonging to another of your Spirits), Unquenchable Greed (gain one attack from all your other Spirits, must be damaging, cannot do over 30 dmg; enable Mangaia Blade), Mangaia Blade Xi (50, replace an attack gained from Unquenchable Greed with one of the target's attacks, foe can no longer use that attack, one use per target), Shattered Greed (opponent loses any attack they gained from another of their Spirits), Shatter Field (defense), Shatter Punch (15, opponent loses weapon)
#1285. Gluttonous Vorahk; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Gluttony with other Spirits who have this effect; Attacks: Staff Twirl (10), Hunger (20, enable one use of Energy Ray), Energy Ray (30), Bite (30), Hungry Earth (20), Devour (40, if kills enemy heal by how much FE they had left), Gluttony (steal 10 atk, enable Mangaia Blade), Mangaia Blade Vo (50, heal 20), Eat (defense, heal by half the atk value unless the attack is Light or Rahaga)
#1286. Wrathful Kurahk; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Consuming Rage with other Spirits who have this effect; Attacks: Staff Twirl (10), Anger (opponent can only use damaging attacks for 3), Frozen Rage (20), Lance Wrath (flip 4 coins; 10x tails), Consuming Rage (power up, enable Mangaia Blade), Mangaia Blade Cu (50, inflict Anger on all the opponent's Orbs), Vengeful Wrath (dmg=180-current FE), Debilitating Rage (lower opponent's acc), Rage Erupt (50, gets weaker by 5 with each use)
#1287. Lustful Lerahk; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Lust for Power with other Spirits who have this effect; Attacks: Staff Twirl (10), Poison (20/turn), Poison Lance (40, piercing), Poison Wave (30), Gas Bombs (flip 5 coins; 10x tails), Poison Tornado (20), Lust for Power (become stronger for every Ultima-Orb you own, may backlash, enable Mangaia Blade), Mangaia Blade Ye (50, poison all enemy Spirits), Poison Mist (defense)
#1288. Envious Guurahk; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Unsatisfied Envy with other Spirits who have this effect; Attacks: Staff Twirl (10), Disintegrate (40), Disintegration Wave (20), Envy (use one of the opponent's attacks), Unsatisfied Envy (access all enemy attacks, enable Mangaia Blade), Mangaia Blade Ul (50, gain enemy effect, one at a time),Disintegrated Envy (opponent loses any attacks they took from you), Healthy Envy (raise FE to opponent's FE value), Disintegration Field (defense)
#1289. Prideful Heat Vision Rahkshi; Original design; FE: 180; Element: Shadow; Effect: Seven Deadly Rahkshi: Share the effects of Unfathomable Pride with other Spirits who have this effect; Attacks: Staff Twirl (10), Heat Vision (20, can double power but you will be blind next turn), Eyebeam With Pride (30, extra acc), Pride (boost def for 3), Accurate Pride (boost acc for 3), Unfathomable Pride (acc+15, enable Mangaia Blade),Nameless Mangaia Blade (50, all enemy's Orbs lose 10 atk first use), Burning Stare (25, burn), Absolute Pride (defense)
#1290. Exo-Nuhvok Kal Prism; Credit to Neb-X; FE: 200; Element: Light (default), Fire, Water, Air, Rahaga; Effect: Superchromat: Whenever Prism uses one of its attacks, its Element changes to the Element of that attack. All of your attacks have Sanok-level accuracy; Attacks: Conflagration (30), Molten Magma (5/turn to all non-Fire types in the battle), Light Bend (defense againt Light attacks), Blinding Light (5, blind for 2), Heaven's Fury (30), Super Saturated (25, negates Molten Magma if active), Drowned Shield (defense), Devastating Tornado (30, 35 if heavy objects nearby), Scything Wind (20), Strange Light (causes a random status effect for 3), Mysterious Mayhem (25, randomly switches between Fire, Water, Air, and Light), Bahrag's Luxin (70, causes your attack power to be halved; 2 uses)
#1291. Frieza; Based on the Dragon Ball Z character of the same name (in his final form); FE: 180; Element: Shadow; Effect: Alien: When an attack would reduce your FE to zero, take half damage. When alongside a Spirit with the effect 'Android' or 'Demon', you both/all get a speed boost; Attacks: Punch (20), Kick (20), Tail (10, may stun), Death Beam (30, enhanced accuracy), Death Ball (30, can add 1 additional turn of charge to add 10 dmg, maxes at 60 dmg), Telekinesis (25), Barrier (defense for 2, enable Nova Strike for duration), Nova Strike (50), Imprison Barrier (paralyze for 2), Fissure Slice (40, piercing), Homing Disk (25, Sanok-level accuracy), 100% Power (power up, allowed Death Cannon and Planet Destroyer), Death Cannon (charge, then 70; 1 use), Planet Destroyer (instant kill; the survival effect of Alien must have activated at least once, reduces your FE to 1; 1 use)
#1292. Cell; Based on the Dragon Ball Z character of the same name (in his Perfect Form); FE: 180; Element: Shadow; Effect: Android: When you defeat an Orb, power up. If alongside a Spirit with the effect 'Alien' or 'Demon', you both/all get an attack power boost; Attacks: Punch (20), Kick (20), Tail (10, may stun), Regenerate (heal 30), Solar Flare (blind for 3), Barrier (defense), Telekinesis (25), Kamehameha (charge, then 50), Death Beam (30, enhanced accuracy), Big Bang Crash (30, 10 next turn), Bang Beam (40), Shared Genes (use an attack from Goku, Vegeta, or Frieza, cannot use Super Saiyan techniques, can use 100% Power but not the moves it allows; can add the effect of one of these Orbs to your own, but then you will not be able to use this technique again; if you copy the 'Alien' effect you do not get the stat boosts), Absorb (20, heal 20; learn an attack from the opponent, only one attack per target), Solar Kamehameha (charge, then 70; 1 use), Cell Jr. (summon a Shadow Element creature with 80 HP, can use Punch, Kick, and one other attack of your choosing; 4 uses)
#1293. Buu; Based on the Dragon Ball Z character of the same name (in his Kid form); FE: 180; Element: Shadow; Effect: Demon: When FE hits 0, regain 50 (only once). If alongside a Spirit with the effect 'Alien' or 'Android', you both/all get a defense boost; Attacks: Punch (20), Kick (20), Regenerate (heal 30), Mimic (use one of the foe's attacks), Absorb (instant kill, target must have 20 FE or less; gain all attacks and heal by 10% of the target's FE; 1 use), Vanishing Beam (30), Instant Movement (defense), Buu Rocket (25, enhanced accuracy), Vanishing Ball (50), Kamehameha (charge, then 50), Dimension Scream (end the battle in a tie; 1 use), Chocolate Beam (destroy one of the enemy's items)
#1294. Nick Bluetooth; Based on the Galidor character of the same name; FE: 140; Element: Rahaga; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Jet Wing Arm (10), Gun Arm (15), Power Punch (20), Glinch Cannon (25, cause a random status effect), Super Glinch (gain an attack from a Spirit you have fought or used in the past; 1 at a time)
#1295. Gorm; Based on the Galidor character of the same name; FE: 140; Element: Shadow; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Strangle (10, paralyze), Swarm (15), Volt (20), Overthrow (25), Super Glinch (gain an attack from a Spirit you have fought or used in the past; 1 at a time)
#1296. Jens; Based on the Galidor character of the same name; FE: 140; Element: Steel; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Glinch (trade an attack with another of your Spirits), Robo Punch (10), Welding Arm (15, opponent may lose a Steel attack once), Energy Bolts (20), Robotic Ravager (25)
#1297. Kek Powerizer; Based on the Galidor set of the same name; FE: 10; Element: Rahaga; Effect: Ultimate Armor: At the beginning of battle, combine this Orb with another. Add FE, keep all attacks and Elements, use the host's effect plus a Technic Brother effect, power up the host's transformation and illusion abilities; Attacks: Super Glinch (gain an attack from a Spirit you have fought or used in the past; 1 at a time), Illusion (defense), Power Punch (20)
#1298. Nepol; Based on the Galidor character of the same name; FE: 140; Element: Ice; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Speed Strike (10), Staff (15), Ice Blast (20), Blizzard Palm (25), Dash (defense), Glinch (trade an attack with another of your Spirits)
#1299. Euripides; Based on the Galidor character of the same name; FE: 140; Element: Psionics; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Staff (10), Jump Kick (15), Telekinesis (20), Psychic Tide (25), Glinch (trade an attack with another of your Spirits)
#1300. Ooni; Based on the Galidor character of the same name; FE: 130; Element: Shadow; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Claw (10), Fangs (15), Sting (20), Glinch (trade an attack with another of your Spirits)