Orbs 1301-1400
#1301. Tager; Based on the Galidor character of the same name; FE: 130; Element: Psionics; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Gun Arm (20), Glinch (trade an attack with another of your Spirits), Mind Control (control foe for 3; 1 use)
#1302. Avatar Roku; Based on the Avatar: The Last Airbender character of the same name; FE: 200; Element: Fire/Rahaga; Effect: Avatar Cycle: If the last Spirit you used was Avatar Kyoshi, you have no weakness; Attacks: Fire Blast (20), Wind Punch (15, extra accuracy), Tidal Shockwave (15, may force foe to swap Spirits), Mountain Wave (20), Fire Breath (30), Air Slice (30), Freeze (freeze for 3), Tunnel Strike (defense, then 25), Lightning (40, cannot be dodged), Air Pulse (35, may hit all), North Pole Blade (40), Rock Crush (35, piercing), Avatar State (power up, can take a turn to deactivate, allow Magma Shockwave; if defeated while active, you can't use another Spirit), Magma Shockwave (70, backlash half, 1 use; if the backlash would take your FE to 0, you survive with 1 FE and Avatar State is deactivated)
#1303. Avatar Kyoshi; Based on the Avatar: The Last Airbender character of the same name; FE: 200; Element: Earth/Rahaga; Effect: Avatar Cycle: If the last Spirit you used was Avatar Korra, you have no weakness; Attacks: Fan (5, stun), Earth Wall (15, defense), Scorch (15, burn for 3), Fan Whirlwind (20), Ice Spikes (20), Boulder Cannon (30), Flame Fissure (30), Power Gale (25, opponent may drop weapon), Water Slice (30), Land Whirlpool (40), Fire Vortex (40), Cyclone (40), Typhoon (40), Avatar State (power up, can take a turn to deactivate, allow Statue Drop; if defeated while active, you can't use another Spirit), Statue Drop (60, can take on Stone properties, backlash half, 1 use; if the backlash would take your FE to 0, you survive with 1 FE and Avatar State is deactivated)
#1304. Vapor 2.0; Inspired by Hero Factory events; FE: 180; Element: Water; Upgrades into Vapor 3.0; Effect: Mist Armor: Physical contact with the opponent causes 10 Water damage. This Spirit qualifies as a Technic Descendant; Attacks: Kick (10), Mist Bullet (15), Bullet Stream (flip 4 coins; 10x tails), Slash (15), Mist Covered Blade (20, paralyze), Corrosive Vapor (opponent loses 1 attack; 1 use), Deathly Mist (10/turn), Mirage Mist (defense for 2), Mist Strangler (25), Spinning Mist Blade Driver (30), Sniper Shot (10, defense), Aim (10, Sanok-level accuracy), Fatal Mist Cannon (35), Demon Mist Claw (40), Mist Tank Self-Destruct (dmg=180-current FE; disable all attacks but Kick and Slash, 1 use to share with Assassinate), Assassinate (instant kill targets with 40 FE or less; 1 use to share with Mist Tank Self Destruct)
#1305. Spidermonkey; Based on the Ben 10 Alien Force character of the same name; FE: 140; Element: Water; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Claw (10), Web (paralyze for 2), Web Blast (15, paralyze), Web Swing (20), Web Bomb (25)
#1306. Swampfire; Based on the Ben 10 Alien Force character of the same name; FE: 140; Element: Jungle/Fire; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Thorn Claw (10, poison), Flame Jet (15, extra accuracy), Forest Punch (20), Forest Blazer (25), Regenerate (heal 10)
#1307. Chromastone; Based on the Ben 10 Alien Force character of the same name; FE: 140; Element: Stone; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendnat as if you were a Bionicle; Attacks: Crystal Claw (10, paralyze), Power Punch (15), Body Slam (20), Absorb (defense against energy-based attacks), Laser Burst (25)
#1308. Humungousaur; Based on the Ben 10 Alien Force character of the same name; FE: 140; Element: Dragon; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attcks: Power Punch (10), Smash (15, paralyze), Rush (20), Rampage (25), Thick Hide (defense)
#1309. Jet Ray; Based on the Ben 10 Alien Force character of the same name; FE: 140; Element: Air; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Supersonic Slam (10), Wing Blade (15, confuse), Neuroshock (20), Tornado Ray (25), Fly (defense)
#1310. Big Chill; Based on the Ben 10 Alien Force 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: Intanigble (defense), Wing Blade (10), Frost Punch (15, freeze), Glacier Rise (20), Blizzard Breath (25)
#1311. Danju; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Psionics; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Slash (10), Shield (defense), Lightning Bolt (15), Wolf Blade (20), Wisdom's Assault (25), Knighthood (recover from and become immune to negative status effects, enable Alendan Twist Slash), Alendan Twist-Slash (30), Analyze (counter foe's next attack with a Slash)
#1312. Jayko; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Air; Upgrades into King Jayko; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Slash (10), Shield (defense), Lightning Bolt (15), Hawk Blade (20), Rush Cut (25), Knighthood (recover from and become immune to negative status effects, enable Talonjay Twin-Strike), Talonjay Twin-Strike (30), Quickness (next attack cannot be dodged)
#1313. Rascus; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Air; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Slash (10), Shield (defense), Lightning Bolt (15), Monkey Blade (20), Agility Slash (25), Knighthood (recover from and become immune to negative status effects, enable Banteras Mayhem Maneuver), Banteras Mayhem Maneuver (30), Agility (defense)
#1314. Santis; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Fire; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Slash (10), Shield (defense), Lightning Bolt (15), Bear Blade (20),Power Slash (25), Knighthood (recover from and become immune to negative stats effects, enable Orkosan Side-Sweep), Orkosan Side-Sweep (30), Bash (paralyze)
#1315. Vladek; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Shadow; Upgrades into Lord Vladek; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Slash (10), Shield (defense), Lightning Bolt (15), Scorpion Blade (20), Overthrow (25), Shadow Mask (recover from and become immune to negative status effects, enable Scorpion Sneak Strike), Scorpion Sneak Strike (30), Eye Slash (blind)
#1316. King Mathias; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Light; Effect: Royalty: No weakness. This Spirit qualifies as a Technic Brother; Attacks: Slash (10), Shield (defense), Light Bolt (15), Lion Blade (20), Royal Reign (25), Brilliance (blind), Heaven's Blade (30)
#1317. King Jayko; Based on the Knights' Kingdom character of the same name; FE: 180; Element: Air; Effect: Royalty: No weakness. This Spirit qualifies as a Technic Brother; Attacks: Slash (10), Shield (defense), Light Bolt (15), Hawk Blade (20), Rush Cut (25), Talonjay Twin-Strike (30), Quickness (next attack cannot be dodged), Battle Ram (allow Axe Ram and Fireball), Axe Ram (35), Fireball (40)
#1318. Lord Vladek; Based on the Knights' Kingdom character of the same name; FE: 180; Element: Shadow; Effect: Lordship: No weakness. This Spirit qualifies as a Technic Brother; Attacks: Slash (10), Shield (defense), Shadow Bolt (15), Scorpion Blade (20), Overthrow (25), Scorpion Sneak Strike (30), Eye Slash (blind), Mobile Launcher (enable Thunder Blast), Thunder Blast (45)
#1319. Sir Kentis; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Earth; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Mace(10), Shield (defense), Lightning Bolt (15), Stallion Mace (20), Martial Arts (25), Stallion Rush Bash (30), Meditate (heal 10)
#1320. Sir Adric; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Fire; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Axe (10), Shield (defense), Lightning Bolt (15), Bull Axe (20), Power Crush (25), Flaming Bull Charge (30), Bash (paralyze)
#1321. Dracus; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Dragon: Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Slash (10), Shield (defense), Lightning Bolt (15), Dragon Blade (20), Fierce Army (25), Raging Sword (30), Poison Blade (poison)
#1322. Karzon; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Jungle; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Flail (10), Shield (defense), Lightning Bolt (15), Snake Flail (20), Serpentine Trickery (25), Insincere Fangs (30), Deception (inflict a random negative status)
#1323. Future Wall-Crawler; Based on Spider-Man 2099; FE: 170; Element: Light; Attacks: Talons (10), Web Bullets (flip 4 coins; 10x tails), Webs (paralyze), Fangs (poison), Helikick (15), Astral Jump (20), Wall Climb (25, possible dodge), Accelerated Vision (defense), Accelerated Decoy (defense, next attack more accurate; 3 uses), Web Torpedo (30), Pain Tornado (35), Accelerate Pulsar (next attack more accurate), Light-Speed Dash (charge, then 40)
#1324. HERO Model 2011; Original design; FE: 160; Element: Light/Steel; Upgrades into HERO Model 2012; Effect: Rise of the Rookies: When fighting alongside a Spirit classified as a Technic Descendant, nullify the Technic Descendant effect; Attacks: Hero Core Charge (power up), Hero Cell (defense), Ice Spear (10), Headgear (improve accuracy), Claw (10), Plasma Bow (15), Hero Shield Bash (20, change at will between Fire, Ice, Stone, and Steel), Storm Snipe (20), Agility Slash (20), Hero Claw (25, change at will between Ice, Jungle, Steel, and Rahaga), Camouflage (defense for 2), Animal Power (use any 1 Animal Power technique), Hero Flare (30, randomly switches between Fire, Ice, Air, Thunder, Steel, Stone, Jungle, and Rahaga), Essence Retrieval (pick the Element of the next Hero Flare), Hero Blade 2.0 (35, cannot be powered up), Hero Blade 3.0 (45, can only be used if it will finish the target, cannot be powered up), Hero Recon (next attack does double damage; 1 use, cannot be used with an attack that would normally do double damage),Core Corruption (disable Light techniques, enable following), Betray (15), Lava Blaster (20), Corrupted Quaza Spike (control a 3.0 creature, 1 at a time), Villain Flare (30, randomly switches between Fire and Jungle)
#1325. Lunar Convoy; Based on Optimus Prime from Transformers: Dark of the Moon; FE: 200; Element: Steel/Air; Attacks: Fly (defense), Shield (defense), Hooks (10, opponent loses weapons), Machinegun (15, may hit twice), Wingblade (20, confuse), Body Slam (25, paralyze), Air Strike (30), Prime Flame (35, burn), Prime Punch (40), Prime Tornado (45), Lunar Cannon (50), Spacebridge (summon a random Spirit to aid you, 1 at a time), Dark of the Moon (blind for 3)
#1326. Armada Convoy; Based on Optimus Prime from Transformers Armada; FE: 140; Element: Steel; Upgrades into Super Convoy; Attacks: Lasers (10), Robo Kick (15, stun), Prime Punch (20), Semi Cab Slam (25), Powerlinx (power up)
#1327. Super Convoy; Based on Super Optimus from Transformers Armada; FE: 160; Element: Steel; Upgrades into Armada Jet Convoy or Magna Convoy; Attacks: Laser (10), Robo Kick (15, stun), Prime Punch (20), Full Semi Slam (25), Powerlink (power up), Prime Cannon (30)
#1328. Armada Jet Convoy; Based on Jet Optimus from Transformers Armada; FE: 180; Element: Steel/Air; When you have this and Magna Convoy, combine them to upgrade to Jet Magna Convoy; Attacks: Laser (10), Jet Kick (15, burn), Prime Punch (20), Fly (defense), Powerlinx (power up), Space Shuttle Drop (25), Prime Cannon (30), Gale Rush (35), Star Saber (40, piercing)
#1329. Magna Convoy; Based on Optimus Prime Megaweapon from Transformers Armada; FE: 180; Element: Steel/Rahaga; When you have this and Armada Jet Convoy, combine them to upgrade to Jet Magna Convoy; Attacks: Skyboom Shield (Cushion Jelly-level defense, must be 3 turns between uses), Powerlinx (power up), Lasers (10), Robo Kick (15, stun), Prime Punch (20), Double Trailer Slam (25), Magna Cannon (30), Blast Rush (35), Magna Prime Blazer (40)
#1330. Jet Magna Convoy; Based on Jet Optimus Megaweapon from Transformers Armada; FE: 200; Element: Steel/Air/Rahaga; Attacks: Lasers (10), Jet Kick (15, burn), Prime Punch (20), Shuttle Transport Slam (25), Magna Cannon (30), Powerlinx (power up), Fly (defense), Skyboom Shield (Cushion Jelly-level defense, must be 2 turns between uses), Jet Magna Rush (35), Star Saber (40, piercing), Requiem Blaster (instant kill if target has 40 FE or less, 1 use), Autobot Barrage (45), Hydra Cannon (50)
#1331. Exo-Lehvak Kal Assassin; Credit to Daxam; FE: 200; Element: Air; Effect: Critical Dash: When FE low, get a massive speed boost; Attacks: Needle Punch (10, hit twice or pierce), Needle Throw (flip 3 coins; 10x tails, paralyze if 3 tails), Vacuum Seal (put foe to sleep for 3), Air Blast (20), Poison Stab (10, poison), Vacuum Blast (charge 1-3 turns, starts out 30, +15 per turn), Accupuncture (paralyze for 3), Burning Flesh Technique (burn), Blizzard Frostbite Technique (freeze for 3), Smoke (defense, blind), Spinning Vacuum Punch (10, confuse for 3), Assassin's Skill (next attack is Sanok-level), Rush (attack twice next turn), Agility (Calix-level dodge), Assassinate (instantly kill a foe with 50 FE or less), Antidote (recover from negative status), Mind Strangle Technique (silence for 3), Bahrag Release: Vacuum Combustion Devastation (charge, then 70; hits all, backlash half, you are poisoned and cannot be cured or healed, negates Critical Dash; 1 use)
#1332. Hero; Based on the Ipod game Battleheart, Credit to MoC1; FE: 170; Element: Air/Stone/Light; upgrades into Battleheart; Attacks: Emerald Rod (heal you or an ally by 20), Group Heal (heal 10, extends to allies in a tag match), Silver Greatsword (30), Mithril Plate (defense), Shield Wall (half dmg for 2), Mithril Kris (flip 2 coins, 15x tails, 10x heads), Poisoned Knife (15, 5 for 3), Ogre Maulers (15, hits twice), Enrage (boost dmg you deal and take by 50% for 3), Brass Knuckles (20, paralyze), 1,000 Palms (5, hits 4 times, last hit does 10 dmg, paralyze for 2 turns), Winged Staff of the Void (20, 5 for 2), Plague (10 for 3), Meteor Strike (50, recharge for 4), Silver String Lute (sleep for 3), Song of Sanctuary (reduce dmg taken by user and all allies by 10% for 3 turns), Song of War (user and all allies gain +10% atk pwr for 3)
#1333. Battleheart; Based on the Ipod game Battleheart, Credit MoC1; FE: 200; Element: Steel/Dragon/Light; Effect: Hero Army: heal 5/turn, take -5 from atks, 30% status resistance; Attacks: Rod of Singing Sapphires (heal you or an ally by 40), Group Heal (heal 30, extends to allies in a tag match), Vengeful Angel (defense for 3, 10/turn to all enemies for 3 then recharge for 5), Ancient Crystal Sword (50), Cleave (30, hits all enemies), Valiant Plate (defense, heal 10), Shield Wall (half dmg for 3), Aura of Light (convert all dmg taken into healing, lasts 2 turns, recharge for 5, 2 uses), Radiance (paralyze all enemies, heal self and all allies by 10), Red Fang (flip 4 coins, 15x tails, 10x heads), Shadow Step (40, sanok-lvl), Poisoned Knife (20, 10 for 3), Wyvern's Bite (20, hits twice, dmg done by this cannot be healed by any means), Enrage (boost dmg you deal and take by 50% for 3), Reckless Blow (70, 20 to self, recharge for 2), Fist of the North (40, paralyze), Evasion (70% dodge for 2), 1,000 Palms (5, hits 8 times, last hit does 10 dmg, paralyze for 2 turns), Longbow of the Imperium (50, super-sanok-lvl, recharge for 5), Vile Bolt (30, lower enemy dodge, poison), Mortal Shots (15, cut enemies healing by 75% for 3 turns), Ill Omen (40, 5 for 2), Time Stop (paralyze and silence for 2), Plague (10 for 5), Drain Life (5/turn, heal 5/turn, lasts 5 turns), Meteor Strike (70, recharge for 4), Angel Hair String Lute (sleep for 3, heal 10), Song of Sanctuary (reduce dmg taken by user and all allies by 25% for 3 turns), Song of War (user and all allies gain +25% atk pwr for 3)
#1334. Magic Horde of the Dragon Marshal; Based on items from the Ipod game Battleheart, Credit to MoC1; FE: 10; Element: Light; Effects of all of Magic Horde of the Dragon Marshal’s atks (except Mystery Egg) are nullified when another of Magic Horde of the Dragon Marshal’s atks (except Mystery Egg) are used; Effect: Empowering Magic: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect; Attacks: Kaimani’s Bloodstone (power up all of hosts magic atks), Titan’s Glove (power up all of hosts physical atks), Choker of the Red Feast (all of hosts atks heal user by 30% of dmg done), Trollskin Amulet (heal 10/turn), Phasing Lodestone (every fifth atk has no effect on user), Sharkul’s Skull (take -10 dmg from atks), Ninja Glove (atk twice every turn), Ancient Dragon’s Tooth (15% chance to do double dmg each turn), Hermes Charm (boost dodge), Codex of Jabe (hosts cooldown and recharge time is halved), Zara’s Signet (boost all healing effects on user by 50%), Mystery Egg (heal 10, 5/turn for 3, random 1-turn status)
#1335. Armory of the Goblin’s Bane; Based on weapons from the Ipod game Battleheart, Credit to MoC1; FE: 10; Element: Light; Effect: Strengthening Magic: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect. All of Armory’s atks have a 50% fail chance unless host is Battleheart. If host is Hero then fail chance is reduced to 40%; Attacks: Ivory Staff of the Archmage (50, 5 for 2), Pillar of the Venom Lord (40, 20 per turn), Beacon of the Heavens (heal self or ally by 50, blind), Hammers of the Underkings (25, hits twice, does double to stone, earth and iron, ignores defenses that are stone, earth or iron element), Frozen Doomspike (flip 4 coins, 15x heads, 10x tails, freeze, 50% chance to do extra 10 shadow dmg), Gloves of the Long Death (40, paralyze, does unstoppable 20 dmg if this misses or is blocked), Holy Blade of M’ir (60), Echoes of Love Lost (30, heal 30), Vash’Lian the Huntress (50, super-sanok-lvl)
#1336. BionicleRêveblades; Credit to MoC1; FE: 200: Element: Light/Psionics; Attacks: Light Slash/Laser/Shockwave (30), Psionic Slash/Laser/Shockwave (30), Dream Shield (defense, confuse all enemies), Dream Slash/Laser/Shockwave (70, double to steel), Zen Slash/Laser/Shockwave (70, double to dragon), Heavens Mirror (reflect an atk as light element), Komau: Avohkii (mind control for 2; 3 if target is shadow type), Keyblade Slash (50, double to shadow), Rêveblade Slash (50, double to dragon), Somnia Futurorum (100 dmg in 3 turns, heal 10/turn in those 3 turns, 1 use)
#1337. Obscura: Angelic Paladin; Credit to MoC1; FE: 200: Element: Light/Steel; Effect: Resurrect: when FE runs out, restore to full(only once), if any allies are present grant them 25% of your max FE, if no allies are present heal 10/turn when FE is below half; Attacks: Kaminari Excalibur (90, heal 9), Excalibur Sheath (defense, remove negative effects), Halo Daggers (blind for 3, enemy loses a turn), Cable Crusher (25/turn, heal by 5/turn), Obscuring Angel (50, regain a lost atk; 2 uses), Crusade (half enemies FE, recharge for 10, 2 uses)
#1338. Zodiakai: Tradition; Credit to MoC1; FE: 200: Element: Light/Rahaga; Effect Zodiac Restoration: every 12 turns heal by half of lost FE and dmg enemy by amount healed; Attacks: Slash (25), Arthron: Zatth (disable all enemy water atks, summon water spirits = in number to atks disabled), Zodiac Rasengan (60), Zodiac Seal: Rebirth Release (enable basic Zodiac Style atks, Zodiac Code, and Dynasty of 12 Years), Zodiac Style: Rooster Drill (50), Zodiac Style: Dragon Alchemy (45, random status), Zodiac Style: Boar Charge (42, cannot be dodged), Zodiac Style: Ox Horn (45, defense-peircing), Zodiac Style: Tiger Hunt (increase accuracy and dodge), Zodiac Style: Horse Run (dodge), Zodiac Style: Sheep Armor (defense, cushion-jelly lvl), Zodiac Style: Rabid Dog (flip 3 coins; 20x tails, poison), Zodiac Style: Snakebite (45, poison), Zodiac Style: Rat Gnaw (40, enemy loses 10 atk power on first use, restore your lost atk pwr on second use), Zodiac Style: Monkey Barrel (defense, power up on first use, heal by strength of enemies atk), Zodiac Style: Snowshoe Stomp (50, may freeze), Zodiac Code (enable Master Zodiac Style atks, power up Dynasty of 12 Years), Master Zodiac Style: Cat Claw (55, paralyze for 3), Master Zodiac Style: Owl Sentry (defense, 30 dmg next time enemy atks), Master Zodiac Style: Phoenix Flame (when your FE falls to 0, regain 50 and damage enemy by 50, 2 uses, disable Master Zodiac Style atks on second use), Master Zodiac Style: Wasp Swarm (5, hits 13 times), Master Zodiac Style: Cobra Spit (30, burn, poison, cannot be dodged), Master Zodiac Style: Peregrin Dive (65), Master Zodiac Style: Dragon Summoning (enable: Fire Cycle (50, burn), Wood Cycle (50, poison), Water Cycle (50, confuse), and Earth Cycle (50, paralyze)), Master Zodiac Style: Chameleon Armor (When hit by an atk, you gain that attack and become the same Element as the attack. the previous Element and attack gained through this method are overwritten; lasts 4 turns), Master Zodiac Style: Year of the Panda (50, +5 for every Dragon Spirit the user currently possesses), Supreme Zodiac Style: Dynasty of 12 Years (100, 3 turn cooldown, does full dmg to rahaga)
#1339. Language of Ligh; Based looesly on the Pokemon Unown, Credit to MoC1; FE: 200; Element: Light/Pisonics; Note: There are 27 different types of Language of Light, each with special attacks. An attack that is usable by only one breed will be noted in the description. Attacks without such a note can be used by all Language of Light, Language of Light Supreme can use all attacks; Universal Language of Light Attacks: Lost Powers (35), Library Blade (50), Jail (10, paralyze for 3 turns, reduce attack power), Ancient Wisdom (power up), Test (30), Knowledge Barrier (defense; take -5 dmg from atks, heal 5/turn, atk +5; lasts 3 turns then recharge for 5); A: Amaterasu (30, 20/turn for three turns), Aura Sphere (40, sanok-lvl); B: Blizzard (30, freeze), Bomb (30); C: Caltrops (30, defense), Choice (chose an attack and keep using until it misses, gradually increase dodge); D: Disk (30), Dragon Kick (45); E: Endless Pursue (can fight for 3 turns after FE runs out or until enemy is defeated), Earthquake (25); F: Fuumashippuujin (flip 3 coins, 40x tails), Fly (defense); G: Gum-Gum Fireworks (60, must recharge, hits both in Tag Matches), Ghost Blaster (paralyze for 3); H: Hyper Mask (combination of all 6 turaga mask powers), Heavenly Spin (defense, reflect half dmg); I: Ice Block (encases self in block of ice with 60 FE; the user is unable to act while the block of ice is in effect, but for every turn the block is in effect the user regains 20 FE), Ice Bomb (50, freeze; 1 use); J: Jet Tackle (45), Jump (defense first turn, 30 second turn); K: Kaminari Excalibur (90, heal 9), Key Surf (60, defense); L: Lion Power (attack +10, take -10 from attacks), Laser (40, defense); M: Magic Shot (50), Meteor (70, backlash 1/3, 1 use); N: Needle Storm (10, hits 1-8 times), Night of the Living Pumpkin (power up, creates 4 clones w/40 FE each, clones' attacks are: Light Up (10, blind) and Phantom Punch (5, lower enemy accuracy), 1 use),; O: Overload (35, cannot be blocked, reflected, or dodged; not affected by resistance; 2 uses), Omochao Frenzy (60, recharge for 5); P: Pyroferrous Balls (30 (50 at level 6, 60 at level 12), double dmg to Ice types, level 2 only), Psychic (35, decrease enemy dodge); Q: Quadro Stomp (35), Quadrhotuka (40); R: Rage (power up), Rhino Power (take -15 from attacks, speed down); S: Shadow Force (50, defense), Seal (enemy loses one atk, 1 use); T: Twayblade Slash (80), Twayblade Hibernation (20, heal 30, freeze); U: Unicorn Armor (50, defense for 3), Undine (allow Aqua Needle (35), and Suffocate (15, paralyze)); V: Vector Sweep (30, hits both in Tag Match), Vacuum Metal Saber (enable Saber Slash (40), Drilling Strike (45, defense-piercing; 1 use), Kal Crush (60, backlash 10, breaks Vacuum Metal Saber; 1 use), and Gahdok(25, 1 use)); W: Wall Climb (35, defense), Will of the Order (50); X: X Arcanum (60), X-Scissor (60); Y: Yellow (allow Thunder Wave (paralyze), and Thunderbolt (30)), Yellow Blade (30; 50% chance extra 10 Steel dmg); Z: Zatth (bring a random spirit to aid you), Zerg Rush (summon 12 Zerglings with Earth element and 20 FE, attacks Bite (10), Claw (10), and Burrow (defense, then 5); 3 uses, 1 turn cooldown then 6 turn recharge)
#1340. Kai; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Fire; Attacks: Kunai (10), Fireball Spit (15), Ground Burner (20), Spinjitsu Fire (20, burn), Spinjitsu Phoenix (when FE runs out restore 50, 1 use), Spinjitsu Shield (defense), Dragon Summon (can use any one of Fire Dragons attacks), Golden Sword of Fire (40, burn), Spinjitsu Fire Aura (power up, allow DX Spinjitsu), DX Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Dragon Summon and Gold Spinjitsu), Gold Spinjitsu (allow Golden Sword of Fire and double its atk power for first; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1341. Zane; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Ice; Attacks: Kunai (10), Freeze (15), Blizzard (20), Spinjitsu Ice (20, freeze), Spinjitsu Future Strength (de-fuse now, re-fuse later, power up), Spinjitsu Shield (defense), Dragon Summon (can use any one of Ice Dragons attacks), Golden Shuriken of Ice (20, freeze, hits twice), Spinjitsu Ice Cloak (lower enemy accuracy, allow DX Spinjitsu), DX Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Dragon Summon and Gold Spinjitsu), Gold Spinjitsu (allow Golden Shuriken of Ice and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1342. Cole; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Earth; Attacks: Kunai (10),Tunnel (15), Earthquake (20), Spinjitsu Earth (20, confuse), Spinjitsu Earth Fist (30), Spinjitsu Shield (defense), Dragon Summon (can use any one of Earth Dragons attacks), Golden Scythe of Earth (40, confuse), Spinjitsu Earth Shield (take -10 dmg from atks, allow DX Spinjitsu), DX Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Dragon Summon and Gold Spinjitsu), Gold Spinjitsu (allow Golden Scythe of Earth and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1343. Jay; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Thunder; Attacks: Kunai (10), Volt (15), Thunderbolt (20), Spinjitsu Lightning (20, paralyze), Spinjitsu Storm (charge, then 50), Spinjitsu Shield (defense), Dragon Summon (can use any one of Lightning Dragons attacks), Golden Nunchucks of Lightning (10, paralyze, hits 4 times), Spinjitsu Lightning Wing (increase dodge, allow DX Spinjitsu), DX Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Dragon Summon and Gold Spinjitsu), Gold Spinjitsu (allow Golden Nunchucks of Lightning and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1344. Nya; Based loosely on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Fire/Air; Attacks: Kunai (10), Telekinesis (15), Glide (20), Spinjitsu Fire (20, burn), Spinjitsu Psionics (counter enemy's next attack with Kunai, confuse for 3), Spinjitsu Shield (defense), Golden Sai ( 40, burn), Spinjitsu Volcano (burn, power up on first use, allow Spinjitsu Sister), Spinjitsu Sister (power up, but you lose 10 FE at the start of every turn, become part psionics and allow Golden Sai, Meteor Smash, Whirlwind Manuevers and Mind Barrage), Meteor Smash (20, unblockable), Whirlwind Manuevers (defense, 2 turns), Mind Barrage (30)
#1345. Sensei Wu; Based on the Ninjago character of the same name, Credit to MoC1; FE: 150; Element: Light; Attacks: Optic Spinner (blind, power up next Spinjitsu attack), Staff Twirl (10), Spark (15), Light Ball (20), Spinjitsu Creation (25, blind), Spinjitsu Fire/Ice/Earth/Lightning (20, burn/freeze/confuse/paralyze), Spinjitsu Shield (defense), Dragon Summon (can use any one of Fire, Ice, Earth or Lightning Dragons attacks), Tornado of Creation (50, blind), Spinjitsu Overwhelm (heal 10/turn, allow Dragonic Spinjitsu), Dragonic Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Dragon Summon and Gold Spinjitsu), Gold Spinjitsu (allow Tornado of Creation and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1346. Lord Garmadon; Based on the Ninjago character of the same name, Credit to MoC1; FE: 150; Element: Shadow; Attacks: Optic Spinner (blind, pwr up next Spinjitsu atk), Staff Twirl (10), Darken (15), Shadow Blast (20), Spinjitsu Void (25, poison), Spinjitsu Black Fire/Ice/Earth/Lightning (20, burn/freeze/confuse/paralyze), Spinjitsu Shadows (defense),Skeleton Summon(summon 1 Krazi, Bonezai, Chopov or Frakjaw),Staff of the Void(50, cannot be blocked), Spinjitsu Blackout (damage all enemies by 10 at the start of each turn, allow Release from the Underworld), Release from the Underworld (power up, but you lose 10 FE at the start of every turn, allow Skeleton Summon and Spinjitsu Destroyer), Spinjitsu Destroyer (allow Staff of the Void and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1347. Samukai; Based on the Ninjago character of the same name, Credit to MoC1; FE: 150; Element: Shadow/Fire; Attacks: Claw Stomp (10), Fire Blast (15), Fury (20), Skeleton Spinjitsu (25, does 10 extra next turn), Spinjitsu Black Fire/Ice/Earth/Lightning (20, burn/freeze/confuse/paralyze), Spinjitsu Shadows (defense), Golden Skeleton Army (60), Spinjitsu Dragon (recover from status/negative effects and inlfict them on the opponent, does 10 to enemy for every status/negative effect placed on you at the time), Shadow Skeleton Spinjitsu (power up, allow Shadow Dragon Spinjitsu), Shadow Dragon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Spinjitsu Dragon and Shadow Golden Spinjitsu), Shadow Golden Spinjitsu (allow Golden Skeleton Army and double the atk power of it for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1348. Nuckal; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Shadow/Thunder; Attacks: Claw Stomp (10), Lightning Burst (15), Electro-Rocket (20), Spinjitsu Black Lightning (20, paralyze), Spinjitsu Shadows (defense), Golden Bone Axe (50, paralyze), Spinjitsu Dragon (recover from status/negative effects, does 10 to enemy for every status/negative effect placed on you at the time),Shadow Skeleton Spinjitsu (increase dodge, allow Shadow Dragon Spinjitsu), Shadow Dragon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Spinjitsu Dragon and Shadow Golden Spinjitsu), Shadow Golden Spinjitsu (allow Golden Bone Axe and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1349. Kruncha; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Shadow/Earth; Attacks: Claw Stomp (10), Pressure (15), Earthquake (20), Spinjitsu Black Earth (20, confuse), Spinjitsu Shadows (defense), Golden Hatchet Twins (50, confuse), Spinjitsu Dragon (recover from status/negative effects, does 10 to enemy for every status/negative effect placed on you at the time),Shadow Skeleton Spinjitsu (take -10 dmg from atks, allow Shadow Dragon Spinjitsu), Shadow Dragon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Spinjitsu Dragon and Shadow Golden Spinjitsu), Shadow Golden Spinjitsu (allow Golden Hatchet Twins and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1350. Kracka; Inspired by Ninjago, Credit to MoC1; FE: 140; Element: Shadow/Fire; Attacks: Claw Stomp (10), Fire Punch (15), Mini Flare (20), Spinjitsu Black Fire (20, burn), Spinjitsu Shadows (defense), Golden Warhammer (50, burn), Spinjitsu Dragon (recover from status/negative effects, does 10 to enemy for every status/negative effect placed on you at the time), Shadow Skeleton Spinjitsu (power up, allow Shadow Dragon Spinjitsu), Shadow Dragon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Spinjitsu Dragon and Shadow Golden Spinjitsu), Shadow Golden Spinjitsu (allow Golden Warhammer and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1351. Wyplash; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Shadow/Ice; Attacks: Claw Stomp (10), Snowball (15), Ice Lance (20), Spinjitsu Black Ice (20, freeze),Spinjitsu Shadows (defense), Golden Heli-Chains (50, freeze), Spinjitsu Dragon (recover from status/negative effects, does 10 to enemy for every status/negative effect placed on you at the time), Shadow Skeleton Spinjitsu (lower enemy accuracy, allow Shadow Dragon Spinjitsu), Shadow Dragon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Spinjitsu Dragon and Shadow Golden Spinjitsu),Shadow Golden Spinjitsu (allow Golden Heli-Chains and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1352. Frakjaw; Based on the Ninjago character of the same name, Credit to MoC1; FE: 130; Element: Shadow/Fire; Attacks: Claw Stomp (10), Flame Disk (15), Fire Jet (20), Spinjitsu Black Fire (15, burn),Spinjitsu Shadows (defense), Golden Flail (30), Shadow Skeleton Spinjitsu (burn, allow Shadow Weapon Spinjitsu), Shadow Weapon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part steel and allow Golden Flail)
#1353. Krazi: Based on the Ninjago character of the same name: FE: 130; Element: Shadow/Thunder; Attacks: Claw Stomp (10), Volt (15), Dark Lightning (20), Spinjitsu Black Lightning (15, paralyze),Spinjitsu Shadows (defense), Golden Femur (30), Shadow Skeleton Spinjitsu (enemy takes 10 dmg on contact, lasts 3 turns, allow Shadow Weapon Spinjitsu), Shadow Weapon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part steel and allow Golden Femur)
#1354. Bonezai; Based on the Ninjago character of the same name, Credit to MoC1; FE: 130; Element: Shadow/Ice; Attacks: Claw Stomp (10), Ice Blast (15), Frost Bite (20), Spinjitsu Black Ice (15, freeze),Spinjitsu Shadows (defense), Golden Pickaxe (30), Shadow Skeleton Spinjitsu (enemy takes 1-turn freeze on contact, lasts 3 turns, allow Shadow Weapon Spinjitsu), Shadow Weapon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part steel and allow Golden Pickaxe)
#1355. Chopov; Based on the Ninjago character of the same name, Credit to MoC1; FE: 130; Element: Shadow/Earth; Attacks: Claw Stomp (10), Seismic Stomp (15), Seismic Punch (20), Spinjitsu Black Earth (15, confuse), Spinjitsu Shadows (defense), Golden Machete (30),Shadow Skeleton Spinjitsu (defense for 3, allow Shadow Weapon Spinjitsu), Shadow Weapon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part steel and allow Golden Machete)
#1356.Fire Dragon; Based loosely on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Dragon/Fire; Effect: Ninjago: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 20% of the pilot's FE to Fire Dragon's FE, keep this Spirit's techniques and one long-range technique from the pilot (unless the pilot is Kai or Nya, in which case all techniques from the pilot are added to the techniques of Fire Dragon); Attacks: Dragonbreath (30), Fire Breath (10/turn), Fly (defense), Glide (20), Spinjitsu Dragonfire (burn for 3, remove status from user)
#1357. Ice Dragon; Based loosely on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Dragon/Ice; Effect: Ninjago: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 20% of the pilot's FE to Ice Dragon's FE, keep this Spirit's techniques and one long-range technique from the pilot (unless the pilot is Zane, in which case all techniques from the pilot are added to the techniques of Ice Dragon); Attacks: Dragonbreath (30), Blizzard Breath (freeze for 3, 5/turn for 3), Fly (defense), Glide (20), Spinjitsu Dragonice (freeze for 3, remove status from user)
#1358. Lightning Dragon; Based loosely on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Dragon/Thunder; Effect: Ninjago: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 20% of the pilot's FE to Lightning Dragon's FE, keep this Spirit's techniques and one long-range technique from the pilot (unless the pilot is Jay, in which case all techniques from the pilot are added to the techniques of Lightning Dragon); Attacks: Dragonbreath (30), Lightning Breath (15, hits all), Fly (defense), Glide (20), Spinjitsu Dragonlightning (paralyze for 3, remove status from user)
#1359. Earth Dragon; Based loosely on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Dragon/Earth; Effect: Ninjago: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 20% of the pilot's FE to Earth Dragon's FE, keep this Spirit's techniques and one long-range technique from the pilot (unless the pilot is Cole, in which case all techniques from the pilot are added to the techniques of Earth Dragon); Attacks: Dragonbreath (30), Seismic Breath (20, flip a coin, heads hits twice), Dig (defense), Earthquake (20), Spinjitsu Dragonearth (confuse for 3, remove status from user)
#1360. Tobduk; Credit to MoC1; FE: 190; Element: Fire/Light; Effect: Unrivaled Rage: power up by 1 for every 5 dmg taken, power up for as long as enemy has more FE than you, power up temporarily if enemy uses an atk involving anger, immune to mind control, anger based atks and suggestions; Attacks: Staff Twirl (15), Speed Slash (20), Power Punch (20), Fury (20), Heat Beam (25), Rage (30), Will of the Order (50, recharge for 3), Virus (poison, disable enemy defenses, lasts 3 turns), Berserk (power up, half dmg, cannot dodge or defend, lasts 3 turns, allow Anger Shield, Anger Sphere and Angerbending for rest of battle), Anger Shield (defense), Anger Sphere (enemy takes 15 dmg if they approach, lasts 3 turns), Angerbending (dmg =150 - enemies current FE, cannot be powered up), Sanok (next 3 atks have perfect accuracy), Makuta Hunt (20, double to Makuta pre-upgrades, triple to Makuta)
#1361. Reformed Brutaka; Credit to MoC1; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE per turn; Attacks: Double Blade (20), Loyalty (25), Power Blade (30), Energy Ball (35), Levitate (defense), Fear (30, paralyze for 2), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Black Hole (50), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Teleport (defense, 4 turns), Chain Lightning (flip 5 coins; 20x tails), Olmak (defense, 4 turns), Anger (power up), Execute (60), Federation of Fear (summon a Roodaka, Klakk, Lariska, Takadox, Vezon, Miserix, or Carapar to aid you; only at Level 10; 1 use)
#1362. Destiny Cheater; Credit to MoC1; FE: 170; Element: Shadow/Dragon; Effect: Ignore all the Rules: heal 10 turn, power up and heal extra 5/turn for each status on you; Attacks: Slash (10),Cheat (defense, ignore enemies next defense), Death Cheat (survive anything with 1 FE left), Death Cheat 2 (merge with one of your inactive Spirits; can keep 3 attacks from host, overwrite effect, heal to full; 1 use), Drain Slash (15, heal by dmage done), Infinite Slash (5, hits 5 times, add another hit for each succesful use, reset to 5 hits for each unsuccesful use), Cursed Blades (30), Ruin Flare (10, burn, poison), Boomerang Slash (15, hits twice), Draco Blazer (charge, then 50), Hand Buzzer (50, 20 to self), Tricky Slash (50, recharge for 5), Three-Blade Slash (20, flip 3 coins, does extra 10 for each heads), Double Slash (20 hits all enemeis), Destiny Dash (power up, half dmg, all atks cause status, lasts 5 turns, 1 use), Compression Slash (70, backlash half 1 use), Golden Blade (roll a die, 1, 2, 3, 4 or 5: 1; 6: 100, 1 use)
#1363. Destiny Beater; Credit to MoC1; FE: 170; Element: Shadow/Stone; Effect: Beat all the Rules: heal 5 turn, power up and take -10 dmg from atks for each status on you; Attacks: Bullet (10), Beat (defense, your next atk +50% dmg), Destiny Beat (when your FE runs out enemies does also), Phoenix Beat (when FE runs out restore 50 and dmg enemy by 50, 1 use), Vampire Bullet (15, heal by dmage done), Rapid Fire (30), Stun Flare (10, confuse and blind for 2), Sundering Shot (10, +10 each use), Slow Bullet (20 next turn, lower enemy dodge), Sniper Blazer (charge, then 40, cannot be dodged), Hand Buzzer (50, 20 to self), Super Bullet (50, recharge for 5), Block Bullet (10, defense), Bullet Rain (20, hits all enemies), Destiny Dash (power up, half dmg, all atks cause status, lasts 5 turns, 1 use), Void Bullet (70, backlash half 1 use), Golden Bullet (roll a die, 1, 2, 3, 4 or 5: 1; 6: 100, 1 use)
#1364. Will of Earth; Based on Isaac from the Golden Sun series, Credit to Keizah; FE: 170; Element: Earth/Rock/Steel; Attacks: Slash (15) ,Guard (defense), Cure (heal 20), Quake (15, hits all opponents in a tag battle), Spire (15, may lower defense),Gaia (25), Ragnarok (25), Venus Charge (power up Earth and Stone-element attacks, 3 turns), Mars Charge (disable Cure and Gaia, attacks have a chance of burning, enable Blast (20), 3 turns), Jupiter Charge (disable Cure and Ragnarok, power up Slash, power up allies in a tag battle, 3 turns), Mercury Charge (disable Gaia and Ragnarok, heal 10 FE each turn, 3 turns)
#1365. Untouchable Queen; Based on Satellizer el Bridget from the manga "Freezing," Credit to Keizah; FE: 170; Element: Steel; Effect: Stigma Body: Recover 15 FE each turn, automatically use Rage (10) if the opponent uses an attack that makes contact; Attacks: Volt Weapon: Nova Blood (20, charge one turn on first usage), Rage (20), Accel Turn (power up by 5, increase evasion, enable Double Accel), Double Accel (power up by 10, attack twice next turn, enable Triple Accel and Wings of Light), Wings of Light (defense, remove negative statuses, next attack deals 20 extra damage, 1 use), Triple Accel (10, all attacks gain a chance of confusing the target, enable Nova Form and Quadruple Accel), Quadruple Accel (15, flip a coin for five turns, if heads, evade all attacks that turn), Nova Form (heal 40, power up by 15, negate Stigma Body, receive 15 damage each turn), Quintuple Accel (only available after both Quadruple Accel and Nova Form, damage=120-remaining FE, defuse after one turn)
#1366. Dreamborn; Credit to Keizah; FE:155; Element: Psionics; Upgrades into Daydream Keeper or Nightmare Keeper; Effect: Incomplete Dreams: Gain the opponent's element(s) at the start of battle in addition to Psionics, Slash alternates randomly between Steel and the copied elements; Attacks: Slash (10), Ethereal Slash (flip a coin, heads: deal 15 damage, tails: negate the target's effect for one turn), Spellbind (put target to sleep), Melody (35, one turn cooldown)
#1367. Daydream Keeper; Credit to Keizah; FE: 190; Element: Light/Psionics; Effect: Pleasant Memory: Recover 10 FE each turn that this spirit is asleep; Attacks: Slash (20, becomes the element of the last “Daydream Release” used), Parry (defense), Ethereal Slash (flip a coin, heads: deal 20 damage, tails: negate the target's effect for two turns), Spellbind (put target to sleep, four turn recharge), Solar Slash (30), Daydream Release: Wings (remove negative status and power up for five turns, sleep for two turns afterward), Daydream Release: Cloudgazer (summon 5 cloud animals with 5 FE each, Attacks: Reform (defense), Constrict (5, chance of paralyzing)), Daydream Release: Kaleidescope (30, confuse, 1 turn cooldown), Consonance (50, hit both opponents in a tag battle, may put the targets to sleep, 2 turn cooldown), Under the Sun (put target to sleep, gain three of the target's attacks, recover 10 FE each turn the target is asleep, enable Gateway of Dreams in a tag match, 1 use), Gateway of Dreams (100, only available in a tag match with Nightmare Keeper, this counts as a turn for both of you, put all combatants to sleep, Nightmare Keeper and Daydream Keeper must de-fuse 3 turns after one awakens, 1 use)
#1368. Nightmare Keeper; Credit to Keizah; FE: 190; Element: Shadow/Psionics; Effect: False Ending: Continue fighting for two turns after FE reaches 0; Attacks: Scissor Slash (15, may hit twice, becomes the element of the last “Nightmare Release” used), Ethereal Slash (flip a coin, heads: deal 20 damage, tails: negate the target's effect for two turns), Spellbind (put target to sleep, four turn recharge), Lunar Slash (30), Nightmare Release: Chasm (10, paralyze, 5 degenerative damage), Nightmare Release: Bone-Chilling Cold (20, reduce target's attack and defense each by 5, stacks twice), Nightmare Release: Fire and Brimstone (30, poison, 1 turn cooldown), Dissonance (70, hit both opponents in a tag battle, may confuse the targets, 20 backlash, 2 turn cooldown), Lunacy (power up, all attacks may confuse, blind, burn, or freeze for 4 turns, 10 backlash each time the target receives a status ailment, enable Gateway of Dreams in a tag match, 1 use), Gateway of Dreams (100, only available in a tag match with Daydream Keeper, this counts as a turn for both of you, put all combatants to sleep, Nightmare Keeper and Daydream Keeper must de-fuse 3 turns after one awakens, 1 use)
#1369. Dakrevusko; Inspired by Prince of Persia, Credit to Wraith; FE: 190; Element: Shadow; Upgrades into Delryevik; Attacks: Shadow Blast (20), Shadow Ball (30), Shadow Shift (defense), Shadow Crasher (40), Shadow Bazooka (50), Shadow Roukuougan (70, backlash half, 1 use)
#1370. Queen Virgo; Based on the Shooting Star Rockman character of the same name; FE: 140; Element: Water; Attacks: Sticky Rain (20), Tidal Barrier (defense, if the foe attacks the barrier they take 10 Water damage), Water Dragon (15, can't be dodged, hits all), Holy Laser (30), Sibling Tag Team (summon Jack Corvus)
#1371. Jack Corvus; Based on the Shooting Star Rockman character of the same name; FE: 140; Element: Fire; Attacks: Wingblade (10), Clawed Flames (15, may poison), Corvus Dive (20), Wicked Flame Barrage (25, can take on Shadow properties), Sibling Tag Team (summon Queen Virgo)
#1372.Articuno; Based on the Pokemon of the same name; FE: 170; Element: Ice/Air; Effect: Legendary Bird One: When alongside another Legendary Bird, you can both use a turn to execute a combination attack, which can take on the Elemental properties of whatever Element one of the Birds involved has (except Air). When paired with Legendary Bird Two, you can use Electric Blizzard (70). When paired with Legendary Bird Three, you can use Tsunami Storm (70, can also be Water). When all three are present, you can use Voltic Waterspout (90, can also be Water); Attacks: Roost (heal 20), Ice Beam (20, may freeze), Agility (defense), Blizzard (40)
#1373. Zapdos; Based on the Pokemon of the same name; FE: 170; Element: Thunder/Air; Effect: Legendary Bird Two: When alongside another Legendary Bird, you can both use a turn to execute a combination attack, which can take on the Elemental properties of whatever Element one of the Birds involved has (except Air). When paired with Legendary Bird One, you can use Electric Blizzard (70). When paired with Legendary Bird Three, you can use Thunder Combustion (70). When all three are present, you can use Voltic Waterspout (90, can also be Water); Attacks: Roost (heal 20), Thunderbolt (20, may stun), Agility (defense), Thunder (40)
#1374. Moltres; Based on the Pokemon of the same name; FE: 170; Element: Fire/Air; Effect: Legendary Bird Three: When alongside another Legendary Bird, you can both use a turn to execute a combination attack, which can take on the Elemental properties of whatever Element one of the Birds involved has (except Air). When paired with Legendary Bird Two, you can use Thunder Combustion (70). When paired with Legendary Bird One, you can use Tsunami Storm (70, can also be Water). When all three are present, you can use Voltic Waterspout (90, can also be Water); Attacks: Roost (heal 20), Ember (20, may burn), Safeguard (defense), Flamethrower (40)
#1375. Brutal Blitzer; Based on Jecht from Final Fantasy X; FE: 160; Element: Fire; Attacks: Slash (10), Jecht Block (defense), Jecht Rush (15, may hit twice), Jecht Beam (20, may paralyze), Triumphant Grasp (25), Jecht Blade (30), Ultimate Jecht Shot (40, 3 turn recharge)
#1376. Delusory Warlock; Based on Golbez from Final Fantasy IV; FE: 180; Element: Shadow; Attacks: Glare Hand (20, may blind, can chain to Cosmic Ray), Gravity/Float System (20, may stun, can chain to Cosmic Ray), Cosmic Ray (50, can only be used as part of a chain), Nightglow (30, extra accuracy), Genesis Rock (30, may pierce), Sector Ray (40), Summon Shadow Dragon (heal 30, allow Black Fang), Black Fang (destroy an inactive Orb, backlash=half of its FE, 1 use), Binding Cold (paralyze), Bio (25, poison)
#1377. Frenzied Swordsman; Based on Gilgamesh from the Final Fantasy series; FE: 170; Element: Steel; Effect: Wanderer of the Void: Ignore attacks and effects that involve warping; Attacks: Slash (10), Excalibur/Excalipoor (30, sometimes deals only 1 dmg), Frenzy Draw (roll a 6-sided die; 1=15 (extra accuracy); 2=roll another die, dmg=result x10; 3=dmg=amount of FE lost; 4=instant kill target with 30 FE or less; 5=disable target's power ups; 6=30), False Retreat (defense, next turn boost atk, def, and spd), Enkidu (summon a Shadow Element creature with 50 FE that cab cause 10 Weapon dmg each turn), Jump (defense, 20 next turn), Electrocute (25), Wind Slash (25), Rocket Punch (20, Sanok-level accuracy), Death Claw (reduce enemy to 10 FE and paralyze, you receive the same amount of damage; 1 use), Morphing Time (only after 10 turns, heal from negative effects, able to pick what effect Frenzy Draw has, allow Ultimate Illusion), Ultimate Illusion (50, hits user and target, can only be used if it will finish Frenzied Swordsman; 1 use), Master Swordsman (gain the weapon of another Spirit you own)
#1378. Shinryu; Based on the boss of the same name from the Final Fantasy series; FE: 200; Element: Dragon; Effect: Master of the Void: No weakness, negated if fighting Omega, cannot fight alongside or be combined with Omega; Attacks: Claw (10), Atomic Ray (30, hits all), Ice Storm (30, hits all), Lightning (30, hits all), Tsunami (40), Mighty Guard (boost defense, 2 uses), Poison Breath (20, poison all), Evil Eye (paralyze for 3), Void Shield (defense), Dragonbreath (40), Ragnarok--Blade (40), Ragnarok--Flare (50)
#1379. Omega; Based on the boss of the same name from the Final Fantasy series; FE: 200; Element: Steel; Effect: Master of the Void: No weakness, negated if fighting Shinryu, cannot fight alongside or be combined with Shinryu; Attacks: Void Shield (defense), Quadro Stomp (10), Atomic Ray (30, hits all), Earthquake (30, hits all), Encircle (instant kill, 1 use, can't be used on a 200 FE Spirit), Rocket Punch (30, enhanced accuracy), Flamethrower (40), Blaster (40), Wave Cannon (50), Ancient Weapon (power up), Omega Badge (power up your next Spirit)
#1380. Shearer of Memories; Based on Dark Rukia from Bleach Movie 3; FE: 160; Element: Shadow; Effect: Enraged Power: Immune to paralysis, freeze, and sleep; Attacks: Scythe Pole (10), Scythe Pole Storm (flip 4 coins; 10x tails), Scythe (20, piercing), Memory Scythe (opponent loses 1 attack, 1 use per target),Teleport (defense), Rift Wave (30), Hollowfication (power up), Spiritual Serpents (freeze all for 5, then recharge for 5)
#1381. Furno 4.0; Based on the Hero Factory character of the same name; FE: 165; Element: Fire; Upgrades into Furno XL; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Harpoon (10, extra acc), Plasma Shooter (15), Fireball (20), Furno Punch (25), Boil (30), Hero Cuffs (paralyze for 3), Turbines (defense against Water attacks), Armored Arm (defense against a physical attack)
#1382. Rocka 4.0; Based on the Hero Factory character of the same name; FE: 165; Element: Jungle; Upgrades into Lieutenant Rocka; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Crossbow (10, piercing, Sanok), Plasma Shooter (15), Thorn Arrow (20), Prehistory Cannon (25), Urban Jungle (30), Energy Shield (defense; can be Cushion Jelly once, but then it breaks), Hero Cuffs (paralyze for 3), Heat Scope (disable a dodge technique)
#1383. Breez 4.0; Based on the Hero Factory character of the same name; FE: 165; Element: Air; Upgrades into Dame Breez; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Slash (10, may hit twice), Plasma Shooter (15), Wind Burst (20), Fujita Blade (25), Hive Devastator (30), Hero Cuffs (paralyze for 3), Energy Shield (defense; can be Cushion Jelly once, but then it breaks), Fly (defense, negates the 'extra acc' modifier)
#1384. Evo 4.0; Based on the Hero Factory character of the same name; FE: 165; Element: Stone; Upgrades into Admiral Evo; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Power Punch (10), Plasma Shooter (15), Body Slam (20), Tank Cannon (25), Swamp of Stone (30), Hero Cuffs (paralyze for 3), Toxic Protection Boots (take half from Jungle), Focus (power up)
#1385. Surge 4.0; Based on the Hero Factory character of the same name; FE: 165; Element: Thunder; Upgrades into Aerial Surge; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Thunder Blade (10), Plasma Shooter (15), Lightning Blast (20), Zeus Slash (25), Hurricane Nova (30), Hero Cuffs (paralyze for 3), Armor (defense), Shock (paralyze for 2)
#1386. Jawblade; Based on the Hero Factory character of the same name; FE: 140; Element: Water; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Razor Fins (10), Magma Cutters (15), Bite (20), Jaws of the Sea (25), Swim (defense against Water attacks, or pierce a Water defense to use Razor Fins)
#1387. Black Phantom; Based on the Hero Factory character of the same name; FE: 160; Element: Shadow; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Shoulder Sabers (10), Arachnix Drone (15, can sacrifice next turn to use another attack at the same time), Razor Saber (20), Mace (25; if blocked, disable the block technique), Phantom Crusher (30), Phantom Dash (defense), Breakout (recover from paralysis)
#1388. Thornraxx; Based on the Hero Factory character of the same name; FE: 140; Element: Air; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Claws (10), Blaster (15), Sting (20), Buzz (25), Fly (defense)
#1389. Toxic Reapa; Based on the Hero Factory character of the same name; FE: 140; Element: Jungle; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Claw Stomp (10), Toxic Jet (15), Laser Cutters (20), Toxic Inferno (25), Tank Overflow (next attack garunteed to poison)
#1390. Splitface; Based on the Hero Factory character of the same name; FE: 160; Element: Steel or Fire depending on active Personality; Effect: Technic Descendant: Attacks deal -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Split Personality (change between Fist Personality and Laser Personality); Fist Personality Attacks: Bash (10), Shredder Claws (15), Split Kick (20, switch Personalities), Asteroid Shredder (25), Block (defense); Laser Personality: Laser (10), Plasma Shooter (15), Split Kick (20, switch Personalities), Incinerator Beam (25), Precise Burst (burn)
#1391. Stealth Hunter; Based on the Exo-Force mech 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: Rifle (10), Double Sword (15), Electro Blades (20), Exo-Rifle (25), Stealth (defense)
#1392. Grand Titan; Based on the Exo-Force mech 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: Rotating Cannon (10), Pincer (15), Body Slam (20), Exo-Cannon (25), Armor (defense)
#1393. Thunder Fury; Based on the Exo-Force mech 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: Laser Cannon (10), Power Saw (15), Thuner Saw (20), Exo-Cannon (25), Shock Slice (paralyze)
#1394. Fire Vulture; Based on the Exo-Force mech 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: Flamethrower (10), Vulture Claw (15), Electro Claw (20), Exo-Flamethrower (25), Smother (burn)
#1395. Sonic Phantom; Based on the Exo-Force mech of the same name; FE: 140; Element: Steel; Effect: Vehicle: At the beginning of battle, combine this Spirit with another. Add 10% of the pilot's FE to Sonic Phantom's, keep all Elements, use the pilot's effect, keep all of Sonic Phantom's attacks and one long-range attack from the pilot. Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Laser Guns (10), Turbine Cannons (20), Missile (30)
#1396. Striking Venom; Based on the Exo-Force mech of the same name; FE: 180; Element: Steel; Effect: Spirit Carrier: At the beginning of battle, combine this Spirit with another. Add 10% of the pilot's FE to Striking Venom's, keep all Elements, use the pilot's effect, keep all of Striking Venom's attacks and one long-range attack from the pilot. Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Laser (20), Gatling Cannon (25), Turret (30), Stomp (40), Ultimate Strike (50), Venom Cannon (poison all)
#1397. Supernova; Based on the Exo-Force mech of the same name; FE: 160; Element: Steel; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Laser (10), Staff Blade (15), Nova Smash (20), Exo-Laser (25), Solar Staff Burst (30), Solar Charge (power up), Solar Flash (blind)
#1398. Bridge Walker; Based on the Exo-Force mech 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: Claw (10), Gatling Hand (15), Missile (20), Stomp (25), Ram (paralyze)
#1399. Magnalink; Based on the Exo-Force mech of the same name; FE: 140; Element: Steel; Effect: Brother Fusion: This Spirit qualifies as a Technic Brother, but when facing a Bionicle, power up every other attack; Attacks: Laser (10), Flame Cannon (15), Exo-Flame (20), Magna Blast (25), Repair (restore 20 FE to self or ally)
#1400. Blazing Hunter; Based on the Exo-Force mech of the same name; FE: 160; Element: Steel; Effect: Brother Fusion: This Spirit qualifies as a Technic Brother, but when facing a Bionicle, power up every other attack; Attacks: Shoulder Lasers (10), Laser Hands (15), Laser Punch (20), Exo-Shoulder (25), Turbine Blaze (30), Turbine (confuse)
#1302. Avatar Roku; Based on the Avatar: The Last Airbender character of the same name; FE: 200; Element: Fire/Rahaga; Effect: Avatar Cycle: If the last Spirit you used was Avatar Kyoshi, you have no weakness; Attacks: Fire Blast (20), Wind Punch (15, extra accuracy), Tidal Shockwave (15, may force foe to swap Spirits), Mountain Wave (20), Fire Breath (30), Air Slice (30), Freeze (freeze for 3), Tunnel Strike (defense, then 25), Lightning (40, cannot be dodged), Air Pulse (35, may hit all), North Pole Blade (40), Rock Crush (35, piercing), Avatar State (power up, can take a turn to deactivate, allow Magma Shockwave; if defeated while active, you can't use another Spirit), Magma Shockwave (70, backlash half, 1 use; if the backlash would take your FE to 0, you survive with 1 FE and Avatar State is deactivated)
#1303. Avatar Kyoshi; Based on the Avatar: The Last Airbender character of the same name; FE: 200; Element: Earth/Rahaga; Effect: Avatar Cycle: If the last Spirit you used was Avatar Korra, you have no weakness; Attacks: Fan (5, stun), Earth Wall (15, defense), Scorch (15, burn for 3), Fan Whirlwind (20), Ice Spikes (20), Boulder Cannon (30), Flame Fissure (30), Power Gale (25, opponent may drop weapon), Water Slice (30), Land Whirlpool (40), Fire Vortex (40), Cyclone (40), Typhoon (40), Avatar State (power up, can take a turn to deactivate, allow Statue Drop; if defeated while active, you can't use another Spirit), Statue Drop (60, can take on Stone properties, backlash half, 1 use; if the backlash would take your FE to 0, you survive with 1 FE and Avatar State is deactivated)
#1304. Vapor 2.0; Inspired by Hero Factory events; FE: 180; Element: Water; Upgrades into Vapor 3.0; Effect: Mist Armor: Physical contact with the opponent causes 10 Water damage. This Spirit qualifies as a Technic Descendant; Attacks: Kick (10), Mist Bullet (15), Bullet Stream (flip 4 coins; 10x tails), Slash (15), Mist Covered Blade (20, paralyze), Corrosive Vapor (opponent loses 1 attack; 1 use), Deathly Mist (10/turn), Mirage Mist (defense for 2), Mist Strangler (25), Spinning Mist Blade Driver (30), Sniper Shot (10, defense), Aim (10, Sanok-level accuracy), Fatal Mist Cannon (35), Demon Mist Claw (40), Mist Tank Self-Destruct (dmg=180-current FE; disable all attacks but Kick and Slash, 1 use to share with Assassinate), Assassinate (instant kill targets with 40 FE or less; 1 use to share with Mist Tank Self Destruct)
#1305. Spidermonkey; Based on the Ben 10 Alien Force character of the same name; FE: 140; Element: Water; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Claw (10), Web (paralyze for 2), Web Blast (15, paralyze), Web Swing (20), Web Bomb (25)
#1306. Swampfire; Based on the Ben 10 Alien Force character of the same name; FE: 140; Element: Jungle/Fire; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Thorn Claw (10, poison), Flame Jet (15, extra accuracy), Forest Punch (20), Forest Blazer (25), Regenerate (heal 10)
#1307. Chromastone; Based on the Ben 10 Alien Force character of the same name; FE: 140; Element: Stone; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendnat as if you were a Bionicle; Attacks: Crystal Claw (10, paralyze), Power Punch (15), Body Slam (20), Absorb (defense against energy-based attacks), Laser Burst (25)
#1308. Humungousaur; Based on the Ben 10 Alien Force character of the same name; FE: 140; Element: Dragon; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attcks: Power Punch (10), Smash (15, paralyze), Rush (20), Rampage (25), Thick Hide (defense)
#1309. Jet Ray; Based on the Ben 10 Alien Force character of the same name; FE: 140; Element: Air; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Supersonic Slam (10), Wing Blade (15, confuse), Neuroshock (20), Tornado Ray (25), Fly (defense)
#1310. Big Chill; Based on the Ben 10 Alien Force 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: Intanigble (defense), Wing Blade (10), Frost Punch (15, freeze), Glacier Rise (20), Blizzard Breath (25)
#1311. Danju; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Psionics; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Slash (10), Shield (defense), Lightning Bolt (15), Wolf Blade (20), Wisdom's Assault (25), Knighthood (recover from and become immune to negative status effects, enable Alendan Twist Slash), Alendan Twist-Slash (30), Analyze (counter foe's next attack with a Slash)
#1312. Jayko; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Air; Upgrades into King Jayko; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Slash (10), Shield (defense), Lightning Bolt (15), Hawk Blade (20), Rush Cut (25), Knighthood (recover from and become immune to negative status effects, enable Talonjay Twin-Strike), Talonjay Twin-Strike (30), Quickness (next attack cannot be dodged)
#1313. Rascus; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Air; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Slash (10), Shield (defense), Lightning Bolt (15), Monkey Blade (20), Agility Slash (25), Knighthood (recover from and become immune to negative status effects, enable Banteras Mayhem Maneuver), Banteras Mayhem Maneuver (30), Agility (defense)
#1314. Santis; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Fire; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Slash (10), Shield (defense), Lightning Bolt (15), Bear Blade (20),Power Slash (25), Knighthood (recover from and become immune to negative stats effects, enable Orkosan Side-Sweep), Orkosan Side-Sweep (30), Bash (paralyze)
#1315. Vladek; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Shadow; Upgrades into Lord Vladek; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Slash (10), Shield (defense), Lightning Bolt (15), Scorpion Blade (20), Overthrow (25), Shadow Mask (recover from and become immune to negative status effects, enable Scorpion Sneak Strike), Scorpion Sneak Strike (30), Eye Slash (blind)
#1316. King Mathias; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Light; Effect: Royalty: No weakness. This Spirit qualifies as a Technic Brother; Attacks: Slash (10), Shield (defense), Light Bolt (15), Lion Blade (20), Royal Reign (25), Brilliance (blind), Heaven's Blade (30)
#1317. King Jayko; Based on the Knights' Kingdom character of the same name; FE: 180; Element: Air; Effect: Royalty: No weakness. This Spirit qualifies as a Technic Brother; Attacks: Slash (10), Shield (defense), Light Bolt (15), Hawk Blade (20), Rush Cut (25), Talonjay Twin-Strike (30), Quickness (next attack cannot be dodged), Battle Ram (allow Axe Ram and Fireball), Axe Ram (35), Fireball (40)
#1318. Lord Vladek; Based on the Knights' Kingdom character of the same name; FE: 180; Element: Shadow; Effect: Lordship: No weakness. This Spirit qualifies as a Technic Brother; Attacks: Slash (10), Shield (defense), Shadow Bolt (15), Scorpion Blade (20), Overthrow (25), Scorpion Sneak Strike (30), Eye Slash (blind), Mobile Launcher (enable Thunder Blast), Thunder Blast (45)
#1319. Sir Kentis; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Earth; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Mace(10), Shield (defense), Lightning Bolt (15), Stallion Mace (20), Martial Arts (25), Stallion Rush Bash (30), Meditate (heal 10)
#1320. Sir Adric; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Fire; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Axe (10), Shield (defense), Lightning Bolt (15), Bull Axe (20), Power Crush (25), Flaming Bull Charge (30), Bash (paralyze)
#1321. Dracus; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Dragon: Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Slash (10), Shield (defense), Lightning Bolt (15), Dragon Blade (20), Fierce Army (25), Raging Sword (30), Poison Blade (poison)
#1322. Karzon; Based on the Knights' Kingdom character of the same name; FE: 160; Element: Jungle; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Flail (10), Shield (defense), Lightning Bolt (15), Snake Flail (20), Serpentine Trickery (25), Insincere Fangs (30), Deception (inflict a random negative status)
#1323. Future Wall-Crawler; Based on Spider-Man 2099; FE: 170; Element: Light; Attacks: Talons (10), Web Bullets (flip 4 coins; 10x tails), Webs (paralyze), Fangs (poison), Helikick (15), Astral Jump (20), Wall Climb (25, possible dodge), Accelerated Vision (defense), Accelerated Decoy (defense, next attack more accurate; 3 uses), Web Torpedo (30), Pain Tornado (35), Accelerate Pulsar (next attack more accurate), Light-Speed Dash (charge, then 40)
#1324. HERO Model 2011; Original design; FE: 160; Element: Light/Steel; Upgrades into HERO Model 2012; Effect: Rise of the Rookies: When fighting alongside a Spirit classified as a Technic Descendant, nullify the Technic Descendant effect; Attacks: Hero Core Charge (power up), Hero Cell (defense), Ice Spear (10), Headgear (improve accuracy), Claw (10), Plasma Bow (15), Hero Shield Bash (20, change at will between Fire, Ice, Stone, and Steel), Storm Snipe (20), Agility Slash (20), Hero Claw (25, change at will between Ice, Jungle, Steel, and Rahaga), Camouflage (defense for 2), Animal Power (use any 1 Animal Power technique), Hero Flare (30, randomly switches between Fire, Ice, Air, Thunder, Steel, Stone, Jungle, and Rahaga), Essence Retrieval (pick the Element of the next Hero Flare), Hero Blade 2.0 (35, cannot be powered up), Hero Blade 3.0 (45, can only be used if it will finish the target, cannot be powered up), Hero Recon (next attack does double damage; 1 use, cannot be used with an attack that would normally do double damage),Core Corruption (disable Light techniques, enable following), Betray (15), Lava Blaster (20), Corrupted Quaza Spike (control a 3.0 creature, 1 at a time), Villain Flare (30, randomly switches between Fire and Jungle)
#1325. Lunar Convoy; Based on Optimus Prime from Transformers: Dark of the Moon; FE: 200; Element: Steel/Air; Attacks: Fly (defense), Shield (defense), Hooks (10, opponent loses weapons), Machinegun (15, may hit twice), Wingblade (20, confuse), Body Slam (25, paralyze), Air Strike (30), Prime Flame (35, burn), Prime Punch (40), Prime Tornado (45), Lunar Cannon (50), Spacebridge (summon a random Spirit to aid you, 1 at a time), Dark of the Moon (blind for 3)
#1326. Armada Convoy; Based on Optimus Prime from Transformers Armada; FE: 140; Element: Steel; Upgrades into Super Convoy; Attacks: Lasers (10), Robo Kick (15, stun), Prime Punch (20), Semi Cab Slam (25), Powerlinx (power up)
#1327. Super Convoy; Based on Super Optimus from Transformers Armada; FE: 160; Element: Steel; Upgrades into Armada Jet Convoy or Magna Convoy; Attacks: Laser (10), Robo Kick (15, stun), Prime Punch (20), Full Semi Slam (25), Powerlink (power up), Prime Cannon (30)
#1328. Armada Jet Convoy; Based on Jet Optimus from Transformers Armada; FE: 180; Element: Steel/Air; When you have this and Magna Convoy, combine them to upgrade to Jet Magna Convoy; Attacks: Laser (10), Jet Kick (15, burn), Prime Punch (20), Fly (defense), Powerlinx (power up), Space Shuttle Drop (25), Prime Cannon (30), Gale Rush (35), Star Saber (40, piercing)
#1329. Magna Convoy; Based on Optimus Prime Megaweapon from Transformers Armada; FE: 180; Element: Steel/Rahaga; When you have this and Armada Jet Convoy, combine them to upgrade to Jet Magna Convoy; Attacks: Skyboom Shield (Cushion Jelly-level defense, must be 3 turns between uses), Powerlinx (power up), Lasers (10), Robo Kick (15, stun), Prime Punch (20), Double Trailer Slam (25), Magna Cannon (30), Blast Rush (35), Magna Prime Blazer (40)
#1330. Jet Magna Convoy; Based on Jet Optimus Megaweapon from Transformers Armada; FE: 200; Element: Steel/Air/Rahaga; Attacks: Lasers (10), Jet Kick (15, burn), Prime Punch (20), Shuttle Transport Slam (25), Magna Cannon (30), Powerlinx (power up), Fly (defense), Skyboom Shield (Cushion Jelly-level defense, must be 2 turns between uses), Jet Magna Rush (35), Star Saber (40, piercing), Requiem Blaster (instant kill if target has 40 FE or less, 1 use), Autobot Barrage (45), Hydra Cannon (50)
#1331. Exo-Lehvak Kal Assassin; Credit to Daxam; FE: 200; Element: Air; Effect: Critical Dash: When FE low, get a massive speed boost; Attacks: Needle Punch (10, hit twice or pierce), Needle Throw (flip 3 coins; 10x tails, paralyze if 3 tails), Vacuum Seal (put foe to sleep for 3), Air Blast (20), Poison Stab (10, poison), Vacuum Blast (charge 1-3 turns, starts out 30, +15 per turn), Accupuncture (paralyze for 3), Burning Flesh Technique (burn), Blizzard Frostbite Technique (freeze for 3), Smoke (defense, blind), Spinning Vacuum Punch (10, confuse for 3), Assassin's Skill (next attack is Sanok-level), Rush (attack twice next turn), Agility (Calix-level dodge), Assassinate (instantly kill a foe with 50 FE or less), Antidote (recover from negative status), Mind Strangle Technique (silence for 3), Bahrag Release: Vacuum Combustion Devastation (charge, then 70; hits all, backlash half, you are poisoned and cannot be cured or healed, negates Critical Dash; 1 use)
#1332. Hero; Based on the Ipod game Battleheart, Credit to MoC1; FE: 170; Element: Air/Stone/Light; upgrades into Battleheart; Attacks: Emerald Rod (heal you or an ally by 20), Group Heal (heal 10, extends to allies in a tag match), Silver Greatsword (30), Mithril Plate (defense), Shield Wall (half dmg for 2), Mithril Kris (flip 2 coins, 15x tails, 10x heads), Poisoned Knife (15, 5 for 3), Ogre Maulers (15, hits twice), Enrage (boost dmg you deal and take by 50% for 3), Brass Knuckles (20, paralyze), 1,000 Palms (5, hits 4 times, last hit does 10 dmg, paralyze for 2 turns), Winged Staff of the Void (20, 5 for 2), Plague (10 for 3), Meteor Strike (50, recharge for 4), Silver String Lute (sleep for 3), Song of Sanctuary (reduce dmg taken by user and all allies by 10% for 3 turns), Song of War (user and all allies gain +10% atk pwr for 3)
#1333. Battleheart; Based on the Ipod game Battleheart, Credit MoC1; FE: 200; Element: Steel/Dragon/Light; Effect: Hero Army: heal 5/turn, take -5 from atks, 30% status resistance; Attacks: Rod of Singing Sapphires (heal you or an ally by 40), Group Heal (heal 30, extends to allies in a tag match), Vengeful Angel (defense for 3, 10/turn to all enemies for 3 then recharge for 5), Ancient Crystal Sword (50), Cleave (30, hits all enemies), Valiant Plate (defense, heal 10), Shield Wall (half dmg for 3), Aura of Light (convert all dmg taken into healing, lasts 2 turns, recharge for 5, 2 uses), Radiance (paralyze all enemies, heal self and all allies by 10), Red Fang (flip 4 coins, 15x tails, 10x heads), Shadow Step (40, sanok-lvl), Poisoned Knife (20, 10 for 3), Wyvern's Bite (20, hits twice, dmg done by this cannot be healed by any means), Enrage (boost dmg you deal and take by 50% for 3), Reckless Blow (70, 20 to self, recharge for 2), Fist of the North (40, paralyze), Evasion (70% dodge for 2), 1,000 Palms (5, hits 8 times, last hit does 10 dmg, paralyze for 2 turns), Longbow of the Imperium (50, super-sanok-lvl, recharge for 5), Vile Bolt (30, lower enemy dodge, poison), Mortal Shots (15, cut enemies healing by 75% for 3 turns), Ill Omen (40, 5 for 2), Time Stop (paralyze and silence for 2), Plague (10 for 5), Drain Life (5/turn, heal 5/turn, lasts 5 turns), Meteor Strike (70, recharge for 4), Angel Hair String Lute (sleep for 3, heal 10), Song of Sanctuary (reduce dmg taken by user and all allies by 25% for 3 turns), Song of War (user and all allies gain +25% atk pwr for 3)
#1334. Magic Horde of the Dragon Marshal; Based on items from the Ipod game Battleheart, Credit to MoC1; FE: 10; Element: Light; Effects of all of Magic Horde of the Dragon Marshal’s atks (except Mystery Egg) are nullified when another of Magic Horde of the Dragon Marshal’s atks (except Mystery Egg) are used; Effect: Empowering Magic: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect; Attacks: Kaimani’s Bloodstone (power up all of hosts magic atks), Titan’s Glove (power up all of hosts physical atks), Choker of the Red Feast (all of hosts atks heal user by 30% of dmg done), Trollskin Amulet (heal 10/turn), Phasing Lodestone (every fifth atk has no effect on user), Sharkul’s Skull (take -10 dmg from atks), Ninja Glove (atk twice every turn), Ancient Dragon’s Tooth (15% chance to do double dmg each turn), Hermes Charm (boost dodge), Codex of Jabe (hosts cooldown and recharge time is halved), Zara’s Signet (boost all healing effects on user by 50%), Mystery Egg (heal 10, 5/turn for 3, random 1-turn status)
#1335. Armory of the Goblin’s Bane; Based on weapons from the Ipod game Battleheart, Credit to MoC1; FE: 10; Element: Light; Effect: Strengthening Magic: At the beginning of battle, combine this Orb with another one. Add FE, keep all attacks, use the host's Elements and effect. All of Armory’s atks have a 50% fail chance unless host is Battleheart. If host is Hero then fail chance is reduced to 40%; Attacks: Ivory Staff of the Archmage (50, 5 for 2), Pillar of the Venom Lord (40, 20 per turn), Beacon of the Heavens (heal self or ally by 50, blind), Hammers of the Underkings (25, hits twice, does double to stone, earth and iron, ignores defenses that are stone, earth or iron element), Frozen Doomspike (flip 4 coins, 15x heads, 10x tails, freeze, 50% chance to do extra 10 shadow dmg), Gloves of the Long Death (40, paralyze, does unstoppable 20 dmg if this misses or is blocked), Holy Blade of M’ir (60), Echoes of Love Lost (30, heal 30), Vash’Lian the Huntress (50, super-sanok-lvl)
#1336. BionicleRêveblades; Credit to MoC1; FE: 200: Element: Light/Psionics; Attacks: Light Slash/Laser/Shockwave (30), Psionic Slash/Laser/Shockwave (30), Dream Shield (defense, confuse all enemies), Dream Slash/Laser/Shockwave (70, double to steel), Zen Slash/Laser/Shockwave (70, double to dragon), Heavens Mirror (reflect an atk as light element), Komau: Avohkii (mind control for 2; 3 if target is shadow type), Keyblade Slash (50, double to shadow), Rêveblade Slash (50, double to dragon), Somnia Futurorum (100 dmg in 3 turns, heal 10/turn in those 3 turns, 1 use)
#1337. Obscura: Angelic Paladin; Credit to MoC1; FE: 200: Element: Light/Steel; Effect: Resurrect: when FE runs out, restore to full(only once), if any allies are present grant them 25% of your max FE, if no allies are present heal 10/turn when FE is below half; Attacks: Kaminari Excalibur (90, heal 9), Excalibur Sheath (defense, remove negative effects), Halo Daggers (blind for 3, enemy loses a turn), Cable Crusher (25/turn, heal by 5/turn), Obscuring Angel (50, regain a lost atk; 2 uses), Crusade (half enemies FE, recharge for 10, 2 uses)
#1338. Zodiakai: Tradition; Credit to MoC1; FE: 200: Element: Light/Rahaga; Effect Zodiac Restoration: every 12 turns heal by half of lost FE and dmg enemy by amount healed; Attacks: Slash (25), Arthron: Zatth (disable all enemy water atks, summon water spirits = in number to atks disabled), Zodiac Rasengan (60), Zodiac Seal: Rebirth Release (enable basic Zodiac Style atks, Zodiac Code, and Dynasty of 12 Years), Zodiac Style: Rooster Drill (50), Zodiac Style: Dragon Alchemy (45, random status), Zodiac Style: Boar Charge (42, cannot be dodged), Zodiac Style: Ox Horn (45, defense-peircing), Zodiac Style: Tiger Hunt (increase accuracy and dodge), Zodiac Style: Horse Run (dodge), Zodiac Style: Sheep Armor (defense, cushion-jelly lvl), Zodiac Style: Rabid Dog (flip 3 coins; 20x tails, poison), Zodiac Style: Snakebite (45, poison), Zodiac Style: Rat Gnaw (40, enemy loses 10 atk power on first use, restore your lost atk pwr on second use), Zodiac Style: Monkey Barrel (defense, power up on first use, heal by strength of enemies atk), Zodiac Style: Snowshoe Stomp (50, may freeze), Zodiac Code (enable Master Zodiac Style atks, power up Dynasty of 12 Years), Master Zodiac Style: Cat Claw (55, paralyze for 3), Master Zodiac Style: Owl Sentry (defense, 30 dmg next time enemy atks), Master Zodiac Style: Phoenix Flame (when your FE falls to 0, regain 50 and damage enemy by 50, 2 uses, disable Master Zodiac Style atks on second use), Master Zodiac Style: Wasp Swarm (5, hits 13 times), Master Zodiac Style: Cobra Spit (30, burn, poison, cannot be dodged), Master Zodiac Style: Peregrin Dive (65), Master Zodiac Style: Dragon Summoning (enable: Fire Cycle (50, burn), Wood Cycle (50, poison), Water Cycle (50, confuse), and Earth Cycle (50, paralyze)), Master Zodiac Style: Chameleon Armor (When hit by an atk, you gain that attack and become the same Element as the attack. the previous Element and attack gained through this method are overwritten; lasts 4 turns), Master Zodiac Style: Year of the Panda (50, +5 for every Dragon Spirit the user currently possesses), Supreme Zodiac Style: Dynasty of 12 Years (100, 3 turn cooldown, does full dmg to rahaga)
#1339. Language of Ligh; Based looesly on the Pokemon Unown, Credit to MoC1; FE: 200; Element: Light/Pisonics; Note: There are 27 different types of Language of Light, each with special attacks. An attack that is usable by only one breed will be noted in the description. Attacks without such a note can be used by all Language of Light, Language of Light Supreme can use all attacks; Universal Language of Light Attacks: Lost Powers (35), Library Blade (50), Jail (10, paralyze for 3 turns, reduce attack power), Ancient Wisdom (power up), Test (30), Knowledge Barrier (defense; take -5 dmg from atks, heal 5/turn, atk +5; lasts 3 turns then recharge for 5); A: Amaterasu (30, 20/turn for three turns), Aura Sphere (40, sanok-lvl); B: Blizzard (30, freeze), Bomb (30); C: Caltrops (30, defense), Choice (chose an attack and keep using until it misses, gradually increase dodge); D: Disk (30), Dragon Kick (45); E: Endless Pursue (can fight for 3 turns after FE runs out or until enemy is defeated), Earthquake (25); F: Fuumashippuujin (flip 3 coins, 40x tails), Fly (defense); G: Gum-Gum Fireworks (60, must recharge, hits both in Tag Matches), Ghost Blaster (paralyze for 3); H: Hyper Mask (combination of all 6 turaga mask powers), Heavenly Spin (defense, reflect half dmg); I: Ice Block (encases self in block of ice with 60 FE; the user is unable to act while the block of ice is in effect, but for every turn the block is in effect the user regains 20 FE), Ice Bomb (50, freeze; 1 use); J: Jet Tackle (45), Jump (defense first turn, 30 second turn); K: Kaminari Excalibur (90, heal 9), Key Surf (60, defense); L: Lion Power (attack +10, take -10 from attacks), Laser (40, defense); M: Magic Shot (50), Meteor (70, backlash 1/3, 1 use); N: Needle Storm (10, hits 1-8 times), Night of the Living Pumpkin (power up, creates 4 clones w/40 FE each, clones' attacks are: Light Up (10, blind) and Phantom Punch (5, lower enemy accuracy), 1 use),; O: Overload (35, cannot be blocked, reflected, or dodged; not affected by resistance; 2 uses), Omochao Frenzy (60, recharge for 5); P: Pyroferrous Balls (30 (50 at level 6, 60 at level 12), double dmg to Ice types, level 2 only), Psychic (35, decrease enemy dodge); Q: Quadro Stomp (35), Quadrhotuka (40); R: Rage (power up), Rhino Power (take -15 from attacks, speed down); S: Shadow Force (50, defense), Seal (enemy loses one atk, 1 use); T: Twayblade Slash (80), Twayblade Hibernation (20, heal 30, freeze); U: Unicorn Armor (50, defense for 3), Undine (allow Aqua Needle (35), and Suffocate (15, paralyze)); V: Vector Sweep (30, hits both in Tag Match), Vacuum Metal Saber (enable Saber Slash (40), Drilling Strike (45, defense-piercing; 1 use), Kal Crush (60, backlash 10, breaks Vacuum Metal Saber; 1 use), and Gahdok(25, 1 use)); W: Wall Climb (35, defense), Will of the Order (50); X: X Arcanum (60), X-Scissor (60); Y: Yellow (allow Thunder Wave (paralyze), and Thunderbolt (30)), Yellow Blade (30; 50% chance extra 10 Steel dmg); Z: Zatth (bring a random spirit to aid you), Zerg Rush (summon 12 Zerglings with Earth element and 20 FE, attacks Bite (10), Claw (10), and Burrow (defense, then 5); 3 uses, 1 turn cooldown then 6 turn recharge)
#1340. Kai; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Fire; Attacks: Kunai (10), Fireball Spit (15), Ground Burner (20), Spinjitsu Fire (20, burn), Spinjitsu Phoenix (when FE runs out restore 50, 1 use), Spinjitsu Shield (defense), Dragon Summon (can use any one of Fire Dragons attacks), Golden Sword of Fire (40, burn), Spinjitsu Fire Aura (power up, allow DX Spinjitsu), DX Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Dragon Summon and Gold Spinjitsu), Gold Spinjitsu (allow Golden Sword of Fire and double its atk power for first; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1341. Zane; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Ice; Attacks: Kunai (10), Freeze (15), Blizzard (20), Spinjitsu Ice (20, freeze), Spinjitsu Future Strength (de-fuse now, re-fuse later, power up), Spinjitsu Shield (defense), Dragon Summon (can use any one of Ice Dragons attacks), Golden Shuriken of Ice (20, freeze, hits twice), Spinjitsu Ice Cloak (lower enemy accuracy, allow DX Spinjitsu), DX Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Dragon Summon and Gold Spinjitsu), Gold Spinjitsu (allow Golden Shuriken of Ice and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1342. Cole; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Earth; Attacks: Kunai (10),Tunnel (15), Earthquake (20), Spinjitsu Earth (20, confuse), Spinjitsu Earth Fist (30), Spinjitsu Shield (defense), Dragon Summon (can use any one of Earth Dragons attacks), Golden Scythe of Earth (40, confuse), Spinjitsu Earth Shield (take -10 dmg from atks, allow DX Spinjitsu), DX Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Dragon Summon and Gold Spinjitsu), Gold Spinjitsu (allow Golden Scythe of Earth and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1343. Jay; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Thunder; Attacks: Kunai (10), Volt (15), Thunderbolt (20), Spinjitsu Lightning (20, paralyze), Spinjitsu Storm (charge, then 50), Spinjitsu Shield (defense), Dragon Summon (can use any one of Lightning Dragons attacks), Golden Nunchucks of Lightning (10, paralyze, hits 4 times), Spinjitsu Lightning Wing (increase dodge, allow DX Spinjitsu), DX Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Dragon Summon and Gold Spinjitsu), Gold Spinjitsu (allow Golden Nunchucks of Lightning and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1344. Nya; Based loosely on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Fire/Air; Attacks: Kunai (10), Telekinesis (15), Glide (20), Spinjitsu Fire (20, burn), Spinjitsu Psionics (counter enemy's next attack with Kunai, confuse for 3), Spinjitsu Shield (defense), Golden Sai ( 40, burn), Spinjitsu Volcano (burn, power up on first use, allow Spinjitsu Sister), Spinjitsu Sister (power up, but you lose 10 FE at the start of every turn, become part psionics and allow Golden Sai, Meteor Smash, Whirlwind Manuevers and Mind Barrage), Meteor Smash (20, unblockable), Whirlwind Manuevers (defense, 2 turns), Mind Barrage (30)
#1345. Sensei Wu; Based on the Ninjago character of the same name, Credit to MoC1; FE: 150; Element: Light; Attacks: Optic Spinner (blind, power up next Spinjitsu attack), Staff Twirl (10), Spark (15), Light Ball (20), Spinjitsu Creation (25, blind), Spinjitsu Fire/Ice/Earth/Lightning (20, burn/freeze/confuse/paralyze), Spinjitsu Shield (defense), Dragon Summon (can use any one of Fire, Ice, Earth or Lightning Dragons attacks), Tornado of Creation (50, blind), Spinjitsu Overwhelm (heal 10/turn, allow Dragonic Spinjitsu), Dragonic Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Dragon Summon and Gold Spinjitsu), Gold Spinjitsu (allow Tornado of Creation and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1346. Lord Garmadon; Based on the Ninjago character of the same name, Credit to MoC1; FE: 150; Element: Shadow; Attacks: Optic Spinner (blind, pwr up next Spinjitsu atk), Staff Twirl (10), Darken (15), Shadow Blast (20), Spinjitsu Void (25, poison), Spinjitsu Black Fire/Ice/Earth/Lightning (20, burn/freeze/confuse/paralyze), Spinjitsu Shadows (defense),Skeleton Summon(summon 1 Krazi, Bonezai, Chopov or Frakjaw),Staff of the Void(50, cannot be blocked), Spinjitsu Blackout (damage all enemies by 10 at the start of each turn, allow Release from the Underworld), Release from the Underworld (power up, but you lose 10 FE at the start of every turn, allow Skeleton Summon and Spinjitsu Destroyer), Spinjitsu Destroyer (allow Staff of the Void and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1347. Samukai; Based on the Ninjago character of the same name, Credit to MoC1; FE: 150; Element: Shadow/Fire; Attacks: Claw Stomp (10), Fire Blast (15), Fury (20), Skeleton Spinjitsu (25, does 10 extra next turn), Spinjitsu Black Fire/Ice/Earth/Lightning (20, burn/freeze/confuse/paralyze), Spinjitsu Shadows (defense), Golden Skeleton Army (60), Spinjitsu Dragon (recover from status/negative effects and inlfict them on the opponent, does 10 to enemy for every status/negative effect placed on you at the time), Shadow Skeleton Spinjitsu (power up, allow Shadow Dragon Spinjitsu), Shadow Dragon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Spinjitsu Dragon and Shadow Golden Spinjitsu), Shadow Golden Spinjitsu (allow Golden Skeleton Army and double the atk power of it for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1348. Nuckal; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Shadow/Thunder; Attacks: Claw Stomp (10), Lightning Burst (15), Electro-Rocket (20), Spinjitsu Black Lightning (20, paralyze), Spinjitsu Shadows (defense), Golden Bone Axe (50, paralyze), Spinjitsu Dragon (recover from status/negative effects, does 10 to enemy for every status/negative effect placed on you at the time),Shadow Skeleton Spinjitsu (increase dodge, allow Shadow Dragon Spinjitsu), Shadow Dragon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Spinjitsu Dragon and Shadow Golden Spinjitsu), Shadow Golden Spinjitsu (allow Golden Bone Axe and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1349. Kruncha; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Shadow/Earth; Attacks: Claw Stomp (10), Pressure (15), Earthquake (20), Spinjitsu Black Earth (20, confuse), Spinjitsu Shadows (defense), Golden Hatchet Twins (50, confuse), Spinjitsu Dragon (recover from status/negative effects, does 10 to enemy for every status/negative effect placed on you at the time),Shadow Skeleton Spinjitsu (take -10 dmg from atks, allow Shadow Dragon Spinjitsu), Shadow Dragon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Spinjitsu Dragon and Shadow Golden Spinjitsu), Shadow Golden Spinjitsu (allow Golden Hatchet Twins and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1350. Kracka; Inspired by Ninjago, Credit to MoC1; FE: 140; Element: Shadow/Fire; Attacks: Claw Stomp (10), Fire Punch (15), Mini Flare (20), Spinjitsu Black Fire (20, burn), Spinjitsu Shadows (defense), Golden Warhammer (50, burn), Spinjitsu Dragon (recover from status/negative effects, does 10 to enemy for every status/negative effect placed on you at the time), Shadow Skeleton Spinjitsu (power up, allow Shadow Dragon Spinjitsu), Shadow Dragon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Spinjitsu Dragon and Shadow Golden Spinjitsu), Shadow Golden Spinjitsu (allow Golden Warhammer and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1351. Wyplash; Based on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Shadow/Ice; Attacks: Claw Stomp (10), Snowball (15), Ice Lance (20), Spinjitsu Black Ice (20, freeze),Spinjitsu Shadows (defense), Golden Heli-Chains (50, freeze), Spinjitsu Dragon (recover from status/negative effects, does 10 to enemy for every status/negative effect placed on you at the time), Shadow Skeleton Spinjitsu (lower enemy accuracy, allow Shadow Dragon Spinjitsu), Shadow Dragon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part dragon and allow Spinjitsu Dragon and Shadow Golden Spinjitsu),Shadow Golden Spinjitsu (allow Golden Heli-Chains and double its atk power for first use; after using it, you lose 20 FE and are unable to attack for 3 turns; 1 use)
#1352. Frakjaw; Based on the Ninjago character of the same name, Credit to MoC1; FE: 130; Element: Shadow/Fire; Attacks: Claw Stomp (10), Flame Disk (15), Fire Jet (20), Spinjitsu Black Fire (15, burn),Spinjitsu Shadows (defense), Golden Flail (30), Shadow Skeleton Spinjitsu (burn, allow Shadow Weapon Spinjitsu), Shadow Weapon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part steel and allow Golden Flail)
#1353. Krazi: Based on the Ninjago character of the same name: FE: 130; Element: Shadow/Thunder; Attacks: Claw Stomp (10), Volt (15), Dark Lightning (20), Spinjitsu Black Lightning (15, paralyze),Spinjitsu Shadows (defense), Golden Femur (30), Shadow Skeleton Spinjitsu (enemy takes 10 dmg on contact, lasts 3 turns, allow Shadow Weapon Spinjitsu), Shadow Weapon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part steel and allow Golden Femur)
#1354. Bonezai; Based on the Ninjago character of the same name, Credit to MoC1; FE: 130; Element: Shadow/Ice; Attacks: Claw Stomp (10), Ice Blast (15), Frost Bite (20), Spinjitsu Black Ice (15, freeze),Spinjitsu Shadows (defense), Golden Pickaxe (30), Shadow Skeleton Spinjitsu (enemy takes 1-turn freeze on contact, lasts 3 turns, allow Shadow Weapon Spinjitsu), Shadow Weapon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part steel and allow Golden Pickaxe)
#1355. Chopov; Based on the Ninjago character of the same name, Credit to MoC1; FE: 130; Element: Shadow/Earth; Attacks: Claw Stomp (10), Seismic Stomp (15), Seismic Punch (20), Spinjitsu Black Earth (15, confuse), Spinjitsu Shadows (defense), Golden Machete (30),Shadow Skeleton Spinjitsu (defense for 3, allow Shadow Weapon Spinjitsu), Shadow Weapon Spinjitsu (power up, but you lose 10 FE at the start of every turn, become part steel and allow Golden Machete)
#1356.Fire Dragon; Based loosely on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Dragon/Fire; Effect: Ninjago: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 20% of the pilot's FE to Fire Dragon's FE, keep this Spirit's techniques and one long-range technique from the pilot (unless the pilot is Kai or Nya, in which case all techniques from the pilot are added to the techniques of Fire Dragon); Attacks: Dragonbreath (30), Fire Breath (10/turn), Fly (defense), Glide (20), Spinjitsu Dragonfire (burn for 3, remove status from user)
#1357. Ice Dragon; Based loosely on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Dragon/Ice; Effect: Ninjago: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 20% of the pilot's FE to Ice Dragon's FE, keep this Spirit's techniques and one long-range technique from the pilot (unless the pilot is Zane, in which case all techniques from the pilot are added to the techniques of Ice Dragon); Attacks: Dragonbreath (30), Blizzard Breath (freeze for 3, 5/turn for 3), Fly (defense), Glide (20), Spinjitsu Dragonice (freeze for 3, remove status from user)
#1358. Lightning Dragon; Based loosely on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Dragon/Thunder; Effect: Ninjago: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 20% of the pilot's FE to Lightning Dragon's FE, keep this Spirit's techniques and one long-range technique from the pilot (unless the pilot is Jay, in which case all techniques from the pilot are added to the techniques of Lightning Dragon); Attacks: Dragonbreath (30), Lightning Breath (15, hits all), Fly (defense), Glide (20), Spinjitsu Dragonlightning (paralyze for 3, remove status from user)
#1359. Earth Dragon; Based loosely on the Ninjago character of the same name, Credit to MoC1; FE: 140; Element: Dragon/Earth; Effect: Ninjago: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 20% of the pilot's FE to Earth Dragon's FE, keep this Spirit's techniques and one long-range technique from the pilot (unless the pilot is Cole, in which case all techniques from the pilot are added to the techniques of Earth Dragon); Attacks: Dragonbreath (30), Seismic Breath (20, flip a coin, heads hits twice), Dig (defense), Earthquake (20), Spinjitsu Dragonearth (confuse for 3, remove status from user)
#1360. Tobduk; Credit to MoC1; FE: 190; Element: Fire/Light; Effect: Unrivaled Rage: power up by 1 for every 5 dmg taken, power up for as long as enemy has more FE than you, power up temporarily if enemy uses an atk involving anger, immune to mind control, anger based atks and suggestions; Attacks: Staff Twirl (15), Speed Slash (20), Power Punch (20), Fury (20), Heat Beam (25), Rage (30), Will of the Order (50, recharge for 3), Virus (poison, disable enemy defenses, lasts 3 turns), Berserk (power up, half dmg, cannot dodge or defend, lasts 3 turns, allow Anger Shield, Anger Sphere and Angerbending for rest of battle), Anger Shield (defense), Anger Sphere (enemy takes 15 dmg if they approach, lasts 3 turns), Angerbending (dmg =150 - enemies current FE, cannot be powered up), Sanok (next 3 atks have perfect accuracy), Makuta Hunt (20, double to Makuta pre-upgrades, triple to Makuta)
#1361. Reformed Brutaka; Credit to MoC1; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE per turn; Attacks: Double Blade (20), Loyalty (25), Power Blade (30), Energy Ball (35), Levitate (defense), Fear (30, paralyze for 2), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Black Hole (50), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Teleport (defense, 4 turns), Chain Lightning (flip 5 coins; 20x tails), Olmak (defense, 4 turns), Anger (power up), Execute (60), Federation of Fear (summon a Roodaka, Klakk, Lariska, Takadox, Vezon, Miserix, or Carapar to aid you; only at Level 10; 1 use)
#1362. Destiny Cheater; Credit to MoC1; FE: 170; Element: Shadow/Dragon; Effect: Ignore all the Rules: heal 10 turn, power up and heal extra 5/turn for each status on you; Attacks: Slash (10),Cheat (defense, ignore enemies next defense), Death Cheat (survive anything with 1 FE left), Death Cheat 2 (merge with one of your inactive Spirits; can keep 3 attacks from host, overwrite effect, heal to full; 1 use), Drain Slash (15, heal by dmage done), Infinite Slash (5, hits 5 times, add another hit for each succesful use, reset to 5 hits for each unsuccesful use), Cursed Blades (30), Ruin Flare (10, burn, poison), Boomerang Slash (15, hits twice), Draco Blazer (charge, then 50), Hand Buzzer (50, 20 to self), Tricky Slash (50, recharge for 5), Three-Blade Slash (20, flip 3 coins, does extra 10 for each heads), Double Slash (20 hits all enemeis), Destiny Dash (power up, half dmg, all atks cause status, lasts 5 turns, 1 use), Compression Slash (70, backlash half 1 use), Golden Blade (roll a die, 1, 2, 3, 4 or 5: 1; 6: 100, 1 use)
#1363. Destiny Beater; Credit to MoC1; FE: 170; Element: Shadow/Stone; Effect: Beat all the Rules: heal 5 turn, power up and take -10 dmg from atks for each status on you; Attacks: Bullet (10), Beat (defense, your next atk +50% dmg), Destiny Beat (when your FE runs out enemies does also), Phoenix Beat (when FE runs out restore 50 and dmg enemy by 50, 1 use), Vampire Bullet (15, heal by dmage done), Rapid Fire (30), Stun Flare (10, confuse and blind for 2), Sundering Shot (10, +10 each use), Slow Bullet (20 next turn, lower enemy dodge), Sniper Blazer (charge, then 40, cannot be dodged), Hand Buzzer (50, 20 to self), Super Bullet (50, recharge for 5), Block Bullet (10, defense), Bullet Rain (20, hits all enemies), Destiny Dash (power up, half dmg, all atks cause status, lasts 5 turns, 1 use), Void Bullet (70, backlash half 1 use), Golden Bullet (roll a die, 1, 2, 3, 4 or 5: 1; 6: 100, 1 use)
#1364. Will of Earth; Based on Isaac from the Golden Sun series, Credit to Keizah; FE: 170; Element: Earth/Rock/Steel; Attacks: Slash (15) ,Guard (defense), Cure (heal 20), Quake (15, hits all opponents in a tag battle), Spire (15, may lower defense),Gaia (25), Ragnarok (25), Venus Charge (power up Earth and Stone-element attacks, 3 turns), Mars Charge (disable Cure and Gaia, attacks have a chance of burning, enable Blast (20), 3 turns), Jupiter Charge (disable Cure and Ragnarok, power up Slash, power up allies in a tag battle, 3 turns), Mercury Charge (disable Gaia and Ragnarok, heal 10 FE each turn, 3 turns)
#1365. Untouchable Queen; Based on Satellizer el Bridget from the manga "Freezing," Credit to Keizah; FE: 170; Element: Steel; Effect: Stigma Body: Recover 15 FE each turn, automatically use Rage (10) if the opponent uses an attack that makes contact; Attacks: Volt Weapon: Nova Blood (20, charge one turn on first usage), Rage (20), Accel Turn (power up by 5, increase evasion, enable Double Accel), Double Accel (power up by 10, attack twice next turn, enable Triple Accel and Wings of Light), Wings of Light (defense, remove negative statuses, next attack deals 20 extra damage, 1 use), Triple Accel (10, all attacks gain a chance of confusing the target, enable Nova Form and Quadruple Accel), Quadruple Accel (15, flip a coin for five turns, if heads, evade all attacks that turn), Nova Form (heal 40, power up by 15, negate Stigma Body, receive 15 damage each turn), Quintuple Accel (only available after both Quadruple Accel and Nova Form, damage=120-remaining FE, defuse after one turn)
#1366. Dreamborn; Credit to Keizah; FE:155; Element: Psionics; Upgrades into Daydream Keeper or Nightmare Keeper; Effect: Incomplete Dreams: Gain the opponent's element(s) at the start of battle in addition to Psionics, Slash alternates randomly between Steel and the copied elements; Attacks: Slash (10), Ethereal Slash (flip a coin, heads: deal 15 damage, tails: negate the target's effect for one turn), Spellbind (put target to sleep), Melody (35, one turn cooldown)
#1367. Daydream Keeper; Credit to Keizah; FE: 190; Element: Light/Psionics; Effect: Pleasant Memory: Recover 10 FE each turn that this spirit is asleep; Attacks: Slash (20, becomes the element of the last “Daydream Release” used), Parry (defense), Ethereal Slash (flip a coin, heads: deal 20 damage, tails: negate the target's effect for two turns), Spellbind (put target to sleep, four turn recharge), Solar Slash (30), Daydream Release: Wings (remove negative status and power up for five turns, sleep for two turns afterward), Daydream Release: Cloudgazer (summon 5 cloud animals with 5 FE each, Attacks: Reform (defense), Constrict (5, chance of paralyzing)), Daydream Release: Kaleidescope (30, confuse, 1 turn cooldown), Consonance (50, hit both opponents in a tag battle, may put the targets to sleep, 2 turn cooldown), Under the Sun (put target to sleep, gain three of the target's attacks, recover 10 FE each turn the target is asleep, enable Gateway of Dreams in a tag match, 1 use), Gateway of Dreams (100, only available in a tag match with Nightmare Keeper, this counts as a turn for both of you, put all combatants to sleep, Nightmare Keeper and Daydream Keeper must de-fuse 3 turns after one awakens, 1 use)
#1368. Nightmare Keeper; Credit to Keizah; FE: 190; Element: Shadow/Psionics; Effect: False Ending: Continue fighting for two turns after FE reaches 0; Attacks: Scissor Slash (15, may hit twice, becomes the element of the last “Nightmare Release” used), Ethereal Slash (flip a coin, heads: deal 20 damage, tails: negate the target's effect for two turns), Spellbind (put target to sleep, four turn recharge), Lunar Slash (30), Nightmare Release: Chasm (10, paralyze, 5 degenerative damage), Nightmare Release: Bone-Chilling Cold (20, reduce target's attack and defense each by 5, stacks twice), Nightmare Release: Fire and Brimstone (30, poison, 1 turn cooldown), Dissonance (70, hit both opponents in a tag battle, may confuse the targets, 20 backlash, 2 turn cooldown), Lunacy (power up, all attacks may confuse, blind, burn, or freeze for 4 turns, 10 backlash each time the target receives a status ailment, enable Gateway of Dreams in a tag match, 1 use), Gateway of Dreams (100, only available in a tag match with Daydream Keeper, this counts as a turn for both of you, put all combatants to sleep, Nightmare Keeper and Daydream Keeper must de-fuse 3 turns after one awakens, 1 use)
#1369. Dakrevusko; Inspired by Prince of Persia, Credit to Wraith; FE: 190; Element: Shadow; Upgrades into Delryevik; Attacks: Shadow Blast (20), Shadow Ball (30), Shadow Shift (defense), Shadow Crasher (40), Shadow Bazooka (50), Shadow Roukuougan (70, backlash half, 1 use)
#1370. Queen Virgo; Based on the Shooting Star Rockman character of the same name; FE: 140; Element: Water; Attacks: Sticky Rain (20), Tidal Barrier (defense, if the foe attacks the barrier they take 10 Water damage), Water Dragon (15, can't be dodged, hits all), Holy Laser (30), Sibling Tag Team (summon Jack Corvus)
#1371. Jack Corvus; Based on the Shooting Star Rockman character of the same name; FE: 140; Element: Fire; Attacks: Wingblade (10), Clawed Flames (15, may poison), Corvus Dive (20), Wicked Flame Barrage (25, can take on Shadow properties), Sibling Tag Team (summon Queen Virgo)
#1372.Articuno; Based on the Pokemon of the same name; FE: 170; Element: Ice/Air; Effect: Legendary Bird One: When alongside another Legendary Bird, you can both use a turn to execute a combination attack, which can take on the Elemental properties of whatever Element one of the Birds involved has (except Air). When paired with Legendary Bird Two, you can use Electric Blizzard (70). When paired with Legendary Bird Three, you can use Tsunami Storm (70, can also be Water). When all three are present, you can use Voltic Waterspout (90, can also be Water); Attacks: Roost (heal 20), Ice Beam (20, may freeze), Agility (defense), Blizzard (40)
#1373. Zapdos; Based on the Pokemon of the same name; FE: 170; Element: Thunder/Air; Effect: Legendary Bird Two: When alongside another Legendary Bird, you can both use a turn to execute a combination attack, which can take on the Elemental properties of whatever Element one of the Birds involved has (except Air). When paired with Legendary Bird One, you can use Electric Blizzard (70). When paired with Legendary Bird Three, you can use Thunder Combustion (70). When all three are present, you can use Voltic Waterspout (90, can also be Water); Attacks: Roost (heal 20), Thunderbolt (20, may stun), Agility (defense), Thunder (40)
#1374. Moltres; Based on the Pokemon of the same name; FE: 170; Element: Fire/Air; Effect: Legendary Bird Three: When alongside another Legendary Bird, you can both use a turn to execute a combination attack, which can take on the Elemental properties of whatever Element one of the Birds involved has (except Air). When paired with Legendary Bird Two, you can use Thunder Combustion (70). When paired with Legendary Bird One, you can use Tsunami Storm (70, can also be Water). When all three are present, you can use Voltic Waterspout (90, can also be Water); Attacks: Roost (heal 20), Ember (20, may burn), Safeguard (defense), Flamethrower (40)
#1375. Brutal Blitzer; Based on Jecht from Final Fantasy X; FE: 160; Element: Fire; Attacks: Slash (10), Jecht Block (defense), Jecht Rush (15, may hit twice), Jecht Beam (20, may paralyze), Triumphant Grasp (25), Jecht Blade (30), Ultimate Jecht Shot (40, 3 turn recharge)
#1376. Delusory Warlock; Based on Golbez from Final Fantasy IV; FE: 180; Element: Shadow; Attacks: Glare Hand (20, may blind, can chain to Cosmic Ray), Gravity/Float System (20, may stun, can chain to Cosmic Ray), Cosmic Ray (50, can only be used as part of a chain), Nightglow (30, extra accuracy), Genesis Rock (30, may pierce), Sector Ray (40), Summon Shadow Dragon (heal 30, allow Black Fang), Black Fang (destroy an inactive Orb, backlash=half of its FE, 1 use), Binding Cold (paralyze), Bio (25, poison)
#1377. Frenzied Swordsman; Based on Gilgamesh from the Final Fantasy series; FE: 170; Element: Steel; Effect: Wanderer of the Void: Ignore attacks and effects that involve warping; Attacks: Slash (10), Excalibur/Excalipoor (30, sometimes deals only 1 dmg), Frenzy Draw (roll a 6-sided die; 1=15 (extra accuracy); 2=roll another die, dmg=result x10; 3=dmg=amount of FE lost; 4=instant kill target with 30 FE or less; 5=disable target's power ups; 6=30), False Retreat (defense, next turn boost atk, def, and spd), Enkidu (summon a Shadow Element creature with 50 FE that cab cause 10 Weapon dmg each turn), Jump (defense, 20 next turn), Electrocute (25), Wind Slash (25), Rocket Punch (20, Sanok-level accuracy), Death Claw (reduce enemy to 10 FE and paralyze, you receive the same amount of damage; 1 use), Morphing Time (only after 10 turns, heal from negative effects, able to pick what effect Frenzy Draw has, allow Ultimate Illusion), Ultimate Illusion (50, hits user and target, can only be used if it will finish Frenzied Swordsman; 1 use), Master Swordsman (gain the weapon of another Spirit you own)
#1378. Shinryu; Based on the boss of the same name from the Final Fantasy series; FE: 200; Element: Dragon; Effect: Master of the Void: No weakness, negated if fighting Omega, cannot fight alongside or be combined with Omega; Attacks: Claw (10), Atomic Ray (30, hits all), Ice Storm (30, hits all), Lightning (30, hits all), Tsunami (40), Mighty Guard (boost defense, 2 uses), Poison Breath (20, poison all), Evil Eye (paralyze for 3), Void Shield (defense), Dragonbreath (40), Ragnarok--Blade (40), Ragnarok--Flare (50)
#1379. Omega; Based on the boss of the same name from the Final Fantasy series; FE: 200; Element: Steel; Effect: Master of the Void: No weakness, negated if fighting Shinryu, cannot fight alongside or be combined with Shinryu; Attacks: Void Shield (defense), Quadro Stomp (10), Atomic Ray (30, hits all), Earthquake (30, hits all), Encircle (instant kill, 1 use, can't be used on a 200 FE Spirit), Rocket Punch (30, enhanced accuracy), Flamethrower (40), Blaster (40), Wave Cannon (50), Ancient Weapon (power up), Omega Badge (power up your next Spirit)
#1380. Shearer of Memories; Based on Dark Rukia from Bleach Movie 3; FE: 160; Element: Shadow; Effect: Enraged Power: Immune to paralysis, freeze, and sleep; Attacks: Scythe Pole (10), Scythe Pole Storm (flip 4 coins; 10x tails), Scythe (20, piercing), Memory Scythe (opponent loses 1 attack, 1 use per target),Teleport (defense), Rift Wave (30), Hollowfication (power up), Spiritual Serpents (freeze all for 5, then recharge for 5)
#1381. Furno 4.0; Based on the Hero Factory character of the same name; FE: 165; Element: Fire; Upgrades into Furno XL; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Harpoon (10, extra acc), Plasma Shooter (15), Fireball (20), Furno Punch (25), Boil (30), Hero Cuffs (paralyze for 3), Turbines (defense against Water attacks), Armored Arm (defense against a physical attack)
#1382. Rocka 4.0; Based on the Hero Factory character of the same name; FE: 165; Element: Jungle; Upgrades into Lieutenant Rocka; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Crossbow (10, piercing, Sanok), Plasma Shooter (15), Thorn Arrow (20), Prehistory Cannon (25), Urban Jungle (30), Energy Shield (defense; can be Cushion Jelly once, but then it breaks), Hero Cuffs (paralyze for 3), Heat Scope (disable a dodge technique)
#1383. Breez 4.0; Based on the Hero Factory character of the same name; FE: 165; Element: Air; Upgrades into Dame Breez; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Slash (10, may hit twice), Plasma Shooter (15), Wind Burst (20), Fujita Blade (25), Hive Devastator (30), Hero Cuffs (paralyze for 3), Energy Shield (defense; can be Cushion Jelly once, but then it breaks), Fly (defense, negates the 'extra acc' modifier)
#1384. Evo 4.0; Based on the Hero Factory character of the same name; FE: 165; Element: Stone; Upgrades into Admiral Evo; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Power Punch (10), Plasma Shooter (15), Body Slam (20), Tank Cannon (25), Swamp of Stone (30), Hero Cuffs (paralyze for 3), Toxic Protection Boots (take half from Jungle), Focus (power up)
#1385. Surge 4.0; Based on the Hero Factory character of the same name; FE: 165; Element: Thunder; Upgrades into Aerial Surge; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Thunder Blade (10), Plasma Shooter (15), Lightning Blast (20), Zeus Slash (25), Hurricane Nova (30), Hero Cuffs (paralyze for 3), Armor (defense), Shock (paralyze for 2)
#1386. Jawblade; Based on the Hero Factory character of the same name; FE: 140; Element: Water; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Razor Fins (10), Magma Cutters (15), Bite (20), Jaws of the Sea (25), Swim (defense against Water attacks, or pierce a Water defense to use Razor Fins)
#1387. Black Phantom; Based on the Hero Factory character of the same name; FE: 160; Element: Shadow; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Shoulder Sabers (10), Arachnix Drone (15, can sacrifice next turn to use another attack at the same time), Razor Saber (20), Mace (25; if blocked, disable the block technique), Phantom Crusher (30), Phantom Dash (defense), Breakout (recover from paralysis)
#1388. Thornraxx; Based on the Hero Factory character of the same name; FE: 140; Element: Air; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Claws (10), Blaster (15), Sting (20), Buzz (25), Fly (defense)
#1389. Toxic Reapa; Based on the Hero Factory character of the same name; FE: 140; Element: Jungle; Effect: Technic Descendant: Attacks do -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Claw Stomp (10), Toxic Jet (15), Laser Cutters (20), Toxic Inferno (25), Tank Overflow (next attack garunteed to poison)
#1390. Splitface; Based on the Hero Factory character of the same name; FE: 160; Element: Steel or Fire depending on active Personality; Effect: Technic Descendant: Attacks deal -10 to Bionicles, Technic Ancestors, and Technic Brothers; Attacks: Split Personality (change between Fist Personality and Laser Personality); Fist Personality Attacks: Bash (10), Shredder Claws (15), Split Kick (20, switch Personalities), Asteroid Shredder (25), Block (defense); Laser Personality: Laser (10), Plasma Shooter (15), Split Kick (20, switch Personalities), Incinerator Beam (25), Precise Burst (burn)
#1391. Stealth Hunter; Based on the Exo-Force mech 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: Rifle (10), Double Sword (15), Electro Blades (20), Exo-Rifle (25), Stealth (defense)
#1392. Grand Titan; Based on the Exo-Force mech 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: Rotating Cannon (10), Pincer (15), Body Slam (20), Exo-Cannon (25), Armor (defense)
#1393. Thunder Fury; Based on the Exo-Force mech 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: Laser Cannon (10), Power Saw (15), Thuner Saw (20), Exo-Cannon (25), Shock Slice (paralyze)
#1394. Fire Vulture; Based on the Exo-Force mech 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: Flamethrower (10), Vulture Claw (15), Electro Claw (20), Exo-Flamethrower (25), Smother (burn)
#1395. Sonic Phantom; Based on the Exo-Force mech of the same name; FE: 140; Element: Steel; Effect: Vehicle: At the beginning of battle, combine this Spirit with another. Add 10% of the pilot's FE to Sonic Phantom's, keep all Elements, use the pilot's effect, keep all of Sonic Phantom's attacks and one long-range attack from the pilot. Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Laser Guns (10), Turbine Cannons (20), Missile (30)
#1396. Striking Venom; Based on the Exo-Force mech of the same name; FE: 180; Element: Steel; Effect: Spirit Carrier: At the beginning of battle, combine this Spirit with another. Add 10% of the pilot's FE to Striking Venom's, keep all Elements, use the pilot's effect, keep all of Striking Venom's attacks and one long-range attack from the pilot. Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Laser (20), Gatling Cannon (25), Turret (30), Stomp (40), Ultimate Strike (50), Venom Cannon (poison all)
#1397. Supernova; Based on the Exo-Force mech of the same name; FE: 160; Element: Steel; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Laser (10), Staff Blade (15), Nova Smash (20), Exo-Laser (25), Solar Staff Burst (30), Solar Charge (power up), Solar Flash (blind)
#1398. Bridge Walker; Based on the Exo-Force mech 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: Claw (10), Gatling Hand (15), Missile (20), Stomp (25), Ram (paralyze)
#1399. Magnalink; Based on the Exo-Force mech of the same name; FE: 140; Element: Steel; Effect: Brother Fusion: This Spirit qualifies as a Technic Brother, but when facing a Bionicle, power up every other attack; Attacks: Laser (10), Flame Cannon (15), Exo-Flame (20), Magna Blast (25), Repair (restore 20 FE to self or ally)
#1400. Blazing Hunter; Based on the Exo-Force mech of the same name; FE: 160; Element: Steel; Effect: Brother Fusion: This Spirit qualifies as a Technic Brother, but when facing a Bionicle, power up every other attack; Attacks: Shoulder Lasers (10), Laser Hands (15), Laser Punch (20), Exo-Shoulder (25), Turbine Blaze (30), Turbine (confuse)