Orbs 1401-1500
#1401. Mountain Warrior; 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: Lasers (10), Body Blades (15), Laser Punch (20), Exo-Blazer (25), Mountain Kick (30), Armor (defense), Elbow Bash (paralyze)
#1402. Raging Storm; 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: Lasers (10), Claw (15), Gatling Gun (20), Exo-Rage (25), Rampaging Storm (30), Storm (lower enemy accuracy), Rage (power up)
#1403. Golden Guardian; 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 Cannon (15), Razor Shield (10), Homing Missiles (20, can't be dodged), Jet Kick (25), Golden Cannon (30), Shield (defense)
#1404. Cyclone Defender; Based on the Exo-Force mech of the same name; FE: 130; Element: Steel; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Laser (10), Shield Blades (15), Cyclone (20), Repair (restore 20 FE to self or ally), Shield (defense)
#1405. Claw Crusher; Based on the Exo-Force mech of the same name; FE: 130; Element: Steel; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Lasers (10), Claw (15), Claw Crush (20), Scout (defense)
#1406. Blade 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: Laser (10), Titan Kick (15), Shield Blade (20), Assault Shield (25), Shield (defense)
#1407. Sky Guardian; 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 (10), Energy Sphere (15), Slash (20), Jet Slash (25), Whirlwind Maneuvers (defense)
#1408. Shadow Crawler; Based on the Exo-Force mech of the same name; FE: 130; Element: Steel; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Laser (10), Disks (15), Missile (20), Stealth (defense)
#1409. Iron Condor; 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), Wingblade (15), Magnetic Missile (20, paralyze Steel types for 2), Condor Flock (25), Fly (defense)
#1410. Aero Booster; 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: Power Punch (10), Laser (15), Pack Lasers (20), Pack Rush (25), Pack Dash (defense)
#1411. Blazing Falcon; 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: Claws (10), Jet-Powered Kick (15), Missile (20), Fire Claws (25), Fly (defense)
#1412. Iron Crusher; 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: Lasers (10), Claw (15), Laser Punch (20), Wingblades (25), Crush (30), Fly (defense), Tackle (paralyze)
#1413. Sky Titan; 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: Slash (10), Gatling Laser (15), Electro Sword (20), Cranial Cannon (25), Titanic Slash (30), Fly (defense), Shock Blade (paralyze)
#1414. River Dragon; 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 (10), Mini Robot (15, can give up next turn to use another attack alongside this), Body Slam (20), River Twisters (25), Camouflage (defense)
#1415. Assault Tiger; 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 (10), Mini Robot (15, can give up next turn to use another attack alongside this), Buzzsaw (20), Assault Saw (25), Camouflage (defense)
#1416. Chameleon 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: Laser (10), Mini Robot (15, can give up next turn to use another attack alongside this), Claw (20), Flamethrower (25), Camouflage (defense)
#1417. Dark Panther; 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 (10), Drones (15, can give up next turn to use another attack alongside this), Claw (20), Mega Laser (25), Stalk (defense)
#1418. Mask; Credit to MoC1; FE: 140; Element: Shadow; Effect: Hooded Menace: Can use any Kanohi once per battle, reduce damage taken by 1/5 of FE down from max; Attacks: Ninja Strike (15), Dark Slash/Laser/Shockwave (20), Shadow Ball (25, reduce enemy defense on first use), Hidden Power (30), Dark Rocket (45, recharge for 4), Intimidate (paralyze), Thrill of the Hunt (20), Chakrams (20, flip 2 coins, additional 10x heads), Shuriken (flip 3 coins; 20x heads), Scythe (20, +1/5 of FE enemy is down from max), Keyblade Slash (30), Keyblade Combo (50, must follow Keyblade Slash), Shadow Cloak (increase dodge, reduce enemy attack, lasts for 3, recharge for 3 afterwards), Oblivion Ring, Curse (10/turn), Spirit Container, Shapeshift (become any Shadow Spirit for 5, limited to those attacks for duration, 5 uses), Shadow Ripple (15, cause random 1-turn status), Life Leeching Claws (20, absorb, cooldown 1), Stun Palm (25, confuse and blind for 2, cooldown for 1)
#1419. Time Warden; Credit to MoC1; FE: 170; Element: Light/Rahaga; Effect: Hourly Chime: Every 6 turns, gain 5 attack power and heal 20; Attacks: Time Trap, Time Slow (enemy acc, dodge, and def down for 3), Time Stop (paralyze and silence for 2, recharge for 3 after), Time Tackle (20, can lower target dodge or boost yours), Age (10, 5/turn, enemy loses 10 atk, lasts 2 turns), Time Slash (25), Time Ripple (10, random 1 turn status), Time Jump (defense, attack twice next turn, recharge for 6), Time Shield (defense)
#1420. Color Crusader; Inspired by Sonic Colors, Credit to MoC1; FE: 140; Element: Light/Fire/Ice; Effect: Rainbow Armor: Take -10 from attacks, take additional -10 if the attack is the same Element as the last one the foe used (unless that Element makes up 75% or more of their repetoire), immune to the status associated with the Element of the last attack you used; Attacks: Spindash (30, confuse), Homing Attack (25, Sanok), Slide (20, possible dodge), Ring Collect (heal 20), Chaos Control (paralyze for 3), Dehydrate (weaken enemy Water attacks by 15), Sword of Many Colors (30, can be any Element), Slash (20), Stab (15, piercing), Slice-Up (flip 4 coins, 10x heads), Rainbow Shield (defense, may cause the status of the Element blocked), Shield Bash (25), Fire Ball (25), Ice Ball (25), Color Style: 14 Slashes of Rainbow (5, hits 14 times, each hit is a different Element, cooldown for 2 then recharge for 4, can't be powered up), Color Style: Black Blades (flip 5 coins; 10x heads, 5x tails), Color Style: Brown Boulder (30), Color Style: Tan Ray (20, 5 for 2, blind), Color Style: Red Burst (20, can charge for +30 and burn), Color Style: Cyan Laser (30, increase dodge), Color Style: Violet Void (10, defense, heal by half of the damage blocked and add that amount to attack power of the next Violet Void), Color Style: Yellow Drill (30, piercing), Color Style: Green Hover (negate Stone and Earth attacks for 3, allow Blue Block for duration), Color Style: Orange Rocket (defense for 3, allow Blue Block for duration), Color Style: Blue Block (50, only during Green Hover or Orange Rocket, negate them after), Color Style: Purple Frenzy (flip 3 coins; 20x heads), Color Style: Pink Spike (defense up, enemy takes 15 on contact, lasts 3 turns), Color Style: White Boost (15, chains to next Spindash and Color Spindash), Color Sonic (boost defense, accuracy, and evasion for 5, can only use the following attacks, when those turns run out you lose all FE), Color Spindash (30, confuse), Color Beam (charge, then 60), Color Burst (40), Color Crown (does 30 for every turn left of Color Sonic, then you lose all FE)
#1421. Truespeed; Credit to MoC1; FE: 140; Element: Air/Steel/Light; Effect: Super Speed: When attacked flip a coin, heads=dodge. When you attack flip a coin, tails=Sanok; Attacks: Cut (5, may activate as a counter), Claws (10), Phasers (15, may hit twice), Afterimage (20), Boost (charge, then 30, attack twice next turn, recharge for 3), Shielding (atk -10, def +10), Armor Reforge (atk +10, def -10), Speed Ring (heal 10, next atk +5), Alpha Palm (10), Beta Palm (25, must follow Alpha Palm), Delta Palm (25, 5 for 3, must follow Beta Palm), Omega Palm (50, 10 for 3, must follow Delta Palm, cooldown for 2)
#1422. Batman; Based on the Ultrabuild set of the same name; FE: 140; Element: Shadow; Effect: Technic Descendant: Attacks deal -10 to Technic Ancestors, Bionicles, and Technic Brothers; Attacks: Slash (10), Wingblade (15), Martial Arts (20), Bat Wings (25), Shadows (defense)
#1423. Green Lantern; Based on the Ultrabuild set of the same name; FE: 140; Element: Light; Effect: Technic Descendant: Attacks deal -10 to Technic Ancestors, Bionicles, and Technic Brothers; Attacks: Laser (10, enhanced accuracy), Morning Star (15, may break shield), Energy Fist (20, may stun), Lantern Light (25), Barrier (defense)
#1424. The Joker; Based on the Ultrabuild set of the same name; FE: 140; Element: Shadow; Effect: Technic Descendant: Attacks deal -10 to Technic Ancestors, Bionicles, and Technic Brothers; Attacks: Blast (10), Venom Blast (15, may poison), Stun Ray (20, may stun), Psycho Cannon (25), Laugh it Off (recover from negative status)
#1425.Kanto Leader; Based on the Pokemon Generation 1 Gym Leaders; FE: 150; Element: Rahaga; Upgrades into Kanto Elite; Effect: Badge Collector: You can use a 25-30 dmg attack from any Element you have an Ultima-Orb for once per battle; Attacks: Brock (20), Misty (20), Lt. Surge (20), Erika (15, absorb), Koga (15, poison), Sabrina (20), Blaine (20), Giovanni (15, can take on Shadow properties)
#1426. Kanto Elite; Based on the Pokemon Generation 1 Elite Four and Champion; FE: 170; Element: Rahaga; Effect: Hall of Fame: If you won your last battle, you have no weakness; Attacks: Lorelei (25, freeze), Bruno (30), Agatha (30), Lance (35), Blue (40, can be any Element, backlash half, 1 use)
#1427. Johto Leader; Based on the Pokemon Generation 2 Gym Leaders; FE: 150; Element: Rahaga; Upgrades into Johto Elite; Effect: Badge Collector: You can use a 25-30 dmg attack from any Element you have an Ultima-Orb for once per battle; Attacks: Falkner (20), Bugsy (15), Whitney (20), Morty (15, piercing), Chuck (20), Jasmine (20), Pryce (15, freeze), Clair (20)
#1428. Johto Elite; Based on the Pokemon Generation 2 Elite Four and Champion; FE: 170; Element: Rahaga; Effect: Hall of Fame: If you won your last battle, you have no weakness; Attacks: Will (30), Koga (25, poison), Bruno (30), Karen (35), Lance (50, backlash half, 1 use)
#1429.Hoenn Leader; Based on the Pokemon Generation 3 Gym Leaders; FE: 150; Element: Rahaga; Upgrades into Hoenn Elite; Effect: Badge Collector: You can use a 25-30 dmg attack from any Element you have an Ultima-Orb for once per battle; Attacks: Roxanne (20), Brawly (20), Wattson (20), Flannery (25, gets weaker by 1 each use), Norman (20), Winona (20), Tate and Liza (15, hits all), Wallace (15, confuse)
#1430. Hoenn Elite; Based on the Pokemon Generation 3 Elite Four and Champion; E: 170; Element: Rahaga; Effect: Hall of Fame: If you won your last battle, you have no weakness; Attacks: Sidney (30), Phoebe (25, piercing), Glacia (30), Drake (35), Steven (45, paralyze for 3, backlash half, 1 use)
#1431. Sinnoh Leader; Based on the Pokemon Generation 4 Gym Leaders; FE: 150; Element: Rahaga; Upgrades into Sinnoh Elite; Effect: Badge Collector: You can use a 25-30 dmg attack from any Element you have an Ultima-Orb for once per battle; Attacks: Roark (20), Gardenia (20), Fantina (15, piercing), Maylene (15, absorb), Wake (15, cannot be dodged), Byron (20), Candice (20), Volkner (20)
#1432. Sinnoh Elite; Based on the Pokemon Generation 4 Elite Four and Champion; FE: 170; Element: Rahaga; Effect: Hall of Fame: If you won your last battle, you have no weakness; Attacks: Aaron (25, perfect accuracy), Bertha (30), Flint (30), Lucian (35), Cynthia (40, can be any Element, backlash half, 1 use)
#1433. Isshu Leader; Based on the Pokemon Generation 5 Gym Leaders; FE: 150; Element: Rahaga; Upgrades into Isshu Elite; Effect: Badge Collector: You can use a 25-30 dmg attack from any Element you have an Ultima-Orb for once per battle; Attacks: Chili/Cress/Cilan (15, can be Fire, Water, or Jungle), Lenora (20), Burgh (20), Elesa (15, you can change Spirits when this attack connects), Clay (15, lower enemy speed on first use), Skyla (20), Brycen (20), Drayden (20), Roxie (20), Marlon (15, confuse)
#1434. Isshu Elite; Based on the Pokemon Generation 5 Elite Four and Champion; FE: 170; Element: Rahaga; Effect: Hall of Fame: If you won your last battle, you have no weakness; Attacks: Shauntal (25, piercing), Grimsley (30), Caitlin (30), Marhsal (35), Alder (40, can be any Element, backlash half, 1 use), Iris (50, backlash half, 1 use)
#1435. Oblivion Escapist; Inspired by Kingdom Hearts Birth by Sleep, Credit to Keizah; FE: 200; Element: Steel/Rahaga/Air; Attacks: Keyblade Slash (30), Bow Slash (10, inflict a random status), Sonar (dodge this turn, increase accuracy), Blackout (blind, hits all), Tremolo Strikes (roll a die, dmg=10x result), Windcutter (15, hits all, power up Aerial Slam), Aeroga (30), Keyblade Sonata: First Movement (flip 3 coins, dmg=15x heads, power down target 5x heads for 3 turns, enable Second Movement), Second Movement (45, 2 turn cooldown, enable Third Movement), Third Movement (35, sacrifice 20 FE to make this piercing, enable Fourth Movement), Fourth Movement (charge for 2; 20, hits 3 times, 30% chance of making target de-fuse in three turns)
#1436. Purity of Water; Based on Mia from Golden Sun, Credit to Keizah; FE: 160; Element: Water/Ice; Attacks: Staff Spin (10), Ply (heal 20), Frost (10, freeze), Froth (roll a die, dmg=result x5), Prism (20), Water of Life (revive a Spirit in your arsenal with 50 FE; 2 uses), Mercury Charge (disable Froth and Prism, power up Frost, replace Ply with Wish (heal 30, extend to partners in Tag Match), lasts 3 turns), Jupiter Charge (disable Wish/Ply and Froth, drain 5 FE from opponent(s) each turn, enable Plasma (20), lasts 3 turns), Mars Charge (disable Frost and Prism, boost defense, lasts 3 turns), Venus Charge (disable Wish/Ply and Frost, heal from negative statuses, remove any power-ups affecting the opponent, lasts 3 turns)
#1437. Force of Fire; Based on Garet from Golden Sun, Credit to Keizah; FE: 175; Element: Fire/Steel; Attacks: Slash (15), Guard (defense), Eruption (15, hits all), Curse (flip 2 coins; if the result is two heads, the opponent must de-fuse in 5), Planet Diver (25), Helm Splitter (20, lower target's defense), Mars Charge (disable Guard and Curse, power up Fire and Steel attacks, lasts 3 turns), Venus Charge (disable Eruption and Helm Splitter, attacks have a chance of paralyzing, enable Growth (20), lasts 3 turns), Mercury Charge (disable Curse and Helm Splitter, heal 10/turn, lasts 3 turns), Jupiter Charge (disable Eruption and Planet Diver, boost evasion, power up allies, lasts 3 turns)
#1438. Agility of Wind; Based on Ivan from Golden Sun, Credit to Keizah; FE: 150; Element: Air/Thunder; Effect: Mind Read: Start the battle with a 20% better dodge chance, this chance goes down by 1% each turn; Attacks: Staff Spin (10), Ward (defense, take 10 less damage next turn), Tornado (20, can't be dodged), Ray (20, hits all), Bind (disable one attack, 3 turn recharge), Plasma (30), Jupiter Charge (disable Bind and Plasma, increase evasion, power up allies, lasts 3 turns), Mercury Charge (disable Tornado and Ray, heal 10 each turn, enable Prism (20), 3 turns), Venus Charge (disable Tornado and Bind, increase defense, lasts 3 turns), Mars Charge (disable Ray and Bind, attacks gain a burn chance, lasts 3 turns)
#1439. Ihu Nui; Credit to Keizah; FE: 200; Element: Ice; Effect: Cryogenisis: Element cannot be changed by any means, immune to Ice, you can freeze Ihu Nui for 3 turns to disrupt a major attack (45+) once; Attacks: Disk Throw (20), Reflection Kanoka (10, if the target has a Kanohi copy its effect onto this attack), Frost Seed (15 for 3, freeze if target uses defense move), Glacial Impact (30), Glacial Divide (defense, disable Earth attacks for 3), Glacial Combo (70; disable Glacial Impact and this attack for 4 turns, backlash 10, 2 uses), Needle Walk (increase evasion, attack twice next turn), Permafrost (freeze, change one of the target's attacks from the basic Element ring to Ice, six turn recharge), Gunpowder Snow (20, deal 25 Fire dmg to all combatants if a Fire, Thunder, or Dragon attack is used, remove this effect if a Water or Air attack is used), Double Helix (10 for 4, reflect attacks from the advanced Element ring for duration, six turn recharge)
#1440. Voidwielder; Based on Ouma Shu from Guilty Crown, Credit to Keizah; FE: 140; Element: Psionics/Steel; Effect: Power of the King: You may sacrifice one Psionic, Rahaga, or Light Spirit from your inventory to recover 30 FE, 2 uses. You can only use one Void at a time; Attacks: Piercing Void (enable Slash (30), Block (defense), and Boost (attack twice next turn)), Reflection Void (reflect all attacks this turn, cooldown 1), Severing Void (enable Execute (35) and Life Sever (disable 2 attacks; 1 use)), Weightless Void (negate Earth and Stone attacks for 5), Obscuring Void (15, blind and silence for 2, recharge 3), Revealing Void (boost accuracy to Sanok-level for 2 and switch directly to another Void, 2 uses), Armored Void (defense for 3, becomes Cushion Jelly level if opponent uses more than 2 attacks in one turn), Scouting Void (enable 2 enemy attacks for duration, lose 15 FE when switching to another Void), Mending Void (heal 20, can be used on an ally, regain all disabled attacks; 2 uses), Fusion Void: Atmos Cannon (70; only after using Piercing and Weightless Voids, backlash half, pierces defenses lower than Cushion Jelly level, cooldown 2; 1 use), Master Void (power up, tranfer a Void to a partnet in a Tag Match; 1 use)
#1441. Shiki; Based on the character of the same name from The World Ends With You; FE: 170; Element: Psionics; Effect: ESP Cards: Every turn, shuffle a deck of cards and guess either a number or a suit. If you guess the suit, heal 10, and if you guess the number, heal 20; Attacks: Groove Pawn (summon an unused Spirit you own to fight, one at a time, only if you have the Ultima-Orb(s) of that Spirit's Element(s), Pawn's HP=FE/2, Effect is active, you use your turn to either issue a command to the Pawn or use your own attack, Pawn's shielding techniques can shield you both, Parasites and Vehicles can be transferred to the Pawn and return to you if it is defeated, if a Pawn is defeated you cannot re-summon it, a Spirit defeated in this way can still be fused with later but with half FE (can be restored by moves or items), if a Spirit is used this way and not defeated you can fuse with it later with no penalty; even with no Ultima-Orbs you can summon 'Mr. Mew': no Element or Effect, 60 FE, attacks: Claw (15), Upperclaw (10, paralyze), Cat Kick (20); Mr. Mew can be re-summoned after defeat if you have no Ultima-Orbs; a Pawn cannot be destroyed in one hit, when a Pawn is destroyed you take dmg=(power of attack used) - (Pawn's HP)), Guard (defense), Jump (possible dodge, double power of Pawn's next attack, recharge 5), Fusion 1 (40, only after 4 correct ESP Card guesses, reset count of correct guesses), Fusion 2 (60, only after 8 correct ESP Card guesses, reset count of correct guesses), Fusion 3 (80, backlash 20, only after 12 correct ESP Card guesses, reset count of correct guesses)
#1442. Thunder Lion; Based on the Pokemon Luxray; FE: 140; Element: Thunder; Effect: Intimidate: when you fuse with Thunder Lion, the Spirit your opponent is fused with loses 10 atk power (unless this has already affected it); Attacks: Crunch (20, lower enemy defense on first use), Thunder Fang (30), Thunderbolt (25; 50% paralyze chance), Iron Tail (25)
#1443. Garchomp; Based on the Pokemon of the same name; FE: 150; Element: Earth/Dragon; Effect: Pseudo Legendary: No weakness; Attacks: Crunch (20, lower enemy defense on first use), Dragon Rush (50, reduced accuracy), Dragon Claw (30), Earthquake (30), Mega Garchomp (attack +10, immune to Earth attacks, when hit by an Earth attack boost your next attack by 5)
#1444. Samurai Unicorn; Based on the Pokemon Samurott; FE: 140; Element: Water; Effect: Torrent: Power up when FE is below half; Attacks: Slash (25), Flase Swipe (15, cannot defeat a Spirit), Razor Shell (25), Aqua Tail (40, reduced accuracy)
#1445. Tyranitar; Based on the Pokemon of the same name; FE: 160; Element: Stone/Shadow; Effect: Sand Stream: Every turn Tyranitar is in battle, all combatants who are not Stone, Earth, or Steel take 10 Stone dmg; Attacks: Dark Pulse (30), Stone Edge (30), Earthquake (25, hits all, allies included), Double Edge (70, backlash half; 1 use), Mega Tyranitar (boost attack and defense by 10)
#1446. Bronzong; Based on the Pokemon of the same name; FE: 150; Element: Steel/Psionics; Effect: Levitate: Immune to Earth attacks; Attacks: Hypnosis (put target to sleep for 3), Extrasensory (30), Ram (25), Iron Defense (defense)
#1447. Sandslash; Based on the Pokemon of the same name; FE: 140; Element: Earth; Effect: Spikes: When attacked, the attacker takes 15 damage; Attacks: Slash (25), Dig (defense, 20 next turn), Earthquake (30), Poison Sting (15, poison)
#1448. Primeape; Based on the Pokemon of the same name; FE: 140; Element: Stone; Effect: Anger Point: When the opponent causes double damage, your next attack causes double damage; Attacks: Strength (20, can disable a shield for 2), Karate Chop (30), Low Kick (dmg=20+[# of Ultima-Orbs the opponent has x2]), Seismic Toss (dmg=20+[# of Ultima-Orbs you have x2])
#1449. Support Shinigami; Based on the Reapers in The World Ends With You; FE: 150; Element: Psionics; Effect: Shadow: This Spirit can create a doppelganger of itself to fight in a Tag Match alone; Attacks: Blast (10), Wingblade (15), Shuriken Spray (20, hits all), Shuriken (25), Barrier (defense), Noise (confuse and silence for 2), Reaper Review (say the name of any Spirit; if your opponent cannot remember the Element(s) of that Spirit, they take 30 Psionic dmg and are unable to act next turn; 5 turn recharge if successful)
#1450. Exo-Tahnok Kal Tyrant; Credit to Nuvakuta; FE: 200; Element: Fire/Shadow; Effect: Rule of Flame: No weakness, using a Fire attack makes your Fire attacks stronger; Attacks: Tyrant Flame (60, may burn or blind), Dominate (mind control for 2, cooldown for 4), Immolation Armor (take -10 from attacks, attacker takes 10 Fire dmg, lasts 4 turns), Tyrant Strike (40, may stun), Destruction Blaze (30, hits all, cannot miss, may burn), Burn=Heal (cure the enemy of burn to regain 50 FE), Bahrag's Royal Blaze (100, burn, if target is already burned this does an additional 50 dmg; 3 turn cooldown, one use, cannot be powered up)
#1451. Exo-Gigalith; Based loosely on the Pokemon Gigalith; FE: 180; Element: Stone; Effect: Super Sturdy: Immune to instant kills, when an attack would finish you off take half damage. If the attack would still finish you off, you survive with 1 FE and lose this effect; Attacks: Smack Down (15, opponent takes x1.5 dmg from the next Earth attack; if the target is immune to Earth, nullify the immunity), Bulldoze (30, target evasion lowered once per target), Rock Slide (40), Body Slam (25, paralyze), Crystal Claws (20), Headbutt (25, pierce), Solarbeam (charge, then 50), Solar Shot (30), Solar Punch (30), Solar Dash (dodge), Sturdy Focus (block), Chasm Cleaver (30, enable Chasm Crush next turn only), Chasm Crush (50, must follow Chasm Cleaver), Giga Punch (25, paralyze, can give up next turn to chain this to a Giga Kick), Giga Kick (25, confuse, can give up next turn to chain this to a Giga Punch), Giga Nova (give up all FE to drain opponent's FE to 0, cannot be used if you have 1 FE, 1 use)
#1452. Victini; Based on the Pokemon of the same name; FE: 140; Element: Fire/Psionics; Effect: Victory Star: All Spirits you use after this (or all allies in a Tag Match) get +10% accuracy (does not stack); Attacks: Searing Shot (25, may burn), V-create (30), Zen Headbutt (20, may paralyze), Psychic (25)
#1453. Toa Onepu; Original design; FE: 140; Element: Earth; Upgrades into Onepu Nuva; Effect: Original: Take -10 (before applying weakness and resistance) from Spirits whose origins cannot be traced to 2001 or prior; Attacks: Ussal Gauntlets (10), Ussal Shell (block), Seismic Stomp (15), Earthquake (20), Stalagmite Pincer (25), Pakari (power up)
#1454. Dragonite; Based on the Pokemon of the same name; FE: 170; Element: Dragon/Air; Effect: Inner Focus: Immune to paralysis; Attacks: Dragon Rage (30), Wing Attack (25), Hyper Beam (50, cannot act next turn), Thunder Punch (20, paralyze)
#1455. Spiritomb; Based on the Pokemon of the same name; FE: 140; Element: Shadow; Effect: Special Breed: No weakness; Attacks: Ominous Wind (15, may raise your atk, def, and spd by 5 once), Dark Pulse (30), Psychic (25), Sucker Punch (20, cannot miss)
#1456. Stormcloud Armor; Original design; FE: 10; Element: Thunder; Effect: Envelop: At the beginning of battle, combine this Orb with another. Keep all attacks and Elements, use the host's Effect, power up the host's Thunder attacks, any of the host's attacks that do not have a fixed status associated with them get a paralysis chance, and all of the host's paralysis chances are enhanced; Attacks: Eye of the Storm (negate all Air, Thunder, Water, and Air attacks for 3 turns, including your own), Cloud Punch (25, becomes Weapon Element when Eye of the Storm is active), Lightning Whip (15, paralyze for 2), Overcharge (dmg = (# of opponent's Thunder attacks) x10), Cloud Armor (defense)
#1457. Eeveelution; Based on the Pokemon Eevee and its evolutions; FE: 170; Element: Rahaga; Effect: Evolving Resistance: If you are the same Element as an attack used against you, take -10. Only one Element/stat altering technique can be active at a time; Attacks: Tackle (30), Shadow Ball (30), Flareon (become Fire Element, physical atk +10, enable Fire Fang (40)), Jolteon (become Thunder Element, speed boost, enable Thunderbolt (30)), Vaporeon (become Water Element, 80% chance to resist status ailments, enable Water Gun (30)), Umbreon (become Shadow Element, take -10 from non-physical attacks, enable Moonlight (heal 30)), Espeon (become Psionics Element, non-physical atk +10, enable Psybeam (40)), Leafeon (become Jungle Element, take -10 from physical attacks, enable Leaf Blade (30)), Glaceon (become Ice Element, attacks have an increased chance to cause status ailments, enable Ice Beam (30)), Sylveon (become Light Element, will not be weak to Psionics, enable Fairy Wind (30)), Devolution (revert to base Rahaga form), Gene Burst (50, changes Element along with Eeveelution, backlash half, can give up extra 10 FE to overpower resistance (20 for double resist); disable your current form and revert to normal, unable to transform for 3 turns; if this technique is used in normal form, you are unable to transform for 5 turns)
#1458. Petrified Forest; Based on a combination of Evo 4.0 and Rocka 4.0; FE: 180; Element: Stone/Jungle; Effect: Descendant Fusion: Technic Descendant towards Stone and Jungle; Attacks: Crossbow (10, Sanok, piercing), Plasma Shooter (15), Thorn Arrows (20, poison), Power Punch (25), Projectile Cuff (paralyze, enhanced accuracy, next Power Punch is Sanok), Hero Cuffs (paralyze for 3), Energy Shield (defense, can be Cushion Jelly once, but then this move becomes unusable), Focus (power up), Swamp of Stone (30, can switch to Stone at will), Prehistory Cannon (35, may deal extra 5), Tank Slam (40, can give up 20 FE to overpower resistance), Petrify (paralyze, opponent is Stone Element for duration), Toxic Protection Boots (take half from Jungle)
#1459. Vapor 3.0; Inspired by Hero Factory story events; FE: 200; Element: Water; Effect: Mist Armor: When opponent physically attacks you, they take 15 Water dmg. This Spirit is classified as a Technic Descendant; Attacks: Kick (10), Mist Bullet (15, enhanced accuracy), Mist Covered Blade (20, piercing), Mist Strangler (25, may hit all), Rocket Claw (15, Sanok), Aim (15, Sanok), Grappling Hook (dodge, next attack has extra accuracy), Corrosive Vapor (opponent loses 1 attack; 1 use), Deathly Mist (10/turn), Mirage Mist (dodge for 2), Mist Rocket Claw (30, 50% chance to have extra accuracy), Drowning Mist Cannon (35), Demon Mist Claw (40),Assassinate (insta-kill target with 40 FE or less, 1 use), Study (next attack does double damage, cannot be used with an attack that would normally do double, canno be used if opponent has an ailment; 1 use per target), Chloroform Mist (put opponent to sleep for 3), Cleansing Mist (recover from negative status), Hallucinogen Mist (confuse for 3), Vaporize Shot (50; can be piercing, Sanok, and/or overpower resistance for 20 FE each, can damage an inactive Orb as well as active Orb for 30 FE; cannot be powered up)
#1460. Singing Dragon; Based on Draco Cantus from The World Ends With You; FE: 20; Element: Dragon/Psionics; Effect: Integrate: At the beginning of battle, combine this Orb with another. Overwrite the host's Element(s), attacks, and effect, add FE. In a Tag Match you can fight alone by doubling your FE and acting twice per turn; Attacks: Claw (20), Bite (20), Amber Bubble (paralyze for 3), Flame Breath (40), Flame Pinwheel (30, hits all, can only be used once per turn), Dagger Rain (30, extra 20 next turn), Noise (10, confuse and silence for 2), Dragonbreath (40), Song of Destruction (50), Coils (5, lower opponent's dodge chance for 2), Partner Steal (give up 10 FE to steal one of your opponent's inactive Spirits; 2 uses), Hydra Song (70, only after using Partner Steal twice, the Orbs stolen are removed from battle when this technique is used, this attack hits both the user and the target; 1 use)
#1461.Stormer XL; Based on the character of the same name; FE: 200; Element: Ice/Light; Effect: Alpha Leader: No weakness, attack power up if fighting alonside another Hero Factory hero. This Spirit is classified as a Technic Descendant; Attacks: Slash (10, can switch to Ice or Light at will), Scouting Drone (15, can give up next turn to use another attack at the same time), XL Kick (20, paralyze), Alpha Glacier (25, freeze), Ice Age (30), Light Storm (35), Bike Crash (40), Alpha Sword (45, randomly switches between Ice and Light), Alpha Storm (50), Hero Cuffs (paralyze for 3), Alpha Charge (atk, def, and spd up 15 for 3, then 3 turn cooldown; 1 use), Adaptability (gain a 20 dmg attack that would have caused double damage to the last Spirit you defeated; 1 use)
#1462. Stringer 4.0; Based on the character of the same name; FE; 165; Element: Rahaga; Effect: Technic Descendant; Attacks: Sound Blast (10), Cannon Smash (15), Rock Kick (20), Chorus Cannon (25), Electric Rock (30), Hero Cuffs, Deafen (silence for 3), Jam Session (heal 30)
#1463. Bulk 4.0; Based on the character of the same name; FE: 165; Element: Steel; Upgrades into Captain Bulk; Effect: Technic Descendant; Attacks: Power Punch (10), Plasma Shooter (15), Rocket (20), Bulk Tackle (25), Skyscraper (30), Hero Cuffs, Armor (defense), Laser Flash (blind for 2)
#1464. Nex 4.0; Based on the character of the same name; FE; 165; Element: Steel; Effect: Technic Descendant; Attacks: Hero Cuffs, Repair (heal 40, self or ally), Laser Cutter (10, piercing), Plasma Shooter (15), Headbutt (20), Hack Laser (25, may lower target's attack power once), Reprogram (30; if the target has a summoned unit, it is dismissed and this attack deals 35 dmg)
#1465. Speeda Demon; Based on the character of the same name; FE: 140; Element: Thunder; Effect: Technic Descendant; Attacks: Lightning Gun (10), Slash (15), Bike Crash (20), Lightning Exhaust (25), Dash (dodge)
#1466. Voltix; Based on the character of the same name; FE: 140; Element: Thunder; Effect: Technic Descendant; Attacks: Lightning Whip (10, paralyze), Lightning Blast (15), Thunder Headbutt (20), Lash of the Sky (25), Tazer Fangs (paralyze for 3)
#1467. Core Hunter; Based on the character of the same name; FE: 140; Element: Shadow; Effect: Technic Descendant; Attacks: Slash (10), Plasma Shooter (15), Assassin's Claw (20), Menacing Gaze (25), Core Removal (insta-kill a Hero Factory hero with 50 or less FE; 1 use)
#1468. XT4; Based on the character of the same name; FE: 130; Element: Steel; Effect: Technic Descendant; Attacks: Blades (10, may hit twice), Laser (15), Buzzsaw (20), Sharpen (next Buzzsaw is piercing)
#1469. Kyurem; Based on the Pokemon of the same name; FE: 180; Element: Ice/Dragon; Effect: Wuji: If the opponent has the Yin or Yang effect, negate it. Only one Overdrive technique can be active at a time; Attacks: Ice Beam (20, freeze), Glaciate (40), Psychic (30), Dragonbreath (30), Black Overdrive (replace Wuji with Yin, replace Glaciate with Freeze Shock (35, paralyze)), White Overdrive (replace Wuji with Yang, replace Glaciate with Freeze Burn (35, burn)), Overdrive Cancel (undo effects of current Overdrive)
#1470. HERO Model 2012; Original design; FE: 170; Effect: Rise of the Rookies: If fighting alongside a Spirit classified as a Technic Descendant, nullify the Technid Descendant effect; Attacks: Hero Cuffs (*paralyze for 3), Hero Cell (*block, extends to allies in Tag Match), Hero Core Charge (*power up), Hero Recon (*next attack does double damage, 1 use, cannot be used with an attack that would normally cause double or triple damage), Plasma Shooter (15), Hero Shot (*25, switch at will between Fire, Air, Thunder, Stone, Jungle, Ice, Rahaga, and Steel), Hex Shield (block, can be Cushion Jelly once but then the shield breaks), Refit (gain a 20 dmg attack that would have caused double damage to the last Spirit you defeated, 1 use), Armory (use any 4.0 hero's basic weapon (10 dmg) attack), Adaptability (use any 4.0 hero's environmental (30 dmg) attack; 4 uses), Hero Flare (*35, randomly switches between Fire, Air, Thunder, Stone, Jungle, Ice, Rahaga, and Steel), Essence Retrieval (*pick the Element of the next Hero Flare), Hero Blade 4.0 (*45, cannot be powered up), Core Corruption (disbale all above * techniques, allowing following techniques, lasts 5 turns), Betray (15), Breakout (recover from paralysis), Black Hole (25), Villain Flare (35, randomly switches between Water, Air, Fire, Steel, Jungle, Shadow, and Thunder), Villain ID (choose Element of next Villain Flare)
#1471. Hulk; Based on the Ultrabuild set of the same name; FE: 140; Element: Dragon; Effect: Technic Descendant: Attacks deal -10 to Technic Ancestors, Bionicles, and Technic Brothers; Attacks: Jump (10, possible dodge), Roar (15), Punch (20), Smash (25), Rage (power up)
#1472. Iron Man; Based on the Ultrabuild set of the same name; FE: 140; Element: Steel; Effect: Technic Descendant: Attacks deal -10 to Technic Ancestors, Bionicles, and Technic Brothers; Attacks: Punch (10), Repulsor (15), Gatling Cannon (20), Iron Fist (25), Invincible (block)
#1473. Captain America; Based on the Ultrabuild set of the same name; FE: 140; Element: Steel; Effect: Technic Descendant: Attacks deal -10 to Technic Ancestors, Bionicles, and Technic Brothers; Attacks: Punch (10), Shield Edge (15, may pierce), Shield Bash (20, enhance paralysis chance), Shield Throw (25), Shield (block)
#1474. Korra; Based on the character of the same name from Avatar: The Legend of Korra; FE: 130; Element: Water/Rahaga; Upgrades into Avatar Korra; Attacks: Punch (5, paralyze), Water Kick (20), Earth Rise (20), Fire Punch (20), Air Slice (20), Avatar State (power up, recover from status ailments)
#1475. Heartless Wyvern; Based on a family of Heartless from Kingdom Hearts; FE: 170; Element: Shadow; Effect: Wind Veil: You can avoid damage from a long-range attack, but then you must wait 4 turns before using this again; Attacks: Bite (15), Claw Kick (10, may hit twice), Shockwave (15), Wingblade (15), Spin Dive (20), Tailbunker (30), Avalance (30), Wave Crest (30), Windstorm (30), Phantomtail (dodge), Dustflier (power up)
#1476. Demon Hero; Based on Mao from Disgaea 3; FE: 200; Element: Shadow/Light; Effect: Violent Courage: Power up if the opponent has summoned units on the field; Attacks: Slash (10), Blade Rush (15, enhanced accuracy), Hurricane Slash (20), X-Level Flurry (30), Slayer's Descent (35, hits all), Infinite Graves (roll a die; dmg=result x10), Mach+ Slice (45, piercing), Ice (30), Blast Finger (20, can't miss), Shine Beam (30), Vasa Aergun (50)
#1477. Heartless Soldier; Based on a family of Heartless from Kingdom Hearts; FE: 140; Element: Shadow; Effect: Rank Awareness: If called to the field as a summoned unit, power up; Attacks: Soldier (15), Air Soldier (15), Pirate (10, paralyze), Air Pirate (10, paralyze, can chain to Air Viking), Air Viking (35, can only be used directly after Air Pirate), Wight Knight (30, 3 turn recharge), Gargoyle (15), Bandit (10, may hit twice), Luna Bandit (20, hits twice, backlash half), Strafer (15), Screwdiver (10, piercing)
#1478. Spade Magnets; Based on the Ryuusei no Rockman 3 character of the same name; FE: 150; Element: Thunder; Effect: Spades: When near a Spirit with the effect Diamonds, Clubs, or Hearts, you both/all cannot receive status ailments from attacks that also cause damage; Attacks: Magnet Slash (15, hits twice), Magnet Missile (20), Axis Jet (30), Shuffle (10; if you have a Spirit with the effect Diamonds, Clubs, or Hearts, you can switch to that Spirit when this attack connects)
#1479. Dia Iceburn; Based on the Ryuusei no Rockman 3 character of the same name; FE: 150; Element: Ice; Effect: Diamonds: When near a Spirit with the effect Spades, Clubs, or Hearts, you both/all become immune to Earth attacks; Attacks: Floating Iceburgs (10, pierce or hit twice), Diamond Dust (15, freeze for 2), Break Hammer (30), Shuffle (10; if you have a Spirit with the effect Spades, Clubs, or Hearts, you can switch to that Spirit when this attack connects)
#1480. Club Strong; Based on the Ryuusei no Rockman 3 character of the same name; FE: 150; Element: Jungle; Effect: Clubs: When near a Spirit with the effect Spades, Diamonds, or Hearts, you both/all get your max FE increased by 20% of your usual maximum; Attacks: Club (20), Rolling Nut (5 for 3, absorb), Strong Swing (flip 3 coins; 20x tails), Wood Tower (20), Swing Storm (15), Shuffle (10; if you have a Spirit with the effect Spades, Diamonds, or Hearts, you can switch to that Spirit when this attack connects)
#1481. Heart Shaker; Inspired by Ryuusei no Rockman 3; FE: 150; Element: Fire; Effect: Hearts: When near a Spirit with the effect Spades, Diamonds, or Clubs, you both/all become immune to paralysis; Attacks: Heart Chain (10, pierce), Flame Whip (15, burn for 3), Blazing Heart (30), Heartbreaker (flip 4 coins; 10x tails), Shuffle (10; if you have a Spirit with the effect Spades, Diamonds, or Clubs, you can switch to that Spirit when this attack connects)
#1482. Fleeting Valkyrie; Based on Lightning from Final Fantasy XIII-2; Element: Thunder; FE: 190; Effect: Valhalla Knight: Immune to instant kills, not weak to Shadow, able to fight for one additional turn after FE hits zero; Attacks: Gunblade (20, can be close or long range), Ruin (20), Ruinga (40), Launch (10, paralyze), Blitz (40, hits all), Thunder (20, paralyze), Thundaga (40), Galestrike (30, may reduce foe’s maximum FE by 10 once), Bladestorm (40, hits all), Immortality (block), Chaos (inflict a random status ailment for 3 turns), Mighty Guard (boost defense by 15 for 3, cannot overlap Aura, after this wears off you cannot use Mighty Guard or Aura for 5 turns), Aura (boost atk by 15 for 3, cannot overlap Mighty Guard, , after this wears off you cannot use Mighty Guard or Aura for 5 turns), Scene Drive Kai (dmg= [opponent’s current FE – your current FE] +10), Stagger (only after 4 successful attacks; target takes +10 and does -10 for 2 turns; 1 use per Orb), Thunder Blade (25, may pierce), Thunder Bullet (25, may hit twice if not powered up), Blaze Rush (25, can't be dodged), Thunder Rush (35)
#1483. Anchor of Pirate; Based on Ryuusei no Rockman concept art; FE:20; Element: Water; Effect: Tribe Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all elements, has host's effect, can use both Spirits' attacks, host's attacks are powered up. Cannot fuse with a Fire or Thunder Spirit; Attacks: Anchor Throw (20, piercing), Anchor Geyser (50, hits all), EM Wave Pulse (10, confuse), Cyber Attack (50), Brother Band (gain one attack from another Orb you posses; one at a time), Burai Pirate (become pure Shadow Element, lose Brother Band and the technique gained by using it, power up, enable Burai Slash, using Anchor Geyser backlashes half the damage done), Burai Slash (70, backlash 10; 2 uses)
#1484. Bow of Thunder; Based on Ryuusei no Rockman concept art; FE: 20; Element: Thunder; Effect: Star Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all elements, has host's effect, can use both Spirits' attacks, host's attacks are powered up. Cannot fuse with a Water or Earth Spirit; Attacks: Crossbow (10, piercing, Sanok), Divine Bolts (40, can switch to Light at user's will), Brother Band (gain one attack from another Orb you possess; one at a time), EM Wave Pulse (10, confuse), Cyber Attack (50)
#1485. Fortissimo; Based on Forte Cross Rockman.EXE; FE: 200; Element: Shadow; Effect: Ultimate Program: No weakness, immune to status ailments, take half damage from all cyber-based Spirits; Attack: Rock Buster (15, hits all), Double Barrel (50), Dark Wheel (flip 2 coins; 30x tails), Cyber Attack (55), GetAbility (copy one of your opponent's attacks), King of the Undernet (power up, blind opponent), Dream Sword (70, can't be powered up or dodged), Blackout (50), Refrain (stock 1 Forte Charge), Darkness (100; only with 4 Forte Charges, backlash 25, doesn't do double/triple damage, cannot be powered up, 1 use)
#1486. Gambler; Credit to CTK; FE: 200; Elment: Rahaga; Effect: Luck of the Draw: Take a deck of cards and then shuffle it, draw the first card and apply these specific effects: Suite effects: Clubs: Decrease the damage dealt by your attacks by 5 times the number of the drawn card, Jack, Queen and King counts as 10; Diamonds: Increases the damage dealt by your attacks by 5 times the number of the drawn card, Jack, Queen and King counts as 10; Hearts: Increase your FE by 10 times the number of the drawn card, Jack, Queen and King counts as 10; Spades: Decrease your FE by 10 times the number of the drawn card, Jack, Queen and King counts as 10; Ace: Double the effect of your suit bonus; 2: Decrease all damage dealt to you by 20 FE; 3: Name three attacks that the opponent has, the opponent must use them in that order, they cannot be the same attacks; 4: All attacks that deal less than 30 damage or less, deal 0 damage instead; 5: All your attacks become unblockable and undodgeable, enemy defensive skills are
ignored; 6: Your opponent is unable to use 2 attacks specified by you; 7: You are allowed to redo any coin flip/dice roll/drawing of a card in regards to an attack if you wish for a different result; 8: You have no elemental weaknesses; 9: All your attacks are considered super effective when striking the enemy; Jack: All your attacks restore FE equal to half of the damage dealt to the enemy; Queen: All your attacks inflict a random status effects on the enemy; King: This spirit becomes a parasite spirit, it can be fused with another spirit for the duration of the battle; Joker: This card has the effect of both the Hearts and Diamond suits, has the effect of all numbered cards and its number is considered 10; Attacks: Double or Nothing (You are capable of redoing the result of your next attack and the effect of the result is doubled. You may choose to deny this benefit, however you will take 100 damage in that case), Poker (Shuffle a deck of cards and then pick up the top five cards, apply the following effects based on the cards obtained: Royal Flush, obtained when you have an ace, king, queen, jack and 10, all of the same suit. This attack deals 100 damage, the damage dealt is transferred as FE to the user, the attack is considered the highest level accuracy and pierces all defenses, two random status effects are placed on the target and the user has cushion level defense for the following turn; Straight Flush: Obtain five cards that are in sequence
e.g. 1-5 and are of the same suit. This attack deals 90 damage, applies two random status effects, is considered the highest accuracy and pierces all defences and the user has cushion-jelly defense for the next turn; Four of a Kind: You obtain four cards of the same number of the 5 cards. This attack deals 80 damage, applies two random status effects and is considered the highest accuracy and pierces all defences; Full House: Obtained when you have three cards of the same number and another two that are of the same number, but different from the previous three. Deal 70 damage, applies two random status effects and is considered the highest accuracy; Flush: Obtained when all five cards are of the same suit. Deal 60 damage and apply two random status effects; Straight: Obtained when the five cards are in sequence and at most of two different suits. Deal 50 damage to the enemy and apply a random status effect; Three of a Kind: Obtained when you have three cards of the same number. Deal 40 damage to the target and apply a random status effect on yourself; Two Pair: Obtained when the five cards have two cards of the same number and another two cards of the same number, different from the previous two. Deal 30 damage to the target and apply two random status effects on yourself; One Pair: Obtained when you have two cards of the same number. Deal 20 damage to the target, apply two random status effects to yourself and you take 10 extra damage from the opponent's next attack; High Card: Obtained when you obtain none of the above combinations. Halve your own FE and transfer it to the opponent, apply two random status effects to yourself, you take an extra 50 damage from the next attack inflicted on you), Blackjack (You are restricted to the following attacks until you either use the attack called Stand or the total number of the cards is greater than 21: Hit: Draw a card from your deck of cards. The damage this attack inflicts is based on the number of the card (1-6: 20, 7-9: 30, 10, Jack, Queen, King: 40); Stand: Stop the effect of this card and apply the following effect based on the total number of all the cards
used (1-10: Deal 70 damage to yourself, 11-18: deals 40 damage to both yourself and the opponent, 19: deal 50 damage, half of the damage deal is transferred to the user as FE, 20: Deal 70 damage, half of the damage deal is
transferred to the user as FE, this attack is considered the super effective element against the target, 21: Deal 100 damage, half of the damage deal is transferred to the user as FE, this attack is considered the super effective
element against the target and cannot be blocked or dodged in any way. In the case of the total being over 21, Blackjack immediately ends and you take 100 damage), Dice (Both you and the opponent roll two dice
and apply the followings effects: If your number is higher, damage is dealt to the opponent, if the opponentfs number is higher, damage is dealt to you. Difference of 1: 10 damage dealt, Difference of 2-6: This attack deals 40
damage, Difference of 7-9: This attack deals 60 damage, Difference of 10: This attack deals 100 damage), Russian Roulette (Roll a die, the effect of this attack is based on the roll; 1: Deal 200 damage to yourself, 2-5: Nothing occurs, 6: Deal 200 damage to the target), Coin Toss (Flip a coin, the effect of this attack is determined by the result; Heads: Deal 10 damage times the number obtained by this orb's effect to the enemy; Tails: Deal 10 damage times the number obtained by this orb's effect to yourself)
#1487. Meutrière; Credit to CTK; FE: 200; Element: Steel; Effect: Critical Shot: Each time you attck, roll a die. If you roll a 4 or a 5, your attack does double damage. If you roll a 6, your attack does triple damage; Attacks: Deploy/Pack Up (switch modes, invulnerable next turn, can only be used every 4 turns); Movement Mode Attacks: Fall Back (dodge, all attacks against you get +30 atk for 2), Camo (for 5 turns, opponent must flip a coin and call result when they attack; if they are wrong, they miss), Combat Knife (5, poison), Spotter Attachment (attacks cannot be defended against for 10), Altered Ammunition (change Element of attacks to whatver you want, all attacks will inflict random status), Smokescreen (opponent's accuracy down 70%, lasts for 5 turns); Sniper Mode Attacks: (You take double damage from all attacks while in Sniper Mode) Head Shot (100), Rapid Shots (25x number of buffs on user), Point-Blank Blast (50, paralyze), Explosive Snipe (40, burn, hits all)
#1488. Kain; Credit to CTK; FE: 200; Element: Steel/Shadow; Effect: Mad Dog: For each 10 FE lose, apply 1 stack of Mad Dog to user (cumulative). For each stack, you take -5 dmg and cause +10 dmg. No weakness; Attacks: Shred (20, 10/turn (also subject to Mad Dog boost)), Blood Bath (dmg=5x current Mad Dog stacks), Bloody Smear (30, absorb), Ravage (20, disable 3 of the target's attacks, can change which 3 on next use), Berserker's Rage (100; only when under 50 FE, cannot be defended against), Relentless Onslaught (20, cannot be defended against, target cannot heal for 6 turns)
#1489. Grimlock; Based on the Transformer of the same name; FE: 150; Element: Steel; Effect: Dinobot King: If suffering from status ailments, power up and make all attacks piercing; Attacks: Transform (switch between Robot Mode and Dinosaur Mode); Robot Mode Attacks: Claw (10, hits twice), Shield (defense), Dino Kick (15, may disable target's blocking technique for next turn), Slash (20, burn for 2), Extinction Blade (25); Dinosaur Mode Attacks: Tail (10, paralyze), Dino Kick (15, may disable target's blocking technique for next turn), Bite (20), Flamethrower (25), Roar (power up)
#1490. Cosmic Storm; Based on Preston Stormer as he appeared in BIONICLE: The Forgotten Bond, Credit to Nevermore; FE: 180; Element: Ice/Steel; Effect: Cosmic Power: Power up and remove weaknesses if near another Spirit with this effect. This Spirit is classified as a Technic Descendant; Attacks: Ice Blade (10), Arm Improvement (gain a 10 dmg attack that would have been super effective against the last Spirit you defeated, 1 use), Grappling Spear (15, may pierce), Saw Blade (20), Alpha Glacier (25), Caltrops (15 next time foe attacks), Plasma Blast (15), Plasma Barrage (flip 3 coins; 10x heads), Shield (defense), Tazer (15, paralyze), Kick (20), Punch (20), Super Glacier (30), Cosmic Glacier (30, may freeze, extra 10 if freezes), Cosmic Resonance (power up, recover from and become immune to status ailments, 1 use), Heart Unlock (raise accuracy and evasion, Kick and Punch deal +10 dmg, enable following attacks; you may take 10/turn, after 4 turns this becomes a sure thing), Avalanche Blade (45), Champion's Strike (30), Barrage of Certavus (15; 5 hits, backlash 20, confuse self for 3, 1 use)
#1491. Cosmic Nebula; Based on Von Nebula as he appeared in BIONICLE: The Forgotten Bond, Credit to Nevermore; FE: 200; Element: Shadow; Effect: Cosmic Power: Power up and remove weaknesses if near another Spirit with this effect. This Spirit is classified as a Technic Descendant; Attacks: Staff Twirl (10), Shadow Bolt (15), Crushing Hatred (20), Black Hole (25, can charge for double), Intimidate (paralyze), Gateway Shield (defense), Gateway Envelop (paralyze for 2), Gateway Crush (40, only during Gateway Envelop), Cosmic Resonance (power up, recover from and become immune to status ailments, 1 use), Virus (boost defense and evasion, enable following attacks), Environ Beam (20), Earthquake (25), Cosmic Quake (30, may hit all), Cyber Attack (30), Cyber Shield (defense)
#1492. Mega Tank; Based on Megatron from Transformers Armada; FE: 140; Element: Steel; Upgrades into TidalShock Tank or Galvanized Tank; Attacks: Powerlinx (power up), Pincer Horns (10, paralyze), Missiles (15, extra accuracy), Knife (20), Tank Blast (25)
#1493. TidalShock Tank; Based on the combination of Megatron and Tidal Wave in Transformers Armada; FE: 160; Element: Steel; Combine with Galvanized Tank to upgrade into Galvanized TidalShock Tank; Attacks: Powerlinx (power up), Dark Fleet (next use of Tank Blast deals +15 damage), Battleship Punch (10, paralyze), Laser Barrage (15), Missile Punch (20, may burn), Tank Blast (25)
#1494. Galvanized Tank; Based on Galvatron from Transformers Armada; FE: 160; Element: Steel; Combine with TidalShock Tank to upgrade into Galvanized TidalShock Tank; Attacks: Powerlinx (power up), Pincer Horns (10, paralyze), Missiles (15, extra accuracy), Knife (20), Tank Blast (25), Star Saber (30, piercing)
#1495. Galvanized TidalShock Tank; Based on the combination of Galvatron and Tidal Wave in Transformers Armada; FE: 180; Element: Steel; Attacks: Powerlinx (power up), Dark Fleet (next use of Tank Blast deals +15 dmg), Battleship Punch (10, paralyze), Laser Barrage (15, hits twice, may hit a third time), Missile Punch (20, may burn), Tank Blast (25), Star Saber (30, piercing), Full Blast Cannon (35), Requiem Blast (40)
#1496. Nidoking; Based on the Pokemon of the same name; FE: 140; Element: Earth; Effect: Poison Point: If your foe attacks you physically, they are poisoned; Attacks: Earthquake (25, hits all), Double Kick (15, hits twice), Posion Jab (30), Megahorn (50, low accuracy)
#1497. Heracross; Based on the Pokemon of the same name; FE: 140; Element: Stone; Effect: Swarm: When FE is 40 or less, you can activate this for 1 turn to make your attack do double damage; Attacks: Brick Break (30, may pierce), Aerial Ace (20, Sanok), Night Slash (25, may do double), Megahorn (50, low accuracy), Mega Heracross (extra effects of attacks now have a higher chance of occurring)
#1498. Shirona; Based on the Pokemon Champion of the same name; FE: 200; Element: Rahaga; Effect: Champion: Take half damage from Pokemon and Pokemon-related Spirits, unless the attacker also has the Champion effect; Attacks: Full Restore (heal to full and recover from status ailments; 1 use), Spiritomb (30, bypass Elemental resistance), Garchomp (50), Lucario (30, Sanok), Roserade (30; 70% poison chance), Milotic (regen 20/turn for 5), Gastrodon (40), Togekiss (20, 50% chance to do double), Braviary (30, extra accuracy), Eelektross (40), Glaceon (30, freeze)
#1499. Cosmic Conqueror; Based on Blaster as he appears in BIONICLE: The Forgotten Bond, Credit to Nevermore; FE: 190; Element: Shadow; Effect: Cosmic Power: Power up and remove weaknesses if near another Spirit with this effect. This Spirit is classified as a Technic Ancestor; Attacks: Shield (defense), Energy Burst (10), Meteor Punch (15), Disk (20, piercing with Solar Aura), Disk Windmill (25, piercing with Solar Aura), Shadow Blast (20), Cosmic Blast (30; ignore resistances, reductions, and defense boosts), Rage (30), Conquer, Solar Aura (boost attack and defense, absorb Light attacks for duration; lasts for 3, but add 2 for every Light attack absorbed), Cosmic Resonance (power up, recover from and become immune to status ailments; 1 use)
#1500. Cosmic Millenium; Based on Millenia as he appeared in BIONICLE: The Forgotten Bond, Credit to Nevermore; FE: 180; Element: Rahaga; Effect: Cosmic Power: Power up and remove weaknesses if near another Spirit with this effect. This Spirit is classified as a Technic Ancestor; Attacks: Disk (20), Millenium Blast (25), Cosmic Meteor (30; may paralyze or inflict another random ailment), Millenium Shield (defense, heal 10), Reform (defense, boost one stat for next turn only), Cosmic Resonance (power up, recover from and become immune to status ailments; 1 use), Mode Change (switch between Titan Mode and Cyclist Mode); Titan Mode Only Attacks: Stomp (10), Millenium Kick (15), Millenium Burst (25), Armor (defense), Millenium Comet (30); Cyclist Mode Only Attacks: Speed Strike (10), Millenium Skid (15), Millenium Rush (25), Accelerate (defense), Millenium Crash (30)
#1402. Raging Storm; 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: Lasers (10), Claw (15), Gatling Gun (20), Exo-Rage (25), Rampaging Storm (30), Storm (lower enemy accuracy), Rage (power up)
#1403. Golden Guardian; 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 Cannon (15), Razor Shield (10), Homing Missiles (20, can't be dodged), Jet Kick (25), Golden Cannon (30), Shield (defense)
#1404. Cyclone Defender; Based on the Exo-Force mech of the same name; FE: 130; Element: Steel; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Laser (10), Shield Blades (15), Cyclone (20), Repair (restore 20 FE to self or ally), Shield (defense)
#1405. Claw Crusher; Based on the Exo-Force mech of the same name; FE: 130; Element: Steel; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Lasers (10), Claw (15), Claw Crush (20), Scout (defense)
#1406. Blade 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: Laser (10), Titan Kick (15), Shield Blade (20), Assault Shield (25), Shield (defense)
#1407. Sky Guardian; 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 (10), Energy Sphere (15), Slash (20), Jet Slash (25), Whirlwind Maneuvers (defense)
#1408. Shadow Crawler; Based on the Exo-Force mech of the same name; FE: 130; Element: Steel; Effect: Technic Brother: Qualify for Technic Ancestor and Technic Descendant as if you were a Bionicle; Attacks: Laser (10), Disks (15), Missile (20), Stealth (defense)
#1409. Iron Condor; 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), Wingblade (15), Magnetic Missile (20, paralyze Steel types for 2), Condor Flock (25), Fly (defense)
#1410. Aero Booster; 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: Power Punch (10), Laser (15), Pack Lasers (20), Pack Rush (25), Pack Dash (defense)
#1411. Blazing Falcon; 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: Claws (10), Jet-Powered Kick (15), Missile (20), Fire Claws (25), Fly (defense)
#1412. Iron Crusher; 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: Lasers (10), Claw (15), Laser Punch (20), Wingblades (25), Crush (30), Fly (defense), Tackle (paralyze)
#1413. Sky Titan; 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: Slash (10), Gatling Laser (15), Electro Sword (20), Cranial Cannon (25), Titanic Slash (30), Fly (defense), Shock Blade (paralyze)
#1414. River Dragon; 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 (10), Mini Robot (15, can give up next turn to use another attack alongside this), Body Slam (20), River Twisters (25), Camouflage (defense)
#1415. Assault Tiger; 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 (10), Mini Robot (15, can give up next turn to use another attack alongside this), Buzzsaw (20), Assault Saw (25), Camouflage (defense)
#1416. Chameleon 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: Laser (10), Mini Robot (15, can give up next turn to use another attack alongside this), Claw (20), Flamethrower (25), Camouflage (defense)
#1417. Dark Panther; 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 (10), Drones (15, can give up next turn to use another attack alongside this), Claw (20), Mega Laser (25), Stalk (defense)
#1418. Mask; Credit to MoC1; FE: 140; Element: Shadow; Effect: Hooded Menace: Can use any Kanohi once per battle, reduce damage taken by 1/5 of FE down from max; Attacks: Ninja Strike (15), Dark Slash/Laser/Shockwave (20), Shadow Ball (25, reduce enemy defense on first use), Hidden Power (30), Dark Rocket (45, recharge for 4), Intimidate (paralyze), Thrill of the Hunt (20), Chakrams (20, flip 2 coins, additional 10x heads), Shuriken (flip 3 coins; 20x heads), Scythe (20, +1/5 of FE enemy is down from max), Keyblade Slash (30), Keyblade Combo (50, must follow Keyblade Slash), Shadow Cloak (increase dodge, reduce enemy attack, lasts for 3, recharge for 3 afterwards), Oblivion Ring, Curse (10/turn), Spirit Container, Shapeshift (become any Shadow Spirit for 5, limited to those attacks for duration, 5 uses), Shadow Ripple (15, cause random 1-turn status), Life Leeching Claws (20, absorb, cooldown 1), Stun Palm (25, confuse and blind for 2, cooldown for 1)
#1419. Time Warden; Credit to MoC1; FE: 170; Element: Light/Rahaga; Effect: Hourly Chime: Every 6 turns, gain 5 attack power and heal 20; Attacks: Time Trap, Time Slow (enemy acc, dodge, and def down for 3), Time Stop (paralyze and silence for 2, recharge for 3 after), Time Tackle (20, can lower target dodge or boost yours), Age (10, 5/turn, enemy loses 10 atk, lasts 2 turns), Time Slash (25), Time Ripple (10, random 1 turn status), Time Jump (defense, attack twice next turn, recharge for 6), Time Shield (defense)
#1420. Color Crusader; Inspired by Sonic Colors, Credit to MoC1; FE: 140; Element: Light/Fire/Ice; Effect: Rainbow Armor: Take -10 from attacks, take additional -10 if the attack is the same Element as the last one the foe used (unless that Element makes up 75% or more of their repetoire), immune to the status associated with the Element of the last attack you used; Attacks: Spindash (30, confuse), Homing Attack (25, Sanok), Slide (20, possible dodge), Ring Collect (heal 20), Chaos Control (paralyze for 3), Dehydrate (weaken enemy Water attacks by 15), Sword of Many Colors (30, can be any Element), Slash (20), Stab (15, piercing), Slice-Up (flip 4 coins, 10x heads), Rainbow Shield (defense, may cause the status of the Element blocked), Shield Bash (25), Fire Ball (25), Ice Ball (25), Color Style: 14 Slashes of Rainbow (5, hits 14 times, each hit is a different Element, cooldown for 2 then recharge for 4, can't be powered up), Color Style: Black Blades (flip 5 coins; 10x heads, 5x tails), Color Style: Brown Boulder (30), Color Style: Tan Ray (20, 5 for 2, blind), Color Style: Red Burst (20, can charge for +30 and burn), Color Style: Cyan Laser (30, increase dodge), Color Style: Violet Void (10, defense, heal by half of the damage blocked and add that amount to attack power of the next Violet Void), Color Style: Yellow Drill (30, piercing), Color Style: Green Hover (negate Stone and Earth attacks for 3, allow Blue Block for duration), Color Style: Orange Rocket (defense for 3, allow Blue Block for duration), Color Style: Blue Block (50, only during Green Hover or Orange Rocket, negate them after), Color Style: Purple Frenzy (flip 3 coins; 20x heads), Color Style: Pink Spike (defense up, enemy takes 15 on contact, lasts 3 turns), Color Style: White Boost (15, chains to next Spindash and Color Spindash), Color Sonic (boost defense, accuracy, and evasion for 5, can only use the following attacks, when those turns run out you lose all FE), Color Spindash (30, confuse), Color Beam (charge, then 60), Color Burst (40), Color Crown (does 30 for every turn left of Color Sonic, then you lose all FE)
#1421. Truespeed; Credit to MoC1; FE: 140; Element: Air/Steel/Light; Effect: Super Speed: When attacked flip a coin, heads=dodge. When you attack flip a coin, tails=Sanok; Attacks: Cut (5, may activate as a counter), Claws (10), Phasers (15, may hit twice), Afterimage (20), Boost (charge, then 30, attack twice next turn, recharge for 3), Shielding (atk -10, def +10), Armor Reforge (atk +10, def -10), Speed Ring (heal 10, next atk +5), Alpha Palm (10), Beta Palm (25, must follow Alpha Palm), Delta Palm (25, 5 for 3, must follow Beta Palm), Omega Palm (50, 10 for 3, must follow Delta Palm, cooldown for 2)
#1422. Batman; Based on the Ultrabuild set of the same name; FE: 140; Element: Shadow; Effect: Technic Descendant: Attacks deal -10 to Technic Ancestors, Bionicles, and Technic Brothers; Attacks: Slash (10), Wingblade (15), Martial Arts (20), Bat Wings (25), Shadows (defense)
#1423. Green Lantern; Based on the Ultrabuild set of the same name; FE: 140; Element: Light; Effect: Technic Descendant: Attacks deal -10 to Technic Ancestors, Bionicles, and Technic Brothers; Attacks: Laser (10, enhanced accuracy), Morning Star (15, may break shield), Energy Fist (20, may stun), Lantern Light (25), Barrier (defense)
#1424. The Joker; Based on the Ultrabuild set of the same name; FE: 140; Element: Shadow; Effect: Technic Descendant: Attacks deal -10 to Technic Ancestors, Bionicles, and Technic Brothers; Attacks: Blast (10), Venom Blast (15, may poison), Stun Ray (20, may stun), Psycho Cannon (25), Laugh it Off (recover from negative status)
#1425.Kanto Leader; Based on the Pokemon Generation 1 Gym Leaders; FE: 150; Element: Rahaga; Upgrades into Kanto Elite; Effect: Badge Collector: You can use a 25-30 dmg attack from any Element you have an Ultima-Orb for once per battle; Attacks: Brock (20), Misty (20), Lt. Surge (20), Erika (15, absorb), Koga (15, poison), Sabrina (20), Blaine (20), Giovanni (15, can take on Shadow properties)
#1426. Kanto Elite; Based on the Pokemon Generation 1 Elite Four and Champion; FE: 170; Element: Rahaga; Effect: Hall of Fame: If you won your last battle, you have no weakness; Attacks: Lorelei (25, freeze), Bruno (30), Agatha (30), Lance (35), Blue (40, can be any Element, backlash half, 1 use)
#1427. Johto Leader; Based on the Pokemon Generation 2 Gym Leaders; FE: 150; Element: Rahaga; Upgrades into Johto Elite; Effect: Badge Collector: You can use a 25-30 dmg attack from any Element you have an Ultima-Orb for once per battle; Attacks: Falkner (20), Bugsy (15), Whitney (20), Morty (15, piercing), Chuck (20), Jasmine (20), Pryce (15, freeze), Clair (20)
#1428. Johto Elite; Based on the Pokemon Generation 2 Elite Four and Champion; FE: 170; Element: Rahaga; Effect: Hall of Fame: If you won your last battle, you have no weakness; Attacks: Will (30), Koga (25, poison), Bruno (30), Karen (35), Lance (50, backlash half, 1 use)
#1429.Hoenn Leader; Based on the Pokemon Generation 3 Gym Leaders; FE: 150; Element: Rahaga; Upgrades into Hoenn Elite; Effect: Badge Collector: You can use a 25-30 dmg attack from any Element you have an Ultima-Orb for once per battle; Attacks: Roxanne (20), Brawly (20), Wattson (20), Flannery (25, gets weaker by 1 each use), Norman (20), Winona (20), Tate and Liza (15, hits all), Wallace (15, confuse)
#1430. Hoenn Elite; Based on the Pokemon Generation 3 Elite Four and Champion; E: 170; Element: Rahaga; Effect: Hall of Fame: If you won your last battle, you have no weakness; Attacks: Sidney (30), Phoebe (25, piercing), Glacia (30), Drake (35), Steven (45, paralyze for 3, backlash half, 1 use)
#1431. Sinnoh Leader; Based on the Pokemon Generation 4 Gym Leaders; FE: 150; Element: Rahaga; Upgrades into Sinnoh Elite; Effect: Badge Collector: You can use a 25-30 dmg attack from any Element you have an Ultima-Orb for once per battle; Attacks: Roark (20), Gardenia (20), Fantina (15, piercing), Maylene (15, absorb), Wake (15, cannot be dodged), Byron (20), Candice (20), Volkner (20)
#1432. Sinnoh Elite; Based on the Pokemon Generation 4 Elite Four and Champion; FE: 170; Element: Rahaga; Effect: Hall of Fame: If you won your last battle, you have no weakness; Attacks: Aaron (25, perfect accuracy), Bertha (30), Flint (30), Lucian (35), Cynthia (40, can be any Element, backlash half, 1 use)
#1433. Isshu Leader; Based on the Pokemon Generation 5 Gym Leaders; FE: 150; Element: Rahaga; Upgrades into Isshu Elite; Effect: Badge Collector: You can use a 25-30 dmg attack from any Element you have an Ultima-Orb for once per battle; Attacks: Chili/Cress/Cilan (15, can be Fire, Water, or Jungle), Lenora (20), Burgh (20), Elesa (15, you can change Spirits when this attack connects), Clay (15, lower enemy speed on first use), Skyla (20), Brycen (20), Drayden (20), Roxie (20), Marlon (15, confuse)
#1434. Isshu Elite; Based on the Pokemon Generation 5 Elite Four and Champion; FE: 170; Element: Rahaga; Effect: Hall of Fame: If you won your last battle, you have no weakness; Attacks: Shauntal (25, piercing), Grimsley (30), Caitlin (30), Marhsal (35), Alder (40, can be any Element, backlash half, 1 use), Iris (50, backlash half, 1 use)
#1435. Oblivion Escapist; Inspired by Kingdom Hearts Birth by Sleep, Credit to Keizah; FE: 200; Element: Steel/Rahaga/Air; Attacks: Keyblade Slash (30), Bow Slash (10, inflict a random status), Sonar (dodge this turn, increase accuracy), Blackout (blind, hits all), Tremolo Strikes (roll a die, dmg=10x result), Windcutter (15, hits all, power up Aerial Slam), Aeroga (30), Keyblade Sonata: First Movement (flip 3 coins, dmg=15x heads, power down target 5x heads for 3 turns, enable Second Movement), Second Movement (45, 2 turn cooldown, enable Third Movement), Third Movement (35, sacrifice 20 FE to make this piercing, enable Fourth Movement), Fourth Movement (charge for 2; 20, hits 3 times, 30% chance of making target de-fuse in three turns)
#1436. Purity of Water; Based on Mia from Golden Sun, Credit to Keizah; FE: 160; Element: Water/Ice; Attacks: Staff Spin (10), Ply (heal 20), Frost (10, freeze), Froth (roll a die, dmg=result x5), Prism (20), Water of Life (revive a Spirit in your arsenal with 50 FE; 2 uses), Mercury Charge (disable Froth and Prism, power up Frost, replace Ply with Wish (heal 30, extend to partners in Tag Match), lasts 3 turns), Jupiter Charge (disable Wish/Ply and Froth, drain 5 FE from opponent(s) each turn, enable Plasma (20), lasts 3 turns), Mars Charge (disable Frost and Prism, boost defense, lasts 3 turns), Venus Charge (disable Wish/Ply and Frost, heal from negative statuses, remove any power-ups affecting the opponent, lasts 3 turns)
#1437. Force of Fire; Based on Garet from Golden Sun, Credit to Keizah; FE: 175; Element: Fire/Steel; Attacks: Slash (15), Guard (defense), Eruption (15, hits all), Curse (flip 2 coins; if the result is two heads, the opponent must de-fuse in 5), Planet Diver (25), Helm Splitter (20, lower target's defense), Mars Charge (disable Guard and Curse, power up Fire and Steel attacks, lasts 3 turns), Venus Charge (disable Eruption and Helm Splitter, attacks have a chance of paralyzing, enable Growth (20), lasts 3 turns), Mercury Charge (disable Curse and Helm Splitter, heal 10/turn, lasts 3 turns), Jupiter Charge (disable Eruption and Planet Diver, boost evasion, power up allies, lasts 3 turns)
#1438. Agility of Wind; Based on Ivan from Golden Sun, Credit to Keizah; FE: 150; Element: Air/Thunder; Effect: Mind Read: Start the battle with a 20% better dodge chance, this chance goes down by 1% each turn; Attacks: Staff Spin (10), Ward (defense, take 10 less damage next turn), Tornado (20, can't be dodged), Ray (20, hits all), Bind (disable one attack, 3 turn recharge), Plasma (30), Jupiter Charge (disable Bind and Plasma, increase evasion, power up allies, lasts 3 turns), Mercury Charge (disable Tornado and Ray, heal 10 each turn, enable Prism (20), 3 turns), Venus Charge (disable Tornado and Bind, increase defense, lasts 3 turns), Mars Charge (disable Ray and Bind, attacks gain a burn chance, lasts 3 turns)
#1439. Ihu Nui; Credit to Keizah; FE: 200; Element: Ice; Effect: Cryogenisis: Element cannot be changed by any means, immune to Ice, you can freeze Ihu Nui for 3 turns to disrupt a major attack (45+) once; Attacks: Disk Throw (20), Reflection Kanoka (10, if the target has a Kanohi copy its effect onto this attack), Frost Seed (15 for 3, freeze if target uses defense move), Glacial Impact (30), Glacial Divide (defense, disable Earth attacks for 3), Glacial Combo (70; disable Glacial Impact and this attack for 4 turns, backlash 10, 2 uses), Needle Walk (increase evasion, attack twice next turn), Permafrost (freeze, change one of the target's attacks from the basic Element ring to Ice, six turn recharge), Gunpowder Snow (20, deal 25 Fire dmg to all combatants if a Fire, Thunder, or Dragon attack is used, remove this effect if a Water or Air attack is used), Double Helix (10 for 4, reflect attacks from the advanced Element ring for duration, six turn recharge)
#1440. Voidwielder; Based on Ouma Shu from Guilty Crown, Credit to Keizah; FE: 140; Element: Psionics/Steel; Effect: Power of the King: You may sacrifice one Psionic, Rahaga, or Light Spirit from your inventory to recover 30 FE, 2 uses. You can only use one Void at a time; Attacks: Piercing Void (enable Slash (30), Block (defense), and Boost (attack twice next turn)), Reflection Void (reflect all attacks this turn, cooldown 1), Severing Void (enable Execute (35) and Life Sever (disable 2 attacks; 1 use)), Weightless Void (negate Earth and Stone attacks for 5), Obscuring Void (15, blind and silence for 2, recharge 3), Revealing Void (boost accuracy to Sanok-level for 2 and switch directly to another Void, 2 uses), Armored Void (defense for 3, becomes Cushion Jelly level if opponent uses more than 2 attacks in one turn), Scouting Void (enable 2 enemy attacks for duration, lose 15 FE when switching to another Void), Mending Void (heal 20, can be used on an ally, regain all disabled attacks; 2 uses), Fusion Void: Atmos Cannon (70; only after using Piercing and Weightless Voids, backlash half, pierces defenses lower than Cushion Jelly level, cooldown 2; 1 use), Master Void (power up, tranfer a Void to a partnet in a Tag Match; 1 use)
#1441. Shiki; Based on the character of the same name from The World Ends With You; FE: 170; Element: Psionics; Effect: ESP Cards: Every turn, shuffle a deck of cards and guess either a number or a suit. If you guess the suit, heal 10, and if you guess the number, heal 20; Attacks: Groove Pawn (summon an unused Spirit you own to fight, one at a time, only if you have the Ultima-Orb(s) of that Spirit's Element(s), Pawn's HP=FE/2, Effect is active, you use your turn to either issue a command to the Pawn or use your own attack, Pawn's shielding techniques can shield you both, Parasites and Vehicles can be transferred to the Pawn and return to you if it is defeated, if a Pawn is defeated you cannot re-summon it, a Spirit defeated in this way can still be fused with later but with half FE (can be restored by moves or items), if a Spirit is used this way and not defeated you can fuse with it later with no penalty; even with no Ultima-Orbs you can summon 'Mr. Mew': no Element or Effect, 60 FE, attacks: Claw (15), Upperclaw (10, paralyze), Cat Kick (20); Mr. Mew can be re-summoned after defeat if you have no Ultima-Orbs; a Pawn cannot be destroyed in one hit, when a Pawn is destroyed you take dmg=(power of attack used) - (Pawn's HP)), Guard (defense), Jump (possible dodge, double power of Pawn's next attack, recharge 5), Fusion 1 (40, only after 4 correct ESP Card guesses, reset count of correct guesses), Fusion 2 (60, only after 8 correct ESP Card guesses, reset count of correct guesses), Fusion 3 (80, backlash 20, only after 12 correct ESP Card guesses, reset count of correct guesses)
#1442. Thunder Lion; Based on the Pokemon Luxray; FE: 140; Element: Thunder; Effect: Intimidate: when you fuse with Thunder Lion, the Spirit your opponent is fused with loses 10 atk power (unless this has already affected it); Attacks: Crunch (20, lower enemy defense on first use), Thunder Fang (30), Thunderbolt (25; 50% paralyze chance), Iron Tail (25)
#1443. Garchomp; Based on the Pokemon of the same name; FE: 150; Element: Earth/Dragon; Effect: Pseudo Legendary: No weakness; Attacks: Crunch (20, lower enemy defense on first use), Dragon Rush (50, reduced accuracy), Dragon Claw (30), Earthquake (30), Mega Garchomp (attack +10, immune to Earth attacks, when hit by an Earth attack boost your next attack by 5)
#1444. Samurai Unicorn; Based on the Pokemon Samurott; FE: 140; Element: Water; Effect: Torrent: Power up when FE is below half; Attacks: Slash (25), Flase Swipe (15, cannot defeat a Spirit), Razor Shell (25), Aqua Tail (40, reduced accuracy)
#1445. Tyranitar; Based on the Pokemon of the same name; FE: 160; Element: Stone/Shadow; Effect: Sand Stream: Every turn Tyranitar is in battle, all combatants who are not Stone, Earth, or Steel take 10 Stone dmg; Attacks: Dark Pulse (30), Stone Edge (30), Earthquake (25, hits all, allies included), Double Edge (70, backlash half; 1 use), Mega Tyranitar (boost attack and defense by 10)
#1446. Bronzong; Based on the Pokemon of the same name; FE: 150; Element: Steel/Psionics; Effect: Levitate: Immune to Earth attacks; Attacks: Hypnosis (put target to sleep for 3), Extrasensory (30), Ram (25), Iron Defense (defense)
#1447. Sandslash; Based on the Pokemon of the same name; FE: 140; Element: Earth; Effect: Spikes: When attacked, the attacker takes 15 damage; Attacks: Slash (25), Dig (defense, 20 next turn), Earthquake (30), Poison Sting (15, poison)
#1448. Primeape; Based on the Pokemon of the same name; FE: 140; Element: Stone; Effect: Anger Point: When the opponent causes double damage, your next attack causes double damage; Attacks: Strength (20, can disable a shield for 2), Karate Chop (30), Low Kick (dmg=20+[# of Ultima-Orbs the opponent has x2]), Seismic Toss (dmg=20+[# of Ultima-Orbs you have x2])
#1449. Support Shinigami; Based on the Reapers in The World Ends With You; FE: 150; Element: Psionics; Effect: Shadow: This Spirit can create a doppelganger of itself to fight in a Tag Match alone; Attacks: Blast (10), Wingblade (15), Shuriken Spray (20, hits all), Shuriken (25), Barrier (defense), Noise (confuse and silence for 2), Reaper Review (say the name of any Spirit; if your opponent cannot remember the Element(s) of that Spirit, they take 30 Psionic dmg and are unable to act next turn; 5 turn recharge if successful)
#1450. Exo-Tahnok Kal Tyrant; Credit to Nuvakuta; FE: 200; Element: Fire/Shadow; Effect: Rule of Flame: No weakness, using a Fire attack makes your Fire attacks stronger; Attacks: Tyrant Flame (60, may burn or blind), Dominate (mind control for 2, cooldown for 4), Immolation Armor (take -10 from attacks, attacker takes 10 Fire dmg, lasts 4 turns), Tyrant Strike (40, may stun), Destruction Blaze (30, hits all, cannot miss, may burn), Burn=Heal (cure the enemy of burn to regain 50 FE), Bahrag's Royal Blaze (100, burn, if target is already burned this does an additional 50 dmg; 3 turn cooldown, one use, cannot be powered up)
#1451. Exo-Gigalith; Based loosely on the Pokemon Gigalith; FE: 180; Element: Stone; Effect: Super Sturdy: Immune to instant kills, when an attack would finish you off take half damage. If the attack would still finish you off, you survive with 1 FE and lose this effect; Attacks: Smack Down (15, opponent takes x1.5 dmg from the next Earth attack; if the target is immune to Earth, nullify the immunity), Bulldoze (30, target evasion lowered once per target), Rock Slide (40), Body Slam (25, paralyze), Crystal Claws (20), Headbutt (25, pierce), Solarbeam (charge, then 50), Solar Shot (30), Solar Punch (30), Solar Dash (dodge), Sturdy Focus (block), Chasm Cleaver (30, enable Chasm Crush next turn only), Chasm Crush (50, must follow Chasm Cleaver), Giga Punch (25, paralyze, can give up next turn to chain this to a Giga Kick), Giga Kick (25, confuse, can give up next turn to chain this to a Giga Punch), Giga Nova (give up all FE to drain opponent's FE to 0, cannot be used if you have 1 FE, 1 use)
#1452. Victini; Based on the Pokemon of the same name; FE: 140; Element: Fire/Psionics; Effect: Victory Star: All Spirits you use after this (or all allies in a Tag Match) get +10% accuracy (does not stack); Attacks: Searing Shot (25, may burn), V-create (30), Zen Headbutt (20, may paralyze), Psychic (25)
#1453. Toa Onepu; Original design; FE: 140; Element: Earth; Upgrades into Onepu Nuva; Effect: Original: Take -10 (before applying weakness and resistance) from Spirits whose origins cannot be traced to 2001 or prior; Attacks: Ussal Gauntlets (10), Ussal Shell (block), Seismic Stomp (15), Earthquake (20), Stalagmite Pincer (25), Pakari (power up)
#1454. Dragonite; Based on the Pokemon of the same name; FE: 170; Element: Dragon/Air; Effect: Inner Focus: Immune to paralysis; Attacks: Dragon Rage (30), Wing Attack (25), Hyper Beam (50, cannot act next turn), Thunder Punch (20, paralyze)
#1455. Spiritomb; Based on the Pokemon of the same name; FE: 140; Element: Shadow; Effect: Special Breed: No weakness; Attacks: Ominous Wind (15, may raise your atk, def, and spd by 5 once), Dark Pulse (30), Psychic (25), Sucker Punch (20, cannot miss)
#1456. Stormcloud Armor; Original design; FE: 10; Element: Thunder; Effect: Envelop: At the beginning of battle, combine this Orb with another. Keep all attacks and Elements, use the host's Effect, power up the host's Thunder attacks, any of the host's attacks that do not have a fixed status associated with them get a paralysis chance, and all of the host's paralysis chances are enhanced; Attacks: Eye of the Storm (negate all Air, Thunder, Water, and Air attacks for 3 turns, including your own), Cloud Punch (25, becomes Weapon Element when Eye of the Storm is active), Lightning Whip (15, paralyze for 2), Overcharge (dmg = (# of opponent's Thunder attacks) x10), Cloud Armor (defense)
#1457. Eeveelution; Based on the Pokemon Eevee and its evolutions; FE: 170; Element: Rahaga; Effect: Evolving Resistance: If you are the same Element as an attack used against you, take -10. Only one Element/stat altering technique can be active at a time; Attacks: Tackle (30), Shadow Ball (30), Flareon (become Fire Element, physical atk +10, enable Fire Fang (40)), Jolteon (become Thunder Element, speed boost, enable Thunderbolt (30)), Vaporeon (become Water Element, 80% chance to resist status ailments, enable Water Gun (30)), Umbreon (become Shadow Element, take -10 from non-physical attacks, enable Moonlight (heal 30)), Espeon (become Psionics Element, non-physical atk +10, enable Psybeam (40)), Leafeon (become Jungle Element, take -10 from physical attacks, enable Leaf Blade (30)), Glaceon (become Ice Element, attacks have an increased chance to cause status ailments, enable Ice Beam (30)), Sylveon (become Light Element, will not be weak to Psionics, enable Fairy Wind (30)), Devolution (revert to base Rahaga form), Gene Burst (50, changes Element along with Eeveelution, backlash half, can give up extra 10 FE to overpower resistance (20 for double resist); disable your current form and revert to normal, unable to transform for 3 turns; if this technique is used in normal form, you are unable to transform for 5 turns)
#1458. Petrified Forest; Based on a combination of Evo 4.0 and Rocka 4.0; FE: 180; Element: Stone/Jungle; Effect: Descendant Fusion: Technic Descendant towards Stone and Jungle; Attacks: Crossbow (10, Sanok, piercing), Plasma Shooter (15), Thorn Arrows (20, poison), Power Punch (25), Projectile Cuff (paralyze, enhanced accuracy, next Power Punch is Sanok), Hero Cuffs (paralyze for 3), Energy Shield (defense, can be Cushion Jelly once, but then this move becomes unusable), Focus (power up), Swamp of Stone (30, can switch to Stone at will), Prehistory Cannon (35, may deal extra 5), Tank Slam (40, can give up 20 FE to overpower resistance), Petrify (paralyze, opponent is Stone Element for duration), Toxic Protection Boots (take half from Jungle)
#1459. Vapor 3.0; Inspired by Hero Factory story events; FE: 200; Element: Water; Effect: Mist Armor: When opponent physically attacks you, they take 15 Water dmg. This Spirit is classified as a Technic Descendant; Attacks: Kick (10), Mist Bullet (15, enhanced accuracy), Mist Covered Blade (20, piercing), Mist Strangler (25, may hit all), Rocket Claw (15, Sanok), Aim (15, Sanok), Grappling Hook (dodge, next attack has extra accuracy), Corrosive Vapor (opponent loses 1 attack; 1 use), Deathly Mist (10/turn), Mirage Mist (dodge for 2), Mist Rocket Claw (30, 50% chance to have extra accuracy), Drowning Mist Cannon (35), Demon Mist Claw (40),Assassinate (insta-kill target with 40 FE or less, 1 use), Study (next attack does double damage, cannot be used with an attack that would normally do double, canno be used if opponent has an ailment; 1 use per target), Chloroform Mist (put opponent to sleep for 3), Cleansing Mist (recover from negative status), Hallucinogen Mist (confuse for 3), Vaporize Shot (50; can be piercing, Sanok, and/or overpower resistance for 20 FE each, can damage an inactive Orb as well as active Orb for 30 FE; cannot be powered up)
#1460. Singing Dragon; Based on Draco Cantus from The World Ends With You; FE: 20; Element: Dragon/Psionics; Effect: Integrate: At the beginning of battle, combine this Orb with another. Overwrite the host's Element(s), attacks, and effect, add FE. In a Tag Match you can fight alone by doubling your FE and acting twice per turn; Attacks: Claw (20), Bite (20), Amber Bubble (paralyze for 3), Flame Breath (40), Flame Pinwheel (30, hits all, can only be used once per turn), Dagger Rain (30, extra 20 next turn), Noise (10, confuse and silence for 2), Dragonbreath (40), Song of Destruction (50), Coils (5, lower opponent's dodge chance for 2), Partner Steal (give up 10 FE to steal one of your opponent's inactive Spirits; 2 uses), Hydra Song (70, only after using Partner Steal twice, the Orbs stolen are removed from battle when this technique is used, this attack hits both the user and the target; 1 use)
#1461.Stormer XL; Based on the character of the same name; FE: 200; Element: Ice/Light; Effect: Alpha Leader: No weakness, attack power up if fighting alonside another Hero Factory hero. This Spirit is classified as a Technic Descendant; Attacks: Slash (10, can switch to Ice or Light at will), Scouting Drone (15, can give up next turn to use another attack at the same time), XL Kick (20, paralyze), Alpha Glacier (25, freeze), Ice Age (30), Light Storm (35), Bike Crash (40), Alpha Sword (45, randomly switches between Ice and Light), Alpha Storm (50), Hero Cuffs (paralyze for 3), Alpha Charge (atk, def, and spd up 15 for 3, then 3 turn cooldown; 1 use), Adaptability (gain a 20 dmg attack that would have caused double damage to the last Spirit you defeated; 1 use)
#1462. Stringer 4.0; Based on the character of the same name; FE; 165; Element: Rahaga; Effect: Technic Descendant; Attacks: Sound Blast (10), Cannon Smash (15), Rock Kick (20), Chorus Cannon (25), Electric Rock (30), Hero Cuffs, Deafen (silence for 3), Jam Session (heal 30)
#1463. Bulk 4.0; Based on the character of the same name; FE: 165; Element: Steel; Upgrades into Captain Bulk; Effect: Technic Descendant; Attacks: Power Punch (10), Plasma Shooter (15), Rocket (20), Bulk Tackle (25), Skyscraper (30), Hero Cuffs, Armor (defense), Laser Flash (blind for 2)
#1464. Nex 4.0; Based on the character of the same name; FE; 165; Element: Steel; Effect: Technic Descendant; Attacks: Hero Cuffs, Repair (heal 40, self or ally), Laser Cutter (10, piercing), Plasma Shooter (15), Headbutt (20), Hack Laser (25, may lower target's attack power once), Reprogram (30; if the target has a summoned unit, it is dismissed and this attack deals 35 dmg)
#1465. Speeda Demon; Based on the character of the same name; FE: 140; Element: Thunder; Effect: Technic Descendant; Attacks: Lightning Gun (10), Slash (15), Bike Crash (20), Lightning Exhaust (25), Dash (dodge)
#1466. Voltix; Based on the character of the same name; FE: 140; Element: Thunder; Effect: Technic Descendant; Attacks: Lightning Whip (10, paralyze), Lightning Blast (15), Thunder Headbutt (20), Lash of the Sky (25), Tazer Fangs (paralyze for 3)
#1467. Core Hunter; Based on the character of the same name; FE: 140; Element: Shadow; Effect: Technic Descendant; Attacks: Slash (10), Plasma Shooter (15), Assassin's Claw (20), Menacing Gaze (25), Core Removal (insta-kill a Hero Factory hero with 50 or less FE; 1 use)
#1468. XT4; Based on the character of the same name; FE: 130; Element: Steel; Effect: Technic Descendant; Attacks: Blades (10, may hit twice), Laser (15), Buzzsaw (20), Sharpen (next Buzzsaw is piercing)
#1469. Kyurem; Based on the Pokemon of the same name; FE: 180; Element: Ice/Dragon; Effect: Wuji: If the opponent has the Yin or Yang effect, negate it. Only one Overdrive technique can be active at a time; Attacks: Ice Beam (20, freeze), Glaciate (40), Psychic (30), Dragonbreath (30), Black Overdrive (replace Wuji with Yin, replace Glaciate with Freeze Shock (35, paralyze)), White Overdrive (replace Wuji with Yang, replace Glaciate with Freeze Burn (35, burn)), Overdrive Cancel (undo effects of current Overdrive)
#1470. HERO Model 2012; Original design; FE: 170; Effect: Rise of the Rookies: If fighting alongside a Spirit classified as a Technic Descendant, nullify the Technid Descendant effect; Attacks: Hero Cuffs (*paralyze for 3), Hero Cell (*block, extends to allies in Tag Match), Hero Core Charge (*power up), Hero Recon (*next attack does double damage, 1 use, cannot be used with an attack that would normally cause double or triple damage), Plasma Shooter (15), Hero Shot (*25, switch at will between Fire, Air, Thunder, Stone, Jungle, Ice, Rahaga, and Steel), Hex Shield (block, can be Cushion Jelly once but then the shield breaks), Refit (gain a 20 dmg attack that would have caused double damage to the last Spirit you defeated, 1 use), Armory (use any 4.0 hero's basic weapon (10 dmg) attack), Adaptability (use any 4.0 hero's environmental (30 dmg) attack; 4 uses), Hero Flare (*35, randomly switches between Fire, Air, Thunder, Stone, Jungle, Ice, Rahaga, and Steel), Essence Retrieval (*pick the Element of the next Hero Flare), Hero Blade 4.0 (*45, cannot be powered up), Core Corruption (disbale all above * techniques, allowing following techniques, lasts 5 turns), Betray (15), Breakout (recover from paralysis), Black Hole (25), Villain Flare (35, randomly switches between Water, Air, Fire, Steel, Jungle, Shadow, and Thunder), Villain ID (choose Element of next Villain Flare)
#1471. Hulk; Based on the Ultrabuild set of the same name; FE: 140; Element: Dragon; Effect: Technic Descendant: Attacks deal -10 to Technic Ancestors, Bionicles, and Technic Brothers; Attacks: Jump (10, possible dodge), Roar (15), Punch (20), Smash (25), Rage (power up)
#1472. Iron Man; Based on the Ultrabuild set of the same name; FE: 140; Element: Steel; Effect: Technic Descendant: Attacks deal -10 to Technic Ancestors, Bionicles, and Technic Brothers; Attacks: Punch (10), Repulsor (15), Gatling Cannon (20), Iron Fist (25), Invincible (block)
#1473. Captain America; Based on the Ultrabuild set of the same name; FE: 140; Element: Steel; Effect: Technic Descendant: Attacks deal -10 to Technic Ancestors, Bionicles, and Technic Brothers; Attacks: Punch (10), Shield Edge (15, may pierce), Shield Bash (20, enhance paralysis chance), Shield Throw (25), Shield (block)
#1474. Korra; Based on the character of the same name from Avatar: The Legend of Korra; FE: 130; Element: Water/Rahaga; Upgrades into Avatar Korra; Attacks: Punch (5, paralyze), Water Kick (20), Earth Rise (20), Fire Punch (20), Air Slice (20), Avatar State (power up, recover from status ailments)
#1475. Heartless Wyvern; Based on a family of Heartless from Kingdom Hearts; FE: 170; Element: Shadow; Effect: Wind Veil: You can avoid damage from a long-range attack, but then you must wait 4 turns before using this again; Attacks: Bite (15), Claw Kick (10, may hit twice), Shockwave (15), Wingblade (15), Spin Dive (20), Tailbunker (30), Avalance (30), Wave Crest (30), Windstorm (30), Phantomtail (dodge), Dustflier (power up)
#1476. Demon Hero; Based on Mao from Disgaea 3; FE: 200; Element: Shadow/Light; Effect: Violent Courage: Power up if the opponent has summoned units on the field; Attacks: Slash (10), Blade Rush (15, enhanced accuracy), Hurricane Slash (20), X-Level Flurry (30), Slayer's Descent (35, hits all), Infinite Graves (roll a die; dmg=result x10), Mach+ Slice (45, piercing), Ice (30), Blast Finger (20, can't miss), Shine Beam (30), Vasa Aergun (50)
#1477. Heartless Soldier; Based on a family of Heartless from Kingdom Hearts; FE: 140; Element: Shadow; Effect: Rank Awareness: If called to the field as a summoned unit, power up; Attacks: Soldier (15), Air Soldier (15), Pirate (10, paralyze), Air Pirate (10, paralyze, can chain to Air Viking), Air Viking (35, can only be used directly after Air Pirate), Wight Knight (30, 3 turn recharge), Gargoyle (15), Bandit (10, may hit twice), Luna Bandit (20, hits twice, backlash half), Strafer (15), Screwdiver (10, piercing)
#1478. Spade Magnets; Based on the Ryuusei no Rockman 3 character of the same name; FE: 150; Element: Thunder; Effect: Spades: When near a Spirit with the effect Diamonds, Clubs, or Hearts, you both/all cannot receive status ailments from attacks that also cause damage; Attacks: Magnet Slash (15, hits twice), Magnet Missile (20), Axis Jet (30), Shuffle (10; if you have a Spirit with the effect Diamonds, Clubs, or Hearts, you can switch to that Spirit when this attack connects)
#1479. Dia Iceburn; Based on the Ryuusei no Rockman 3 character of the same name; FE: 150; Element: Ice; Effect: Diamonds: When near a Spirit with the effect Spades, Clubs, or Hearts, you both/all become immune to Earth attacks; Attacks: Floating Iceburgs (10, pierce or hit twice), Diamond Dust (15, freeze for 2), Break Hammer (30), Shuffle (10; if you have a Spirit with the effect Spades, Clubs, or Hearts, you can switch to that Spirit when this attack connects)
#1480. Club Strong; Based on the Ryuusei no Rockman 3 character of the same name; FE: 150; Element: Jungle; Effect: Clubs: When near a Spirit with the effect Spades, Diamonds, or Hearts, you both/all get your max FE increased by 20% of your usual maximum; Attacks: Club (20), Rolling Nut (5 for 3, absorb), Strong Swing (flip 3 coins; 20x tails), Wood Tower (20), Swing Storm (15), Shuffle (10; if you have a Spirit with the effect Spades, Diamonds, or Hearts, you can switch to that Spirit when this attack connects)
#1481. Heart Shaker; Inspired by Ryuusei no Rockman 3; FE: 150; Element: Fire; Effect: Hearts: When near a Spirit with the effect Spades, Diamonds, or Clubs, you both/all become immune to paralysis; Attacks: Heart Chain (10, pierce), Flame Whip (15, burn for 3), Blazing Heart (30), Heartbreaker (flip 4 coins; 10x tails), Shuffle (10; if you have a Spirit with the effect Spades, Diamonds, or Clubs, you can switch to that Spirit when this attack connects)
#1482. Fleeting Valkyrie; Based on Lightning from Final Fantasy XIII-2; Element: Thunder; FE: 190; Effect: Valhalla Knight: Immune to instant kills, not weak to Shadow, able to fight for one additional turn after FE hits zero; Attacks: Gunblade (20, can be close or long range), Ruin (20), Ruinga (40), Launch (10, paralyze), Blitz (40, hits all), Thunder (20, paralyze), Thundaga (40), Galestrike (30, may reduce foe’s maximum FE by 10 once), Bladestorm (40, hits all), Immortality (block), Chaos (inflict a random status ailment for 3 turns), Mighty Guard (boost defense by 15 for 3, cannot overlap Aura, after this wears off you cannot use Mighty Guard or Aura for 5 turns), Aura (boost atk by 15 for 3, cannot overlap Mighty Guard, , after this wears off you cannot use Mighty Guard or Aura for 5 turns), Scene Drive Kai (dmg= [opponent’s current FE – your current FE] +10), Stagger (only after 4 successful attacks; target takes +10 and does -10 for 2 turns; 1 use per Orb), Thunder Blade (25, may pierce), Thunder Bullet (25, may hit twice if not powered up), Blaze Rush (25, can't be dodged), Thunder Rush (35)
#1483. Anchor of Pirate; Based on Ryuusei no Rockman concept art; FE:20; Element: Water; Effect: Tribe Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all elements, has host's effect, can use both Spirits' attacks, host's attacks are powered up. Cannot fuse with a Fire or Thunder Spirit; Attacks: Anchor Throw (20, piercing), Anchor Geyser (50, hits all), EM Wave Pulse (10, confuse), Cyber Attack (50), Brother Band (gain one attack from another Orb you posses; one at a time), Burai Pirate (become pure Shadow Element, lose Brother Band and the technique gained by using it, power up, enable Burai Slash, using Anchor Geyser backlashes half the damage done), Burai Slash (70, backlash 10; 2 uses)
#1484. Bow of Thunder; Based on Ryuusei no Rockman concept art; FE: 20; Element: Thunder; Effect: Star Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all elements, has host's effect, can use both Spirits' attacks, host's attacks are powered up. Cannot fuse with a Water or Earth Spirit; Attacks: Crossbow (10, piercing, Sanok), Divine Bolts (40, can switch to Light at user's will), Brother Band (gain one attack from another Orb you possess; one at a time), EM Wave Pulse (10, confuse), Cyber Attack (50)
#1485. Fortissimo; Based on Forte Cross Rockman.EXE; FE: 200; Element: Shadow; Effect: Ultimate Program: No weakness, immune to status ailments, take half damage from all cyber-based Spirits; Attack: Rock Buster (15, hits all), Double Barrel (50), Dark Wheel (flip 2 coins; 30x tails), Cyber Attack (55), GetAbility (copy one of your opponent's attacks), King of the Undernet (power up, blind opponent), Dream Sword (70, can't be powered up or dodged), Blackout (50), Refrain (stock 1 Forte Charge), Darkness (100; only with 4 Forte Charges, backlash 25, doesn't do double/triple damage, cannot be powered up, 1 use)
#1486. Gambler; Credit to CTK; FE: 200; Elment: Rahaga; Effect: Luck of the Draw: Take a deck of cards and then shuffle it, draw the first card and apply these specific effects: Suite effects: Clubs: Decrease the damage dealt by your attacks by 5 times the number of the drawn card, Jack, Queen and King counts as 10; Diamonds: Increases the damage dealt by your attacks by 5 times the number of the drawn card, Jack, Queen and King counts as 10; Hearts: Increase your FE by 10 times the number of the drawn card, Jack, Queen and King counts as 10; Spades: Decrease your FE by 10 times the number of the drawn card, Jack, Queen and King counts as 10; Ace: Double the effect of your suit bonus; 2: Decrease all damage dealt to you by 20 FE; 3: Name three attacks that the opponent has, the opponent must use them in that order, they cannot be the same attacks; 4: All attacks that deal less than 30 damage or less, deal 0 damage instead; 5: All your attacks become unblockable and undodgeable, enemy defensive skills are
ignored; 6: Your opponent is unable to use 2 attacks specified by you; 7: You are allowed to redo any coin flip/dice roll/drawing of a card in regards to an attack if you wish for a different result; 8: You have no elemental weaknesses; 9: All your attacks are considered super effective when striking the enemy; Jack: All your attacks restore FE equal to half of the damage dealt to the enemy; Queen: All your attacks inflict a random status effects on the enemy; King: This spirit becomes a parasite spirit, it can be fused with another spirit for the duration of the battle; Joker: This card has the effect of both the Hearts and Diamond suits, has the effect of all numbered cards and its number is considered 10; Attacks: Double or Nothing (You are capable of redoing the result of your next attack and the effect of the result is doubled. You may choose to deny this benefit, however you will take 100 damage in that case), Poker (Shuffle a deck of cards and then pick up the top five cards, apply the following effects based on the cards obtained: Royal Flush, obtained when you have an ace, king, queen, jack and 10, all of the same suit. This attack deals 100 damage, the damage dealt is transferred as FE to the user, the attack is considered the highest level accuracy and pierces all defenses, two random status effects are placed on the target and the user has cushion level defense for the following turn; Straight Flush: Obtain five cards that are in sequence
e.g. 1-5 and are of the same suit. This attack deals 90 damage, applies two random status effects, is considered the highest accuracy and pierces all defences and the user has cushion-jelly defense for the next turn; Four of a Kind: You obtain four cards of the same number of the 5 cards. This attack deals 80 damage, applies two random status effects and is considered the highest accuracy and pierces all defences; Full House: Obtained when you have three cards of the same number and another two that are of the same number, but different from the previous three. Deal 70 damage, applies two random status effects and is considered the highest accuracy; Flush: Obtained when all five cards are of the same suit. Deal 60 damage and apply two random status effects; Straight: Obtained when the five cards are in sequence and at most of two different suits. Deal 50 damage to the enemy and apply a random status effect; Three of a Kind: Obtained when you have three cards of the same number. Deal 40 damage to the target and apply a random status effect on yourself; Two Pair: Obtained when the five cards have two cards of the same number and another two cards of the same number, different from the previous two. Deal 30 damage to the target and apply two random status effects on yourself; One Pair: Obtained when you have two cards of the same number. Deal 20 damage to the target, apply two random status effects to yourself and you take 10 extra damage from the opponent's next attack; High Card: Obtained when you obtain none of the above combinations. Halve your own FE and transfer it to the opponent, apply two random status effects to yourself, you take an extra 50 damage from the next attack inflicted on you), Blackjack (You are restricted to the following attacks until you either use the attack called Stand or the total number of the cards is greater than 21: Hit: Draw a card from your deck of cards. The damage this attack inflicts is based on the number of the card (1-6: 20, 7-9: 30, 10, Jack, Queen, King: 40); Stand: Stop the effect of this card and apply the following effect based on the total number of all the cards
used (1-10: Deal 70 damage to yourself, 11-18: deals 40 damage to both yourself and the opponent, 19: deal 50 damage, half of the damage deal is transferred to the user as FE, 20: Deal 70 damage, half of the damage deal is
transferred to the user as FE, this attack is considered the super effective element against the target, 21: Deal 100 damage, half of the damage deal is transferred to the user as FE, this attack is considered the super effective
element against the target and cannot be blocked or dodged in any way. In the case of the total being over 21, Blackjack immediately ends and you take 100 damage), Dice (Both you and the opponent roll two dice
and apply the followings effects: If your number is higher, damage is dealt to the opponent, if the opponentfs number is higher, damage is dealt to you. Difference of 1: 10 damage dealt, Difference of 2-6: This attack deals 40
damage, Difference of 7-9: This attack deals 60 damage, Difference of 10: This attack deals 100 damage), Russian Roulette (Roll a die, the effect of this attack is based on the roll; 1: Deal 200 damage to yourself, 2-5: Nothing occurs, 6: Deal 200 damage to the target), Coin Toss (Flip a coin, the effect of this attack is determined by the result; Heads: Deal 10 damage times the number obtained by this orb's effect to the enemy; Tails: Deal 10 damage times the number obtained by this orb's effect to yourself)
#1487. Meutrière; Credit to CTK; FE: 200; Element: Steel; Effect: Critical Shot: Each time you attck, roll a die. If you roll a 4 or a 5, your attack does double damage. If you roll a 6, your attack does triple damage; Attacks: Deploy/Pack Up (switch modes, invulnerable next turn, can only be used every 4 turns); Movement Mode Attacks: Fall Back (dodge, all attacks against you get +30 atk for 2), Camo (for 5 turns, opponent must flip a coin and call result when they attack; if they are wrong, they miss), Combat Knife (5, poison), Spotter Attachment (attacks cannot be defended against for 10), Altered Ammunition (change Element of attacks to whatver you want, all attacks will inflict random status), Smokescreen (opponent's accuracy down 70%, lasts for 5 turns); Sniper Mode Attacks: (You take double damage from all attacks while in Sniper Mode) Head Shot (100), Rapid Shots (25x number of buffs on user), Point-Blank Blast (50, paralyze), Explosive Snipe (40, burn, hits all)
#1488. Kain; Credit to CTK; FE: 200; Element: Steel/Shadow; Effect: Mad Dog: For each 10 FE lose, apply 1 stack of Mad Dog to user (cumulative). For each stack, you take -5 dmg and cause +10 dmg. No weakness; Attacks: Shred (20, 10/turn (also subject to Mad Dog boost)), Blood Bath (dmg=5x current Mad Dog stacks), Bloody Smear (30, absorb), Ravage (20, disable 3 of the target's attacks, can change which 3 on next use), Berserker's Rage (100; only when under 50 FE, cannot be defended against), Relentless Onslaught (20, cannot be defended against, target cannot heal for 6 turns)
#1489. Grimlock; Based on the Transformer of the same name; FE: 150; Element: Steel; Effect: Dinobot King: If suffering from status ailments, power up and make all attacks piercing; Attacks: Transform (switch between Robot Mode and Dinosaur Mode); Robot Mode Attacks: Claw (10, hits twice), Shield (defense), Dino Kick (15, may disable target's blocking technique for next turn), Slash (20, burn for 2), Extinction Blade (25); Dinosaur Mode Attacks: Tail (10, paralyze), Dino Kick (15, may disable target's blocking technique for next turn), Bite (20), Flamethrower (25), Roar (power up)
#1490. Cosmic Storm; Based on Preston Stormer as he appeared in BIONICLE: The Forgotten Bond, Credit to Nevermore; FE: 180; Element: Ice/Steel; Effect: Cosmic Power: Power up and remove weaknesses if near another Spirit with this effect. This Spirit is classified as a Technic Descendant; Attacks: Ice Blade (10), Arm Improvement (gain a 10 dmg attack that would have been super effective against the last Spirit you defeated, 1 use), Grappling Spear (15, may pierce), Saw Blade (20), Alpha Glacier (25), Caltrops (15 next time foe attacks), Plasma Blast (15), Plasma Barrage (flip 3 coins; 10x heads), Shield (defense), Tazer (15, paralyze), Kick (20), Punch (20), Super Glacier (30), Cosmic Glacier (30, may freeze, extra 10 if freezes), Cosmic Resonance (power up, recover from and become immune to status ailments, 1 use), Heart Unlock (raise accuracy and evasion, Kick and Punch deal +10 dmg, enable following attacks; you may take 10/turn, after 4 turns this becomes a sure thing), Avalanche Blade (45), Champion's Strike (30), Barrage of Certavus (15; 5 hits, backlash 20, confuse self for 3, 1 use)
#1491. Cosmic Nebula; Based on Von Nebula as he appeared in BIONICLE: The Forgotten Bond, Credit to Nevermore; FE: 200; Element: Shadow; Effect: Cosmic Power: Power up and remove weaknesses if near another Spirit with this effect. This Spirit is classified as a Technic Descendant; Attacks: Staff Twirl (10), Shadow Bolt (15), Crushing Hatred (20), Black Hole (25, can charge for double), Intimidate (paralyze), Gateway Shield (defense), Gateway Envelop (paralyze for 2), Gateway Crush (40, only during Gateway Envelop), Cosmic Resonance (power up, recover from and become immune to status ailments, 1 use), Virus (boost defense and evasion, enable following attacks), Environ Beam (20), Earthquake (25), Cosmic Quake (30, may hit all), Cyber Attack (30), Cyber Shield (defense)
#1492. Mega Tank; Based on Megatron from Transformers Armada; FE: 140; Element: Steel; Upgrades into TidalShock Tank or Galvanized Tank; Attacks: Powerlinx (power up), Pincer Horns (10, paralyze), Missiles (15, extra accuracy), Knife (20), Tank Blast (25)
#1493. TidalShock Tank; Based on the combination of Megatron and Tidal Wave in Transformers Armada; FE: 160; Element: Steel; Combine with Galvanized Tank to upgrade into Galvanized TidalShock Tank; Attacks: Powerlinx (power up), Dark Fleet (next use of Tank Blast deals +15 damage), Battleship Punch (10, paralyze), Laser Barrage (15), Missile Punch (20, may burn), Tank Blast (25)
#1494. Galvanized Tank; Based on Galvatron from Transformers Armada; FE: 160; Element: Steel; Combine with TidalShock Tank to upgrade into Galvanized TidalShock Tank; Attacks: Powerlinx (power up), Pincer Horns (10, paralyze), Missiles (15, extra accuracy), Knife (20), Tank Blast (25), Star Saber (30, piercing)
#1495. Galvanized TidalShock Tank; Based on the combination of Galvatron and Tidal Wave in Transformers Armada; FE: 180; Element: Steel; Attacks: Powerlinx (power up), Dark Fleet (next use of Tank Blast deals +15 dmg), Battleship Punch (10, paralyze), Laser Barrage (15, hits twice, may hit a third time), Missile Punch (20, may burn), Tank Blast (25), Star Saber (30, piercing), Full Blast Cannon (35), Requiem Blast (40)
#1496. Nidoking; Based on the Pokemon of the same name; FE: 140; Element: Earth; Effect: Poison Point: If your foe attacks you physically, they are poisoned; Attacks: Earthquake (25, hits all), Double Kick (15, hits twice), Posion Jab (30), Megahorn (50, low accuracy)
#1497. Heracross; Based on the Pokemon of the same name; FE: 140; Element: Stone; Effect: Swarm: When FE is 40 or less, you can activate this for 1 turn to make your attack do double damage; Attacks: Brick Break (30, may pierce), Aerial Ace (20, Sanok), Night Slash (25, may do double), Megahorn (50, low accuracy), Mega Heracross (extra effects of attacks now have a higher chance of occurring)
#1498. Shirona; Based on the Pokemon Champion of the same name; FE: 200; Element: Rahaga; Effect: Champion: Take half damage from Pokemon and Pokemon-related Spirits, unless the attacker also has the Champion effect; Attacks: Full Restore (heal to full and recover from status ailments; 1 use), Spiritomb (30, bypass Elemental resistance), Garchomp (50), Lucario (30, Sanok), Roserade (30; 70% poison chance), Milotic (regen 20/turn for 5), Gastrodon (40), Togekiss (20, 50% chance to do double), Braviary (30, extra accuracy), Eelektross (40), Glaceon (30, freeze)
#1499. Cosmic Conqueror; Based on Blaster as he appears in BIONICLE: The Forgotten Bond, Credit to Nevermore; FE: 190; Element: Shadow; Effect: Cosmic Power: Power up and remove weaknesses if near another Spirit with this effect. This Spirit is classified as a Technic Ancestor; Attacks: Shield (defense), Energy Burst (10), Meteor Punch (15), Disk (20, piercing with Solar Aura), Disk Windmill (25, piercing with Solar Aura), Shadow Blast (20), Cosmic Blast (30; ignore resistances, reductions, and defense boosts), Rage (30), Conquer, Solar Aura (boost attack and defense, absorb Light attacks for duration; lasts for 3, but add 2 for every Light attack absorbed), Cosmic Resonance (power up, recover from and become immune to status ailments; 1 use)
#1500. Cosmic Millenium; Based on Millenia as he appeared in BIONICLE: The Forgotten Bond, Credit to Nevermore; FE: 180; Element: Rahaga; Effect: Cosmic Power: Power up and remove weaknesses if near another Spirit with this effect. This Spirit is classified as a Technic Ancestor; Attacks: Disk (20), Millenium Blast (25), Cosmic Meteor (30; may paralyze or inflict another random ailment), Millenium Shield (defense, heal 10), Reform (defense, boost one stat for next turn only), Cosmic Resonance (power up, recover from and become immune to status ailments; 1 use), Mode Change (switch between Titan Mode and Cyclist Mode); Titan Mode Only Attacks: Stomp (10), Millenium Kick (15), Millenium Burst (25), Armor (defense), Millenium Comet (30); Cyclist Mode Only Attacks: Speed Strike (10), Millenium Skid (15), Millenium Rush (25), Accelerate (defense), Millenium Crash (30)