Orbs 701-800
#701. Subspace Yin-Yang Darkmorph; Based on Duon from Super Smash Bros. Brawl, Credit to Neya; FE: 200; Element: (Cannon Side) Shadow/Rahaga/Steel/Ice, (Blade Side) Shadow/Rahaga/Steel/Fire; Effect: Dual Powers: Choose either Blade Side or Cannon Side when entering battle. When calculating dmg, use the side that is active at the end of the turn; Cannon Side Attacks: Plasma Shots (25), Plasma Barrage (40), Electro-Shots (50), Homing Missiles (45, Sanok-lvl accuracy), Twin Spin (60), Jump Slam (55, defense; switch sides), Rush (60; switch sides), Yin-Yang Avhokii (50 to Shadow, Thunder, and Ice types; +5 for Yin-Yang Kraakhan); Blade Side Attacks: Multi-Slash (flip 3 coins; 20x heads), Mobile Slash (50), Mines (flip 10 coins; 10x heads), Guillotine (65), Twin Spin (60), Jump Slam (55, defense; switch sides), Rush (60; switch sides), Yin-Yang Kraakhan (50 to Light, Steel, and Fire types; +5 for Yin-Yang Avhokii)
#702. Tabuu; Based on the Super Smash Bros. character of the same name, Credit to Neya; FE: 230; Element: Shadow/Light/Rahaga/Steel/Thunder/Dragon; Effect: Total Master: No weaknesses; Attacks: Teleport (defense; 20% chance of doing 20 Fire or Thunder dmg), Cutter Dive (50), Steel Fish (50, double to Dragon types), Chains of Light (60, triple to Shadow types), Bullet Spray (flip 20 coins; 5x tails), Energy Ball (80, only right after Bullet Spray), Off-Laser (charge, then 80), Off-Shuriken (flip 2 coins; 45x tails), Cutter Arms (flip 5 coins; 20x heads), Spark Field (60 when opponent attacks next), Boom Sparkles (charge, then 80),Master of Subspace (roll 2 dice and add the results; 2 or 3 = summon 1 Darkling; 4 = 2 Darklings; 5, 6, or 7 = 3 Darklings; 8 = 1 Darkmech; 11 = 1 Darkmorph; 12 = 1 Darkmech, 1 Darkmorph, and 3 Darklings; 1 use), Dark Wings (60, double to Thunder types), Off Waves (200; recharge 12 turns; 40 self-dmg; roll a 6-sided die; 1 = Light type technique; 2 = Shadow; 3 = Thunder; 4 = Steel; 5 = Dragon; 6= Rahaga; does full dmg to the type it would normally do half-dmg to)
#703. Sentient Pet Rock; Credit to Neya; FE: 80; Element: Rahaga/Stone; Upgrades into Xian Mountain; Attacks: Eat (sacrifice one of your Orbs and gain 3 of its attacks and 1/3 of its FE; alternatively, instantly defeat one of your opponent's inactive Orbs and gain 1 of its attacks and 1/5 of its FE; 1 use), Stone Ball (25)
#704. Xian Mountain; Credit to Neya; Element: Rahaga/Stone; FE: 200; Element: Rahaga/Stone; Effect: Eat: Whenever this Orb defeats another, it gains an attack of that Orb and heals for 1/4 of the Orb's maximum FE; Attacks: Acid Plant (20, poison), Boulder Tooth (30), Fire Rain (25, double-dmg if opponent is using an Air technique), Deal of Betrayal (can only be used in a Tag Match alongside Roodaka; instantly remove 1 Orb from battle and drain the combined FE of the opponent by the Orb's FE at its time of defeat; the removed Orb qualifies for Eat, cannot be used on an Orb with over 200 max. FE; the one who lost the Orb can choose another, but no FE will be regained; 1 use), Devour (instant-kill an inactive or summoned Spirit of the opponent's; does not qualify for Eat; 1 use)
#705. Dark Photok; Credit to Neya; FE: 130; Element: Shadow/Air; Effect: Corrupted Valor: Power up in a Tag Match alongside Bitil or Makuta Bitil; Attacks: Slash (10), Shadow Blast (20), Warpspeed Shadows (attack twice next turn), Betray (25), Dark Nobility (opponent loses 1 attack; if in a Tag Match alongisde Bitil or Makuta Bitil, this affects both opponents; 1 use)
#706. Dark Solek; Credit to Neya; FE: 130; Element: Shadow/Air; Effect: Corrupted Wisdom: Power up in a Tag Match alongside Krika or Makuta Krika; Attacks: Slash (10),Shadow Blast (20), Doom's Blades (50; only once every three turns), Betray (25), Dark Knowlegde (learn one of your opponent's attacks; if in a Tag Match alongside Krika or Makuta Krika, learn one attack from each opponent; 1 use)
#707. Dark Tanma; Credit to Neya; FE: 130; Element: Shadow/Air; Effect: Corrupted Faith: Power up in Tag Match alongside Gorast or Makuta Gorast; Attacks: Slash (10), Shadow Blast (20), Living Shadow (power up Shadow attacks used in this battle, even after Dark Tanma's FE runs out), Vengeance Fury (50; only once every three turns), Dark Trust (same as Conquer; if in Tag Match alongside Gorast or Makuta Gorast, it affects both opponents; 1 use)
#708. Conductor; Based on Megumi Kitaniji from The World Ends With You (It's a Wonderful World); FE: 200; Element: Shadow/Dragon/Psionic; Effect: Good Intentions: Not weak against Light; Attacks: Line Beam (15, enhanced accuracy), Shuriken (25, hits both in Tag Match), Quick Shot (30, sub-Sanok level accuracy), Fireball Pinwheel (20, hits again next turn), Red Skull Pin (mind control for 3),Time Freeze (paralyze for 2), Dragon Punch (50, poison), World End, Mission (select a number of turns 3-10. If the opponent does not use an attack that does 10 dmg or less during that amount of time, they take 40 dmg)
#709. Phones; Based on Neku Sakuraba from The World Ends With You (It's a Wonderful World); FE: 160; Element: Light/Psionics; Effect: Synch: Power up in a Tag Match; Attacks: Pyrokinesis (10), Twister (15, confuse), Cure Drink (heal 20), Energy Rounds (flip 3 coins; 15x heads), Teleport (defense), Lightning Arrester (20, hits both in Tag Match), Splash Core (20), Shockwave Blade (10), Vortex Saber (charge, then 40), Freeze (15, freeze),Dark Barrier (defense for 3, heal 15 each turn, 20 dmg on contact; 1 use), Velocity Attack (40; 35% accuracy, 10 self-dmg if you miss), Comet Crash (20), Nexus Ray (charge, then 70; backlash half the dmg; 1 turn cooldown; 1 use), Holy Field (power up, take -10 dmg, counter everytime you're attacked; lasts three turns; when wears off, your FE is cut in half and you lose 10 atk from you regular atk; 1 use), World End, Fusion (only available when in a Tag Match; dmg done is equal to the current combined FE of you and your partner; backlash one-third of the dmg; after this, Phones cannot attack for the rest of the battle; 1 use), Player Pin (dodge the opponent's next attack and counter with Shockwave Blade)
#710. Noise Fox; Based on the Progfox from The World Ends With You (It's a Wonderful World); FE: 180; Element: Shadow/Psionics; Effect: Nine Tails: Noise Fox starts with one Tail and grows another every other turn up to nine Tails. The number of Tails affects what techniques Noise Fox can use (see below); Attacks: Transformation (transform into a Shadow Spirit; next turn use one of its attack that does 30 or less; turn after that, change back to normal; 1 Tail), Transformation: Shockwave Blade (10; 1 Tail), Transformation: Bubble (5, paralyze; 1 Tail), Flames (20; 2 Tails), Tail Whip (opponent loses a weapon-based technique; 2 Tails), Transformation: Mushroom (defense, allow Poisonous Fungus next turn; 3 Tails), Poisonous Fungus (15, poison), Telekinesis (flip 3 coins; 20x tails; 4 Tails), Transformation: Crushing Skull (30; 4 Tails), Transformation: Twister (25, flip a coin, if heads this attack hits twice; 5 Tails), Transformation: Boomerang Claw (25, hits both in Tag Match; 6 Tails), Transformation: Inhale (40, heal self by dmg done; 7 Tails), Noise (20, confuse and silence for 3; 8 Tails), Transformation: Laser Bomb (80; 9 Tails; backlash half the dmg; number of Tails resets and the ninth Tail cannot grow back; 1 use)
#711. Noise Chimera; Based on the Goth Metal Drake from The World Ends With You (It's a Wonderful World); FE: 200; Element: Shadow/Dragon/Psionics; Attacks: Claw (20), Tail Club (15, opponent loses a weapon-based technique on first use), Skydive (20), Wingblade (25), Bite (20), Laser Breath (30, hit both in Tag Match), Fire Breath (40), Sword Rain (35, allow Slash), Dragonbreath (50), Noise (20, confuse and silence for 3), Slash (20)
#712. Zadakh TP; Designed by me; FE: 140; Element: Steel; Upgrades into Super Zadakh or Noise Zadakh; Attacks: Slash (10), Fantome Kousen (20), Ikhav Fantome Kousen (charge, then 40; 5 self-dmg), Chaos Shield (defense), Thunder Ball (5, paralyze), Overhead Slash (15, confuse)
#713. Super Zadakh; Designed by me; FE: 160; Element: Steel/Rahaga; Upgrades into Hyper Zadakh; Effect: Chaos Phantom: 25% chance of turning intangible and avoiding an attack; Attacks: Slash (15), Fantome Kousen (25), Ikhav Fantome Kousen (charge, then 50; 10 self dmg), Chaos Shield (defense), Thunder Ball (10, paralyze), Overhead Slash (20, confuse), Chaos Control (paralyze for 2), Chaos Slash (30), Blade Dash (20, enhanced accuracy)
#714. Hyper Zadakh; Designed by me; FE: 180; Element: Steel/Rahaga; Effect: Chaos Body: No weaknesses, take -10 from attacks (after applying resistance); Attacks: Slash (20), Fantome Kousen (30), Ikhav Fantome Kousen (charge, then 60; 15 self-dmg), Chaos Shield (defense), Thunder Ball (15, paralyze), Overhead Slash (25, confuse), Chaos Control (paralyze for 2), Chaos Slash (35), Blade Dash (25, enhanced accuracy), Blade Galaxy (allow all Star Blade techniques), Star Blade: Shuriken (30, hits both in Tag Match), Star Blade: Severance Slash (35, opponent loses 1 technique; 1 use), Star Blade: Buzzsaw Punch (40), Star Blade: Supernova Sword (70, backlash half the dmg, power down by 10, become confused for the rest of battle, disable all Star Blade techniques; 1 use)
#715. Noise Zadakh; Designed by me; FE: 160; Element: Steel/Shadow; Upgrades into Dissonance Zadakh; Effect: Noisy Atmosphere: Everyt turn, your opponent has a chance of getting a random one-turn negative status effect; Attacks: Slash (15), Noise Kousen (25), Ikhav Noise Kousen (charge, then 50; poison self), Noise Shield (defense), Thunder Ball (10, defense), Overhead Slash (20, confuse), Noise Control (confuse and silence for 2), Noise Slash (30), Blade Dash (20, enhanced accuracy)
#716. Dissonance Zadakh; Designed by me; FE: 180; Element: Steel/Shadow; Effect: Noise Body: No weaknesses, your opponent gets a random one-turn negative status effect on physical contact; Attacks: Slash (20), Noise Kousen (30), Ikhav Noise Kousen (charge, then 60; poison self and 5 self-dmg), Noise Shield (defense), Thunder Ball (15, paralyze), Overhead Slash (25, confuse), Noise Control (confuse and silence for 2), Noise Slash (35), Blade Dash (25, enhanced accuracy), Noise Typhoon (allow all Noise Blade techniques), Noise Blade: Kunai (30, hits both in Tag Match), Noise Blade: Sonic Severence (35, opponent loses 1 technique; 1 use), Noise Blade: Needle Punch (40), Noise Blade: Corrupted Cutter (70; backlash half the dmg, poison self, confused for the rest of battle, disable all Noise Blade techniques)
#717. Azakinui; Credit to Neya; FE: 200; Element: Rahaga/Dragon; Attacks: Scimitar Slash (20), Magna Ball (40), Repel (20, defense), Ziro (choose 1 of your opponent's techniques; it now does no dmg; 1 use), Double Team (attack twice next turn), Armor Peel (10, defense, next attack does double dmg), Polar Tackle (35), Neutralize (paralyze for 3), Super Magnet (70; only during Neutralize, negates Neutralize; 1 use), Attract (opponent must attack for the next 2 turns with Sanok-level accuracy), Dispel Dragon (reflect next 3 attacks as Dragon), Draco Ilatsu (next 2 attacks cannot be dodged and do +10 Dragon dmg), Battle Meditation (heal 10, 3 turn perfect accuracy), Zamor Spit (35, enemy loses 10 atk on first use, mind control for 3), Draco Surge (120, hits both target and self; 1 use)
#718. Shadow TH; Based on the Sega character of the same name, Credit to Neya; FE: 180; Element: Shadow/Rahaga/Thunder/Steel; Upgrades into Super Shadow; Effect: Chaotic Rebuild: No weaknesses; Attacks: Spin Dash (30, confuse), Homing Attack (25, Sanok-level accuracy), Spin Charge (power up Spin Dash), Rail Grind (defense), Rail Sparker (35, can only be done immediately after Rail Grind), Chaos Spear (50; 5 turn recharge), Chaos Emerald (20; for every Level up to 7, atk +5), Enigmatic (increase evasion, atk +5), Spring Jump (defense), Aerial Dive (35; can only be done immediately after Spring Jump), Ring Collect (heal 20),Chaos Control Sphere (opponent takes 2 turns to attack, lasts 6 turns, recharge for 8 turns afterwards), Chaos Blast (50), Vengeance (dmg = amount of FE Shadow TH is down from maximum)
#719. Super Shadow; Based on the Sega character of the same name, Credit to Neya; FE: 200; Element: Shadow/Steel/Rahaga/Thunder; Attacks: Spin Dash (35, confuse), Homing Attack (30, Sanok-level accuracy), Spin Charge (power up Spin Dash), Rail Grind (defense), Rail Sparker (40, can only be done immediately after Rail Grind), Chaos Spear (55; 5 turn recharge), Chaos Emerald (25; for every Level up to 7, atk +5), Enigmatic (increase evasion, atk +10), Spring Jump (defense), Aerial Dive (40; can only be done immediately after Spring Jump), Ring Collect (heal 20), Chaos Control Sphere (opponent takes 2 turns to attack, lasts 6 turns, recharge for 8 turns afterwards), Chaos Blast (55), Vengeance (dmg = amount of FE Shadow TH is down from maximum), Extremespeed (super-Calix-level dodge), Fly (30, sub-Calix-level dodge), Chaos Control (80; 3 turns later, SS must de-fuse and/or be exchanged)
#720. Metan; Credit to Neya; FE: 160; Element: Thunder/Steel; Upgrades into Metadon; Effect: Ancient: Strong against Light and Shadow, neutral to Thunder, weak to Dragon and Rahaga; Attacks: Base Thunder (20), Base Steel (20), Thundershard (25, double to Air; Level 1 only), Steelshard (25, double to Air; Level 1 only), Plasma Balls (30, double to Ice; Level 2 only), Pyroferrous Balls (30, double to Ice; Level 2 only), Shock Tide (35, double to Fire; Level 3 only), Liquid Proto Tide (35, double to Fire; Level 3 only), Gaia Thunder (40, double to Water; Level 4 only), Gaia Steel (40, double to Water; Level 4 only), Rock-Shattering Lightning (45, double to Earth; Level 5 only), Rock-Splitting Blades (45, double to Earth; Level 5 only), Thunder Storm (50, double to Stone; Level 6 only), Blade Storm (50, double to Stone; Level 6 only)
#721. Metadon; Credit to Neya; FE; 240; Element: Thunder/Steel/Dragon/Rahaga; Effect: Ancient: Strong against Shadow, neutral to Thunder, weak to Dragon; Attacks: Base Thunder (20), Base Steel (20), Base Dragon (20), Base Rahaga (20), Thundershard (25 (50 at level 6, 60 at level 12), double dmg to Air types, level 1 only), Steelshard (25 (50 at level 6, 60 at level 12), double dmg to Air types, level 1 only), Dragonshard (25 (50 at level 6, 60 at level 12), double dmg to Air types, level 1 only), Rahagashard (25 (50 at level 6, 60 at level 12), double dmg to Air types, level 1 only), Plasma Balls (30 (50 at level 6, 60 at level 12), double dmg to Ice types, level 2 only), Pyroferrous Balls (30 (50 at level 6, 60 at level 12), double dmg to Ice types, level 2 only), Dragonfire Balls (30 (50 at level 6, 60 at level 12), double dmg to Ice types, level 2 only), Mutant's Flame Balls (30 (50 at level 6, 60 at level 12), double dmg to Ice types, level 2 only), Shock Tide (35 (50 at level 6, 60 at level 12), double dmg to Fire types, level 3 only), Liquid Proto Tide (35 (50 at level 6, 60 at level 12), double dmg to Fire types, level 3 only), Raging Tide (35 (50 at level 6, 60 at level 12), double dmg to Fire types, level 3 only), Twisting Tide (35 (50 at level 6, 60 at level 12), double dmg to Fire types, level 3 only), Gaia Thunder (40 (50 at level 6, 60 at level 12), double dmg to Water types, level 4 only), Gaia Steel (40 (50 at level 6, 60 at level 12), double dmg to Water types, level 4 only), Gaia Dragon (40 (50 at level 6, 60 at level 12), double dmg to Water types, level 4 only), Gaia Rahaga (40 (50 at level 6, 60 at level 12), double dmg to Water types, level 4 only), Rock-Shattering Lightning (45 (50 at level 6, 60 at level 12), double dmg to Earth types, Level 5 only), Rock-Splitting Blades (45 (50 at level 6, 60 at level 12), double dmg to Earth types, Level 5 only), Rock-Splintering Might (45 (50 at level 6, 60 at level 12), double dmg to Earth types, Level 5 only), Rock-Shredding Claws (45 (50 at level 6, 60 at level 12), double dmg to Earth types, Level 5 only), Thunder Storm (50, (60 at level 12) double dmg to Stone types, Level 6 only), Blade Storm (50 (60 at level 12), double dmg to Stone types, Level 6 only), Dragon Storm (50, (60 at level 12) double dmg to Stone types, Level 6 only), Psi Storm (50, (60 at level 12) double dmg to Stone types, Level 6 only)
#722. Mew; Based on the Pokemon of the same name, Credit to Neya; FE: 200; Element: Rahaga; Effect: Synchronize: If affected by a status condition, the opponent also takes that condition; Attacks: Pound (20), Transform (change into the opponent's Orb for 5 turns; limited to that Orb's techniques for the duration), Mega Punch (40), Metronome (uses a random attack of your orb group), Psychic (35, decrease enemy evasion), Barrier (defense), Ancientpower (55, attack power +10 on first use), Amnesia (opponent loses 2 attacks, your evasiveness against energy-element attacks (Light, Shadow, Thunder, Rahaga, Dragon, Fire) increases), Me First (40, if the opponent is using an attack that alters the amount of attacks either player can execute in a turn, this does 90 dmg and defies the multiplier), Baton Pass (in a multiple battle, place on your ally all positive effects you currently have, including attack boosters), Nasty Plot (defense, attack +10, 1 use), Aura Sphere (40, Sanok-level accuracy)
#723. Matoran Krakua; Credit to Neya; FE: 120; Element: Steel/Light; Upgrades into Toa Krakua; Effect: Sensitive Hearing: Weak against Steel, not Thunder. If fighting a Kohrak Kal, weak against Ice instead. If opponent uses a Rahaga-type attack related to sound, take 4x dmg; Attacks: Future Strength, Sonic Slash (20), Brothers in Arms (20; double if paired against a Shadow Orb), Will of the Order (50, backlash half-dmg, only once every four turns)
#724. Toa Krakua; Credit to Neya; FE: 200; Element: Steel/Light; Effect: Sensitive Hearing: Weak against Steel, not Thunder. If fighting Kohrak Kal, weak against Ice. If opponent uses a Rahaga-type attack related to sound, weak against that; Attacks: Future Strength, Sonic Slash (30), Brothers in Arms (40; 60 is paired against a Shadow type), Sonar (disable up to 2 Water and 2 Air techniques; 1 use), Sonic Boom (45), Decibel Bomb (10, 50 next turn), Screech (28, double to Rahaga), Sonic Burst (15), Vibro Sword (15, disrupt 2 opponent attacks), Suletu (dodge opponent's next attack and counter with a Sonic Burst), Destiny War (80, can only be used agains Makuta and their pre-upgrades, hits both target and user; 1 use), Will of the Order (50, can only be used once every three turns)
#725. Recorder; Credit to Keizah; FE: 140; Element: Shadow; Effect: Suggestion: At the beginning of each turn, flip a coin. If heads, opponent obeys one suggestion; Attacks: Record (copy two techniques; 1 use), Fade (disappear for 2 turns), Enshroud (5, blind), Manipulate (only in Tag Match, power up ally and power down both opponents; 1 use)
#726. Trynahk; Credit to Keizah; FE: 50; Element: Rahaga/Fire/Air; Effect: Reanimate: When FE runs out, restore to full (4 uses); Attacks: Glide (15), Feather Storm (20), Blaze (15, heal 5), Cyclone Barrier (defense for 4, heal 5 per turn), Rebirth Blast (35; 10 to self, one use per Reanimation), Life Vision (20, heal 20, only available after one Reanimate), Life Charge (power up next attack by 20; only after 2 Reanimates), Life Seal (seal 1 of Trynahk's attacks, heal 25, only available after 3 Reanimates), Phoenix Release (30 per sealed attack, only available after 4 Reanimates)
#727. Irene; Based on the character of the same name, Credit to Nk; FE: 180; Element: Fire/Light/Rahaga; Effect: Devil Bond-I: Regen 30 at the beginning of every turn. All nearby Spirits with a Devil Bond effect get this added to their own; Attacks: Seduce (3 turn mind control; 4 turn cooldown), Flare (50), Blizzard (30), Sleep (cause sleep for 4), Summon Fiend (summon a Devil Fiend, 3 turn cooldown), Trick (30, cause random status effect), Present (heal yourself and an ally by 30), Wrath (40, may cause silence), Elbow Thrust (20, poison, may silence),Steal (steal an enemy attack; 1 use), Fool (confuse or do 40 dmg and inflict 30/turn poison),Devil Strike E-I (only alongside Devil Orb Enchantress; 150, 1 use, 1 turn cooldown), Doom (in 6 turns, opponent takes 30 dmg and 2 Devil Feinds appear)
#728. Sharkman; Credit to Zev; FE: 150; Element: Water; Effect: New Set: Activate this effect like an attack. Give up 50 FE to gain +20 atk for 2 turns. 1 use; Attacks: Bite (40; 5 for 5), Chomp (65, stun user for 1 turn), Finblade (40; 15% chance for double dmg), Water Pulse (25; +10 to Fire, cancel a random Fire-element attack for 2 turns)
#729. Sawfishman; Credit to Zev; FE: 150; Element: Water/Steel; Effect: New Set: Activate this effect like an attack. Give up 50 FE to gain +20 atk for 2 turns. 1 use; Attacks: Bite (40; 5 for 5), SawChomp (65, stun self for 1 turn, 15% chance for +5 dmg), Kuribachi Slash (charge for 2, then 75), Water Pulse (25; +10 to Fire, cancel a random Fire-element attack for 2 turns)
#730. Spittingfishman; Credit to Zev; FE: 135; Element: Water; Effect: Lock On: Activate like an attack. Give up 30 FE and your next turn, and the next attack is garunteed to hit. 1 use; Attacks: Water Spitgun (35), Sniper Water Spitgun (55, only every other turn), Rapidfire Water Spitgun (flip 3 coins; 35x heads), Water Cannon (charge, then 75)
#731. Macropharnyxman; Credit to Zev; FE: 135; Element: Water/Shadow; Effect: Gulp: Activate like an attack. Eat the opponent's next attack to regain half the damage it would have done. 4 uses; Attacks: Bite (40; 5 for 5), Chomp (65, stun user for 1 turn), Glotoneria (25, damages target and user; trade an attack with the opponent; 1 use), Gonzui (55; opponent loses 10 atk; 1 use)
#732. Sea King Lord of the Coast; Credit to Zev; FE: 185; Element: Water/Fire; Effect: Giga Chomp: Activate like an attack. Flip a coin, heads=85 dmg, tails=you will miss for two turns. Cannot be used twice on the same enemy Spirit; Attacks: Fire Cannon: Sacred Flame on the Night Sea (65, burn), Fire Cannon: Winter Fireworks (flip 3 coins; 45x heads), Fire Cannon: Fire Pillar in the House of the Daimyo (25, block an attack), Fire Cannon: Cross Fire (35; can be charged to improve accuracy), Fire Cannon: Enkai (charge for two, then 65 and burn), Aquaburst (45, +10 to Fire)
#733. Sea King Yokozuna; Credit to Zev; FE: 145; Element: Water/Shadow; Effect: Chameleon: Changes Shadow element to the main Element of the enemy and adopts a random attack of that element; Attacks: Tongue Lashing (45, stun), Chameleon Shift: Hypnosis (stuns; 3 turns later, 45 dmg is done), Chameleon Shift: Emotions in Motion (enemy gets +15 atk, bus misses 50% of the time), Chameleon Shift: Cherry Red (35, burn), Chameleon Shift: Midnight Blue (35, freeze)
#734. Werehog; Based on Sonic the Werehog from Sonic Unleashed; FE: 140; Element: Light/Shadow; Effect: Dark Gaia Force: If Werehog defeats a Shadow Spirit, it gets +5 atk for the rest of this battle; Attacks: Punch (20), Claw (10, confuse), Uppercut Claw (15, paralyze), Beatdown (can only be used if foe if paralyzed; flip 3 coins, 20x tails), Unleashed (for 3 turns, atk+10, take -5 dmg; 1 use), Earthshaker (40; flip a coin. If heads, hits twice)
#735. Chronicler 01; Original design; FE: 140; Element: Rahaga; Upgrades into Chronicler 02; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2001 Bionicle; Attacks: Slash (10), Fireball Spit (15), Power Punch (15), Earthquake (15), Freeze (15), Tornado (15), Tsunamic Blast (15),Infect (summon a Rahi Spirit to aid you), Golden Kanohi (defense, power up on first use, attack twice next turn, disrupt an attack, cancel an attack effect), Quest for the Masks (use a random Mask-type attack; 5 uses), Chronicle
#736. Chronicler 02; Original design; FE: 150; Element: Rahaga; Upgrades into Chronicler 03; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2002 Bionicle; Attacks: Slash (10), Electro-Rocket (20), Fireball Spit (20), Power Punch (20), Earthquake (20), Freeze (20), Tornado (20), Acid (20), Tsunamic Blast (20), Proto Block (defense), Krana (mind control for 3), Sphere Tackle (30), Chronicle
#737. Chronicler 03; Original design; FE: 160; Element: Rahaga; Upgrades into Chronicler 04; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2003 Bionicle; Attacks: Slash (10), Proto Block (defense), Electro Rocket (25), Fireball Spit (25), Volt (25), Fear (25), Power Punch (25), Plasma Blast (25), Shatter (25), Earthquake (25), Gravity Increase (25), Hunger (25), Freeze (25), Sonic Blast (25), Anger (25), Tornado (25), Vacuum Blast (25), Poison (25), Tsunamic Blast (25), Magnetize (25), Disintegrate (25), Krana (mind control for 3), Silver Shield (defense for 2), Infect (summon a Rahi Spirit to aid you), Light Aura (35), Blackout (35), Avohkii (25 to Shadow), Chronicle
#738. Chronicler 04; Original design; FE: 170; Element: Rahaga; Upgrades into Chronicler 05; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2004 Bionicle; Attacks: Slash (10), Kanoka Launch (20), Fireball Spit (30), Power Punch (30), Earthquake (30), Freeze (30), Tornado (30), Tsunamic Blast (30), Quadro Stomp (30), Energy Spit (30), Energy Net (paralyze for 2), Staff of Order (use a random Vahki staff attack), Mask Discovery (use a random Mask-type attack; 6 uses), Shadow Arm (40), Chronicle
#739. Chronicler 05; Original design; FE: 180; Element: Rahaga; Upgrades into Chronicler 06; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2005 Bionicle; Attacks: Slash (10), Viral Venom (Power up), Rhotuka (15), Web (5, paralyze for 3), Shield (defense), Fireball Spit (35), Power Punch (35), Earthquake (35), Freeze (35), Tornado (35), Tsunamic Blast (35), Cure (heal 10 FE and negative status effects), Chronicle
#740. Chronicler 06; Original design; FE: 190; Element: Rahaga; Upgrades into Chronicler 07; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2006 Bionicle; Attacks: Slash (10), Zamor (15, mind control for 3), Tail Swipe (opponent loses one weapon-based technique), Fireball Spit (40), Power Punch (40), Earthquake (40), Freeze (40), Tornado (40), Tsunamic Blast (40), Inika Vision (40), Move Along (recover from negative effects), Rage (power up), Will of the Order (50), Ignika Curse (50), Calix (dodge, ALL), Sanok (next three attacks cannot miss), Chronicle
#741. Chronicler 07; Original design; FE: 190; Element: Rahaga/Water; Upgrades into Chronicler 08; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2007 Bionicle; Attacks: Slash (10), Squid (10, heal self), Machinegun (15), Fireball Spit (40), Power Punch (40), Earthquake (40), Freeze (40), Tornado (40), Tsunamic Blast (40), Kamikaze Crash, Conquer, Into the Soul, Hypnosis (mind control for 2), Volt (40), Mutagen (poison), Ignika Curse (50), Chronicle
#742. Chronicler 08; Original design; FE: 200; Element: Rahaga; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2008 Bionicle; Attacks: Protosteel Slash (20), Phantoka, Mistika, Fireball Spit (40), Power Punch (40), Earthquake (40), Freeze (40), Tornado (40), Tsunamic Blast (40), Gravity Hurts (20), Closer to the Truth, Light Blast (30), Betray (30), Skyblaster (15), Nynrah Blaster (control for 3), Will of the Order (50), Will of the Brotherhood (50), Ignika Curse (50), Destiny War, Federation of Fear, Brothers in Arms, Shadow Leech (15, heal self, double to Light), Twilight Blast (40), Proto Block (Cushion Jelly-level defense), Rising of Mata Nui--Plan of Teridax (150; can only be used if you have previously in this battle used all of the preceeding Chroniclers for at least 3 turns each; cannot be defended against by any means, can't be powered up; does 50 self-dmg; 1 use), Chronicle
#743. Dark Glatorian; Based on Dark Gaia Guardian from Sonic Unleashed; FE: 160; Element: Shadow; Attacks: Super Punch (20, enhanced accuracy), Hammer Smash (20), Hammer Spin (60, confuse self), Jump Smash (40), Thunderbolt (35, hits both in Tag Match), Glatorian (atk+10, take -10 dmg; lasts 3 turns, during that time you can only use offensive techniques; after this, you cannot use another Orb until this one runs out of FE; 1 use)
#744. Crimson Dragon; Based on the Ryuusei no Rockman 3 boss of the same name; FE: 200; Element: Rahaga/Shadow; Effect: Noise Master: No weakness, every turn the opponent has a chance of getting a one-turn negative status effect; Attacks: Claw (20), Core Shield (defense), Bite (30), Two Heads (attack twice next turn, but take double dmg from opponent's attack), Noise (10, confuse and silence for 3), Noise Missile (20; flip a coin. If tails, hits twice), EM Wave Pulse (10, confuse), Cyber Attack (40), Noise Beam (50), Dragonbreath (40), Wingblade (25), Noise Card (only in a Tag Match; replace one of your partner's attacks with an attack from another Orb belonging to either one of you; 1 use), Meteor Collision (instant-kill; 1 use, backlash half the dmg done), Noise Change (turn another of your Orbs into a Parasite-type for the remainder of this battle; 1 use), Noise Materialize (gain a weapon and its related technique(s); one weapon at a time)
#745. Dragon King; Based on Bahamut from Crisis Core: Final Fantasy VII; FE: 200; Element: Dragon; Effect: King: No weakness, take half damage from Dragon attacks; Attacks: Claw (10), Wingblade (15), Skydive (20), Wing Shield (defense), Thunderbolt (25), Energy (30, flip a coin; if heads, hits twice), Tail Whip (opponent loses weapon(s) and related technique(s)), Dragon's Sword (40), Dragonbreath (50, always causes a status effect), Megaflare (100, charge for one turn, backlash half the damage, cannot be dodged; 1 use)
#746. Historic Destiny; Based on Limit Form Sora from Kingdom Hearts II; FE: 200; Element: Light; Effect: Health Transfer: When using an attack labeled as a Limit, regain health equal to half the dmg done; Attacks: Keyblade Slash (25), Keyblade Combo (50, only directly after Keyblade Slash), Seal (opponent loses 1 attack; 1 use), Dodge Roll (sub-Calix-level defense), Zantetsuken (insta-kill an opponent with under 20 FE left), Limit: Sonic Blade (40, enhanced accuracy), Limit: Ars Arcanum (60, cannot be blocked), Limit: Ragnarok (50, cannot be dodged), Limit: Strike Raid (45, hits both in Tag Match)
#747. Demon Prince; Based on Laharl from Disgaea; FE: 180; Element: Shadow/Fire/Steel; Attacks: Slash (10), Blade Rush (15, enhanced accuracy), Hurricane Slash (10, hits twice, paralyze), Wind Cutter (25), Winged Slayer (30), Nightsever (40), Dimension Slash (50, cannot be blocked), Burning Knuckle (25, bypass effect activated upon physical contact), Overlord's Wrath (35, cannot be dodged), Meteor Impact (45), Shadow Blast (15), Demon Punch (20)
#748. Corrupted Destiny; Based on Anti-Form Sora from Kingdom Hearts II; FE: 150; Element: Shadow; Effect: Heartless: Cannot be healed by any means; Attacks: Anti-Glide (defense), Claw (10), Kick (10), Darkness Orb (25), Dark Fury (30)
#749. Exo-Paladin; Original design; FE: 140; Element: Light; Attacks: Slash (10), Arrow (5, enhanced accuracy), Cleanse (15), Shield of Faith (defense), Sword of the Word (20), Holy Arrows (20), Amazing Grace (heal 30), Purify (recover from negative effects), Heaven's Light (25), Strike of the Crusader (30), Holy Flame (if the target has any Shadow technqiues, remove them and burn the target), Angel Wings (power up by 5, allow Flight, Ange Tsubasa, and Angelic Knight's Finishing Blow: A New Beginning), Flight (dodge), Ange Tsubasa (40, backlash half; 2 uses), Angelic Knight's Finishing Blow: A New Beginning (must charge for one turn, cut through all defenses to deliver 50 dmg; cancels Angel Wings and causes Exo-Paladin to receive an amount of damage equal to what is caused during the time it had Angel Wings; for the rest of this battle you can only use Light Spirits; 1 use)
#750. Raanu; FE: 120; Element: Fire; Attacks: Slash (10), Shield (defense), Firebolt (15)
#751. Atakus; FE: 120; Element: Stone; Attacks: Slash (10), Power Punch (15)
#752. Zesk; FE: 120; Element: Earth; Attacks: Sting (10), Seismic Stomp (15)
#753. Metus; FE: 120; Element: Ice; Attacks: Slash (10), Shield (defense), Freeze (15)
#754. Tarduk; FE: 120; Element: Air/Jungle; Attacks: Claw (10), Air Blast (15)
#755. Berix; FE: 120; Element: Water; Attacks: Slash (10), Shield (defense), Water Ball (15)
#756. Malum; FE: 140; Element: Fire; Attacks: Punch (10), Claw (10), Armor (defense), Thornax (15), Cheap Shot (20, enhanced accuracy), Fire Punch (25), Glatorian (atk+10, take -10 dmg; lasts 3 turns; during that time you can only use offensive techniques; after this, you cannot use another Orb until this one is defeated; 1 use)
#757. Skrall; FE: 140; Element: Stone/Shadow; Attacks: Slash (10), Shield (defense), Thornax (15), Shadow Blast (15), Speed Slash (20), Power Punch (25), Shield Throw (20, cannot be blocked), Glatorian, Star Armor (absorb Rahaga-type moves for duration, enable Star Slash (30, defense-piercing, 1 use) and Star Shield (Cushion Jelly-lvl defense, 1 use), wears off when both techniques have been used; 1 use)
#758. Vorox; FE: 140; Element: Earth; Attacks: Slash (10), Thornax (15), Stinger (20), Sandstorm (25), Hide (defense), Glatorian
#759. Straak; FE: 140; Element: Ice; Attacks: Axe Slice (10), Thornax (15), Cheap Shot (20, enhanced accuracy), Icicle Charge (25), Glatorian
#760. Gresh; FE: 140; Element: Air/Jungle; Attacks: Slash (10), Shield (defense), Backflip Thornax (15, defense), Cycletack (20, add. 5 per turn), Agility Slash (25), Glatorian, Star Armor (allow Star Slash and Star Shield, absorb Light attacks, lasts until both Star Slash and Star Shield have been used; 1 use), Star Slash (30, defense-piercing; 1 use), Star Shield (Cushion Jelly-level defense; 1 use)
#761. Tarix; FE: 140; Element: Water; Attacks: Slash (10), Thornax (15), Fair Fierceness (20), Tsunami (25), Glatorian
#762. Fero; FE: 120; Element: Stone; Attacks: Slash (10), Thornax (15), Power Punch (15), Raid (5, opponent loses one attack; 1 use)
#763. Skirmix; FE: 130; Element: Stone; Attacks: Claw (10), Bite (15), Body Slam (20), Tail (15)
#764. Tuma; FE: 200; Element: Stone/Shadow; Attacks: Slash (20), Thornax (15), Power Punch (25), Body Slam (30), Conquer, Skrall Squadron (35), Blade Fury (40), Shadow Blast (25), Glatorian, Will of the Empire (50)
#765. Transdimensional Vezon; FE: 200; Element: Shadow/Rahaga; Effect: Walking Gateway: When attacked, there is a 25% chance you will avoid damage entirely; Attacks: Shadow Blast (25), Slash (20), Gateway Shield (reflect), Dark Mirror (every active Spirit's Element is changed to what it would normally be weak against (Transdimensional Vezon excluded)), Transdimensional Wisdom (power up), Gateway Summon (summon a random Spirit to aid you; only 1 Spirit at a time), Gateway Cannon (30), Gateway Envelop (paralyze for 2), Gateway Crush (40, only during Gateway Envelop), Gateway Steal (steal one of your opponent's Orbs for this battle; 1 use), Shadow Blade (35), Warp Blade (45), Gateway Release: Black Hole (50, unable to use gateway-based techniques next turn), Gateway Release: Dimensional Guardian (summon a Dimensional Guardian to aid you; unable to use gateway-based techniques next turn; only one DG can be present at a time, cannot have both a DG and a Spirit gained from Gateway Summon present at the same time), Gateway Release: Continuum Unravelling (all Orbs, both yours and your opponent's, lose all FE; ends the battle in a tie; 1 use)
#766. Dimensional Guardian; Original design; FE: 140; Element: Rahaga; Effect: Dimensional Master: Techniques and effects that involve teleportation, warping, or gateways in any form have no effect on Dimensional Guardian; Attacks: Slash (10), Gateway Shield (defense), Gateway Summon (summon a random Spirit to aid you; 1 at a time), Dimension Blast (20), Dimension Punch (15), Gateway Envelop (paralyze for 2), Gateway Crush (40, only during Gateway Envelop), Transdimensional Wisdom (power up), Dimension Slash (30, cannot be blocked), Warp Blade (35)
#767. Gaaki Hagah; FE: 160; Element: Water; Upgrades into Rahaga Gaaki; Effect: Kanohi Krusher: Immune to Mask-type attacks; Attacks: Rhotuka (15), Spear (30), Guard (defense), Flood (20), Water Ball (15), Mask of Clairvoyance (defense)
#768. Pouks Hagah; FE: 160; Element: Stone; Upgrades into Rahaga Pouks; Effect: Kanohi Krusher: Immune to Mask-type attacks; Attacks: Rhotuka (15), Spear (30), Guard (defense), Body Slam (20), Power Punch (15), Mask of Emulation (in 3 turns, copy one of your opponent's attacks)
#769. Junior Sage; Based on Sage Mode Naruto from Naruto; FE: 200; Element: Air/Dragon; Effect: Natural Energy: When paralyzed, power up for two turns; Attacks: Kunai (10), Rasengan (50), Shadow Clone Jutsu (create a clone with 70 FE), Sage Punch (30), Double Rasengan (60), Wind Release: Spiraling Shuriken: Sage Level (80; 2 uses)
#770. Cuarta Espada; Based on Ulquiorra Cifer; FE: 200; Element: Shadow; Attacks: Slash (10), Hierro (defense), Stab (5, paralyze), Cero (20), Bala (15, Sanok-lvl accuracy), Release (allow Gran Ray Cero, Wingblade, Cero Oscuras, and True Despair), Gran Ray Cero (charge, then 40), Cero Oscuras (50, cannot be dodged), Wingblade (30), True Despair (power up, allow Lanza del Relampago), Lanza del Relampago (70, backlash half; 1 use)
#771. Rockoh T3; FE: 160; Element: Steel/Air; Effect: Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, keep this Spirit's attacks and one long range attack from the pilot, add 10% of the pilot's FE to this Orb's FE; Attacks: Skycannon (30), Power Dive (40), Energy Field (paralyze)
#772. Jetrax T6; FE: 160; Element: Steel/Air; Effect: Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, keep this Spirit's attacks and one long range attack from the pilot, add 10% of the pilot's FE to this Orb's FE; Attacks: Double Skycannon (40), Turbine Cannon (30)
#773. Axalara T9; FE: 180; Element: Steel/Air; Effect: Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, keep this Spirit's attacks and one long range attack from the pilot, add 10% of the pilot's FE to this Orb's FE; Attacks: Skyblaster (40), Lasers (30), Axalara Cannon (50)
#774. Enterprise; Based on the famous Star Trek spaceship of the same name; FE: 180; Element: Steel; Effect: Spirit Carrier: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, keep this Spirit's attacks and one long range attack from the pilot, add 10% of the pilot's FE to this Orb's FE; Attacks: Phasers (30), Photon Torpedo (60; 4 uses), Shelds Up (create a 100 FE barrier; 1 use), Transporter (send an ally down to fight or retreive them), Warp Drive (10; 25% chance to dodge enemy's next attack)
#775. Pocket Monster G1; Based (somewhat loosely) on the first generation of Pokemon; FE: 140; Element: Rahaga; Upgrades into Pocket Monster G2; Effect: Gotta Catch 'Em All: If fighting an Orb based on a Generation 1 Pokemon, gain its techniques and 10% of its FE; Attacks: Tackle (10), Psybeam (20), Red* (allow Ember and Flamethrower), Green* (allow Razor Leaf and Vine Whip), Blue* (allow Bubble and Hydro Pump), Yellow* (allow Thunder Wave and Thunderbolt), Ember (20), Flamethrower (30), Razor Leaf (20, hits both in Tag Match), Vine Whip (30), Bubble (20), Hydro Pump (30), Thunder Wave (paralyze), Thunderbolt (30) (*Can only have one active at a time)
#776. Pocket Monster G2; Based (somewhat loosely) on the second generation of Pokemon; FE: 150; Element: Rahaga; Upgrades into Pocket Monster G3; Effect: Gotta Catch 'Em All: If fighting on Orb based on a Generation 1 or 2 Pokemon, gain its techniques and 10% of its FE; Attacks: Bite (10), Metal Claw (20), Gold* (allow Fire Blast and Sacred Fire), Silver* (allow Gust and Aeroblast), Crystal* (allow Bubblebeam and Aurora Beam), Fire Blast (25), Sacred Fire (40), Gust (25), Aeroblast (40), Bubblebeam (25), Aurora Beam (40) (*Can only have one active at a time)
#777. Pocket Monster G3; Based (somewhat loosely) on the third generation of Pokemon; FE: 160; Element: Rahaga; Upgrades into Pocket Monster G4; Effect: Gotta Catch 'Em All: If fighting an Orb based on a Generation 1, 2, or 3 Pokemon, gain its techniques and 10% of its FE; Attacks: Tackle (15), Pound (25), Sapphire* (allow Hydro Pump and Water Spout), Ruby* (allow Earthquake and Eruption), Emerald* (allow Dragon Claw and Outrage), FireRed* (allow Ember and Flamethrower), LeafGreen* (allow Razor Leaf and Vine Whip), Hydro Pump (30), Water Spout (40), Earthquake (30), Eruption (40), Dragon Claw (30), Outrage (40), Ember (30), Flamethrower (40), Razor Leaf (30, hits both in Tag Match), Vine Whip (40) (*Can only have one active at a time)
#778. Pocket Monster G4; Based (somewhat loosely) on the fourth generation of Pokemon; FE: 170; Element: Rahaga; Upgrades into Pocket Monster G5; Effect: Gotta Catch 'Em All: If fighting an Orb based on a Generation 1, 2, 3, or 4 Pokemon, gain its techniques and 10% of its FE; Attacks: Tackle (15), Bite (25), Diamond* (allow Flash Cannon and Roar of Time), Pearl* (allow Aqua Tail and Spacial Rend), Platinum* (allow Shadow Claw and Shadow Force), HeartGold* (allow Fire Blast and Sacred Fire), SoulSilver* (allow Gust and Aeroblast), Flash Cannon (35), Roar of Time (50; 1 turn cooldown), Aqua Tail (35), Spacial Rend (45), Shadow Claw (35), Shadow Force (charge, then 50), Fire Blast (35), Sacred Fire (45), Gust (35), Aeroblast (45) (*Can only have one active at a time)
#779. Destructia; Based loosely on Lisianthus from Shuffle!, Credit to Nk; FE: 180; Element: Steel; Effect: Devil Bond-D: When FE falls below half, auto-recover from negative effects. All nearby Spirits with Devil Bond effects get this effect added to their own; Attacks: Smash (20), Iron Chair of Doom (40), Earthquake (30), Power Smash (charge, then 60), Fury (flip 5 coins; 10x tails), Energy Splash (30; additional 20 dmg next turn), Hammer Spin (40, confuse self), Doppelganger (30; hits twice if fighting one foe, hits both in Tag Match), Chair Throw (30, paralyze), Big Swing (40, may paralyze), Boomerang Hammer (30, add. 30 next turn, cannot use hammer attacks until hammer returns), Calamity Drive (120, 1 use), Iron Will (increase speed, attack, and evasion; 1 use)
#780. Enchantress; Based loosely on Nerine from Shuffle!, Credit to Nk; FE: 180; Element: Rahaga; Effect: Devil Bond-E: When your ally takes 40 or more dmg in one turn, power up next magic attack. All nearby Spirits with Devil Bond effects get this effect added to their own; Attacks: Lightning Bolts (40), Energy Ball (charge, then 60), Heal (restore 30 health), Reflect (reflect), Blizzard (30, freeze for 2), Inferno (50), Sing (causes sleep for 3 or recover from negative effects), Quake (30, paralyze for 2), Tornado (40), Tsunami (40), Staff Twirl (10), Curse (30/turn poison), Holy (50), Dragonrage (30), Omelette (75% chance of healing ally for 20; 25% chance of damaging ally for 20), Master Mage (only after 3 turns have passed; increase defense and evasion, allow Omega Magic), Omega Magic (80, can be any element except for Steel, Dragon, Rahaga, Mask, or Weapon)
#781. Vanquisher; Based loosely on Kaede from Shuffle!, Credit to Nk; FE: 180; Element: Shadow; Effect: Devil Bond-V: When FE falls below half, attack twice per turn. All nearby Spirits with Devil Bond effects get this effect added to their own; Attacks: Stab (10), Smoke Bomb (defense), Knife Throw (flip 5 coins; 5x tails), Evasion (raise dodge chance), Poison Stab (20, poison), Vital Cut (40), Shadow Blade (30), Flash Bomb (blind), Blowgun (10, put opponent to sleep for 3), Pressure Point (20, paralyze for 3), Trap (next turn give unavoidable 70 dmg), Rice Ball (heal 20), Disappear (defense, cannot use any technique except Backstab), Backstab (50, only during Disappear), Shadow Walk (from this point forward you have a chance of Disappearing when attacked), Slayer's Glory (increase evasion, accuracy, and attack)
#782. Leadfist; Based loosely on Mayumi from Shuffle!, Credit to Nk; FE: 180; Element: Steel; Effect: Devil Bond-L: Cut the power of two consecutive attacks to make the third one stronger. All nearby Spirits with Devil Bond effects get this effect added to their own; Attacks: Power Punch (20), Elbow Smash (5, confuse), Shockwave (30), Fury (flip 10 coins; 5x tails), Bullet Punch (40), Body Slam (25), Throw (15, paralyze), Throat Kick (15, silence), Fire Punch (20), Ice Punch (20), Mega Punch (50), Rain Dance (heal self and allies of negative status effects), Blazing Palm (40, burn), Freezing Palm (40, freeze), Big Bang (60; 50% chance to miss; paralyze, silence), Phantom Fist (40, Sanok-level accuracy), Rising Dragon (80, causes a random status; 2 uses), Armor Break (10, following attacks do more damage), Steel Strength (greatly increase attack and defense)
#783. Nighturai; Based loosely on Asa from Shuffle!, Credit to Nk; FE: 180; Element: Steel/Rahaga; Effect: Devil Bond-Next: Take no actions for 3 turns, and then either deal a free 40 dmg, heal for 40, or deal a free 20 dmg and cause 2 status effects (either positive to self or negative to opponent). All nearby Spirits with Devil Bond effects get this effect added to their own; Attacks: Slash (20), Fire Blast (25), Blizzard (30), Thunderbolt (25), Heal (heal 40, either self or ally), Combo (flip 3 coins; 20x tails), Uppercut (15, paralyze), Overhead Slash (15, confuse), Magic Slash (40), Back Slap (10, paralyze for 3), Spellblade (35, change the Element of this attack at will), Blade Rush (30, cannot be dodged), Hurricane Slash (40, may hit twice), Cross Slash (50, may paralyze), Thousand Stabs (flip 10 coins, 20x heads; 1 use), Dark X Slash (40, blind), Knight Soul (greatly increase attack, defense, and evasion)
#784. No. I; Based on Xion from Kingdom Hearts; FE: 140; Element: Light; Upgrades into Memory Mech; Attacks: Keyblade Slash (30), Seal (opponent loses 1 attack; 1 use), Fire (15), Blizzard (15), Thunder (15), Cure (heal 20), Dodge Roll (defense), Event Horizon (only available when you have 50 FE or less; flip 4 coins, 10x tails; 1 use)
#785. Louvre; Original design; FE: 200; Element: Steel; Effect: Deadly Percision: All attacks have Sanok-lvl accuracy unless confused; Attacks: Slash (20), Kanoka Blade: Komau (mind control for 3), Kanoka Blade: Mahiki (confuse for 3), Kanoka Blade: Iden (25, opponent cannot attack next turn), Kanoka Blade: Olmak (defense), Kanoka Blade: Garai (30, reduce opponent's speed and accuracy), Kanoka Blade: Jutlin (opponent loses a weapon or armor; 1 use), Kanoka Blade: Shelek (silence for 3), Kanoka Blade: Crast (30, opponent unable to approach next turn), Kanoka Blade: Felnas (opponent loses 1 attack; 1 use), Kanoka Blade: Avsa (25, heal 25), Cero (20), Cero Slash (40), Blade Chains (30), Ragnarok Cero (50), Legendary Kanoka Blade: Vahi (60, backlash 10; paralyze, opponent needs 2 turns to attack, lasts for 9 turns; 1 use), Legendary Kanoka Blade: Ignika (60, backlash 10; 20 per turn indefinitely; 1 use)
#786. Memory Mech; Based on the first three boss forms of Xion from Kingdom Hearts; FE: 160; Element: Light/Steel; Upgrades into Fading Memory; Attacks: Keyblade Slash (30), Seal (opponent loses 1 attack; 1 use), Vortex (immobilize), Regenerate (heal 20), Memory Core: Wonderland* (allow Wingblade, Sonic Blade, and Skydive), Wingblade (30), Sonic Blade (flip 4 coins; 10x tails), Skydive (20, confuse), Memory Core: Halloween Town* (allow Ragnarok), Ragnarok (charge, then 60), Memory Core: Agrabah* (allow Slash Spin and Ars Arcanum), Slash Spin (20; flip a coin. If tails, hits twice), Ars Arcanum (50; 1 round cooldown) (*Can only have one active at a time)
#787. Fading Memory; Based on the final boss form of Xion from Kingdom Hearts; FE: 180; Element: Light/Steel; Effect: Wish to Exist: No weakness; Attacks: Keyblade Slash (30; can hit twice, but then you can't attack next turn), Seal (opponent loses 1 attack; 1 use), Vortex (immobilize), Cross Slash (40, paralyze), Thundara (35), Dark Orb (35), Rain of Light (40, confuse), Fade (defense), Energy Inferno (60), Light Blast (25)
#788. Acid Ace; Based on the Ryuusei no Rockman character of the same name; FE: 180; Element: Steel; Effect: Lock-On: All attacks have Sanok-lvl accuracy; Attacks: Slash (10), Shockwave (20, cannot be dodged), Flamethrower (35), Tornado (10, hits 3 times), Wide Wave (30, hits both in Tag Match), Stealth Laser (20, paralyze), Buzzsaw (30, enhance accuracy), Wing Blade (40), EM Wave Pulse (10, confuse), Cyber Attack (30), Brother Band (gain an attack from another Orb you own; 1 use), Acid Illegal (become a Shadow type and power up for 3 turns; user paralyzed for 2 turns afterwards; 1 use), Noise Gather (use a random attack; 3 uses)
#789. Knight of the Wind; Based on Sonic the Hedgehog as he appears in Sonic and the Black Knight; FE: 150; Element: Air/Steel/Light; Upgrades into Knight of Gold; Attacks: Slash (15), Spiral Slash (10; 25% chance to hit twice), Evasion (raise dodge chance), Parry (block a physical attack), Ring Collect (heal 10), Chivalry (recover from negative status effects), Soul Surge (40, cannot be dodged; flip a coin. If heads, hits twice), Wind Slash (20, confuse), Paladin Style (power up, enable Shield Break; overwrite Cavalier Style if active), Cavalier Style (increase accuracy and dodge chance; overwrite Paladin Style if active), Shield Break (10, defense-piercing; opponent cannot block for three turns)
#790. Knight of Gold; Based on Excalibur Sonic from Sonic and the Black Knight; FE: 180; Element: Air/Steel/Light; Effect: Sacred Armor: No weakness, take -10 dmg (after applying resistance); Attacks: Slash (20), Spiral Slash (15; 50% chance to hit twice), Evasion (increase dodge chance), Parry (defense), Ring Collect (heal 10), Chivalry (recover from negative status effects), Soul Surge (50, cannot be dodged; flip a coin. If heads, hits twice), Wind Slash (25, confuse), Light Slash (25, blind), Shield Break (10, defense-piercing; opponent cannot block for three turns), Fly (Calix-lvl dodge), Combo (flip 4 coins; 10x tails), Sacred Sword Excalibur: Final Blow (70, backlash 20; cannot be blocked; 1 use)
#791. Meme Master; Based on a variety of internet memes; FE: 170; Element: Rahaga; Effect: Over 9000: When hit by an attack that does 50 dmg or more, power up for two turns; Attacks: Own (instant-kill; 1 use), Falcon Punch (30), It's a Trap (choose 1 of your opponent's attacks; when they use it, it hits them instead), Rickroll (15, confuse), This is Sparta (power up), Objection (5, defense), Numa Numa (flip 4 coins; 10x tails), Roundhouse Kick (30), Laser Fire (30), Caramelldansen (flip 5 coins; 5x tails; opponent unable to attack next turn), Snakes on a Plane (poison), Kamehameha (charge, then 40), Staff Twirl (30; flip a coin. If heads, hits twice), The Cake is a Lie (opponent loses 1 technique; 1 use), World of Warcraft (all fighters become single-Element and power up by 5; 1 use), Burninate (Only when FE 20 or below; User loses all FE, 50% chance of opponent losing all FE as well), Candy Mountain (heal 20), Weak Spot (next attack does double dmg; 2 uses), Facepalm (choose 1 attack you've already used; next time you use it, opponent takes +10 dmg), Axe Smash (30)
#792. Knight of Chaos; Based on Sir Lancelot (Shadow the Hedghog) from Sonic and the Black Knight; FE: 140; Element: Rahaga/Steel; Attacks: Slash (15), Spiral Slash (10; 25% chance to hit twice), Evasion (increase dodge chance), Parry (block a physical attack), Ring Collect (heal 10), Chivalry (recover from negative status effects), Chaos Punishment (30, cannot be blocked or dodged; only every 3 turns), Chaos Slash (25, paralyze), Chaos Control (reduce opponent's accuracy and dodge chance for 2), Speed Slash (20, enhanced accuracy)
#793. Knight of Power; Based on Sir Gawain (Knuckles the Echidna) from Sonic and the Black Knight; FE: 140; Element: Steel; Attacks: Double Slash (20), Spiral Slash (15; 35% chance to hit twice), Glide (5, defense), Parry (block a physical attack), Ring Collect (heal 10), Chivalry (recover from negative status effects), Blade Meteor (50; 15% chance of hitting twice; only every 4 turns), Shield Break (25, defense-piercing), Combo (flip 3 coins, 10x tails), Ground Break (15, stun)
#794. Knight of Fire; Based on Lady Percival (Blaze the Cat) from Sonic and the Black Knight; FE: 140; Element: Fire/Steel; Attacks: Slash (15), Spiral Slash (10; 25% chance to hit twice), Backflip (dodge), Parry (block a physical attack), Ring Collect (heal 10), Chivalry (recover from negative status effects), Vortex Dash (40, burn), Fire Slash (25; 10 next turn), Fire Ring (20, hits both in Tag Match), Fire Blast (15)
#795. Ackar; FE: 140; Element: Fire; Attacks: Flame Slice (10), Thornax (15), Ancient Wisdom (power up), Champion's Strike (20), Blaze Cutter (25), Glatorian (atk+10, take -10 dmg; lasts 3 turns; during that time you can only use offensive techniques; after this, you cannot use another Orb until this one is defeated; 1 use)
#796. Stronius; FE: 150; Element: Stone; Attacks: Smash (20), Thornax (15), Power Punch (25), Body Slam (30), Guard (defense), Shield Break (25, opponent loses a block technique), Glatorian
#797. Mata Nui; FE: 140; Element: Light; Attacks: Slash (10), Shield (defense), Thornax (15), Light Punch (20, blind or paralyze), Great Spirit Combo (25), Glatorian
#798. Gelu; FE: 140; Element: Ice; Attacks: Slice (10), Thornax (15), Guard (defense), Dagger Throw (20), Frost Blades (25), Glatorian
#799. Vastus; FE: 140; Element: Air/Jungle; Attacks: Pierce (10), Thornax (15), Venom Stab (20, poison), Spear Tornado (25), Glatorian
#800. Kiina; FE: 140; Element: Water; Attacks: Pierce (10), Thornax (15), Fury (20), Typhoon Lance (25), Glatorian
#702. Tabuu; Based on the Super Smash Bros. character of the same name, Credit to Neya; FE: 230; Element: Shadow/Light/Rahaga/Steel/Thunder/Dragon; Effect: Total Master: No weaknesses; Attacks: Teleport (defense; 20% chance of doing 20 Fire or Thunder dmg), Cutter Dive (50), Steel Fish (50, double to Dragon types), Chains of Light (60, triple to Shadow types), Bullet Spray (flip 20 coins; 5x tails), Energy Ball (80, only right after Bullet Spray), Off-Laser (charge, then 80), Off-Shuriken (flip 2 coins; 45x tails), Cutter Arms (flip 5 coins; 20x heads), Spark Field (60 when opponent attacks next), Boom Sparkles (charge, then 80),Master of Subspace (roll 2 dice and add the results; 2 or 3 = summon 1 Darkling; 4 = 2 Darklings; 5, 6, or 7 = 3 Darklings; 8 = 1 Darkmech; 11 = 1 Darkmorph; 12 = 1 Darkmech, 1 Darkmorph, and 3 Darklings; 1 use), Dark Wings (60, double to Thunder types), Off Waves (200; recharge 12 turns; 40 self-dmg; roll a 6-sided die; 1 = Light type technique; 2 = Shadow; 3 = Thunder; 4 = Steel; 5 = Dragon; 6= Rahaga; does full dmg to the type it would normally do half-dmg to)
#703. Sentient Pet Rock; Credit to Neya; FE: 80; Element: Rahaga/Stone; Upgrades into Xian Mountain; Attacks: Eat (sacrifice one of your Orbs and gain 3 of its attacks and 1/3 of its FE; alternatively, instantly defeat one of your opponent's inactive Orbs and gain 1 of its attacks and 1/5 of its FE; 1 use), Stone Ball (25)
#704. Xian Mountain; Credit to Neya; Element: Rahaga/Stone; FE: 200; Element: Rahaga/Stone; Effect: Eat: Whenever this Orb defeats another, it gains an attack of that Orb and heals for 1/4 of the Orb's maximum FE; Attacks: Acid Plant (20, poison), Boulder Tooth (30), Fire Rain (25, double-dmg if opponent is using an Air technique), Deal of Betrayal (can only be used in a Tag Match alongside Roodaka; instantly remove 1 Orb from battle and drain the combined FE of the opponent by the Orb's FE at its time of defeat; the removed Orb qualifies for Eat, cannot be used on an Orb with over 200 max. FE; the one who lost the Orb can choose another, but no FE will be regained; 1 use), Devour (instant-kill an inactive or summoned Spirit of the opponent's; does not qualify for Eat; 1 use)
#705. Dark Photok; Credit to Neya; FE: 130; Element: Shadow/Air; Effect: Corrupted Valor: Power up in a Tag Match alongside Bitil or Makuta Bitil; Attacks: Slash (10), Shadow Blast (20), Warpspeed Shadows (attack twice next turn), Betray (25), Dark Nobility (opponent loses 1 attack; if in a Tag Match alongisde Bitil or Makuta Bitil, this affects both opponents; 1 use)
#706. Dark Solek; Credit to Neya; FE: 130; Element: Shadow/Air; Effect: Corrupted Wisdom: Power up in a Tag Match alongside Krika or Makuta Krika; Attacks: Slash (10),Shadow Blast (20), Doom's Blades (50; only once every three turns), Betray (25), Dark Knowlegde (learn one of your opponent's attacks; if in a Tag Match alongside Krika or Makuta Krika, learn one attack from each opponent; 1 use)
#707. Dark Tanma; Credit to Neya; FE: 130; Element: Shadow/Air; Effect: Corrupted Faith: Power up in Tag Match alongside Gorast or Makuta Gorast; Attacks: Slash (10), Shadow Blast (20), Living Shadow (power up Shadow attacks used in this battle, even after Dark Tanma's FE runs out), Vengeance Fury (50; only once every three turns), Dark Trust (same as Conquer; if in Tag Match alongside Gorast or Makuta Gorast, it affects both opponents; 1 use)
#708. Conductor; Based on Megumi Kitaniji from The World Ends With You (It's a Wonderful World); FE: 200; Element: Shadow/Dragon/Psionic; Effect: Good Intentions: Not weak against Light; Attacks: Line Beam (15, enhanced accuracy), Shuriken (25, hits both in Tag Match), Quick Shot (30, sub-Sanok level accuracy), Fireball Pinwheel (20, hits again next turn), Red Skull Pin (mind control for 3),Time Freeze (paralyze for 2), Dragon Punch (50, poison), World End, Mission (select a number of turns 3-10. If the opponent does not use an attack that does 10 dmg or less during that amount of time, they take 40 dmg)
#709. Phones; Based on Neku Sakuraba from The World Ends With You (It's a Wonderful World); FE: 160; Element: Light/Psionics; Effect: Synch: Power up in a Tag Match; Attacks: Pyrokinesis (10), Twister (15, confuse), Cure Drink (heal 20), Energy Rounds (flip 3 coins; 15x heads), Teleport (defense), Lightning Arrester (20, hits both in Tag Match), Splash Core (20), Shockwave Blade (10), Vortex Saber (charge, then 40), Freeze (15, freeze),Dark Barrier (defense for 3, heal 15 each turn, 20 dmg on contact; 1 use), Velocity Attack (40; 35% accuracy, 10 self-dmg if you miss), Comet Crash (20), Nexus Ray (charge, then 70; backlash half the dmg; 1 turn cooldown; 1 use), Holy Field (power up, take -10 dmg, counter everytime you're attacked; lasts three turns; when wears off, your FE is cut in half and you lose 10 atk from you regular atk; 1 use), World End, Fusion (only available when in a Tag Match; dmg done is equal to the current combined FE of you and your partner; backlash one-third of the dmg; after this, Phones cannot attack for the rest of the battle; 1 use), Player Pin (dodge the opponent's next attack and counter with Shockwave Blade)
#710. Noise Fox; Based on the Progfox from The World Ends With You (It's a Wonderful World); FE: 180; Element: Shadow/Psionics; Effect: Nine Tails: Noise Fox starts with one Tail and grows another every other turn up to nine Tails. The number of Tails affects what techniques Noise Fox can use (see below); Attacks: Transformation (transform into a Shadow Spirit; next turn use one of its attack that does 30 or less; turn after that, change back to normal; 1 Tail), Transformation: Shockwave Blade (10; 1 Tail), Transformation: Bubble (5, paralyze; 1 Tail), Flames (20; 2 Tails), Tail Whip (opponent loses a weapon-based technique; 2 Tails), Transformation: Mushroom (defense, allow Poisonous Fungus next turn; 3 Tails), Poisonous Fungus (15, poison), Telekinesis (flip 3 coins; 20x tails; 4 Tails), Transformation: Crushing Skull (30; 4 Tails), Transformation: Twister (25, flip a coin, if heads this attack hits twice; 5 Tails), Transformation: Boomerang Claw (25, hits both in Tag Match; 6 Tails), Transformation: Inhale (40, heal self by dmg done; 7 Tails), Noise (20, confuse and silence for 3; 8 Tails), Transformation: Laser Bomb (80; 9 Tails; backlash half the dmg; number of Tails resets and the ninth Tail cannot grow back; 1 use)
#711. Noise Chimera; Based on the Goth Metal Drake from The World Ends With You (It's a Wonderful World); FE: 200; Element: Shadow/Dragon/Psionics; Attacks: Claw (20), Tail Club (15, opponent loses a weapon-based technique on first use), Skydive (20), Wingblade (25), Bite (20), Laser Breath (30, hit both in Tag Match), Fire Breath (40), Sword Rain (35, allow Slash), Dragonbreath (50), Noise (20, confuse and silence for 3), Slash (20)
#712. Zadakh TP; Designed by me; FE: 140; Element: Steel; Upgrades into Super Zadakh or Noise Zadakh; Attacks: Slash (10), Fantome Kousen (20), Ikhav Fantome Kousen (charge, then 40; 5 self-dmg), Chaos Shield (defense), Thunder Ball (5, paralyze), Overhead Slash (15, confuse)
#713. Super Zadakh; Designed by me; FE: 160; Element: Steel/Rahaga; Upgrades into Hyper Zadakh; Effect: Chaos Phantom: 25% chance of turning intangible and avoiding an attack; Attacks: Slash (15), Fantome Kousen (25), Ikhav Fantome Kousen (charge, then 50; 10 self dmg), Chaos Shield (defense), Thunder Ball (10, paralyze), Overhead Slash (20, confuse), Chaos Control (paralyze for 2), Chaos Slash (30), Blade Dash (20, enhanced accuracy)
#714. Hyper Zadakh; Designed by me; FE: 180; Element: Steel/Rahaga; Effect: Chaos Body: No weaknesses, take -10 from attacks (after applying resistance); Attacks: Slash (20), Fantome Kousen (30), Ikhav Fantome Kousen (charge, then 60; 15 self-dmg), Chaos Shield (defense), Thunder Ball (15, paralyze), Overhead Slash (25, confuse), Chaos Control (paralyze for 2), Chaos Slash (35), Blade Dash (25, enhanced accuracy), Blade Galaxy (allow all Star Blade techniques), Star Blade: Shuriken (30, hits both in Tag Match), Star Blade: Severance Slash (35, opponent loses 1 technique; 1 use), Star Blade: Buzzsaw Punch (40), Star Blade: Supernova Sword (70, backlash half the dmg, power down by 10, become confused for the rest of battle, disable all Star Blade techniques; 1 use)
#715. Noise Zadakh; Designed by me; FE: 160; Element: Steel/Shadow; Upgrades into Dissonance Zadakh; Effect: Noisy Atmosphere: Everyt turn, your opponent has a chance of getting a random one-turn negative status effect; Attacks: Slash (15), Noise Kousen (25), Ikhav Noise Kousen (charge, then 50; poison self), Noise Shield (defense), Thunder Ball (10, defense), Overhead Slash (20, confuse), Noise Control (confuse and silence for 2), Noise Slash (30), Blade Dash (20, enhanced accuracy)
#716. Dissonance Zadakh; Designed by me; FE: 180; Element: Steel/Shadow; Effect: Noise Body: No weaknesses, your opponent gets a random one-turn negative status effect on physical contact; Attacks: Slash (20), Noise Kousen (30), Ikhav Noise Kousen (charge, then 60; poison self and 5 self-dmg), Noise Shield (defense), Thunder Ball (15, paralyze), Overhead Slash (25, confuse), Noise Control (confuse and silence for 2), Noise Slash (35), Blade Dash (25, enhanced accuracy), Noise Typhoon (allow all Noise Blade techniques), Noise Blade: Kunai (30, hits both in Tag Match), Noise Blade: Sonic Severence (35, opponent loses 1 technique; 1 use), Noise Blade: Needle Punch (40), Noise Blade: Corrupted Cutter (70; backlash half the dmg, poison self, confused for the rest of battle, disable all Noise Blade techniques)
#717. Azakinui; Credit to Neya; FE: 200; Element: Rahaga/Dragon; Attacks: Scimitar Slash (20), Magna Ball (40), Repel (20, defense), Ziro (choose 1 of your opponent's techniques; it now does no dmg; 1 use), Double Team (attack twice next turn), Armor Peel (10, defense, next attack does double dmg), Polar Tackle (35), Neutralize (paralyze for 3), Super Magnet (70; only during Neutralize, negates Neutralize; 1 use), Attract (opponent must attack for the next 2 turns with Sanok-level accuracy), Dispel Dragon (reflect next 3 attacks as Dragon), Draco Ilatsu (next 2 attacks cannot be dodged and do +10 Dragon dmg), Battle Meditation (heal 10, 3 turn perfect accuracy), Zamor Spit (35, enemy loses 10 atk on first use, mind control for 3), Draco Surge (120, hits both target and self; 1 use)
#718. Shadow TH; Based on the Sega character of the same name, Credit to Neya; FE: 180; Element: Shadow/Rahaga/Thunder/Steel; Upgrades into Super Shadow; Effect: Chaotic Rebuild: No weaknesses; Attacks: Spin Dash (30, confuse), Homing Attack (25, Sanok-level accuracy), Spin Charge (power up Spin Dash), Rail Grind (defense), Rail Sparker (35, can only be done immediately after Rail Grind), Chaos Spear (50; 5 turn recharge), Chaos Emerald (20; for every Level up to 7, atk +5), Enigmatic (increase evasion, atk +5), Spring Jump (defense), Aerial Dive (35; can only be done immediately after Spring Jump), Ring Collect (heal 20),Chaos Control Sphere (opponent takes 2 turns to attack, lasts 6 turns, recharge for 8 turns afterwards), Chaos Blast (50), Vengeance (dmg = amount of FE Shadow TH is down from maximum)
#719. Super Shadow; Based on the Sega character of the same name, Credit to Neya; FE: 200; Element: Shadow/Steel/Rahaga/Thunder; Attacks: Spin Dash (35, confuse), Homing Attack (30, Sanok-level accuracy), Spin Charge (power up Spin Dash), Rail Grind (defense), Rail Sparker (40, can only be done immediately after Rail Grind), Chaos Spear (55; 5 turn recharge), Chaos Emerald (25; for every Level up to 7, atk +5), Enigmatic (increase evasion, atk +10), Spring Jump (defense), Aerial Dive (40; can only be done immediately after Spring Jump), Ring Collect (heal 20), Chaos Control Sphere (opponent takes 2 turns to attack, lasts 6 turns, recharge for 8 turns afterwards), Chaos Blast (55), Vengeance (dmg = amount of FE Shadow TH is down from maximum), Extremespeed (super-Calix-level dodge), Fly (30, sub-Calix-level dodge), Chaos Control (80; 3 turns later, SS must de-fuse and/or be exchanged)
#720. Metan; Credit to Neya; FE: 160; Element: Thunder/Steel; Upgrades into Metadon; Effect: Ancient: Strong against Light and Shadow, neutral to Thunder, weak to Dragon and Rahaga; Attacks: Base Thunder (20), Base Steel (20), Thundershard (25, double to Air; Level 1 only), Steelshard (25, double to Air; Level 1 only), Plasma Balls (30, double to Ice; Level 2 only), Pyroferrous Balls (30, double to Ice; Level 2 only), Shock Tide (35, double to Fire; Level 3 only), Liquid Proto Tide (35, double to Fire; Level 3 only), Gaia Thunder (40, double to Water; Level 4 only), Gaia Steel (40, double to Water; Level 4 only), Rock-Shattering Lightning (45, double to Earth; Level 5 only), Rock-Splitting Blades (45, double to Earth; Level 5 only), Thunder Storm (50, double to Stone; Level 6 only), Blade Storm (50, double to Stone; Level 6 only)
#721. Metadon; Credit to Neya; FE; 240; Element: Thunder/Steel/Dragon/Rahaga; Effect: Ancient: Strong against Shadow, neutral to Thunder, weak to Dragon; Attacks: Base Thunder (20), Base Steel (20), Base Dragon (20), Base Rahaga (20), Thundershard (25 (50 at level 6, 60 at level 12), double dmg to Air types, level 1 only), Steelshard (25 (50 at level 6, 60 at level 12), double dmg to Air types, level 1 only), Dragonshard (25 (50 at level 6, 60 at level 12), double dmg to Air types, level 1 only), Rahagashard (25 (50 at level 6, 60 at level 12), double dmg to Air types, level 1 only), Plasma Balls (30 (50 at level 6, 60 at level 12), double dmg to Ice types, level 2 only), Pyroferrous Balls (30 (50 at level 6, 60 at level 12), double dmg to Ice types, level 2 only), Dragonfire Balls (30 (50 at level 6, 60 at level 12), double dmg to Ice types, level 2 only), Mutant's Flame Balls (30 (50 at level 6, 60 at level 12), double dmg to Ice types, level 2 only), Shock Tide (35 (50 at level 6, 60 at level 12), double dmg to Fire types, level 3 only), Liquid Proto Tide (35 (50 at level 6, 60 at level 12), double dmg to Fire types, level 3 only), Raging Tide (35 (50 at level 6, 60 at level 12), double dmg to Fire types, level 3 only), Twisting Tide (35 (50 at level 6, 60 at level 12), double dmg to Fire types, level 3 only), Gaia Thunder (40 (50 at level 6, 60 at level 12), double dmg to Water types, level 4 only), Gaia Steel (40 (50 at level 6, 60 at level 12), double dmg to Water types, level 4 only), Gaia Dragon (40 (50 at level 6, 60 at level 12), double dmg to Water types, level 4 only), Gaia Rahaga (40 (50 at level 6, 60 at level 12), double dmg to Water types, level 4 only), Rock-Shattering Lightning (45 (50 at level 6, 60 at level 12), double dmg to Earth types, Level 5 only), Rock-Splitting Blades (45 (50 at level 6, 60 at level 12), double dmg to Earth types, Level 5 only), Rock-Splintering Might (45 (50 at level 6, 60 at level 12), double dmg to Earth types, Level 5 only), Rock-Shredding Claws (45 (50 at level 6, 60 at level 12), double dmg to Earth types, Level 5 only), Thunder Storm (50, (60 at level 12) double dmg to Stone types, Level 6 only), Blade Storm (50 (60 at level 12), double dmg to Stone types, Level 6 only), Dragon Storm (50, (60 at level 12) double dmg to Stone types, Level 6 only), Psi Storm (50, (60 at level 12) double dmg to Stone types, Level 6 only)
#722. Mew; Based on the Pokemon of the same name, Credit to Neya; FE: 200; Element: Rahaga; Effect: Synchronize: If affected by a status condition, the opponent also takes that condition; Attacks: Pound (20), Transform (change into the opponent's Orb for 5 turns; limited to that Orb's techniques for the duration), Mega Punch (40), Metronome (uses a random attack of your orb group), Psychic (35, decrease enemy evasion), Barrier (defense), Ancientpower (55, attack power +10 on first use), Amnesia (opponent loses 2 attacks, your evasiveness against energy-element attacks (Light, Shadow, Thunder, Rahaga, Dragon, Fire) increases), Me First (40, if the opponent is using an attack that alters the amount of attacks either player can execute in a turn, this does 90 dmg and defies the multiplier), Baton Pass (in a multiple battle, place on your ally all positive effects you currently have, including attack boosters), Nasty Plot (defense, attack +10, 1 use), Aura Sphere (40, Sanok-level accuracy)
#723. Matoran Krakua; Credit to Neya; FE: 120; Element: Steel/Light; Upgrades into Toa Krakua; Effect: Sensitive Hearing: Weak against Steel, not Thunder. If fighting a Kohrak Kal, weak against Ice instead. If opponent uses a Rahaga-type attack related to sound, take 4x dmg; Attacks: Future Strength, Sonic Slash (20), Brothers in Arms (20; double if paired against a Shadow Orb), Will of the Order (50, backlash half-dmg, only once every four turns)
#724. Toa Krakua; Credit to Neya; FE: 200; Element: Steel/Light; Effect: Sensitive Hearing: Weak against Steel, not Thunder. If fighting Kohrak Kal, weak against Ice. If opponent uses a Rahaga-type attack related to sound, weak against that; Attacks: Future Strength, Sonic Slash (30), Brothers in Arms (40; 60 is paired against a Shadow type), Sonar (disable up to 2 Water and 2 Air techniques; 1 use), Sonic Boom (45), Decibel Bomb (10, 50 next turn), Screech (28, double to Rahaga), Sonic Burst (15), Vibro Sword (15, disrupt 2 opponent attacks), Suletu (dodge opponent's next attack and counter with a Sonic Burst), Destiny War (80, can only be used agains Makuta and their pre-upgrades, hits both target and user; 1 use), Will of the Order (50, can only be used once every three turns)
#725. Recorder; Credit to Keizah; FE: 140; Element: Shadow; Effect: Suggestion: At the beginning of each turn, flip a coin. If heads, opponent obeys one suggestion; Attacks: Record (copy two techniques; 1 use), Fade (disappear for 2 turns), Enshroud (5, blind), Manipulate (only in Tag Match, power up ally and power down both opponents; 1 use)
#726. Trynahk; Credit to Keizah; FE: 50; Element: Rahaga/Fire/Air; Effect: Reanimate: When FE runs out, restore to full (4 uses); Attacks: Glide (15), Feather Storm (20), Blaze (15, heal 5), Cyclone Barrier (defense for 4, heal 5 per turn), Rebirth Blast (35; 10 to self, one use per Reanimation), Life Vision (20, heal 20, only available after one Reanimate), Life Charge (power up next attack by 20; only after 2 Reanimates), Life Seal (seal 1 of Trynahk's attacks, heal 25, only available after 3 Reanimates), Phoenix Release (30 per sealed attack, only available after 4 Reanimates)
#727. Irene; Based on the character of the same name, Credit to Nk; FE: 180; Element: Fire/Light/Rahaga; Effect: Devil Bond-I: Regen 30 at the beginning of every turn. All nearby Spirits with a Devil Bond effect get this added to their own; Attacks: Seduce (3 turn mind control; 4 turn cooldown), Flare (50), Blizzard (30), Sleep (cause sleep for 4), Summon Fiend (summon a Devil Fiend, 3 turn cooldown), Trick (30, cause random status effect), Present (heal yourself and an ally by 30), Wrath (40, may cause silence), Elbow Thrust (20, poison, may silence),Steal (steal an enemy attack; 1 use), Fool (confuse or do 40 dmg and inflict 30/turn poison),Devil Strike E-I (only alongside Devil Orb Enchantress; 150, 1 use, 1 turn cooldown), Doom (in 6 turns, opponent takes 30 dmg and 2 Devil Feinds appear)
#728. Sharkman; Credit to Zev; FE: 150; Element: Water; Effect: New Set: Activate this effect like an attack. Give up 50 FE to gain +20 atk for 2 turns. 1 use; Attacks: Bite (40; 5 for 5), Chomp (65, stun user for 1 turn), Finblade (40; 15% chance for double dmg), Water Pulse (25; +10 to Fire, cancel a random Fire-element attack for 2 turns)
#729. Sawfishman; Credit to Zev; FE: 150; Element: Water/Steel; Effect: New Set: Activate this effect like an attack. Give up 50 FE to gain +20 atk for 2 turns. 1 use; Attacks: Bite (40; 5 for 5), SawChomp (65, stun self for 1 turn, 15% chance for +5 dmg), Kuribachi Slash (charge for 2, then 75), Water Pulse (25; +10 to Fire, cancel a random Fire-element attack for 2 turns)
#730. Spittingfishman; Credit to Zev; FE: 135; Element: Water; Effect: Lock On: Activate like an attack. Give up 30 FE and your next turn, and the next attack is garunteed to hit. 1 use; Attacks: Water Spitgun (35), Sniper Water Spitgun (55, only every other turn), Rapidfire Water Spitgun (flip 3 coins; 35x heads), Water Cannon (charge, then 75)
#731. Macropharnyxman; Credit to Zev; FE: 135; Element: Water/Shadow; Effect: Gulp: Activate like an attack. Eat the opponent's next attack to regain half the damage it would have done. 4 uses; Attacks: Bite (40; 5 for 5), Chomp (65, stun user for 1 turn), Glotoneria (25, damages target and user; trade an attack with the opponent; 1 use), Gonzui (55; opponent loses 10 atk; 1 use)
#732. Sea King Lord of the Coast; Credit to Zev; FE: 185; Element: Water/Fire; Effect: Giga Chomp: Activate like an attack. Flip a coin, heads=85 dmg, tails=you will miss for two turns. Cannot be used twice on the same enemy Spirit; Attacks: Fire Cannon: Sacred Flame on the Night Sea (65, burn), Fire Cannon: Winter Fireworks (flip 3 coins; 45x heads), Fire Cannon: Fire Pillar in the House of the Daimyo (25, block an attack), Fire Cannon: Cross Fire (35; can be charged to improve accuracy), Fire Cannon: Enkai (charge for two, then 65 and burn), Aquaburst (45, +10 to Fire)
#733. Sea King Yokozuna; Credit to Zev; FE: 145; Element: Water/Shadow; Effect: Chameleon: Changes Shadow element to the main Element of the enemy and adopts a random attack of that element; Attacks: Tongue Lashing (45, stun), Chameleon Shift: Hypnosis (stuns; 3 turns later, 45 dmg is done), Chameleon Shift: Emotions in Motion (enemy gets +15 atk, bus misses 50% of the time), Chameleon Shift: Cherry Red (35, burn), Chameleon Shift: Midnight Blue (35, freeze)
#734. Werehog; Based on Sonic the Werehog from Sonic Unleashed; FE: 140; Element: Light/Shadow; Effect: Dark Gaia Force: If Werehog defeats a Shadow Spirit, it gets +5 atk for the rest of this battle; Attacks: Punch (20), Claw (10, confuse), Uppercut Claw (15, paralyze), Beatdown (can only be used if foe if paralyzed; flip 3 coins, 20x tails), Unleashed (for 3 turns, atk+10, take -5 dmg; 1 use), Earthshaker (40; flip a coin. If heads, hits twice)
#735. Chronicler 01; Original design; FE: 140; Element: Rahaga; Upgrades into Chronicler 02; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2001 Bionicle; Attacks: Slash (10), Fireball Spit (15), Power Punch (15), Earthquake (15), Freeze (15), Tornado (15), Tsunamic Blast (15),Infect (summon a Rahi Spirit to aid you), Golden Kanohi (defense, power up on first use, attack twice next turn, disrupt an attack, cancel an attack effect), Quest for the Masks (use a random Mask-type attack; 5 uses), Chronicle
#736. Chronicler 02; Original design; FE: 150; Element: Rahaga; Upgrades into Chronicler 03; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2002 Bionicle; Attacks: Slash (10), Electro-Rocket (20), Fireball Spit (20), Power Punch (20), Earthquake (20), Freeze (20), Tornado (20), Acid (20), Tsunamic Blast (20), Proto Block (defense), Krana (mind control for 3), Sphere Tackle (30), Chronicle
#737. Chronicler 03; Original design; FE: 160; Element: Rahaga; Upgrades into Chronicler 04; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2003 Bionicle; Attacks: Slash (10), Proto Block (defense), Electro Rocket (25), Fireball Spit (25), Volt (25), Fear (25), Power Punch (25), Plasma Blast (25), Shatter (25), Earthquake (25), Gravity Increase (25), Hunger (25), Freeze (25), Sonic Blast (25), Anger (25), Tornado (25), Vacuum Blast (25), Poison (25), Tsunamic Blast (25), Magnetize (25), Disintegrate (25), Krana (mind control for 3), Silver Shield (defense for 2), Infect (summon a Rahi Spirit to aid you), Light Aura (35), Blackout (35), Avohkii (25 to Shadow), Chronicle
#738. Chronicler 04; Original design; FE: 170; Element: Rahaga; Upgrades into Chronicler 05; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2004 Bionicle; Attacks: Slash (10), Kanoka Launch (20), Fireball Spit (30), Power Punch (30), Earthquake (30), Freeze (30), Tornado (30), Tsunamic Blast (30), Quadro Stomp (30), Energy Spit (30), Energy Net (paralyze for 2), Staff of Order (use a random Vahki staff attack), Mask Discovery (use a random Mask-type attack; 6 uses), Shadow Arm (40), Chronicle
#739. Chronicler 05; Original design; FE: 180; Element: Rahaga; Upgrades into Chronicler 06; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2005 Bionicle; Attacks: Slash (10), Viral Venom (Power up), Rhotuka (15), Web (5, paralyze for 3), Shield (defense), Fireball Spit (35), Power Punch (35), Earthquake (35), Freeze (35), Tornado (35), Tsunamic Blast (35), Cure (heal 10 FE and negative status effects), Chronicle
#740. Chronicler 06; Original design; FE: 190; Element: Rahaga; Upgrades into Chronicler 07; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2006 Bionicle; Attacks: Slash (10), Zamor (15, mind control for 3), Tail Swipe (opponent loses one weapon-based technique), Fireball Spit (40), Power Punch (40), Earthquake (40), Freeze (40), Tornado (40), Tsunamic Blast (40), Inika Vision (40), Move Along (recover from negative effects), Rage (power up), Will of the Order (50), Ignika Curse (50), Calix (dodge, ALL), Sanok (next three attacks cannot miss), Chronicle
#741. Chronicler 07; Original design; FE: 190; Element: Rahaga/Water; Upgrades into Chronicler 08; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2007 Bionicle; Attacks: Slash (10), Squid (10, heal self), Machinegun (15), Fireball Spit (40), Power Punch (40), Earthquake (40), Freeze (40), Tornado (40), Tsunamic Blast (40), Kamikaze Crash, Conquer, Into the Soul, Hypnosis (mind control for 2), Volt (40), Mutagen (poison), Ignika Curse (50), Chronicle
#742. Chronicler 08; Original design; FE: 200; Element: Rahaga; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2008 Bionicle; Attacks: Protosteel Slash (20), Phantoka, Mistika, Fireball Spit (40), Power Punch (40), Earthquake (40), Freeze (40), Tornado (40), Tsunamic Blast (40), Gravity Hurts (20), Closer to the Truth, Light Blast (30), Betray (30), Skyblaster (15), Nynrah Blaster (control for 3), Will of the Order (50), Will of the Brotherhood (50), Ignika Curse (50), Destiny War, Federation of Fear, Brothers in Arms, Shadow Leech (15, heal self, double to Light), Twilight Blast (40), Proto Block (Cushion Jelly-level defense), Rising of Mata Nui--Plan of Teridax (150; can only be used if you have previously in this battle used all of the preceeding Chroniclers for at least 3 turns each; cannot be defended against by any means, can't be powered up; does 50 self-dmg; 1 use), Chronicle
#743. Dark Glatorian; Based on Dark Gaia Guardian from Sonic Unleashed; FE: 160; Element: Shadow; Attacks: Super Punch (20, enhanced accuracy), Hammer Smash (20), Hammer Spin (60, confuse self), Jump Smash (40), Thunderbolt (35, hits both in Tag Match), Glatorian (atk+10, take -10 dmg; lasts 3 turns, during that time you can only use offensive techniques; after this, you cannot use another Orb until this one runs out of FE; 1 use)
#744. Crimson Dragon; Based on the Ryuusei no Rockman 3 boss of the same name; FE: 200; Element: Rahaga/Shadow; Effect: Noise Master: No weakness, every turn the opponent has a chance of getting a one-turn negative status effect; Attacks: Claw (20), Core Shield (defense), Bite (30), Two Heads (attack twice next turn, but take double dmg from opponent's attack), Noise (10, confuse and silence for 3), Noise Missile (20; flip a coin. If tails, hits twice), EM Wave Pulse (10, confuse), Cyber Attack (40), Noise Beam (50), Dragonbreath (40), Wingblade (25), Noise Card (only in a Tag Match; replace one of your partner's attacks with an attack from another Orb belonging to either one of you; 1 use), Meteor Collision (instant-kill; 1 use, backlash half the dmg done), Noise Change (turn another of your Orbs into a Parasite-type for the remainder of this battle; 1 use), Noise Materialize (gain a weapon and its related technique(s); one weapon at a time)
#745. Dragon King; Based on Bahamut from Crisis Core: Final Fantasy VII; FE: 200; Element: Dragon; Effect: King: No weakness, take half damage from Dragon attacks; Attacks: Claw (10), Wingblade (15), Skydive (20), Wing Shield (defense), Thunderbolt (25), Energy (30, flip a coin; if heads, hits twice), Tail Whip (opponent loses weapon(s) and related technique(s)), Dragon's Sword (40), Dragonbreath (50, always causes a status effect), Megaflare (100, charge for one turn, backlash half the damage, cannot be dodged; 1 use)
#746. Historic Destiny; Based on Limit Form Sora from Kingdom Hearts II; FE: 200; Element: Light; Effect: Health Transfer: When using an attack labeled as a Limit, regain health equal to half the dmg done; Attacks: Keyblade Slash (25), Keyblade Combo (50, only directly after Keyblade Slash), Seal (opponent loses 1 attack; 1 use), Dodge Roll (sub-Calix-level defense), Zantetsuken (insta-kill an opponent with under 20 FE left), Limit: Sonic Blade (40, enhanced accuracy), Limit: Ars Arcanum (60, cannot be blocked), Limit: Ragnarok (50, cannot be dodged), Limit: Strike Raid (45, hits both in Tag Match)
#747. Demon Prince; Based on Laharl from Disgaea; FE: 180; Element: Shadow/Fire/Steel; Attacks: Slash (10), Blade Rush (15, enhanced accuracy), Hurricane Slash (10, hits twice, paralyze), Wind Cutter (25), Winged Slayer (30), Nightsever (40), Dimension Slash (50, cannot be blocked), Burning Knuckle (25, bypass effect activated upon physical contact), Overlord's Wrath (35, cannot be dodged), Meteor Impact (45), Shadow Blast (15), Demon Punch (20)
#748. Corrupted Destiny; Based on Anti-Form Sora from Kingdom Hearts II; FE: 150; Element: Shadow; Effect: Heartless: Cannot be healed by any means; Attacks: Anti-Glide (defense), Claw (10), Kick (10), Darkness Orb (25), Dark Fury (30)
#749. Exo-Paladin; Original design; FE: 140; Element: Light; Attacks: Slash (10), Arrow (5, enhanced accuracy), Cleanse (15), Shield of Faith (defense), Sword of the Word (20), Holy Arrows (20), Amazing Grace (heal 30), Purify (recover from negative effects), Heaven's Light (25), Strike of the Crusader (30), Holy Flame (if the target has any Shadow technqiues, remove them and burn the target), Angel Wings (power up by 5, allow Flight, Ange Tsubasa, and Angelic Knight's Finishing Blow: A New Beginning), Flight (dodge), Ange Tsubasa (40, backlash half; 2 uses), Angelic Knight's Finishing Blow: A New Beginning (must charge for one turn, cut through all defenses to deliver 50 dmg; cancels Angel Wings and causes Exo-Paladin to receive an amount of damage equal to what is caused during the time it had Angel Wings; for the rest of this battle you can only use Light Spirits; 1 use)
#750. Raanu; FE: 120; Element: Fire; Attacks: Slash (10), Shield (defense), Firebolt (15)
#751. Atakus; FE: 120; Element: Stone; Attacks: Slash (10), Power Punch (15)
#752. Zesk; FE: 120; Element: Earth; Attacks: Sting (10), Seismic Stomp (15)
#753. Metus; FE: 120; Element: Ice; Attacks: Slash (10), Shield (defense), Freeze (15)
#754. Tarduk; FE: 120; Element: Air/Jungle; Attacks: Claw (10), Air Blast (15)
#755. Berix; FE: 120; Element: Water; Attacks: Slash (10), Shield (defense), Water Ball (15)
#756. Malum; FE: 140; Element: Fire; Attacks: Punch (10), Claw (10), Armor (defense), Thornax (15), Cheap Shot (20, enhanced accuracy), Fire Punch (25), Glatorian (atk+10, take -10 dmg; lasts 3 turns; during that time you can only use offensive techniques; after this, you cannot use another Orb until this one is defeated; 1 use)
#757. Skrall; FE: 140; Element: Stone/Shadow; Attacks: Slash (10), Shield (defense), Thornax (15), Shadow Blast (15), Speed Slash (20), Power Punch (25), Shield Throw (20, cannot be blocked), Glatorian, Star Armor (absorb Rahaga-type moves for duration, enable Star Slash (30, defense-piercing, 1 use) and Star Shield (Cushion Jelly-lvl defense, 1 use), wears off when both techniques have been used; 1 use)
#758. Vorox; FE: 140; Element: Earth; Attacks: Slash (10), Thornax (15), Stinger (20), Sandstorm (25), Hide (defense), Glatorian
#759. Straak; FE: 140; Element: Ice; Attacks: Axe Slice (10), Thornax (15), Cheap Shot (20, enhanced accuracy), Icicle Charge (25), Glatorian
#760. Gresh; FE: 140; Element: Air/Jungle; Attacks: Slash (10), Shield (defense), Backflip Thornax (15, defense), Cycletack (20, add. 5 per turn), Agility Slash (25), Glatorian, Star Armor (allow Star Slash and Star Shield, absorb Light attacks, lasts until both Star Slash and Star Shield have been used; 1 use), Star Slash (30, defense-piercing; 1 use), Star Shield (Cushion Jelly-level defense; 1 use)
#761. Tarix; FE: 140; Element: Water; Attacks: Slash (10), Thornax (15), Fair Fierceness (20), Tsunami (25), Glatorian
#762. Fero; FE: 120; Element: Stone; Attacks: Slash (10), Thornax (15), Power Punch (15), Raid (5, opponent loses one attack; 1 use)
#763. Skirmix; FE: 130; Element: Stone; Attacks: Claw (10), Bite (15), Body Slam (20), Tail (15)
#764. Tuma; FE: 200; Element: Stone/Shadow; Attacks: Slash (20), Thornax (15), Power Punch (25), Body Slam (30), Conquer, Skrall Squadron (35), Blade Fury (40), Shadow Blast (25), Glatorian, Will of the Empire (50)
#765. Transdimensional Vezon; FE: 200; Element: Shadow/Rahaga; Effect: Walking Gateway: When attacked, there is a 25% chance you will avoid damage entirely; Attacks: Shadow Blast (25), Slash (20), Gateway Shield (reflect), Dark Mirror (every active Spirit's Element is changed to what it would normally be weak against (Transdimensional Vezon excluded)), Transdimensional Wisdom (power up), Gateway Summon (summon a random Spirit to aid you; only 1 Spirit at a time), Gateway Cannon (30), Gateway Envelop (paralyze for 2), Gateway Crush (40, only during Gateway Envelop), Gateway Steal (steal one of your opponent's Orbs for this battle; 1 use), Shadow Blade (35), Warp Blade (45), Gateway Release: Black Hole (50, unable to use gateway-based techniques next turn), Gateway Release: Dimensional Guardian (summon a Dimensional Guardian to aid you; unable to use gateway-based techniques next turn; only one DG can be present at a time, cannot have both a DG and a Spirit gained from Gateway Summon present at the same time), Gateway Release: Continuum Unravelling (all Orbs, both yours and your opponent's, lose all FE; ends the battle in a tie; 1 use)
#766. Dimensional Guardian; Original design; FE: 140; Element: Rahaga; Effect: Dimensional Master: Techniques and effects that involve teleportation, warping, or gateways in any form have no effect on Dimensional Guardian; Attacks: Slash (10), Gateway Shield (defense), Gateway Summon (summon a random Spirit to aid you; 1 at a time), Dimension Blast (20), Dimension Punch (15), Gateway Envelop (paralyze for 2), Gateway Crush (40, only during Gateway Envelop), Transdimensional Wisdom (power up), Dimension Slash (30, cannot be blocked), Warp Blade (35)
#767. Gaaki Hagah; FE: 160; Element: Water; Upgrades into Rahaga Gaaki; Effect: Kanohi Krusher: Immune to Mask-type attacks; Attacks: Rhotuka (15), Spear (30), Guard (defense), Flood (20), Water Ball (15), Mask of Clairvoyance (defense)
#768. Pouks Hagah; FE: 160; Element: Stone; Upgrades into Rahaga Pouks; Effect: Kanohi Krusher: Immune to Mask-type attacks; Attacks: Rhotuka (15), Spear (30), Guard (defense), Body Slam (20), Power Punch (15), Mask of Emulation (in 3 turns, copy one of your opponent's attacks)
#769. Junior Sage; Based on Sage Mode Naruto from Naruto; FE: 200; Element: Air/Dragon; Effect: Natural Energy: When paralyzed, power up for two turns; Attacks: Kunai (10), Rasengan (50), Shadow Clone Jutsu (create a clone with 70 FE), Sage Punch (30), Double Rasengan (60), Wind Release: Spiraling Shuriken: Sage Level (80; 2 uses)
#770. Cuarta Espada; Based on Ulquiorra Cifer; FE: 200; Element: Shadow; Attacks: Slash (10), Hierro (defense), Stab (5, paralyze), Cero (20), Bala (15, Sanok-lvl accuracy), Release (allow Gran Ray Cero, Wingblade, Cero Oscuras, and True Despair), Gran Ray Cero (charge, then 40), Cero Oscuras (50, cannot be dodged), Wingblade (30), True Despair (power up, allow Lanza del Relampago), Lanza del Relampago (70, backlash half; 1 use)
#771. Rockoh T3; FE: 160; Element: Steel/Air; Effect: Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, keep this Spirit's attacks and one long range attack from the pilot, add 10% of the pilot's FE to this Orb's FE; Attacks: Skycannon (30), Power Dive (40), Energy Field (paralyze)
#772. Jetrax T6; FE: 160; Element: Steel/Air; Effect: Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, keep this Spirit's attacks and one long range attack from the pilot, add 10% of the pilot's FE to this Orb's FE; Attacks: Double Skycannon (40), Turbine Cannon (30)
#773. Axalara T9; FE: 180; Element: Steel/Air; Effect: Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, keep this Spirit's attacks and one long range attack from the pilot, add 10% of the pilot's FE to this Orb's FE; Attacks: Skyblaster (40), Lasers (30), Axalara Cannon (50)
#774. Enterprise; Based on the famous Star Trek spaceship of the same name; FE: 180; Element: Steel; Effect: Spirit Carrier: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, keep this Spirit's attacks and one long range attack from the pilot, add 10% of the pilot's FE to this Orb's FE; Attacks: Phasers (30), Photon Torpedo (60; 4 uses), Shelds Up (create a 100 FE barrier; 1 use), Transporter (send an ally down to fight or retreive them), Warp Drive (10; 25% chance to dodge enemy's next attack)
#775. Pocket Monster G1; Based (somewhat loosely) on the first generation of Pokemon; FE: 140; Element: Rahaga; Upgrades into Pocket Monster G2; Effect: Gotta Catch 'Em All: If fighting an Orb based on a Generation 1 Pokemon, gain its techniques and 10% of its FE; Attacks: Tackle (10), Psybeam (20), Red* (allow Ember and Flamethrower), Green* (allow Razor Leaf and Vine Whip), Blue* (allow Bubble and Hydro Pump), Yellow* (allow Thunder Wave and Thunderbolt), Ember (20), Flamethrower (30), Razor Leaf (20, hits both in Tag Match), Vine Whip (30), Bubble (20), Hydro Pump (30), Thunder Wave (paralyze), Thunderbolt (30) (*Can only have one active at a time)
#776. Pocket Monster G2; Based (somewhat loosely) on the second generation of Pokemon; FE: 150; Element: Rahaga; Upgrades into Pocket Monster G3; Effect: Gotta Catch 'Em All: If fighting on Orb based on a Generation 1 or 2 Pokemon, gain its techniques and 10% of its FE; Attacks: Bite (10), Metal Claw (20), Gold* (allow Fire Blast and Sacred Fire), Silver* (allow Gust and Aeroblast), Crystal* (allow Bubblebeam and Aurora Beam), Fire Blast (25), Sacred Fire (40), Gust (25), Aeroblast (40), Bubblebeam (25), Aurora Beam (40) (*Can only have one active at a time)
#777. Pocket Monster G3; Based (somewhat loosely) on the third generation of Pokemon; FE: 160; Element: Rahaga; Upgrades into Pocket Monster G4; Effect: Gotta Catch 'Em All: If fighting an Orb based on a Generation 1, 2, or 3 Pokemon, gain its techniques and 10% of its FE; Attacks: Tackle (15), Pound (25), Sapphire* (allow Hydro Pump and Water Spout), Ruby* (allow Earthquake and Eruption), Emerald* (allow Dragon Claw and Outrage), FireRed* (allow Ember and Flamethrower), LeafGreen* (allow Razor Leaf and Vine Whip), Hydro Pump (30), Water Spout (40), Earthquake (30), Eruption (40), Dragon Claw (30), Outrage (40), Ember (30), Flamethrower (40), Razor Leaf (30, hits both in Tag Match), Vine Whip (40) (*Can only have one active at a time)
#778. Pocket Monster G4; Based (somewhat loosely) on the fourth generation of Pokemon; FE: 170; Element: Rahaga; Upgrades into Pocket Monster G5; Effect: Gotta Catch 'Em All: If fighting an Orb based on a Generation 1, 2, 3, or 4 Pokemon, gain its techniques and 10% of its FE; Attacks: Tackle (15), Bite (25), Diamond* (allow Flash Cannon and Roar of Time), Pearl* (allow Aqua Tail and Spacial Rend), Platinum* (allow Shadow Claw and Shadow Force), HeartGold* (allow Fire Blast and Sacred Fire), SoulSilver* (allow Gust and Aeroblast), Flash Cannon (35), Roar of Time (50; 1 turn cooldown), Aqua Tail (35), Spacial Rend (45), Shadow Claw (35), Shadow Force (charge, then 50), Fire Blast (35), Sacred Fire (45), Gust (35), Aeroblast (45) (*Can only have one active at a time)
#779. Destructia; Based loosely on Lisianthus from Shuffle!, Credit to Nk; FE: 180; Element: Steel; Effect: Devil Bond-D: When FE falls below half, auto-recover from negative effects. All nearby Spirits with Devil Bond effects get this effect added to their own; Attacks: Smash (20), Iron Chair of Doom (40), Earthquake (30), Power Smash (charge, then 60), Fury (flip 5 coins; 10x tails), Energy Splash (30; additional 20 dmg next turn), Hammer Spin (40, confuse self), Doppelganger (30; hits twice if fighting one foe, hits both in Tag Match), Chair Throw (30, paralyze), Big Swing (40, may paralyze), Boomerang Hammer (30, add. 30 next turn, cannot use hammer attacks until hammer returns), Calamity Drive (120, 1 use), Iron Will (increase speed, attack, and evasion; 1 use)
#780. Enchantress; Based loosely on Nerine from Shuffle!, Credit to Nk; FE: 180; Element: Rahaga; Effect: Devil Bond-E: When your ally takes 40 or more dmg in one turn, power up next magic attack. All nearby Spirits with Devil Bond effects get this effect added to their own; Attacks: Lightning Bolts (40), Energy Ball (charge, then 60), Heal (restore 30 health), Reflect (reflect), Blizzard (30, freeze for 2), Inferno (50), Sing (causes sleep for 3 or recover from negative effects), Quake (30, paralyze for 2), Tornado (40), Tsunami (40), Staff Twirl (10), Curse (30/turn poison), Holy (50), Dragonrage (30), Omelette (75% chance of healing ally for 20; 25% chance of damaging ally for 20), Master Mage (only after 3 turns have passed; increase defense and evasion, allow Omega Magic), Omega Magic (80, can be any element except for Steel, Dragon, Rahaga, Mask, or Weapon)
#781. Vanquisher; Based loosely on Kaede from Shuffle!, Credit to Nk; FE: 180; Element: Shadow; Effect: Devil Bond-V: When FE falls below half, attack twice per turn. All nearby Spirits with Devil Bond effects get this effect added to their own; Attacks: Stab (10), Smoke Bomb (defense), Knife Throw (flip 5 coins; 5x tails), Evasion (raise dodge chance), Poison Stab (20, poison), Vital Cut (40), Shadow Blade (30), Flash Bomb (blind), Blowgun (10, put opponent to sleep for 3), Pressure Point (20, paralyze for 3), Trap (next turn give unavoidable 70 dmg), Rice Ball (heal 20), Disappear (defense, cannot use any technique except Backstab), Backstab (50, only during Disappear), Shadow Walk (from this point forward you have a chance of Disappearing when attacked), Slayer's Glory (increase evasion, accuracy, and attack)
#782. Leadfist; Based loosely on Mayumi from Shuffle!, Credit to Nk; FE: 180; Element: Steel; Effect: Devil Bond-L: Cut the power of two consecutive attacks to make the third one stronger. All nearby Spirits with Devil Bond effects get this effect added to their own; Attacks: Power Punch (20), Elbow Smash (5, confuse), Shockwave (30), Fury (flip 10 coins; 5x tails), Bullet Punch (40), Body Slam (25), Throw (15, paralyze), Throat Kick (15, silence), Fire Punch (20), Ice Punch (20), Mega Punch (50), Rain Dance (heal self and allies of negative status effects), Blazing Palm (40, burn), Freezing Palm (40, freeze), Big Bang (60; 50% chance to miss; paralyze, silence), Phantom Fist (40, Sanok-level accuracy), Rising Dragon (80, causes a random status; 2 uses), Armor Break (10, following attacks do more damage), Steel Strength (greatly increase attack and defense)
#783. Nighturai; Based loosely on Asa from Shuffle!, Credit to Nk; FE: 180; Element: Steel/Rahaga; Effect: Devil Bond-Next: Take no actions for 3 turns, and then either deal a free 40 dmg, heal for 40, or deal a free 20 dmg and cause 2 status effects (either positive to self or negative to opponent). All nearby Spirits with Devil Bond effects get this effect added to their own; Attacks: Slash (20), Fire Blast (25), Blizzard (30), Thunderbolt (25), Heal (heal 40, either self or ally), Combo (flip 3 coins; 20x tails), Uppercut (15, paralyze), Overhead Slash (15, confuse), Magic Slash (40), Back Slap (10, paralyze for 3), Spellblade (35, change the Element of this attack at will), Blade Rush (30, cannot be dodged), Hurricane Slash (40, may hit twice), Cross Slash (50, may paralyze), Thousand Stabs (flip 10 coins, 20x heads; 1 use), Dark X Slash (40, blind), Knight Soul (greatly increase attack, defense, and evasion)
#784. No. I; Based on Xion from Kingdom Hearts; FE: 140; Element: Light; Upgrades into Memory Mech; Attacks: Keyblade Slash (30), Seal (opponent loses 1 attack; 1 use), Fire (15), Blizzard (15), Thunder (15), Cure (heal 20), Dodge Roll (defense), Event Horizon (only available when you have 50 FE or less; flip 4 coins, 10x tails; 1 use)
#785. Louvre; Original design; FE: 200; Element: Steel; Effect: Deadly Percision: All attacks have Sanok-lvl accuracy unless confused; Attacks: Slash (20), Kanoka Blade: Komau (mind control for 3), Kanoka Blade: Mahiki (confuse for 3), Kanoka Blade: Iden (25, opponent cannot attack next turn), Kanoka Blade: Olmak (defense), Kanoka Blade: Garai (30, reduce opponent's speed and accuracy), Kanoka Blade: Jutlin (opponent loses a weapon or armor; 1 use), Kanoka Blade: Shelek (silence for 3), Kanoka Blade: Crast (30, opponent unable to approach next turn), Kanoka Blade: Felnas (opponent loses 1 attack; 1 use), Kanoka Blade: Avsa (25, heal 25), Cero (20), Cero Slash (40), Blade Chains (30), Ragnarok Cero (50), Legendary Kanoka Blade: Vahi (60, backlash 10; paralyze, opponent needs 2 turns to attack, lasts for 9 turns; 1 use), Legendary Kanoka Blade: Ignika (60, backlash 10; 20 per turn indefinitely; 1 use)
#786. Memory Mech; Based on the first three boss forms of Xion from Kingdom Hearts; FE: 160; Element: Light/Steel; Upgrades into Fading Memory; Attacks: Keyblade Slash (30), Seal (opponent loses 1 attack; 1 use), Vortex (immobilize), Regenerate (heal 20), Memory Core: Wonderland* (allow Wingblade, Sonic Blade, and Skydive), Wingblade (30), Sonic Blade (flip 4 coins; 10x tails), Skydive (20, confuse), Memory Core: Halloween Town* (allow Ragnarok), Ragnarok (charge, then 60), Memory Core: Agrabah* (allow Slash Spin and Ars Arcanum), Slash Spin (20; flip a coin. If tails, hits twice), Ars Arcanum (50; 1 round cooldown) (*Can only have one active at a time)
#787. Fading Memory; Based on the final boss form of Xion from Kingdom Hearts; FE: 180; Element: Light/Steel; Effect: Wish to Exist: No weakness; Attacks: Keyblade Slash (30; can hit twice, but then you can't attack next turn), Seal (opponent loses 1 attack; 1 use), Vortex (immobilize), Cross Slash (40, paralyze), Thundara (35), Dark Orb (35), Rain of Light (40, confuse), Fade (defense), Energy Inferno (60), Light Blast (25)
#788. Acid Ace; Based on the Ryuusei no Rockman character of the same name; FE: 180; Element: Steel; Effect: Lock-On: All attacks have Sanok-lvl accuracy; Attacks: Slash (10), Shockwave (20, cannot be dodged), Flamethrower (35), Tornado (10, hits 3 times), Wide Wave (30, hits both in Tag Match), Stealth Laser (20, paralyze), Buzzsaw (30, enhance accuracy), Wing Blade (40), EM Wave Pulse (10, confuse), Cyber Attack (30), Brother Band (gain an attack from another Orb you own; 1 use), Acid Illegal (become a Shadow type and power up for 3 turns; user paralyzed for 2 turns afterwards; 1 use), Noise Gather (use a random attack; 3 uses)
#789. Knight of the Wind; Based on Sonic the Hedgehog as he appears in Sonic and the Black Knight; FE: 150; Element: Air/Steel/Light; Upgrades into Knight of Gold; Attacks: Slash (15), Spiral Slash (10; 25% chance to hit twice), Evasion (raise dodge chance), Parry (block a physical attack), Ring Collect (heal 10), Chivalry (recover from negative status effects), Soul Surge (40, cannot be dodged; flip a coin. If heads, hits twice), Wind Slash (20, confuse), Paladin Style (power up, enable Shield Break; overwrite Cavalier Style if active), Cavalier Style (increase accuracy and dodge chance; overwrite Paladin Style if active), Shield Break (10, defense-piercing; opponent cannot block for three turns)
#790. Knight of Gold; Based on Excalibur Sonic from Sonic and the Black Knight; FE: 180; Element: Air/Steel/Light; Effect: Sacred Armor: No weakness, take -10 dmg (after applying resistance); Attacks: Slash (20), Spiral Slash (15; 50% chance to hit twice), Evasion (increase dodge chance), Parry (defense), Ring Collect (heal 10), Chivalry (recover from negative status effects), Soul Surge (50, cannot be dodged; flip a coin. If heads, hits twice), Wind Slash (25, confuse), Light Slash (25, blind), Shield Break (10, defense-piercing; opponent cannot block for three turns), Fly (Calix-lvl dodge), Combo (flip 4 coins; 10x tails), Sacred Sword Excalibur: Final Blow (70, backlash 20; cannot be blocked; 1 use)
#791. Meme Master; Based on a variety of internet memes; FE: 170; Element: Rahaga; Effect: Over 9000: When hit by an attack that does 50 dmg or more, power up for two turns; Attacks: Own (instant-kill; 1 use), Falcon Punch (30), It's a Trap (choose 1 of your opponent's attacks; when they use it, it hits them instead), Rickroll (15, confuse), This is Sparta (power up), Objection (5, defense), Numa Numa (flip 4 coins; 10x tails), Roundhouse Kick (30), Laser Fire (30), Caramelldansen (flip 5 coins; 5x tails; opponent unable to attack next turn), Snakes on a Plane (poison), Kamehameha (charge, then 40), Staff Twirl (30; flip a coin. If heads, hits twice), The Cake is a Lie (opponent loses 1 technique; 1 use), World of Warcraft (all fighters become single-Element and power up by 5; 1 use), Burninate (Only when FE 20 or below; User loses all FE, 50% chance of opponent losing all FE as well), Candy Mountain (heal 20), Weak Spot (next attack does double dmg; 2 uses), Facepalm (choose 1 attack you've already used; next time you use it, opponent takes +10 dmg), Axe Smash (30)
#792. Knight of Chaos; Based on Sir Lancelot (Shadow the Hedghog) from Sonic and the Black Knight; FE: 140; Element: Rahaga/Steel; Attacks: Slash (15), Spiral Slash (10; 25% chance to hit twice), Evasion (increase dodge chance), Parry (block a physical attack), Ring Collect (heal 10), Chivalry (recover from negative status effects), Chaos Punishment (30, cannot be blocked or dodged; only every 3 turns), Chaos Slash (25, paralyze), Chaos Control (reduce opponent's accuracy and dodge chance for 2), Speed Slash (20, enhanced accuracy)
#793. Knight of Power; Based on Sir Gawain (Knuckles the Echidna) from Sonic and the Black Knight; FE: 140; Element: Steel; Attacks: Double Slash (20), Spiral Slash (15; 35% chance to hit twice), Glide (5, defense), Parry (block a physical attack), Ring Collect (heal 10), Chivalry (recover from negative status effects), Blade Meteor (50; 15% chance of hitting twice; only every 4 turns), Shield Break (25, defense-piercing), Combo (flip 3 coins, 10x tails), Ground Break (15, stun)
#794. Knight of Fire; Based on Lady Percival (Blaze the Cat) from Sonic and the Black Knight; FE: 140; Element: Fire/Steel; Attacks: Slash (15), Spiral Slash (10; 25% chance to hit twice), Backflip (dodge), Parry (block a physical attack), Ring Collect (heal 10), Chivalry (recover from negative status effects), Vortex Dash (40, burn), Fire Slash (25; 10 next turn), Fire Ring (20, hits both in Tag Match), Fire Blast (15)
#795. Ackar; FE: 140; Element: Fire; Attacks: Flame Slice (10), Thornax (15), Ancient Wisdom (power up), Champion's Strike (20), Blaze Cutter (25), Glatorian (atk+10, take -10 dmg; lasts 3 turns; during that time you can only use offensive techniques; after this, you cannot use another Orb until this one is defeated; 1 use)
#796. Stronius; FE: 150; Element: Stone; Attacks: Smash (20), Thornax (15), Power Punch (25), Body Slam (30), Guard (defense), Shield Break (25, opponent loses a block technique), Glatorian
#797. Mata Nui; FE: 140; Element: Light; Attacks: Slash (10), Shield (defense), Thornax (15), Light Punch (20, blind or paralyze), Great Spirit Combo (25), Glatorian
#798. Gelu; FE: 140; Element: Ice; Attacks: Slice (10), Thornax (15), Guard (defense), Dagger Throw (20), Frost Blades (25), Glatorian
#799. Vastus; FE: 140; Element: Air/Jungle; Attacks: Pierce (10), Thornax (15), Venom Stab (20, poison), Spear Tornado (25), Glatorian
#800. Kiina; FE: 140; Element: Water; Attacks: Pierce (10), Thornax (15), Fury (20), Typhoon Lance (25), Glatorian