Orbs 801-900
#801. Power-Up Red; Credit to Neya; FE: 20; Element: Light/Fire; Effect: Empower: Merge this Orb with another. Add FE, keep all attacks and elements, use host's effect, power up host's attacks; Attacks: Lightsaber (50; +10 to Dragon), Fury Flame (30), Sun Blast (30), Power Forge (50, +10 to Steel), Raging Fury (20)
#802. Power-Up Yellow; Credit to Neya; FE: 20; Element: Light/Thunder; Effect: Endurance: Merge this Orb with another, add FE, keep all attacks and elements, use host's effect, take -10 dmg from attacks (before applying weakness and resistance); Attacks: Luminous Bastion (30, defense), Electron Shield (sub-Cushion Jelly-lvl defense), Afterimage (30, defense),Fortress (defense for 3)
#803. Power-Up Green; Credit to Neya; FE: 20; Element: Light/Air; Effect: Regenerate: Merge with another Orb. Add FE, keep all attacks and elements, regen 15/turn, use the host's effect; Attacks: Radiant Aura (heal 45), White Wind (35, heal 10), Lumen Return (15, heal 15), Vacuum Drain (20, heal user by dmg done), Leech (5 per turn)
#804. Power-Up Blue; Credit to Neya; FE: 20; Element: Light/Water; Effect: Resist: Merge with another Orb, add FE, keep all attacks and elements, use host's effect, immune to status effects; Attacks: Blinden (10, blind), Disturb (10, confuse), Laser Power (20, burn), Tainted Water (20, poison), Flash Freeze (freeze)
#805. Certavus; FE: 140; Element: Ice; Attacks: Slash (10), Thornax (15), Champion's Strike (20), Ancient Wisdom (power up), Book of Certavus (next Spirit can use one of Certavus' attacks; 1 use), Avalanche Blade (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)
#806. Baterra; FE: 140; Element: Steel; Attacks: Slash (10), Shapeshift (shapeshift into another Spirit for 3 turns; limited to those techniques for duration), Chameleon (defense), Peacekeeping Slaughter (30, can only use if the opponent has at least one weapon; cannot be used twice on the same Spirit)
#807. Jet Convoy; Based on the combination of Optimus Prime and Jetfire in Transformers: Revenge of the Fallen; FE: 200; Element: Steel/Air; Attacks: Machinegun (15), Flaresword (20, burn), Fly (defense), Hooks (10, opponent loses weapons), Body Slam (25), Booster Cannon (charge, then 60), Air Strike (30), Prime Punch (40), Spark Crush (insta-kill opponent with 30 FE or less), Jet Fire (20, confuse), Wingblade (25), Give Me Your Face (opponent loses Mask; 1 use)
#808. Tridax; FE: 140; Upgrades into Makuta Tridax; Element: Shadow; Attacks: Acid Spear (10, opponent loses 1 attack; 1 use), Pierce (20), Tridax Pod (10, heal self, double to Light), Olmak (defense for 3), Loyal Servant (summon a Shadow Takanuva), Corrupted Army (30)
#809. Makuta Tridax; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE per turn; Attacks: Acid Spear (10, opponent loses 1 attack; 1 use), Pierce (20), Tridax Pod (10, heal self, double to Light), Olmak (defense for 3), Loyal Servant (summon a Shadow Takanuva), Corrupted Army (30), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60), Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#810. Shadow Takanuva; FE: 200; Element: Shadow; Attacks: Kolhii Staff (20), Kohlii Ball of Shadow (30), Shadow Blast (35), Shadow Ball (40), Betray (25), Blackout (50), Avohkii (25 to Light types)
#811. Cendox V1; FE: 120; Element: Steel; 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: Thornax (15), Blade Ram (20)
#812. Kaxium V3; FE: 150; Element: Steel; Effect: Gemini Vehicle: Can only be used in a Tag Match. At the beginning of battle, fuse this Orb with 2 other Spirits. Keep all Elements, each pilot uses their own effect, add 40% of both pilot's FE to this Spirit's each pilot can keep two long range attacks; Attacks: Thornax (15, only usable by Side Car), Power Ram (15, only usable by Main Cycle), Evasion (raise dodge chance), Kaxium Charge (30, requires both)
#813. Sahmad; FE: 130; Element: Shadow; Attacks: Slash (10), Thornax (15), Whip (5, opponent drops weapon), Shadow Bolt (20), Baranus V7 (enable Spikit Strike), Spikit Strike (30, only every three turns), Plague (poison)
#814. Thornatus V9; FE: 170; Element: Steel; 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: Thornax (15), Blasters (30), Blade Ram (25), Speed Burst (defense)
#815. Skopio XV-1; FE: 180; Element: Steel; 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: Thornax (15), Stomp (30), Bite (20), Blasters (25), High-Speed Mode (defense), Skopio Stinger (40)
#816. Fire Princess; Based on Blaze the Cat from Sonic the Hedgehog, Credit to Neya; FE: 170; Element: Fire/Light; Effect: Alternate Dimension: When teamed up with and/or facing an Orb based on a character from Sonic the Hedgehog, power up by 5; Attacks: Axel Spin (30, confuse), Axel Homein (25), Sol Emerald (25, +5 for every Level up to 7; 1 turn recharge from Level 5 on)
#817. Elemental Essence: Fire; Credit to Samuel; FE: 10; Element: Fire; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Fire Essence (10)
#818. Elemental Essence: Stone; Credit to Samuel; FE: 10; Element: Stone; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Stone Essence (10)
#819. Elemental Essence: Earth; Credit to Samuel; FE: 10; Element: Earth; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Earth Essence (10)
#820. Elemental Essence: Ice; Credit to Samuel; FE: 10; Element: Ice; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Ice Essence (10)
#821. Elemental Essence: Air; Credit to Samuel; FE: 10; Element: Air; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Air Essence (10)
#822. Elemental Essence: Water; Credit to Samuel; FE: 10; Element: Water; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Water Essence (10)
#823. Elemental Essence: Light; Credit to Samuel; FE: 10; Element: Light; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Light Essence (10)
#824. Elemental Essence: Shadow; Credit to Samuel; FE: 10; Element: Shadow; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Shadow Essence (10)
#825. Elemental Essence: Rahaga; Credit to Samuel; FE: 10; Element: Rahaga; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Rahaga Essence (10)
#826. Elemental Essence: Thunder; Credit to Samuel; FE: 10; Element: Thunder; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Thunder Essence (10)
#827. Elemental Essence: Steel; Credit to Samuel; FE: 10; Element: Steel; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Steel Essence (10)
#828. Elemental Essence: Dragon; Credit to Samuel; FE: 10; Element: Dragon; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Dragon Essence (10)
#829. Tabris; Based on the same character from Neon Genesis Evangelion, Credit to Samuel; FE: 150; Element: Light; Effect: S2 Engine: Dmg taken -50% (doesn't apply to weak/resist), regen 10/turn; Attacks: AT Field (Cushion Jelly-lvl defense), Evangelion Control (if user has an Evangelion Orb, summon it to the field; only 1 at a time), Mindgames (confuse, lower accuracy)
#830. Elemental Union: Grim Reaper; Credit to Samuel; FE: 150; Element: Ice/Shadow; Made by combining Elemental Essence Ice and Elemental Essence Shadow; Attacks: Scythe Slash (50, freeze)
#831. Speed Warrior Aussie Crasher; Credit to Zev; FE: 100; Element: Earth; Attacks: Phantom Punch (25; 50% chance of instant-hit), High Jumpkick (35, stun), Bodyslam (40, stun user), Spin-Cycle (45)
#832. Tuner Warrior Junk Synchron; Credit to Zev, Tuner/Synchro system from Yu-Gi-Oh! 5Ds; FE: 50; Element: Steel/Light; Effect: Synchronization: Fuses with owner's Spirit, creating a Synchro Spirit; Attacks: Dash (30), Junkyard Punch (35, gets stronger by 5 each use), Speedkick (40; 25% sure-hit)
#833. Synchro Warrior Junk Crashmaster; Credit to Zev, Tuner/Synchro system from Yu-Gi-Oh! 5Ds; FE: 150; Element: Steel/Light; Combination of Aussie Crasher and Junk Synchron; Attacks: Sonic Punch (40; 60% sure-hit), Steam Burst (30, burn), Energy Peelout (55; 50% miss), Turbo Falchion: Rolling Jab (40; add. 5 dmg every 2 turns), Turbo Falchion: Checkmate (75; 50 self-dmg)
#834. Speed Warrior Prince Turbine; Credit to Zev; FE: 75; Element: Stone/Fire; Effect: Charm: Choose a number 1-6 and roll a die. If the result is the same number the opponent cannot act for that many turns. Using this effect counts as a turn for you, 1 use; Attacks: Swallowtail (flip 4 coins; 15x heads),Lady Luck (flip a coin and call heads or tails; if you're right, your next attack can't miss), Roll the Bones (roll a 6-sided die. 1=nothing; 2/3=heal 20; 4/5=next attack does +20 dmg; 6=opponent loses an attack; 1 use), Crown Edge (lose half of your current FE, that dmg if done to the opponent)
#835. Tuner Warrior Little Thief; Credit to Zev, Tuner/Synchro system from Yu-Gi-Oh! 5Ds; FE: 75; Element: Steel; Effect: Yoink!: Upon entering battle, roll a 6-sided die. 1/2=steal a quarter of opponent's FE, 3/4=steal one of the opponent's attack, 5/6=steal opponent's effect (costs 10 FE); Attacks: Coin Decoy (opponent's next attack has 50 subtracted from the dmg), Little Dagger (25), Caltrops (30, defense), Firebomb (35, extra 5 dmg to Ice types)
#836. Synchro Warrior King of Thieves; Credit to Zev, Tuner/Synchro system from Yu-Gi-Oh! 5Ds; FE: 150; Element: Stone/Steel; Combination of Prince Turbine and Little Thief; Attacks: Mug (25; steal 25 FE, one of the opponent's attacks, or the opponent's effect; 1 use), Speed Scimitar (35; 45% sure-hit), Speed Dagger (25; 65% sure-hit), Slicing Slipstream (only after Speed Scimitar or Speed Dagger, extra 5 dmg), Quick Kick (35; 50% sure-hit), Double Slash (45; 35% sure-hit), Killing Blow (roll a 6-sided die and call it; if right, next attack does +15 dmg)
#837. Speed Warrior Goyo Guardian; Credit to Zev; FE: 60; Element: Shadow/Air; Effect: Ropes of the Demon King: Upon entering battle, you can give your foe 1 command; Attacks: Kurokumo-no-naraka (30; 25% opponent's next attack will miss), Windblade (35; 25% stun chance), Tsukuyomi (65, hits target and user)
#838. Dark Tuner Warrior Singing Yokai; Credit to Zev, Tuner/Synchro system from Yu-Gi-Oh! 5Ds; FE: 160; Element: Shadow/Steel; Effect: Resonation: Can sacrifice half FE to immobilize Steel types for 2 turns; Attacks: Gastly Wail (35; 30 self-dmg), Vampirism (30, heal 30, cannot act next turn), Tuning Fork Stab (45, damages target and user, extra 5 to Stone and Steel), Dark Drum (give up 3/4 of your total FE to insta-kill opponent's Orb; 1 use)
#839. Dark Synchro Warrior Shadow Shaman; Credit to Zev, Tuner/Synchro system from Yu-Gi-Oh! 5Ds; FE: 100; Element: Shadow/Steel; Attacks: Old Man Style: Enclosed Hermit Returns to Society (give up 30 FE, opponent loses 1 technique; 1 use), Wrath of Nature (35, may stun), Dance of the Maple Leaves (flip 3 coins; 15x heads), Devil Counquering Phase (35 self-dmg, enable Devil Counqueror techniques), Devil Conqueror: Oni-Goroshi (flip a coin; heads=45 (+5 to Shadow), tails=blind), Devil Counqeror: Fudou Kanashibani no Jutsu (30; 50% chance of defense), Supreme Devil Conqueror: Scything Vacuum Cords (50, defense for 2; halves user's current FE and eliminates one of their techniques; 1 use)
#840. Venusaur; Based on the Pokemon of the same name; FE: 150; Element: Jungle; Effect: Overgrow: When FE drops below half, power up; Attacks: Razor Leaf (20, hits both in Tag Match), Vine Whip (30), Poison Powder (poison), Solarbeam (charge, then 70), Mega Venusaur (lose one weakness of your choice, take -10 damage from attacks (after applying weak/resist))
#841. Torch; Based on the Slizer of the same name; FE: 140; Element: Fire; Upgrades into Cosmic Torch; Effect: Technic Ancestor: Take -10 dmg from Fire attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Fire Blast (10), Fire Punch (15), Disk (20), Flame Cannon (25), Scorch Grip (burn)
#842. Scuba; Based on the Slizer of the same name; FE: 140; Element: Water; Upgrades into Cosmic Scuba; Effect: Technic Ancestor: Take -10 dmg from Water attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Harpoon (10), Water Ball (15), Disk (20), Whirlpool (25), Submerge (defense, heal 10)
#843. Ski; Based on the Slizer of the same name; FE: 140; Element: Ice; Upgrades into Cosmic Ski; Effect: Technic Ancestor: Take -10 dmg from Ice attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Pole Twirl (10), Energy Blast (10), Freeze (15), Disk (20), Avalanche Ski (25), Snow Kick-Up (freeze)
#844. Turbo; Based on the Slizer of the same name; FE: 140; Element: Steel; Upgrades into Cosmic Turbo; Effect: Technic Ancestor: Take -10 dmg from Steel attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Speed Punch (10), Skid Sparks (15), Disk (20), High-Speed Ram (25), Evasion (increase dodge chance)
#845. Jet; Based on the Slizer of the same name; FE: 140; Element: Air; Upgrades into Cosmic Jet; Effect: Technic Ancestor: Take -10 dmg from Air attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Energy Beam (10), Wingblade (15), Disk (20, put opponent to sleep for 2), Disk Tornado (25), Poison Gas (poison)
#846. Amazon; Based on the Slizer of the same name; FE: 140; Element: Jungle; Upgrades into Cosmic Amazon; Effect: Technic Ancestor: Take -10 dmg from Jungle attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Slash (10), Root Punch (15), Disk (20, enable Jungle Strangler for next turn only), Jungle Strangler (25), Thorn Bush (poison)
#847. Granite; Based on the Slizer of the same name; FE: 140; Element: Stone; Upgrades into Cosmic Granite; Effect: Technic Ancestor: Take -10 dmg from Stone attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Pickaxe (10), Energy Bolt (10), Energy Shield (defense), Quadro Stomp (15), Disk (20), Body Slam (25)
#848. Electro; Based on the Slizer of the same name; FE: 140; Element: Thunder; Upgrades into Cosmic Electro; Effect: Technic Ancestor: Take -10 dmg from Thunder attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Wingblade (10), Volt (15), Disk (20), Storm Cannon (25), Fly (defense)
#849. Millennia; Based on the Slizer of the same name; FE: 160; Element: Rahaga; Upgrades into Cosmic Millennia; Effect: Technic Ancestor: Take -10 dmg from Rahaga attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Mode Change (switch between Titan Mode and Cyclist Mode); Titan Mode Attacks: Stomp (10), Millenium Kick (15), Disk (20), Millenium Burst (25), Armor (defense); Cyclist Mode Attacks: Speed Strike (10), Millenium Skid (15), Disk (20), Millenium Rush (25), Accelerate (defense)
#850. Blaster; Based on the Slizer of the same name; FE: 140; Element: Shadow; Upgrades into Cosmic Blaster; Effect: Technic Ancestor: Take -10 dmg from Shadow attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Shield (defense), Energy Burst (10), Meteor Punch (15), Disk (20), Disk Windmill (25)
#851. Flare; Based on the Slizer of the same name; FE: 140; Element: Fire; Upgrades into Cosmic Flare; Effect: Technic Ancestor: Take -10 dmg from Fire attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Wingblade (10), Flare Burst (15), Disk (20), Flare Storm (25), Fly (defense)
#852. Spark; Based on the Slizer of the same name; FE: 140; Element: Thunder; Upgrades into Cosmic Spark; Effect: Technic Ancestor: Take -10 dmg from Thunder attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Drain Gun (10, heal self), Shield (defense), Bolt Gun (15), Disk (20), Gatling Spark (25)
#853. Power; Based on the RoboRider of the same name; FE: 140; Element: Light; Upgrades into Power OS; Effect: Technic Ancestor: Take -10 dmg from Light attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Plasma Cannons (10), Light Punch (15), Wheel Launch (20), Light Cannon (25), Energy Reroute (steal 10 atk from enemy; 1 use)
#854. Frost; Based on the RoboRider of the same name; FE: 140; Element: Ice; Upgrades into Frost OS; Effect: Technic Ancestor: Take -10 dmg from Ice attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Ice Spear (10), Frost Missile (15), Wheel Launch (20), Blizzard Ram (25), Frsot Breath (freeze)
#855. Lava; Based on the RoboRider of the same name; FE: 140; Element: Fire; Upgrades into Lava OS; Effect: Technic Ancestor: Take -10 dmg from Fire attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Axe Slice (10), Flame Blast (15), Wheel Launch (20), Fireball Spit (25), Magma Armor (defense)
#856. Swamp; Based on the RoboRider of the same name; FE: 140; Element: Jungle; Upgrades into Swamp OS; Effect: Technic Ancestor: Take -10 dmg from Jungle attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Slash (10), Vine Whip (15), Wheel Launch (20), Swamp Bomb (25), Mud Pit (paralyze for 2)
#857. Onyx; Based on the RoboRider of the same name; FE: 140; Element: Earth; Upgrades into Onyx OS; Effect: Technic Ancestor: Take -10 dmg from Earth attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Laser Beams (10), Seismic Slam (15), Wheel Launch (20), Earthquake (25), Nightvision (defense against Shadow attacks)
#858. Dust; Based on the RoboRider of the same name; FE: 140; Element: Earth; Upgrades into Dust OS; Effect: Technic Ancestor: Take -10 dmg from Earth attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Spears (10), Sand Bomb (15), Wheel Launch (20), Sandstorm (25), Sand-Attack (lower opponent's accuracy)
#859. Boss RoboRider; Based on the Lego set of the same name; FE: 160; Element: Rahaga; Upgrades into Boss OS; Effect: Technic Ancestor: Take -10 dmg from Rahaga attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Energy Blast (10), Robo-Cannon (15), Wheel Launch (20, flip a coin; if tails, hits twice), Power Ram (25), Tri Cannon (30), Boss (summon a RoboRider to aid you; 1 at a time), Status Punch (cause a random status effect)
#860. Blastoise; Based on the Pokemon of the same name; FE: 150; Element: Water; Effect: Torrent: When FE falls below half, power up; Attacks: Withdraw (defense), Hydro Pump (60; 10 self-dmg), Water Gun (30), Rapid Spin (10, roll a six-sided die; result=number of hits), Mega Blastoise (boost the power of long-range attacks by 15)
#861. Legolord; Original Design; FE: 230; Element: Steel; Effect: System Block: No weakness, techniques can’t be copied; Attacks: Brick Break (70; 5 self-dmg), Stud Shuriken (flip 3 coins; 30x heads), Lego Punch (50), Lego Kick (40, stun), Legoquake (40, add. 20 next turn), Skyscraper (30), Imprison (only after 4 Skyscrapers; paralyze for 4, 10 dmg per turn for duration), Block Beam (50), Aura Sphere (40, Sanok-lvl accuracy), Rebuild (recover from negative effects, heal 40), Reconstruct (change to either Sword Configuration, Shield Configuration, or Master Configuration); Sword Configuration: atk+10, additional techniques: Blockblade (60), Lego Fury (flip 10 coins; 10x tails), Counter (20, defense), Wind Cutter (40, confuse); Shield Configuration: take –10 dmg (after resist), additional techniques: Lego Shield (Cushion Jelly-lvl defense), Holy Shield (absorb next attack; once every 3 turns), Mirror Mold (reflect an attack as Steel element); Master Configuration: atk+10, take –10 (after resist), lose 30 FE at the beginning on every turn, can use all Sword Configuration techniques and all Shield Configuration techniques, additional techniques: March of the Mini-Figures (70, 1 turn cooldown), Build (use another Spirit’s technique; 4 uses), Mix and Match (steal a move from foe; 1 use), Brick Meteor (60), Block Orbit (20, defense for 2), Cosmic Brick (80, silence for 3, opponent loses 10 atk; backlash half-dmg, 1 use), The True Power of Lego: Imagination and Creation (drastically increase power of allies, but user loses all FE)
#862. Atomicus; Original Design; FE: 230; Element: Fire; Effect: Absolute Destruction: No weakness, moves can’t be copied; Attacks: Nuclear Bullet (70; 5 self-dmg), Gatling Gun (flip 3 coins; 30x heads), Flame Bullet (50), Acid Bullet (40, add. 20 next turn), Pistol Smash (30), Aura Sphere (40, Sanok-lvl accuracy), Gem Bullet (40, paralyze for 3), Quake Bullet (40; 10/turn for 5), Arctic Bullet (40, freeze for 3), Zephyr Bullet (40, confuse for 3), Aqua Bullet (40, reduce opponent’s speed), Flash Bullet (40, blind for 3), Demon Bullet (40, poison), Genetic Bullet (40; 30% chance to lower opponent’s atk, 30% chance of opponent losing a technique, 30% chance of opponent being poisoned), Protosteel Bullet (40, defense-piercing), Watt Bullet (40, cannot be dodged), Dragon Bullet (40, burn, paralyze), Tranquilizer (20, put opponent to sleep for 5), Sniper Shot (40, defense), Leech Bullet (40, heal self), Berserk (power up, accuracy goes down), Atom Cannon (charge, then 80; backlash half-dmg; 1 use), Meteor Bullet (60), Gaia Blast (50 dmg next turn), Ultimate Destruction: Hydrogen Kamikaze (destroys everything within a wide radius, including the user)
#863. Experita; Based loosely on Primula from Shuffle!, Credit to Nuvakuta; FE: 180; Element: Shadow/Rahaga; Effect: Devil Bond-Evolution: Each turn use a different Devil Bond Effect, cycling in the order D, E, V, I, L, Next, then repeat from beginning; Attacks: Whip (10), Bind (5, paralyze), Weapon Pull (opponent loses weapon), Whip Storm (flip 4 coins; 15x tails), Flare (50), Rockslide (40), Quake (40), Glacier (30), Cyclone (40), Tsunami (40), Ragnarok Burst (30), Curse (inflict a 30/turn poison), Gene Beam (50), Stormcloud (40), Dragonrage (30), De-Stabilize (power up next magic attack, but then lose lots of attack power for 3 turns afterwards; during that time, contact with foe freezes them), Spellwhip (30, change element at will), Neko (recover from negative effects, heal 30), Demon Punch (30, cause a random status effect), Energy Splash (30, add. 20 next turn), Smoke Bomb (defense), Pressure Point (20, paralyze for 3)
#864. Déjà Vu; Credit to Keizah; FE: 155; Element: Rahaga/Steel; Effect: Time Warp: Either halve or double all damage done to all combatants each turn. Halved as freeze chance, double has burn chance; Attacks: Slash (10), Time Blade (30, can’t be used twice in a row), Time Shield (defense for 3), Time Lance (20, defense-piercing), Repeat (all combatants must use the same attack they used last turn if able), Curse (target must repeat the last offensive attack with unlimited uses they used last turn until it misses; 1 use), Endless Pursue (continue fighting for 3 turns after defeat), Future Strength (de-fuse now, re-fuse stronger), Memory Blade (dmg=Levelx2), Millennium Comet (50, freeze and burn, defense-piercing; only every other battle; 1 use), Chaos Slash (40, hits all opponents and partners, 20 to self)
#865. Chronicler 09; Original Design; Element: Rahaga; Upgrades into Chronicler 10; Effect: Nostalgic Bond: Power up when in a Tag Match teamed with a Spirit based on a 2009 Bionicle; Attacks: Slash (10), Thornax (15), Champion’s Strike (15), Will of the Empire (15), Book of Certavus (use one of Certavus’s techniques; 3 uses), Glatorian (atk+10, take –10 dmg (after applying weak/resist), lasts 3 turns, during that time you must use offensive attacks; this Spirit cannot de-fuse until defeated; 1 use), Chronicle (learn an enemy technique; 1 use), Shield (defense), Sandstorm (15), Raid (5, opponent loses one attack; 1 use), Shapeshift (transform into another Spirit for 3 turns; limited to the techniques of that Spirit for the duration), Reign of Shadows (poison Light types and power up Shadow types for the rest of this battle; 1 use), Weapon Reforge (power up a Parasite Spirit you own; 1 use)
#866. Psychic Dreamer; Based on the Pokemon Abra, Credit to Keizah; FE: 100; Element: Light; Upgrades into Psychic Shaman; Effect: Synchronize: If an opponent inflicts a negative status effect on you, they receive the same effect; Attacks: Confusion (5, may confuse), Safeguard (defense), Teleport (dodge), Choice (select a technique and keep using it until it misses; gradually increase your evasion for the duration), Rest (heal 30, fall asleep for 2 turns)
#867. Psychic Shaman; Based on the Pokemon Kadabra, Credit to Keizah; FE: 125; Element: Light; Upgrades into Psychic Chief; Effect: Synchronize: If an opponent inflicts a negative status effect on you, they receive the same effect; Attacks: Confusion (10, may confuse), Safeguard (defense), Teleport (dodge two attacks), Choice (select a technique and keep using it until it misses; gradually increase your evasion for the duration), Psybeam (15, may stun), Trick (only during Choice, move effects of Choice onto opponent), Rest (heal 50, fall asleep for 2 turns), Sleep Talk (sacrifice 10 FE to use a random attack while asleep, ignore effects of Choice)
#868. Psychic Chief; Based on the Pokemon Alakazam, Credit to Keizah; FE: 155; Element: Light; Effect: Synchronize: If an opponent inflicts a negative status effect on you, they receive the same effect; Attacks: Confusion (15, may confuse), Safeguard (defense), Teleport (dodge 3 attacks), Choice (select a technique and keep using it until it misses; gradually increase your evasion for the duration), Psybeam (20, may stun), Trick (only during Choice, move effects of Choice onto opponent), Rest (heal 50, fall asleep for 2 turns), Sleep Talk (sacrifice 10 FE to use a random attack while asleep, ignore effects of Choice), Recover (heal 50; 1 use), Psychic (control target for 2 turns; 4 uses), Psycho Cut (25), Skill Swap (trade effects with target), Mega Alakazam (copy the foe’s effect and add it to your own, boost the power of non-physical attacks by 10)
#869. Bouquet Hedgehog; Based on the Pokemon Shaymin (Land Forme), Credit to Keizah; FE: 100; Element: Earth; Upgrades into Flying Bouquet under certain conditions; Effect: Natural Cure: Possibly heal negative status effects at the end of each turn; Attacks: Energy Ball (10), Aromatherapy (remove negative effects from you and your partner), Substitute (sacrifice 25 FE to summon a substitute with 25 FE), Seed Flare (15, double to Shadow types, power up if poisoned; 1 turn cooldown)
#870. Flying Bouquet; Based on the Pokemon Shaymin (Sky Forme), Credit to Keizah; FE: 130; Element: Earth/Air; Downgrade to Bouquet Hedgehog under certain conditions; Effect: Serene Grace: Attacks have a higher chance of causing status; Attacks: Energy Ball (15), Aromatherapy (remove negative effects from you and your partner), Substitute (sacrifice 35 FE to summon a substitute with 35 FE), Seed Flare (20, double to Shadow types, power up if poisoned; 1 turn cooldown)
#871. Heroic Liar; Based on Usopp from One Piece, Credit to Keizah; FE: 140; Element: Shadow; Effect: Negative: Immune to Into the Soul, Ghost of Misery, and any other techniques involving ghosts; Attacks: Smoke Star (blind), Lie (defense 1-3 turns; 1 use), Egg Bomb (stun), Fire Star (10, burn), 5 Ton Hammer (10, stun), Star Chain (flip 5 coins; 5x heads), Impact Absorb (absorb an attack), Impact Palm (does dmg=all attacks blocked by Impact Absorb so far; recoil dmg=1/2 dmg done; reset absorb count), Exploding Star (20), Phoenix Star (20), Atlas Star (flip 6 coins; dmg=5x heads), Sogeking (remove confusion, blindness, and paralysis or disable an enemy attack; power up for 1-5 turns, attacks Sanok-lvl for duration; 1 use)
#872. Puppetmaster Demon; Based on Sasori from Naruto, Credit to Keizah; FE: 180; Element: Shadow/Steel; Effect: Heart Transfer: If this Spirit is defeated and at least one puppet is on the field, the user’s control switches to a puppet. The puppet keeps its current FE and gains 3 of Puppetmaster’s techniques. All Steel attacks have a chance of poisoning; Attacks: Shuriken (10), Kunai (15), Marionette (control opponent for 1 turn), Fire Blast (20), Water Blast (20), Exoskeleton Puppet (gain a shell of armor, increase defense, has techniques Needle Spray (20), Sting (15, defense-piercing), Shell Block (defense); armor destroyed if hit with a defense-piercing attack), Puppet Family (summon Paternal Puppet and Maternal Puppet, each has 20 FE and techniques Bind (stun) and Cutting Wire (30, uses both)), Master Puppet (summon a puppet with 60 FE, attacks: Iron Sand (20, defense, must charge on first use), Magnetic Pulse (stun), Poison Fang (poison, blind); 1 use), Finale Puppets (summon 100 puppets; they cannot attack on turn summoned, techniques: Slash (1), Stab (2, must recharge); accuracy of each puppet is completely random; when your opponent attacks they destroy a number of puppets equal to the power of the attack; 1 use)
#873. Virulence; Credit to CTK; FE: 175; Element: Air/Shadow; Effect: Master of Toxins: Cannot be poisoned, all attacks cause poison, poisons stack up to 5; Attacks: Needle Claw (5 for 5), Poison Injection (10, cause an additional poison), Vile Stab (30, add a charge to a Virulent Bomb), Corrupt the Land (20, cause additional poison for 3 turns; 1 use), Unleash the Swarm (cause an additional poison each turn for 4 turns; 1 use), Poison Breath (15, cause additional poison), Shoulder Ram (40), Give and Take (20, heal self), Virulent Bomb I (40, additional poison, needs a charge), Virulent Bomb II (40, paralyze, needs a charge), Virulent Bomb III (40, confuse, needs a charge), Poisoner’s Antidote (cure any status effect, poison self), Parry (defense against physical attack), Virulence (dmg=40x # of stacks of poison on target; remove all poison from target; 1 use)
#874. Tiderider; Credit to RipTide; FE: 175; Element: Water; Effect: Waveriding: Every third Water attack can be chained to a weapon/mask attack; Attacks: Tsunamic Blast (20), Drown (30), Whirlpool (40), Riptide (40), Spear Strike (20), Spear Slash (20), Kanohi Artuk (power up next Water attack by 5)
#875. Luck Egg, Based on the Pokemon Chansey, Credit to Neya; FE: 175; Element: Light; Upgrades into Bliss Egg; Effect: Natural Cure: Heal all status effects after one turn; Attacks: Thunderbolt (10), Ice Beam (10), Flamethrower (10), Double Slap (3, hits twice), Egg Bomb (10), Shadow Ball (10), Psychic (10), Softboiled (heal 30)
#876. Bliss Egg; Based on the Pokemon Blissey, Credit to Neya; FE: 200; Element: Light; Effect: Natural Cure: Heal all status effects after one turn; Attacks: Thunderbolt (15), Ice Beam (15), Flamethrower (15), Double Slap (6, hits twice), Egg Bomb (15), Shadow Ball (15), Psychic (15), Sing (cause sleep), Aromatherapy (heal team of status), Double Edge (30, recoil 20), Hyper Beam (50, recoil 30 and cooldown for 1 turn), Gravity (disable all Air techniques for 5 turns; another 5 turns must pass before this technique can be used again), Softboiled (heal 40)
#877. Fail Carp; Based on the Pokemon Magikarp, Credit to Neya; FE: 80; Element: Water; Upgrades into Epic Dragon; Attacks: Splash (nothing happens), Tackle (5), Flail (dmg=80/remaining FE)
#878. Mighty Atom; Based on Astro Boy (film version); FE: 160; Element: Steel/Light; Effect: Blue Core: Cannot be combined with a Shadow type through any means. If you have another Orb you can switch to then Atom cannot directly finish off a person’s last remaining Spirit; Attacks: Power Punch (10; can sacrifice next turn to chain to a Robo Kick), Robo Kick (15), Finger Laser (20, increased accuracy), Jets (defense, 50% chance to deal 20 Fire dmg), Arm Cannon (25), Tezuka Punch (30, power up when in proximity to a legendary Spirit or a Spirit based on a character who is ‘legendary’ in their home series), Machinegun (15, must be used as a counter), Scan (50% chance of next attack dealing +10 dmg; can be stacked to double original value but cannot be stacked when Elemental cycle interferes), Energy Share (sacrifice 20 FE to revive a Steel type Spirit; 2 uses; a Spirit revived in this way can sacrifice half of its total FE to revive Atom with that much FE, but Atom can only be revived in this way once)
#879. Gurren Lagann; Based on the mecha of the same name from Tengen Toppa Guren Lagann; FE: 160; Element: Steel/Dragon; Effect: Fighting Spirit: When FE falls below half, power up; Attacks: Power Punch (10), Mecha Kick (15), Boomerang (20, hits again next turn), Drill Breaker (30, defense-piercing with Spiral Charge), Giga Drill Breaker (charge, then 50, defense-piercing with Spiral Charge), Fly (defense, enable Burning Chariot Kick), Spiral Restoration (heal 30), Spiral Charge (change next attack to Dragon element and power it up by 5), Teleport (counter a warping technique), Lagann Impact (25, control opponent for 3 turns; 1 use), Combine (fuse this Spirit to another Steel type, keep all elements, add 10% of other Spirit's FE to Gurren Lagann's FE (all if Parasite), keep Fighting Spirit but gain certain aspects of the other Spirit's effect, keep all techniques of both Spirits; must wait at least 3 turns before combining with another Spirit), Galaxy Smash (80; only available after using Combine 4 times; backlash half the dmg done, this technique cannot be powered up with Spiral Charge; 1 use), Spiral Nemesis (all of your Orbs and all of your opponent's Orbs lose all FE; ends the match in a tie; 1 use), Burning Chariot Kick (25, burn), Certain Kill (10, increase accuracy of next attack), Reality-Breaking Punch (25, force opponent to de-fuse if they have another Orb to switch to, can re-fuse later; 1 use)
#880. Nektann; FE: 130; Element: Water/Shadow; Attacks: Slash (10), Tsunamic Blast (20), Counquer, 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)
#881. Heat Vision Rahkshi; FE: 130; Element: Fire/Shadow; Attacks: Staff Twirl (10), Heat Vision (20), Advanced Heat Vision (40, user blind next turn), 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)
#882. Ussanui; FE: 120; Element: Steel; Effect: Personal Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 10% of the pilot's FE to Ussanui's FE, keep this Spirit's techniques and one long-range technique from the pilot (unless the pilot is Takanuva, in which case all techniques from the pilot are added to the techniques of Ussanui); Attacks: Smash (10, paralyze), Landing Gear (30), Fly (defense), Crash (dmg=remaining FE, user loses all FE, 50% chance of pilot escaping with same amount of FE as before this technique was used; 1 use)
#883. ATLAS; Credit to Keizah; FE:170; Element: Rahaga/Light/Steel; Upgrades into ATLAS Moratorium; Effect: Dissonance: All Rahaga-element "Twilight" attacks are randomly converted to either Light or Shadow-element on contact; Attacks: Piston Punch (20, defense piercing), Gattling (roll a six-sided die, damage=result x6), WT Laser (15, select an element at beginning of battle, this attack simultaneously has attributes of both Light and the selected element), Balance (change FE of target to match own FE; 1 use), WT Sniper (20, has the same effect as WT Laser, plus: sanok-level accuracy, cooldown one turn, 1 use)
#884. ATLAS Moratorium; Credit to Keizah; FE:200; Element: Rahaga/Light/Steel/Dragon; Effect: Tuning: All Rahaga-element "Twilight" attacks are reflected; Attacks: Piston Punch (25, defence piercing), Ragnarök (30, added damage to spirits that are both Light and Shadow-element), Gattling (roll a six-sided die, damage=result x7), WT Laser (20, select an element at beginning of battle, this attack simultaneously has attributes of both Light and the selected element), WT Scope (increase accuracy, change selected element for WT Beam), Balance (change FE of target to match own FE; 1 use), Gravity (paralyze, decrease evasion), WT Sniper (25, has the same effect as WT Laser, plus: sanok-level accuracy, cooldown one turn, 2 uses)
#885. Shield of Darkness; Based on Xehanort's Guardian from Kingdom Hearts; FE: 130; Element: Shadow; Effect: Guardian: This Spirit can fight alone or bond to another Spirit at the beginning of battle. If bound, the user can attack twice per turn (once with Shield, once with the host), but the number of techniques per turn cannot be increased beyond that. Shield can take some (but not all) hits in place of the host, and if Shield's FE runs out the host will continue on alone, but if the host's FE runs out Shield's FE drains to 0; Attacks: Power Punch (10), Possess (20/turn for 3, Shield cannot act during this time, Shield can be knocked out of this technique when fighting solo but not when bound), Skydive (25), Spark Wave (20, hits all in Tag Match), Shadow Disks (flip 3 coins, 15x tails), Shadow Ball (15)
#886. Fictivalkyrie; Based loosely on Daisy from Shuffle!, Techniques based on a variety of video games/anime series; FE: 180; Element: Rahaga; Effect: Experimental Paladin I: Power up in a one-on-one duel; Attacks: Swipe (20, 50% chance to hit twice), Scythe Driver (65, 50% defense-piercing, increasingly powerful backlash), Otaku (summon a random Anime Spirit), Curaga (heal 50), Fissure (40), Wind Slice (35), Magma Fissure (60), Tsunami (40), Thunderbolt (40), Blue Magic (use one of the opponen'ts techniques; 5 uses), Blizzara (35), Hadouken (charge, then 70), Aerora (defense), Fireball (40), Poke Ball (mind control an opponent using a Pokemon Spirit for 5 turns), Jump (50), Buster (30), Chaos Control (paralyze for 3), Tezuka Punch (30, power up when near a legendary Spirit or a Spirit based on a 'legendary' character), Poison Mushroom (power down the opponent for 3 turns; 3 uses), Shoryuken (40), Phoenix Down (revive another Spirit), Phoenix Down 2 (when your FE falls to 0, regain 50; failure chance rises with each use), Battle Cry (increase attack, defense, and accuracy; 1 use), Limit Break (120; only after 10 turns have gone by and user has Battle Cry active; backlash one third of the damage done, 1 use)
#887. Weavalkyrie; Based loosely on Sakura from Shuffle!; FE: 180; Element: Steel; Effect: Experimental Paladin II: Immune to status cause by the element of a stuffed animal on the field, but more likely to be affected by other status effects. Not compatible with Stuffed Dragon or Stuffed Warrior; Attacks: Crossbow (10, enhanced accuracy), Sniper Shot (10, defense), Rapid Fire (flip 4 coins; 10x tails), Mend (heal a stuffed animal for one quarter of its max health), Stuffed Lion (Fire type, 100 HP, techniques: Fire Claw (30)), Stuffed Coyote (Stone type, 110 HP, techniques: Pounce (20), Rockslide (40)), Stuffed Jaguar (Earth type, 100 HP, techniques: Nightvision (defend against a Shadow attack), Earthquake (20, 10/turn for 3)),Stuffed Wolf (Ice type, 90 HP, techniques: Ice Beam (30, freeze)), Stuffed Eagle (Air type, 80 HP, techniques: Tornado (30, confuse, hits/affects all), Glide (defense)), Stuffed Shark (Water type, 95 HP, techniques: Melt (defense), Whirlpool Bite (25, cannot be dodged)), Stuffed Armadillo (Steel type, 120 HP, techniques: Shell (defense), Spike Roll (35)), Stuffed Cheetah (Thunder type, 85 HP, techniques: Reflexes (defense), Volt Bite (25, paralyze)), Stuffed Dragon (Dragon type, 120 HP, techniques: Power Scream (50, 1 turn cooldown), Fire Breath (30, burn), Wingblade (20)), Stuffed Warrior (Rahaga type, 150 HP, techniques: Slash (10), Shield (defense), copies three of the opponent's techniques), Master Seamstress (power up all stats of one stuffed animal--this is the only stuffed animal you can have on the field until it is defeated, you must use Mend whenever its HP falls below 30%), Final Assault (70; only when there are 5 or more stuffed animals on the field, does additional damage when more than 5 stuffed animals; 2 uses)
#888. Ice Crystal; Credit to Neya; FE: 20; Element: Ice; Upgrades when merged with another Crystal; Effect: Ice Essence: At the beginning of battle combine this Spirit with another. Keep all attacks and Elements, add FE, power up host's Ice attacks, give all host's attack 10% freeze chance; Attacks: Icicle Lance (25), Cold White Shard (10, perfect accuracy), Freezer (10; 50% freeze), Critical Blizzard Piercing (75; 50% accuracy)
#889. Fire Crystal; Credit to Neya; FE: 20; Element: Fire; Upgrades when merged with another Crystal; Effect: Fire Essence: At the beginning of battle combine this Spirit with another. Keep all attacks and Elements, add FE, power up host's Fire attacks, give all host's attacks 10% burn chance; Attacks: Blazing Sword (25), Red Hot Shard (10, perfect accuracy), Spontaneous Combustion (10; 50% burn), Critical Furnace Slash (75; 50% accuracy)
#890. Thunder Crystal; Credit to Neya; FE: 20; Element: Thunder; Upgrades when merged with another Crystal; Effect: Thunder Essence: At the beginning of battle combine this Spirit with another. Keep all attacks and Elements, add FE, power up host's Thunder attacks, give all host's attacks 10% paralyze chance; Attacks: Lightning Axe (25), Spark Blue Shard (10, perfect accuracy), Taze Gun (10; 50% accuracy), Critical Megawatt Hack (75; 50% accuracy)
#891. Shadow Crystal; Credit to Neya; FE: 20; Element: Shadow; Upgrades when merged with another Crystal; Effect: Shadow Essence: At the beginning of battle combine this Spirit with another. Keep all attacks and Elements, add FE, power up host's Shadow attacks, give all host's attacks 10% poison chance; Attacks: Dark Dagger (25), Black Out Shard (10, perfect accuracy), Poison Breath (10; 50% poison), Critical Mortal Backstab (75; 50% accuracy)
#892. Light Crystal; Credit to Neya; FE: 20; Element: Light; Upgrades when merged with another Crystal; Effect: Light Essence: At the beginning of battle combine this Spirit with another. Keep all attacks and Elements, add FE, power up host's Light attacks, give all host's attacks 10% blind chance; Attacks: Life Bow (25), Golden Dawn Shard (10, perfect accuracy), Laser Gaze (10; 50% blind), Critical Holy Sniper (75; 50% accuracy)
#893. Dark Cryo Armor; Made from combining the Ice and Shadow Crystals, Credit to Neya; FE: 50; Element: Shadow/Ice; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Shadow and Ice attacks, give all host's attacks 15% freeze, 15% poison. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Dark Dagger (25, 10% poison), Ice Dagger (25, 10% poison), Shadow Lance (25; 10% freeze), Icicle Lance (25; 10% freeze), Black Out Shard (15, perfect accuracy), Cold White Shard (15, perfect accuracy), Ultra Freezer (10; 75% freeze), Shadow Freezer (10; 40% freeze, 20% poison), Arsenic Breath (10; 75% poison), Ice Poison Breath (10; 40% poison, 20% freeze), Critical Mortal Backstab (80; 50% accuracy), Critical Blizzard Piercing (80; 50% accuracy), Critical Combo: Shadow Ice Multi-Impale (100; 50% accuracy, double to Thunder and Air; 1 successful use)
#894. Nega Flame Armor; Made from combining the Fire and Shadow Crystals, Credit to Neya; FE: 50; Element: Shadow/Fire; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Shadow and Fire attacks, give all host's attacks 15% burn, 15% poison. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Dark Dagger (25; 10% poison), Fire Dagger (25; 10% poison), Shadow Sword (25; 10% burn), Blazing Sword (25; 10% burn), Black Out Shard (15, perfect accuracy), Red Hot Shard (15, perfect accuracy), Spontaneous Explosion (10; 75% burn), Shadow Spontaneous Combustion (10; 40% burn, 20% poison), Arsenic Breath (10; 75% poison), Fire Poison Breath (10; 40% poison, 20% burn), Critical Mortal Backstab (80; 50% accuracy), Critical Furnace Slash (80; 50% accuracy), Critical Combo: Shadow Fire Slice-and-Dice (100; 50% accuracy, double to Thunder and Ice; 1 successful use)
#895. Black Spark Armor; Made from combining the Shadow and Thunder Crystals, Credit to Neya; FE: 50; Element: Shadow/Thunder; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Shadow and Thunder attacks, give all host's attacks 15% paralyze, 15% poison. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Dark Dagger (25; 10% poison), Thunder Dagger (25; 10% poison), Shadow Axe (25; 10% paralyze), Lightning Axe (25; 10% paralyze),Black Out Shard (15, perfect accuracy), Spark Blue Shard (15, perfect accuracy), Taze Machinegun (10; 75% paralyze), Shadow Taze Gun (10; 40% paralyze, 20% poison), Arsenic Breath (10; 75% poison), Thunder Poison Breath (10; 40% poison, 20% paralyze), Critical Mortal Backstab (80; 50% accuracy), Critical Megawatt Hack (80; 50% accuracy), Critical Combo: Shadow Thunder Pincer (100; 50% accuracy, double to Thunder and Steel; 1 successful use)
#896. White Dusk Armor; Made from combining the Light and Shadow Crystals, Credit to Neya; FE: 50; Element: Light/Shadow; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Shadow and Light attacks, give all host's attacks 15% blind, 15% poison. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Life Bow (25; 10% blind), Shadow Bow (25; 10% blind), Light Dagger (25; 10% poison), Dark Dagger (25; 10% poison), Golden Dawn Shard (15, perfect accuracy), Black Out Shard (15, perfect accuracy), Arsenic Breath (10; 75% poison), Light Poison Breath (15, perfect accuracy), Phaser Gaze (10; 75% blind), Shadow Laser Gaze (10; 40% blind, 20% poison), Critical Holy Sniper (80; 50% accuracy), Critical Mortal Backstab (80; 50% accuracy), Critical Combo: Light Shadow Arrow Dirk (100; 50% accuracy, double to Shadow and Thunder; 1 successful use)
#897. Bolt Beam Armor; Made from combining the Thunder and Ice Crystals, Credit to Neya; FE: 50; Element: Thunder/Ice; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Ice and Thunder attacks, give all host's attacks 15% freeze, 15% paralyze. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Lightning Axe (25; 10% paralyze), Ice Axe (25; 10% paralyze), Thunder Lance (25; 10% freeze), Icicle Lance (25; 10% freeze), Spark Blue Shard (15, perfect accuracy), Cold White Shard (15, perfect accuracy), Ultra Freezer (10; 75% freeze), Thunder Freezer (10; 40% freeze, 20% paralyze), Taze Machinegun (10; 75% paralyze), Ice Taze Gun (10; 40% paralyze, 20% freeze), Critical Megawatt Hack (80; 50% accuracy), Critical Blizzard Piercing (80; 50% accuracy), Critical Combo: Thunder Ice Poleax (100; 50% accuracy, double to Steel and Air; 1 successful use)
#898. Plasma Flame Armor; Made from combining the Thunder and Fire Crystals, Credit to Neya; FE: 50; Element: Thunder/Fire; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Fire and Thunder attacks, give all host's attacks 15% burn, 15% paralyze. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Lightning Axe (25; 10% paralyze), Fire Axe (25; 10% paralyze), Thunder Sword (25; 10% paralyze), Blazing Sword (25; 10% paralyze), Spark Blue Shard (15, perfect accuracy), Red Hot Shard (15, perfect accuracy), Spontaneous Explosion (10; 75% burn), Thunder Spontaneous Combustion (10; 40% burn, 20% paralyze), Taze Machinegun (10; 75% paralyze), Fire Taze Gun (10; 40% paralyze, 20% burn), Critical Megawatt Hack (80; 50% accuracy), Critical Furnace Slash (80; 50% accuracy), Critical Combo: Thunder Fire Guillotine (100; 50% accuracy, double to Steel and Ice; 1 successful use)
#899. Lumen Watt Armor; Made from combining the Light and Thunder Crystals, Credit to Neya; FE: 50; Element: Light/Thunder; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Light and Thunder attacks, give all host's attacks 15% blind, 15% paralyze. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Life Bow (25; 10% blind), Thunder Bow (25; 10% blind), Light Axe (25; 10% paralyze), Lightning Axe (25; 10% paralyze), Golden Dawn Shard (15, perfect accuracy), Spark Blue Shard (15, perfect accuracy), Taze Machinegun (10; 75% paralyze), Light Taze Gun (10; 40% paralyze, 20% blind), Phaser Gaze (10; 75% blind), Thunder Laser Gaze (10; 40% blind, 20% paralyze), Critical Holy Sniper (80; 50% accuracy), Critical Mehawatt Hack (80; 50% accuracy), Critical Combo: Light Thunder Wound and Finish (100; 50% accuracy, double to Shadow and Steel; 1 successful use)
#900. Frozen Blaze Armor; Made from combining the Fire and Ice Crystals, Credit to Neya; FE: 50; Element: Fire/Ice; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Fire and Ice attacks, give all host's attacks 15% burn, 15% freeze. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Icicle Lance (25; 10% freeze), Fire Lance (25; 10% freeze), Ice Sword (25; 10% burn), Blazing Sword (25; 10% burn), Cold White Shard (15, perfect accuracy), Red Hot Shard (15, perfect accuracy), Spontaneous Explosion (10; 75% burn), Ice Spontaneous Combustion (10; 40% burn, 20% freeze), Ultra Freezer (10; 75% freeze), Fire Freezer (10; 40% freeze, 20% burn), Critical Blizzard Piercing (80; 50% accuracy), Critical Furnace Slash (80; 50% accuracy), Critical Combo: Fire Ice Slash Shove (100; 50% accuracy, double to Air and Ice; 1 successful use)
#802. Power-Up Yellow; Credit to Neya; FE: 20; Element: Light/Thunder; Effect: Endurance: Merge this Orb with another, add FE, keep all attacks and elements, use host's effect, take -10 dmg from attacks (before applying weakness and resistance); Attacks: Luminous Bastion (30, defense), Electron Shield (sub-Cushion Jelly-lvl defense), Afterimage (30, defense),Fortress (defense for 3)
#803. Power-Up Green; Credit to Neya; FE: 20; Element: Light/Air; Effect: Regenerate: Merge with another Orb. Add FE, keep all attacks and elements, regen 15/turn, use the host's effect; Attacks: Radiant Aura (heal 45), White Wind (35, heal 10), Lumen Return (15, heal 15), Vacuum Drain (20, heal user by dmg done), Leech (5 per turn)
#804. Power-Up Blue; Credit to Neya; FE: 20; Element: Light/Water; Effect: Resist: Merge with another Orb, add FE, keep all attacks and elements, use host's effect, immune to status effects; Attacks: Blinden (10, blind), Disturb (10, confuse), Laser Power (20, burn), Tainted Water (20, poison), Flash Freeze (freeze)
#805. Certavus; FE: 140; Element: Ice; Attacks: Slash (10), Thornax (15), Champion's Strike (20), Ancient Wisdom (power up), Book of Certavus (next Spirit can use one of Certavus' attacks; 1 use), Avalanche Blade (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)
#806. Baterra; FE: 140; Element: Steel; Attacks: Slash (10), Shapeshift (shapeshift into another Spirit for 3 turns; limited to those techniques for duration), Chameleon (defense), Peacekeeping Slaughter (30, can only use if the opponent has at least one weapon; cannot be used twice on the same Spirit)
#807. Jet Convoy; Based on the combination of Optimus Prime and Jetfire in Transformers: Revenge of the Fallen; FE: 200; Element: Steel/Air; Attacks: Machinegun (15), Flaresword (20, burn), Fly (defense), Hooks (10, opponent loses weapons), Body Slam (25), Booster Cannon (charge, then 60), Air Strike (30), Prime Punch (40), Spark Crush (insta-kill opponent with 30 FE or less), Jet Fire (20, confuse), Wingblade (25), Give Me Your Face (opponent loses Mask; 1 use)
#808. Tridax; FE: 140; Upgrades into Makuta Tridax; Element: Shadow; Attacks: Acid Spear (10, opponent loses 1 attack; 1 use), Pierce (20), Tridax Pod (10, heal self, double to Light), Olmak (defense for 3), Loyal Servant (summon a Shadow Takanuva), Corrupted Army (30)
#809. Makuta Tridax; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE per turn; Attacks: Acid Spear (10, opponent loses 1 attack; 1 use), Pierce (20), Tridax Pod (10, heal self, double to Light), Olmak (defense for 3), Loyal Servant (summon a Shadow Takanuva), Corrupted Army (30), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60), Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#810. Shadow Takanuva; FE: 200; Element: Shadow; Attacks: Kolhii Staff (20), Kohlii Ball of Shadow (30), Shadow Blast (35), Shadow Ball (40), Betray (25), Blackout (50), Avohkii (25 to Light types)
#811. Cendox V1; FE: 120; Element: Steel; 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: Thornax (15), Blade Ram (20)
#812. Kaxium V3; FE: 150; Element: Steel; Effect: Gemini Vehicle: Can only be used in a Tag Match. At the beginning of battle, fuse this Orb with 2 other Spirits. Keep all Elements, each pilot uses their own effect, add 40% of both pilot's FE to this Spirit's each pilot can keep two long range attacks; Attacks: Thornax (15, only usable by Side Car), Power Ram (15, only usable by Main Cycle), Evasion (raise dodge chance), Kaxium Charge (30, requires both)
#813. Sahmad; FE: 130; Element: Shadow; Attacks: Slash (10), Thornax (15), Whip (5, opponent drops weapon), Shadow Bolt (20), Baranus V7 (enable Spikit Strike), Spikit Strike (30, only every three turns), Plague (poison)
#814. Thornatus V9; FE: 170; Element: Steel; 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: Thornax (15), Blasters (30), Blade Ram (25), Speed Burst (defense)
#815. Skopio XV-1; FE: 180; Element: Steel; 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: Thornax (15), Stomp (30), Bite (20), Blasters (25), High-Speed Mode (defense), Skopio Stinger (40)
#816. Fire Princess; Based on Blaze the Cat from Sonic the Hedgehog, Credit to Neya; FE: 170; Element: Fire/Light; Effect: Alternate Dimension: When teamed up with and/or facing an Orb based on a character from Sonic the Hedgehog, power up by 5; Attacks: Axel Spin (30, confuse), Axel Homein (25), Sol Emerald (25, +5 for every Level up to 7; 1 turn recharge from Level 5 on)
#817. Elemental Essence: Fire; Credit to Samuel; FE: 10; Element: Fire; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Fire Essence (10)
#818. Elemental Essence: Stone; Credit to Samuel; FE: 10; Element: Stone; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Stone Essence (10)
#819. Elemental Essence: Earth; Credit to Samuel; FE: 10; Element: Earth; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Earth Essence (10)
#820. Elemental Essence: Ice; Credit to Samuel; FE: 10; Element: Ice; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Ice Essence (10)
#821. Elemental Essence: Air; Credit to Samuel; FE: 10; Element: Air; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Air Essence (10)
#822. Elemental Essence: Water; Credit to Samuel; FE: 10; Element: Water; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Water Essence (10)
#823. Elemental Essence: Light; Credit to Samuel; FE: 10; Element: Light; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Light Essence (10)
#824. Elemental Essence: Shadow; Credit to Samuel; FE: 10; Element: Shadow; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Shadow Essence (10)
#825. Elemental Essence: Rahaga; Credit to Samuel; FE: 10; Element: Rahaga; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Rahaga Essence (10)
#826. Elemental Essence: Thunder; Credit to Samuel; FE: 10; Element: Thunder; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Thunder Essence (10)
#827. Elemental Essence: Steel; Credit to Samuel; FE: 10; Element: Steel; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Steel Essence (10)
#828. Elemental Essence: Dragon; Credit to Samuel; FE: 10; Element: Dragon; Effect: Essence Fusion: At the beginning of battle, fuse this Orb with more Elemental Essences to create an Elemental Union; Attacks: Dragon Essence (10)
#829. Tabris; Based on the same character from Neon Genesis Evangelion, Credit to Samuel; FE: 150; Element: Light; Effect: S2 Engine: Dmg taken -50% (doesn't apply to weak/resist), regen 10/turn; Attacks: AT Field (Cushion Jelly-lvl defense), Evangelion Control (if user has an Evangelion Orb, summon it to the field; only 1 at a time), Mindgames (confuse, lower accuracy)
#830. Elemental Union: Grim Reaper; Credit to Samuel; FE: 150; Element: Ice/Shadow; Made by combining Elemental Essence Ice and Elemental Essence Shadow; Attacks: Scythe Slash (50, freeze)
#831. Speed Warrior Aussie Crasher; Credit to Zev; FE: 100; Element: Earth; Attacks: Phantom Punch (25; 50% chance of instant-hit), High Jumpkick (35, stun), Bodyslam (40, stun user), Spin-Cycle (45)
#832. Tuner Warrior Junk Synchron; Credit to Zev, Tuner/Synchro system from Yu-Gi-Oh! 5Ds; FE: 50; Element: Steel/Light; Effect: Synchronization: Fuses with owner's Spirit, creating a Synchro Spirit; Attacks: Dash (30), Junkyard Punch (35, gets stronger by 5 each use), Speedkick (40; 25% sure-hit)
#833. Synchro Warrior Junk Crashmaster; Credit to Zev, Tuner/Synchro system from Yu-Gi-Oh! 5Ds; FE: 150; Element: Steel/Light; Combination of Aussie Crasher and Junk Synchron; Attacks: Sonic Punch (40; 60% sure-hit), Steam Burst (30, burn), Energy Peelout (55; 50% miss), Turbo Falchion: Rolling Jab (40; add. 5 dmg every 2 turns), Turbo Falchion: Checkmate (75; 50 self-dmg)
#834. Speed Warrior Prince Turbine; Credit to Zev; FE: 75; Element: Stone/Fire; Effect: Charm: Choose a number 1-6 and roll a die. If the result is the same number the opponent cannot act for that many turns. Using this effect counts as a turn for you, 1 use; Attacks: Swallowtail (flip 4 coins; 15x heads),Lady Luck (flip a coin and call heads or tails; if you're right, your next attack can't miss), Roll the Bones (roll a 6-sided die. 1=nothing; 2/3=heal 20; 4/5=next attack does +20 dmg; 6=opponent loses an attack; 1 use), Crown Edge (lose half of your current FE, that dmg if done to the opponent)
#835. Tuner Warrior Little Thief; Credit to Zev, Tuner/Synchro system from Yu-Gi-Oh! 5Ds; FE: 75; Element: Steel; Effect: Yoink!: Upon entering battle, roll a 6-sided die. 1/2=steal a quarter of opponent's FE, 3/4=steal one of the opponent's attack, 5/6=steal opponent's effect (costs 10 FE); Attacks: Coin Decoy (opponent's next attack has 50 subtracted from the dmg), Little Dagger (25), Caltrops (30, defense), Firebomb (35, extra 5 dmg to Ice types)
#836. Synchro Warrior King of Thieves; Credit to Zev, Tuner/Synchro system from Yu-Gi-Oh! 5Ds; FE: 150; Element: Stone/Steel; Combination of Prince Turbine and Little Thief; Attacks: Mug (25; steal 25 FE, one of the opponent's attacks, or the opponent's effect; 1 use), Speed Scimitar (35; 45% sure-hit), Speed Dagger (25; 65% sure-hit), Slicing Slipstream (only after Speed Scimitar or Speed Dagger, extra 5 dmg), Quick Kick (35; 50% sure-hit), Double Slash (45; 35% sure-hit), Killing Blow (roll a 6-sided die and call it; if right, next attack does +15 dmg)
#837. Speed Warrior Goyo Guardian; Credit to Zev; FE: 60; Element: Shadow/Air; Effect: Ropes of the Demon King: Upon entering battle, you can give your foe 1 command; Attacks: Kurokumo-no-naraka (30; 25% opponent's next attack will miss), Windblade (35; 25% stun chance), Tsukuyomi (65, hits target and user)
#838. Dark Tuner Warrior Singing Yokai; Credit to Zev, Tuner/Synchro system from Yu-Gi-Oh! 5Ds; FE: 160; Element: Shadow/Steel; Effect: Resonation: Can sacrifice half FE to immobilize Steel types for 2 turns; Attacks: Gastly Wail (35; 30 self-dmg), Vampirism (30, heal 30, cannot act next turn), Tuning Fork Stab (45, damages target and user, extra 5 to Stone and Steel), Dark Drum (give up 3/4 of your total FE to insta-kill opponent's Orb; 1 use)
#839. Dark Synchro Warrior Shadow Shaman; Credit to Zev, Tuner/Synchro system from Yu-Gi-Oh! 5Ds; FE: 100; Element: Shadow/Steel; Attacks: Old Man Style: Enclosed Hermit Returns to Society (give up 30 FE, opponent loses 1 technique; 1 use), Wrath of Nature (35, may stun), Dance of the Maple Leaves (flip 3 coins; 15x heads), Devil Counquering Phase (35 self-dmg, enable Devil Counqueror techniques), Devil Conqueror: Oni-Goroshi (flip a coin; heads=45 (+5 to Shadow), tails=blind), Devil Counqeror: Fudou Kanashibani no Jutsu (30; 50% chance of defense), Supreme Devil Conqueror: Scything Vacuum Cords (50, defense for 2; halves user's current FE and eliminates one of their techniques; 1 use)
#840. Venusaur; Based on the Pokemon of the same name; FE: 150; Element: Jungle; Effect: Overgrow: When FE drops below half, power up; Attacks: Razor Leaf (20, hits both in Tag Match), Vine Whip (30), Poison Powder (poison), Solarbeam (charge, then 70), Mega Venusaur (lose one weakness of your choice, take -10 damage from attacks (after applying weak/resist))
#841. Torch; Based on the Slizer of the same name; FE: 140; Element: Fire; Upgrades into Cosmic Torch; Effect: Technic Ancestor: Take -10 dmg from Fire attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Fire Blast (10), Fire Punch (15), Disk (20), Flame Cannon (25), Scorch Grip (burn)
#842. Scuba; Based on the Slizer of the same name; FE: 140; Element: Water; Upgrades into Cosmic Scuba; Effect: Technic Ancestor: Take -10 dmg from Water attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Harpoon (10), Water Ball (15), Disk (20), Whirlpool (25), Submerge (defense, heal 10)
#843. Ski; Based on the Slizer of the same name; FE: 140; Element: Ice; Upgrades into Cosmic Ski; Effect: Technic Ancestor: Take -10 dmg from Ice attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Pole Twirl (10), Energy Blast (10), Freeze (15), Disk (20), Avalanche Ski (25), Snow Kick-Up (freeze)
#844. Turbo; Based on the Slizer of the same name; FE: 140; Element: Steel; Upgrades into Cosmic Turbo; Effect: Technic Ancestor: Take -10 dmg from Steel attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Speed Punch (10), Skid Sparks (15), Disk (20), High-Speed Ram (25), Evasion (increase dodge chance)
#845. Jet; Based on the Slizer of the same name; FE: 140; Element: Air; Upgrades into Cosmic Jet; Effect: Technic Ancestor: Take -10 dmg from Air attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Energy Beam (10), Wingblade (15), Disk (20, put opponent to sleep for 2), Disk Tornado (25), Poison Gas (poison)
#846. Amazon; Based on the Slizer of the same name; FE: 140; Element: Jungle; Upgrades into Cosmic Amazon; Effect: Technic Ancestor: Take -10 dmg from Jungle attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Slash (10), Root Punch (15), Disk (20, enable Jungle Strangler for next turn only), Jungle Strangler (25), Thorn Bush (poison)
#847. Granite; Based on the Slizer of the same name; FE: 140; Element: Stone; Upgrades into Cosmic Granite; Effect: Technic Ancestor: Take -10 dmg from Stone attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Pickaxe (10), Energy Bolt (10), Energy Shield (defense), Quadro Stomp (15), Disk (20), Body Slam (25)
#848. Electro; Based on the Slizer of the same name; FE: 140; Element: Thunder; Upgrades into Cosmic Electro; Effect: Technic Ancestor: Take -10 dmg from Thunder attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Wingblade (10), Volt (15), Disk (20), Storm Cannon (25), Fly (defense)
#849. Millennia; Based on the Slizer of the same name; FE: 160; Element: Rahaga; Upgrades into Cosmic Millennia; Effect: Technic Ancestor: Take -10 dmg from Rahaga attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Mode Change (switch between Titan Mode and Cyclist Mode); Titan Mode Attacks: Stomp (10), Millenium Kick (15), Disk (20), Millenium Burst (25), Armor (defense); Cyclist Mode Attacks: Speed Strike (10), Millenium Skid (15), Disk (20), Millenium Rush (25), Accelerate (defense)
#850. Blaster; Based on the Slizer of the same name; FE: 140; Element: Shadow; Upgrades into Cosmic Blaster; Effect: Technic Ancestor: Take -10 dmg from Shadow attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Shield (defense), Energy Burst (10), Meteor Punch (15), Disk (20), Disk Windmill (25)
#851. Flare; Based on the Slizer of the same name; FE: 140; Element: Fire; Upgrades into Cosmic Flare; Effect: Technic Ancestor: Take -10 dmg from Fire attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Wingblade (10), Flare Burst (15), Disk (20), Flare Storm (25), Fly (defense)
#852. Spark; Based on the Slizer of the same name; FE: 140; Element: Thunder; Upgrades into Cosmic Spark; Effect: Technic Ancestor: Take -10 dmg from Thunder attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Drain Gun (10, heal self), Shield (defense), Bolt Gun (15), Disk (20), Gatling Spark (25)
#853. Power; Based on the RoboRider of the same name; FE: 140; Element: Light; Upgrades into Power OS; Effect: Technic Ancestor: Take -10 dmg from Light attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Plasma Cannons (10), Light Punch (15), Wheel Launch (20), Light Cannon (25), Energy Reroute (steal 10 atk from enemy; 1 use)
#854. Frost; Based on the RoboRider of the same name; FE: 140; Element: Ice; Upgrades into Frost OS; Effect: Technic Ancestor: Take -10 dmg from Ice attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Ice Spear (10), Frost Missile (15), Wheel Launch (20), Blizzard Ram (25), Frsot Breath (freeze)
#855. Lava; Based on the RoboRider of the same name; FE: 140; Element: Fire; Upgrades into Lava OS; Effect: Technic Ancestor: Take -10 dmg from Fire attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Axe Slice (10), Flame Blast (15), Wheel Launch (20), Fireball Spit (25), Magma Armor (defense)
#856. Swamp; Based on the RoboRider of the same name; FE: 140; Element: Jungle; Upgrades into Swamp OS; Effect: Technic Ancestor: Take -10 dmg from Jungle attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Slash (10), Vine Whip (15), Wheel Launch (20), Swamp Bomb (25), Mud Pit (paralyze for 2)
#857. Onyx; Based on the RoboRider of the same name; FE: 140; Element: Earth; Upgrades into Onyx OS; Effect: Technic Ancestor: Take -10 dmg from Earth attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Laser Beams (10), Seismic Slam (15), Wheel Launch (20), Earthquake (25), Nightvision (defense against Shadow attacks)
#858. Dust; Based on the RoboRider of the same name; FE: 140; Element: Earth; Upgrades into Dust OS; Effect: Technic Ancestor: Take -10 dmg from Earth attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Spears (10), Sand Bomb (15), Wheel Launch (20), Sandstorm (25), Sand-Attack (lower opponent's accuracy)
#859. Boss RoboRider; Based on the Lego set of the same name; FE: 160; Element: Rahaga; Upgrades into Boss OS; Effect: Technic Ancestor: Take -10 dmg from Rahaga attacks executed by Bionicle-based Spirits, Technic Brothers, and Technic Descendants; Attacks: Energy Blast (10), Robo-Cannon (15), Wheel Launch (20, flip a coin; if tails, hits twice), Power Ram (25), Tri Cannon (30), Boss (summon a RoboRider to aid you; 1 at a time), Status Punch (cause a random status effect)
#860. Blastoise; Based on the Pokemon of the same name; FE: 150; Element: Water; Effect: Torrent: When FE falls below half, power up; Attacks: Withdraw (defense), Hydro Pump (60; 10 self-dmg), Water Gun (30), Rapid Spin (10, roll a six-sided die; result=number of hits), Mega Blastoise (boost the power of long-range attacks by 15)
#861. Legolord; Original Design; FE: 230; Element: Steel; Effect: System Block: No weakness, techniques can’t be copied; Attacks: Brick Break (70; 5 self-dmg), Stud Shuriken (flip 3 coins; 30x heads), Lego Punch (50), Lego Kick (40, stun), Legoquake (40, add. 20 next turn), Skyscraper (30), Imprison (only after 4 Skyscrapers; paralyze for 4, 10 dmg per turn for duration), Block Beam (50), Aura Sphere (40, Sanok-lvl accuracy), Rebuild (recover from negative effects, heal 40), Reconstruct (change to either Sword Configuration, Shield Configuration, or Master Configuration); Sword Configuration: atk+10, additional techniques: Blockblade (60), Lego Fury (flip 10 coins; 10x tails), Counter (20, defense), Wind Cutter (40, confuse); Shield Configuration: take –10 dmg (after resist), additional techniques: Lego Shield (Cushion Jelly-lvl defense), Holy Shield (absorb next attack; once every 3 turns), Mirror Mold (reflect an attack as Steel element); Master Configuration: atk+10, take –10 (after resist), lose 30 FE at the beginning on every turn, can use all Sword Configuration techniques and all Shield Configuration techniques, additional techniques: March of the Mini-Figures (70, 1 turn cooldown), Build (use another Spirit’s technique; 4 uses), Mix and Match (steal a move from foe; 1 use), Brick Meteor (60), Block Orbit (20, defense for 2), Cosmic Brick (80, silence for 3, opponent loses 10 atk; backlash half-dmg, 1 use), The True Power of Lego: Imagination and Creation (drastically increase power of allies, but user loses all FE)
#862. Atomicus; Original Design; FE: 230; Element: Fire; Effect: Absolute Destruction: No weakness, moves can’t be copied; Attacks: Nuclear Bullet (70; 5 self-dmg), Gatling Gun (flip 3 coins; 30x heads), Flame Bullet (50), Acid Bullet (40, add. 20 next turn), Pistol Smash (30), Aura Sphere (40, Sanok-lvl accuracy), Gem Bullet (40, paralyze for 3), Quake Bullet (40; 10/turn for 5), Arctic Bullet (40, freeze for 3), Zephyr Bullet (40, confuse for 3), Aqua Bullet (40, reduce opponent’s speed), Flash Bullet (40, blind for 3), Demon Bullet (40, poison), Genetic Bullet (40; 30% chance to lower opponent’s atk, 30% chance of opponent losing a technique, 30% chance of opponent being poisoned), Protosteel Bullet (40, defense-piercing), Watt Bullet (40, cannot be dodged), Dragon Bullet (40, burn, paralyze), Tranquilizer (20, put opponent to sleep for 5), Sniper Shot (40, defense), Leech Bullet (40, heal self), Berserk (power up, accuracy goes down), Atom Cannon (charge, then 80; backlash half-dmg; 1 use), Meteor Bullet (60), Gaia Blast (50 dmg next turn), Ultimate Destruction: Hydrogen Kamikaze (destroys everything within a wide radius, including the user)
#863. Experita; Based loosely on Primula from Shuffle!, Credit to Nuvakuta; FE: 180; Element: Shadow/Rahaga; Effect: Devil Bond-Evolution: Each turn use a different Devil Bond Effect, cycling in the order D, E, V, I, L, Next, then repeat from beginning; Attacks: Whip (10), Bind (5, paralyze), Weapon Pull (opponent loses weapon), Whip Storm (flip 4 coins; 15x tails), Flare (50), Rockslide (40), Quake (40), Glacier (30), Cyclone (40), Tsunami (40), Ragnarok Burst (30), Curse (inflict a 30/turn poison), Gene Beam (50), Stormcloud (40), Dragonrage (30), De-Stabilize (power up next magic attack, but then lose lots of attack power for 3 turns afterwards; during that time, contact with foe freezes them), Spellwhip (30, change element at will), Neko (recover from negative effects, heal 30), Demon Punch (30, cause a random status effect), Energy Splash (30, add. 20 next turn), Smoke Bomb (defense), Pressure Point (20, paralyze for 3)
#864. Déjà Vu; Credit to Keizah; FE: 155; Element: Rahaga/Steel; Effect: Time Warp: Either halve or double all damage done to all combatants each turn. Halved as freeze chance, double has burn chance; Attacks: Slash (10), Time Blade (30, can’t be used twice in a row), Time Shield (defense for 3), Time Lance (20, defense-piercing), Repeat (all combatants must use the same attack they used last turn if able), Curse (target must repeat the last offensive attack with unlimited uses they used last turn until it misses; 1 use), Endless Pursue (continue fighting for 3 turns after defeat), Future Strength (de-fuse now, re-fuse stronger), Memory Blade (dmg=Levelx2), Millennium Comet (50, freeze and burn, defense-piercing; only every other battle; 1 use), Chaos Slash (40, hits all opponents and partners, 20 to self)
#865. Chronicler 09; Original Design; Element: Rahaga; Upgrades into Chronicler 10; Effect: Nostalgic Bond: Power up when in a Tag Match teamed with a Spirit based on a 2009 Bionicle; Attacks: Slash (10), Thornax (15), Champion’s Strike (15), Will of the Empire (15), Book of Certavus (use one of Certavus’s techniques; 3 uses), Glatorian (atk+10, take –10 dmg (after applying weak/resist), lasts 3 turns, during that time you must use offensive attacks; this Spirit cannot de-fuse until defeated; 1 use), Chronicle (learn an enemy technique; 1 use), Shield (defense), Sandstorm (15), Raid (5, opponent loses one attack; 1 use), Shapeshift (transform into another Spirit for 3 turns; limited to the techniques of that Spirit for the duration), Reign of Shadows (poison Light types and power up Shadow types for the rest of this battle; 1 use), Weapon Reforge (power up a Parasite Spirit you own; 1 use)
#866. Psychic Dreamer; Based on the Pokemon Abra, Credit to Keizah; FE: 100; Element: Light; Upgrades into Psychic Shaman; Effect: Synchronize: If an opponent inflicts a negative status effect on you, they receive the same effect; Attacks: Confusion (5, may confuse), Safeguard (defense), Teleport (dodge), Choice (select a technique and keep using it until it misses; gradually increase your evasion for the duration), Rest (heal 30, fall asleep for 2 turns)
#867. Psychic Shaman; Based on the Pokemon Kadabra, Credit to Keizah; FE: 125; Element: Light; Upgrades into Psychic Chief; Effect: Synchronize: If an opponent inflicts a negative status effect on you, they receive the same effect; Attacks: Confusion (10, may confuse), Safeguard (defense), Teleport (dodge two attacks), Choice (select a technique and keep using it until it misses; gradually increase your evasion for the duration), Psybeam (15, may stun), Trick (only during Choice, move effects of Choice onto opponent), Rest (heal 50, fall asleep for 2 turns), Sleep Talk (sacrifice 10 FE to use a random attack while asleep, ignore effects of Choice)
#868. Psychic Chief; Based on the Pokemon Alakazam, Credit to Keizah; FE: 155; Element: Light; Effect: Synchronize: If an opponent inflicts a negative status effect on you, they receive the same effect; Attacks: Confusion (15, may confuse), Safeguard (defense), Teleport (dodge 3 attacks), Choice (select a technique and keep using it until it misses; gradually increase your evasion for the duration), Psybeam (20, may stun), Trick (only during Choice, move effects of Choice onto opponent), Rest (heal 50, fall asleep for 2 turns), Sleep Talk (sacrifice 10 FE to use a random attack while asleep, ignore effects of Choice), Recover (heal 50; 1 use), Psychic (control target for 2 turns; 4 uses), Psycho Cut (25), Skill Swap (trade effects with target), Mega Alakazam (copy the foe’s effect and add it to your own, boost the power of non-physical attacks by 10)
#869. Bouquet Hedgehog; Based on the Pokemon Shaymin (Land Forme), Credit to Keizah; FE: 100; Element: Earth; Upgrades into Flying Bouquet under certain conditions; Effect: Natural Cure: Possibly heal negative status effects at the end of each turn; Attacks: Energy Ball (10), Aromatherapy (remove negative effects from you and your partner), Substitute (sacrifice 25 FE to summon a substitute with 25 FE), Seed Flare (15, double to Shadow types, power up if poisoned; 1 turn cooldown)
#870. Flying Bouquet; Based on the Pokemon Shaymin (Sky Forme), Credit to Keizah; FE: 130; Element: Earth/Air; Downgrade to Bouquet Hedgehog under certain conditions; Effect: Serene Grace: Attacks have a higher chance of causing status; Attacks: Energy Ball (15), Aromatherapy (remove negative effects from you and your partner), Substitute (sacrifice 35 FE to summon a substitute with 35 FE), Seed Flare (20, double to Shadow types, power up if poisoned; 1 turn cooldown)
#871. Heroic Liar; Based on Usopp from One Piece, Credit to Keizah; FE: 140; Element: Shadow; Effect: Negative: Immune to Into the Soul, Ghost of Misery, and any other techniques involving ghosts; Attacks: Smoke Star (blind), Lie (defense 1-3 turns; 1 use), Egg Bomb (stun), Fire Star (10, burn), 5 Ton Hammer (10, stun), Star Chain (flip 5 coins; 5x heads), Impact Absorb (absorb an attack), Impact Palm (does dmg=all attacks blocked by Impact Absorb so far; recoil dmg=1/2 dmg done; reset absorb count), Exploding Star (20), Phoenix Star (20), Atlas Star (flip 6 coins; dmg=5x heads), Sogeking (remove confusion, blindness, and paralysis or disable an enemy attack; power up for 1-5 turns, attacks Sanok-lvl for duration; 1 use)
#872. Puppetmaster Demon; Based on Sasori from Naruto, Credit to Keizah; FE: 180; Element: Shadow/Steel; Effect: Heart Transfer: If this Spirit is defeated and at least one puppet is on the field, the user’s control switches to a puppet. The puppet keeps its current FE and gains 3 of Puppetmaster’s techniques. All Steel attacks have a chance of poisoning; Attacks: Shuriken (10), Kunai (15), Marionette (control opponent for 1 turn), Fire Blast (20), Water Blast (20), Exoskeleton Puppet (gain a shell of armor, increase defense, has techniques Needle Spray (20), Sting (15, defense-piercing), Shell Block (defense); armor destroyed if hit with a defense-piercing attack), Puppet Family (summon Paternal Puppet and Maternal Puppet, each has 20 FE and techniques Bind (stun) and Cutting Wire (30, uses both)), Master Puppet (summon a puppet with 60 FE, attacks: Iron Sand (20, defense, must charge on first use), Magnetic Pulse (stun), Poison Fang (poison, blind); 1 use), Finale Puppets (summon 100 puppets; they cannot attack on turn summoned, techniques: Slash (1), Stab (2, must recharge); accuracy of each puppet is completely random; when your opponent attacks they destroy a number of puppets equal to the power of the attack; 1 use)
#873. Virulence; Credit to CTK; FE: 175; Element: Air/Shadow; Effect: Master of Toxins: Cannot be poisoned, all attacks cause poison, poisons stack up to 5; Attacks: Needle Claw (5 for 5), Poison Injection (10, cause an additional poison), Vile Stab (30, add a charge to a Virulent Bomb), Corrupt the Land (20, cause additional poison for 3 turns; 1 use), Unleash the Swarm (cause an additional poison each turn for 4 turns; 1 use), Poison Breath (15, cause additional poison), Shoulder Ram (40), Give and Take (20, heal self), Virulent Bomb I (40, additional poison, needs a charge), Virulent Bomb II (40, paralyze, needs a charge), Virulent Bomb III (40, confuse, needs a charge), Poisoner’s Antidote (cure any status effect, poison self), Parry (defense against physical attack), Virulence (dmg=40x # of stacks of poison on target; remove all poison from target; 1 use)
#874. Tiderider; Credit to RipTide; FE: 175; Element: Water; Effect: Waveriding: Every third Water attack can be chained to a weapon/mask attack; Attacks: Tsunamic Blast (20), Drown (30), Whirlpool (40), Riptide (40), Spear Strike (20), Spear Slash (20), Kanohi Artuk (power up next Water attack by 5)
#875. Luck Egg, Based on the Pokemon Chansey, Credit to Neya; FE: 175; Element: Light; Upgrades into Bliss Egg; Effect: Natural Cure: Heal all status effects after one turn; Attacks: Thunderbolt (10), Ice Beam (10), Flamethrower (10), Double Slap (3, hits twice), Egg Bomb (10), Shadow Ball (10), Psychic (10), Softboiled (heal 30)
#876. Bliss Egg; Based on the Pokemon Blissey, Credit to Neya; FE: 200; Element: Light; Effect: Natural Cure: Heal all status effects after one turn; Attacks: Thunderbolt (15), Ice Beam (15), Flamethrower (15), Double Slap (6, hits twice), Egg Bomb (15), Shadow Ball (15), Psychic (15), Sing (cause sleep), Aromatherapy (heal team of status), Double Edge (30, recoil 20), Hyper Beam (50, recoil 30 and cooldown for 1 turn), Gravity (disable all Air techniques for 5 turns; another 5 turns must pass before this technique can be used again), Softboiled (heal 40)
#877. Fail Carp; Based on the Pokemon Magikarp, Credit to Neya; FE: 80; Element: Water; Upgrades into Epic Dragon; Attacks: Splash (nothing happens), Tackle (5), Flail (dmg=80/remaining FE)
#878. Mighty Atom; Based on Astro Boy (film version); FE: 160; Element: Steel/Light; Effect: Blue Core: Cannot be combined with a Shadow type through any means. If you have another Orb you can switch to then Atom cannot directly finish off a person’s last remaining Spirit; Attacks: Power Punch (10; can sacrifice next turn to chain to a Robo Kick), Robo Kick (15), Finger Laser (20, increased accuracy), Jets (defense, 50% chance to deal 20 Fire dmg), Arm Cannon (25), Tezuka Punch (30, power up when in proximity to a legendary Spirit or a Spirit based on a character who is ‘legendary’ in their home series), Machinegun (15, must be used as a counter), Scan (50% chance of next attack dealing +10 dmg; can be stacked to double original value but cannot be stacked when Elemental cycle interferes), Energy Share (sacrifice 20 FE to revive a Steel type Spirit; 2 uses; a Spirit revived in this way can sacrifice half of its total FE to revive Atom with that much FE, but Atom can only be revived in this way once)
#879. Gurren Lagann; Based on the mecha of the same name from Tengen Toppa Guren Lagann; FE: 160; Element: Steel/Dragon; Effect: Fighting Spirit: When FE falls below half, power up; Attacks: Power Punch (10), Mecha Kick (15), Boomerang (20, hits again next turn), Drill Breaker (30, defense-piercing with Spiral Charge), Giga Drill Breaker (charge, then 50, defense-piercing with Spiral Charge), Fly (defense, enable Burning Chariot Kick), Spiral Restoration (heal 30), Spiral Charge (change next attack to Dragon element and power it up by 5), Teleport (counter a warping technique), Lagann Impact (25, control opponent for 3 turns; 1 use), Combine (fuse this Spirit to another Steel type, keep all elements, add 10% of other Spirit's FE to Gurren Lagann's FE (all if Parasite), keep Fighting Spirit but gain certain aspects of the other Spirit's effect, keep all techniques of both Spirits; must wait at least 3 turns before combining with another Spirit), Galaxy Smash (80; only available after using Combine 4 times; backlash half the dmg done, this technique cannot be powered up with Spiral Charge; 1 use), Spiral Nemesis (all of your Orbs and all of your opponent's Orbs lose all FE; ends the match in a tie; 1 use), Burning Chariot Kick (25, burn), Certain Kill (10, increase accuracy of next attack), Reality-Breaking Punch (25, force opponent to de-fuse if they have another Orb to switch to, can re-fuse later; 1 use)
#880. Nektann; FE: 130; Element: Water/Shadow; Attacks: Slash (10), Tsunamic Blast (20), Counquer, 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)
#881. Heat Vision Rahkshi; FE: 130; Element: Fire/Shadow; Attacks: Staff Twirl (10), Heat Vision (20), Advanced Heat Vision (40, user blind next turn), 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)
#882. Ussanui; FE: 120; Element: Steel; Effect: Personal Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 10% of the pilot's FE to Ussanui's FE, keep this Spirit's techniques and one long-range technique from the pilot (unless the pilot is Takanuva, in which case all techniques from the pilot are added to the techniques of Ussanui); Attacks: Smash (10, paralyze), Landing Gear (30), Fly (defense), Crash (dmg=remaining FE, user loses all FE, 50% chance of pilot escaping with same amount of FE as before this technique was used; 1 use)
#883. ATLAS; Credit to Keizah; FE:170; Element: Rahaga/Light/Steel; Upgrades into ATLAS Moratorium; Effect: Dissonance: All Rahaga-element "Twilight" attacks are randomly converted to either Light or Shadow-element on contact; Attacks: Piston Punch (20, defense piercing), Gattling (roll a six-sided die, damage=result x6), WT Laser (15, select an element at beginning of battle, this attack simultaneously has attributes of both Light and the selected element), Balance (change FE of target to match own FE; 1 use), WT Sniper (20, has the same effect as WT Laser, plus: sanok-level accuracy, cooldown one turn, 1 use)
#884. ATLAS Moratorium; Credit to Keizah; FE:200; Element: Rahaga/Light/Steel/Dragon; Effect: Tuning: All Rahaga-element "Twilight" attacks are reflected; Attacks: Piston Punch (25, defence piercing), Ragnarök (30, added damage to spirits that are both Light and Shadow-element), Gattling (roll a six-sided die, damage=result x7), WT Laser (20, select an element at beginning of battle, this attack simultaneously has attributes of both Light and the selected element), WT Scope (increase accuracy, change selected element for WT Beam), Balance (change FE of target to match own FE; 1 use), Gravity (paralyze, decrease evasion), WT Sniper (25, has the same effect as WT Laser, plus: sanok-level accuracy, cooldown one turn, 2 uses)
#885. Shield of Darkness; Based on Xehanort's Guardian from Kingdom Hearts; FE: 130; Element: Shadow; Effect: Guardian: This Spirit can fight alone or bond to another Spirit at the beginning of battle. If bound, the user can attack twice per turn (once with Shield, once with the host), but the number of techniques per turn cannot be increased beyond that. Shield can take some (but not all) hits in place of the host, and if Shield's FE runs out the host will continue on alone, but if the host's FE runs out Shield's FE drains to 0; Attacks: Power Punch (10), Possess (20/turn for 3, Shield cannot act during this time, Shield can be knocked out of this technique when fighting solo but not when bound), Skydive (25), Spark Wave (20, hits all in Tag Match), Shadow Disks (flip 3 coins, 15x tails), Shadow Ball (15)
#886. Fictivalkyrie; Based loosely on Daisy from Shuffle!, Techniques based on a variety of video games/anime series; FE: 180; Element: Rahaga; Effect: Experimental Paladin I: Power up in a one-on-one duel; Attacks: Swipe (20, 50% chance to hit twice), Scythe Driver (65, 50% defense-piercing, increasingly powerful backlash), Otaku (summon a random Anime Spirit), Curaga (heal 50), Fissure (40), Wind Slice (35), Magma Fissure (60), Tsunami (40), Thunderbolt (40), Blue Magic (use one of the opponen'ts techniques; 5 uses), Blizzara (35), Hadouken (charge, then 70), Aerora (defense), Fireball (40), Poke Ball (mind control an opponent using a Pokemon Spirit for 5 turns), Jump (50), Buster (30), Chaos Control (paralyze for 3), Tezuka Punch (30, power up when near a legendary Spirit or a Spirit based on a 'legendary' character), Poison Mushroom (power down the opponent for 3 turns; 3 uses), Shoryuken (40), Phoenix Down (revive another Spirit), Phoenix Down 2 (when your FE falls to 0, regain 50; failure chance rises with each use), Battle Cry (increase attack, defense, and accuracy; 1 use), Limit Break (120; only after 10 turns have gone by and user has Battle Cry active; backlash one third of the damage done, 1 use)
#887. Weavalkyrie; Based loosely on Sakura from Shuffle!; FE: 180; Element: Steel; Effect: Experimental Paladin II: Immune to status cause by the element of a stuffed animal on the field, but more likely to be affected by other status effects. Not compatible with Stuffed Dragon or Stuffed Warrior; Attacks: Crossbow (10, enhanced accuracy), Sniper Shot (10, defense), Rapid Fire (flip 4 coins; 10x tails), Mend (heal a stuffed animal for one quarter of its max health), Stuffed Lion (Fire type, 100 HP, techniques: Fire Claw (30)), Stuffed Coyote (Stone type, 110 HP, techniques: Pounce (20), Rockslide (40)), Stuffed Jaguar (Earth type, 100 HP, techniques: Nightvision (defend against a Shadow attack), Earthquake (20, 10/turn for 3)),Stuffed Wolf (Ice type, 90 HP, techniques: Ice Beam (30, freeze)), Stuffed Eagle (Air type, 80 HP, techniques: Tornado (30, confuse, hits/affects all), Glide (defense)), Stuffed Shark (Water type, 95 HP, techniques: Melt (defense), Whirlpool Bite (25, cannot be dodged)), Stuffed Armadillo (Steel type, 120 HP, techniques: Shell (defense), Spike Roll (35)), Stuffed Cheetah (Thunder type, 85 HP, techniques: Reflexes (defense), Volt Bite (25, paralyze)), Stuffed Dragon (Dragon type, 120 HP, techniques: Power Scream (50, 1 turn cooldown), Fire Breath (30, burn), Wingblade (20)), Stuffed Warrior (Rahaga type, 150 HP, techniques: Slash (10), Shield (defense), copies three of the opponent's techniques), Master Seamstress (power up all stats of one stuffed animal--this is the only stuffed animal you can have on the field until it is defeated, you must use Mend whenever its HP falls below 30%), Final Assault (70; only when there are 5 or more stuffed animals on the field, does additional damage when more than 5 stuffed animals; 2 uses)
#888. Ice Crystal; Credit to Neya; FE: 20; Element: Ice; Upgrades when merged with another Crystal; Effect: Ice Essence: At the beginning of battle combine this Spirit with another. Keep all attacks and Elements, add FE, power up host's Ice attacks, give all host's attack 10% freeze chance; Attacks: Icicle Lance (25), Cold White Shard (10, perfect accuracy), Freezer (10; 50% freeze), Critical Blizzard Piercing (75; 50% accuracy)
#889. Fire Crystal; Credit to Neya; FE: 20; Element: Fire; Upgrades when merged with another Crystal; Effect: Fire Essence: At the beginning of battle combine this Spirit with another. Keep all attacks and Elements, add FE, power up host's Fire attacks, give all host's attacks 10% burn chance; Attacks: Blazing Sword (25), Red Hot Shard (10, perfect accuracy), Spontaneous Combustion (10; 50% burn), Critical Furnace Slash (75; 50% accuracy)
#890. Thunder Crystal; Credit to Neya; FE: 20; Element: Thunder; Upgrades when merged with another Crystal; Effect: Thunder Essence: At the beginning of battle combine this Spirit with another. Keep all attacks and Elements, add FE, power up host's Thunder attacks, give all host's attacks 10% paralyze chance; Attacks: Lightning Axe (25), Spark Blue Shard (10, perfect accuracy), Taze Gun (10; 50% accuracy), Critical Megawatt Hack (75; 50% accuracy)
#891. Shadow Crystal; Credit to Neya; FE: 20; Element: Shadow; Upgrades when merged with another Crystal; Effect: Shadow Essence: At the beginning of battle combine this Spirit with another. Keep all attacks and Elements, add FE, power up host's Shadow attacks, give all host's attacks 10% poison chance; Attacks: Dark Dagger (25), Black Out Shard (10, perfect accuracy), Poison Breath (10; 50% poison), Critical Mortal Backstab (75; 50% accuracy)
#892. Light Crystal; Credit to Neya; FE: 20; Element: Light; Upgrades when merged with another Crystal; Effect: Light Essence: At the beginning of battle combine this Spirit with another. Keep all attacks and Elements, add FE, power up host's Light attacks, give all host's attacks 10% blind chance; Attacks: Life Bow (25), Golden Dawn Shard (10, perfect accuracy), Laser Gaze (10; 50% blind), Critical Holy Sniper (75; 50% accuracy)
#893. Dark Cryo Armor; Made from combining the Ice and Shadow Crystals, Credit to Neya; FE: 50; Element: Shadow/Ice; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Shadow and Ice attacks, give all host's attacks 15% freeze, 15% poison. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Dark Dagger (25, 10% poison), Ice Dagger (25, 10% poison), Shadow Lance (25; 10% freeze), Icicle Lance (25; 10% freeze), Black Out Shard (15, perfect accuracy), Cold White Shard (15, perfect accuracy), Ultra Freezer (10; 75% freeze), Shadow Freezer (10; 40% freeze, 20% poison), Arsenic Breath (10; 75% poison), Ice Poison Breath (10; 40% poison, 20% freeze), Critical Mortal Backstab (80; 50% accuracy), Critical Blizzard Piercing (80; 50% accuracy), Critical Combo: Shadow Ice Multi-Impale (100; 50% accuracy, double to Thunder and Air; 1 successful use)
#894. Nega Flame Armor; Made from combining the Fire and Shadow Crystals, Credit to Neya; FE: 50; Element: Shadow/Fire; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Shadow and Fire attacks, give all host's attacks 15% burn, 15% poison. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Dark Dagger (25; 10% poison), Fire Dagger (25; 10% poison), Shadow Sword (25; 10% burn), Blazing Sword (25; 10% burn), Black Out Shard (15, perfect accuracy), Red Hot Shard (15, perfect accuracy), Spontaneous Explosion (10; 75% burn), Shadow Spontaneous Combustion (10; 40% burn, 20% poison), Arsenic Breath (10; 75% poison), Fire Poison Breath (10; 40% poison, 20% burn), Critical Mortal Backstab (80; 50% accuracy), Critical Furnace Slash (80; 50% accuracy), Critical Combo: Shadow Fire Slice-and-Dice (100; 50% accuracy, double to Thunder and Ice; 1 successful use)
#895. Black Spark Armor; Made from combining the Shadow and Thunder Crystals, Credit to Neya; FE: 50; Element: Shadow/Thunder; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Shadow and Thunder attacks, give all host's attacks 15% paralyze, 15% poison. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Dark Dagger (25; 10% poison), Thunder Dagger (25; 10% poison), Shadow Axe (25; 10% paralyze), Lightning Axe (25; 10% paralyze),Black Out Shard (15, perfect accuracy), Spark Blue Shard (15, perfect accuracy), Taze Machinegun (10; 75% paralyze), Shadow Taze Gun (10; 40% paralyze, 20% poison), Arsenic Breath (10; 75% poison), Thunder Poison Breath (10; 40% poison, 20% paralyze), Critical Mortal Backstab (80; 50% accuracy), Critical Megawatt Hack (80; 50% accuracy), Critical Combo: Shadow Thunder Pincer (100; 50% accuracy, double to Thunder and Steel; 1 successful use)
#896. White Dusk Armor; Made from combining the Light and Shadow Crystals, Credit to Neya; FE: 50; Element: Light/Shadow; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Shadow and Light attacks, give all host's attacks 15% blind, 15% poison. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Life Bow (25; 10% blind), Shadow Bow (25; 10% blind), Light Dagger (25; 10% poison), Dark Dagger (25; 10% poison), Golden Dawn Shard (15, perfect accuracy), Black Out Shard (15, perfect accuracy), Arsenic Breath (10; 75% poison), Light Poison Breath (15, perfect accuracy), Phaser Gaze (10; 75% blind), Shadow Laser Gaze (10; 40% blind, 20% poison), Critical Holy Sniper (80; 50% accuracy), Critical Mortal Backstab (80; 50% accuracy), Critical Combo: Light Shadow Arrow Dirk (100; 50% accuracy, double to Shadow and Thunder; 1 successful use)
#897. Bolt Beam Armor; Made from combining the Thunder and Ice Crystals, Credit to Neya; FE: 50; Element: Thunder/Ice; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Ice and Thunder attacks, give all host's attacks 15% freeze, 15% paralyze. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Lightning Axe (25; 10% paralyze), Ice Axe (25; 10% paralyze), Thunder Lance (25; 10% freeze), Icicle Lance (25; 10% freeze), Spark Blue Shard (15, perfect accuracy), Cold White Shard (15, perfect accuracy), Ultra Freezer (10; 75% freeze), Thunder Freezer (10; 40% freeze, 20% paralyze), Taze Machinegun (10; 75% paralyze), Ice Taze Gun (10; 40% paralyze, 20% freeze), Critical Megawatt Hack (80; 50% accuracy), Critical Blizzard Piercing (80; 50% accuracy), Critical Combo: Thunder Ice Poleax (100; 50% accuracy, double to Steel and Air; 1 successful use)
#898. Plasma Flame Armor; Made from combining the Thunder and Fire Crystals, Credit to Neya; FE: 50; Element: Thunder/Fire; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Fire and Thunder attacks, give all host's attacks 15% burn, 15% paralyze. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Lightning Axe (25; 10% paralyze), Fire Axe (25; 10% paralyze), Thunder Sword (25; 10% paralyze), Blazing Sword (25; 10% paralyze), Spark Blue Shard (15, perfect accuracy), Red Hot Shard (15, perfect accuracy), Spontaneous Explosion (10; 75% burn), Thunder Spontaneous Combustion (10; 40% burn, 20% paralyze), Taze Machinegun (10; 75% paralyze), Fire Taze Gun (10; 40% paralyze, 20% burn), Critical Megawatt Hack (80; 50% accuracy), Critical Furnace Slash (80; 50% accuracy), Critical Combo: Thunder Fire Guillotine (100; 50% accuracy, double to Steel and Ice; 1 successful use)
#899. Lumen Watt Armor; Made from combining the Light and Thunder Crystals, Credit to Neya; FE: 50; Element: Light/Thunder; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Light and Thunder attacks, give all host's attacks 15% blind, 15% paralyze. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Life Bow (25; 10% blind), Thunder Bow (25; 10% blind), Light Axe (25; 10% paralyze), Lightning Axe (25; 10% paralyze), Golden Dawn Shard (15, perfect accuracy), Spark Blue Shard (15, perfect accuracy), Taze Machinegun (10; 75% paralyze), Light Taze Gun (10; 40% paralyze, 20% blind), Phaser Gaze (10; 75% blind), Thunder Laser Gaze (10; 40% blind, 20% paralyze), Critical Holy Sniper (80; 50% accuracy), Critical Mehawatt Hack (80; 50% accuracy), Critical Combo: Light Thunder Wound and Finish (100; 50% accuracy, double to Shadow and Steel; 1 successful use)
#900. Frozen Blaze Armor; Made from combining the Fire and Ice Crystals, Credit to Neya; FE: 50; Element: Fire/Ice; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Fire and Ice attacks, give all host's attacks 15% burn, 15% freeze. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Icicle Lance (25; 10% freeze), Fire Lance (25; 10% freeze), Ice Sword (25; 10% burn), Blazing Sword (25; 10% burn), Cold White Shard (15, perfect accuracy), Red Hot Shard (15, perfect accuracy), Spontaneous Explosion (10; 75% burn), Ice Spontaneous Combustion (10; 40% burn, 20% freeze), Ultra Freezer (10; 75% freeze), Fire Freezer (10; 40% freeze, 20% burn), Critical Blizzard Piercing (80; 50% accuracy), Critical Furnace Slash (80; 50% accuracy), Critical Combo: Fire Ice Slash Shove (100; 50% accuracy, double to Air and Ice; 1 successful use)