Orbs 1501-1600
#1501. Technic Fragment Data; Based on Slizer and RoboRider events, Credit to Keizah; FE: 185; Element: Rahaga; Effect: Technic Revival: Allies with the "Technic Ancestor" effect can be revived once with 50 FE. This Spirit is classified as a Technic Ancestor; Attacks: Data Weapon (use a RoboRider technique that deals 15 dmg or less), Mechanical Weapon (use a Slizer technique that deals 15 dmg or less), Disk (20; +5 with each successive use, stacks three times), Wheel Launch (25, high accuracy), Meteoric Volley (60, backlash 10, two turn recharge shared with Millennium Tackle), Millennium Tackle (40, can't miss, piercing, two turn recharge shared with Meteoric Volley), Virus Hunter (60; can be Fire, Light, Earth, Jungle, or Ice; 1 turn cooldown, 4 turn recharge)
#1502. Smiling Monster; Based on Chifflon Fairchild from Freezing, Credit to Keizah; FE: 175; Element: Shadow; Effect: Inhuman: Attack power -10 for first 5 turns, defense +15 when FE under 120, no weakness; Attack: Anti-Nova Stage 1 (30, enable Stigma Punch), Stigma Punch (25), Illusion Turn (only when FE below 120; evasion up, attack 3 times next turn (4 if below 70 FE), 3 turn recharge), Anti-Nova Stage 2 (20, hits twice, available when FE below 120, enable Block), Block (take no damage this turn (excluding degeneration/status ailments), reflect energy-based attacks, 3 turn recharge), Anti-Nova Stage 3 (50, can only be used if FE below 70, enable Particle Cannon and Complete Novafication), Particle Cannon (80, 10/turn, 2 turn cooldown), Complete Novafication (reflect enemy's attack with 3x base power; if this attack would have hit multiple targets, negate the multi-targeting effect; you must de-fuse if this technique is successful)
#1503. Disciple of Kunlun; Based on Rana Linchen from Freezing, Credit to Keizah; FE: 160; Element: Dragon; Attacks: Punch (15), Sliding Kick (20, can be chained to Punch three times in one battle), Four Senses (flip 4 coins, atk+5 per heads, def+5 per tails; change Punch and Sliding Kick to Steel; enable Wings of Light, Void Fang, and Burning Fang; you may give up 10 FE to recalculate the stat boosts), Tempest Turn (summon 4 clones (6 in Nova Form), flip a coin for each clone each turn; heads=clone imitates your attack with 1/2 original damage and lower accuracy), Wings of Light (defense, remove negative statuses, next attack does +20, enable Nova Form; 2 uses), Void Fang (25, cannot be dodged), Burning Fang (25, burn), Nova Form (heal 40, atk+15, negate stat boosts from Four Senses, take 15 dmg every turn)
#1504. Clockwork Armor; Credit to Keizah; FE: 25; Element: Rahaga; Effect: Timepiece: At the beginning of battle, combine this Spirit with another. Add FE, use the host's Element(s), keep all attacks, host cannot be Light or Shadow. Use the effect Ticking Away (Roll a die each turn; 1=atk +5, 2=def +5, 3=evasion up, 4=deal dmg=5x [current stat boosts gained from this effect], 5=nothing, 6=reset stats); Attacks: Second Hand (10 for 3), Minute Hand (5x [# rolled by Ticking Away last turn]), Hour Hand (60, only every 6 turns), Chime (15, wake up sleeping allies, 30 if target is asleep), Halt (give up 20 FE to completely immobilize enemy next turn; that turn does not count towards cooldown and recharge periods; if the target is charging an attack, delay their attack), Pendulum (50 in two turns), Stroke of Midnight (only available on the 12th turn of battle if it will finish the target; 60, absorb cannot be blocked)
#1505. Aura Lion; Based on the Dream Eater of the same name from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Claw (20), Nightmare (20, 40 if foe is asleep), Pounce (10, possible dodge), Zero Gravity (15, paralyze), Aura Lunge (30), Goodwill Link (50, only in Tag Match, requires both, can charge for +20), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Light, if this attack is close-range it can now be used at long range; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1506. Psioniceratops; Based on the Cera Terror Dream Eater from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Horn Charge (25, piercing), Space Bender (10, Sanok), Disk Shield (defense, enable shield charge next turn only), Shield Charge (40, must follow Disk Shield), Nightmare (20, 40 if foe is asleep), Spike Mode (30), Goodwill Link (50, only in a Tag Match, requires both), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Steel; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1507. Nightmare Frog; Based on the Frog family of Dream Eaters from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Slash (10), Shield (defense), Ribbit Tornado (30), Red Hot Chili (30), Electrosphere (20, Sanok), Aqua Raid (30), Goodwill Link (50, only in a Tag Match, requires both), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Psionic; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1508. Yagi Horn; Based on the Yagi Horn and Yagi Cyber Dream Eaters in Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Hindquarter Kick (20, paralyze), Horn (30), Yagi Fire (30), Sonic Blast (20), Yagi Cyber (chane Horn to Steel, change Yagi Fire and Malice Link to Thunder, enable Yagi Eraser), Yagi Eraser (40, 5 turn recharge), Goodwill Link (50, only in a Tag Match, requires both, may pierce), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Fire (Thunder if Yagi Cyber is active); in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1509. Electric Nightmare; Based on a family of Dream Eaters from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Reverse Kick (20, paralyze), Refract Beam (30), Dash (25, extra acc), Unicorn Horn (enable Lightning Charge and Horn Charge), Lightning Charge (25, hits all), Horn Charge (25, pierce), Pegasus Wings (enable Kamaitachi, Glide Rush, and Cyclone Charge), Kamaitachi (20, Sanok), Glide Rush (20, possible dodge), Cyclone Charge (30), Goodwill Link (50, only in a Tag Match, requires both, hits all), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Thunder; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1510. Wandanyan; Based on the Dream Eater of the same name from Kingdom Hearts; FE: 140; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Horn Attack (20), Light Dive (25), Esuna (recover from negative statuses, self or ally), Cura (heal 30, self or ally), Blossoming Dream (remove one of your weaknesses; 1 use), Crown of Dreams (power up), Goodwill Link (50, only in a Tag Match, requires both), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Light, this attack now absorbs; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1511. Hebi Tokage; Based on the Hebi Tokage and Nekuppoi Dream Eaters from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Hebi Sweep (30), Fireball Spit (25), Burning Rubber (charge, then 50), Hebi Berserk (atk+15 for 3, you are confused for duration; 1 use), Cosplay (use one of the attacks of Spirit #709. Phones; 5 uses), Goodwill Link (50, burn, only in a Tag Match, requires both), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Fire, this attack now has a chance to hit all; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1512. Kabuto Cannon; Based on the Tsuno Kabuto and Taihou Kabuto Dream Eaters from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Guard (defense), Dual Chop (10, hits twice), Horn Flip (10, piercing), Cannon Blast (30), Tracer (20, Sanok), Mortar (25, hits all), Support Shot (heal 30, undo negative statuses, or bestow positive effects for 3 on ally), Variable Shot (20, can change Element at will), Taihou Kabuto (power up), Goodwill Link (40, only in a Tag Match, requires both, has high accuracy), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Fire and give it an accuracy boost; in a Tag Match, you can exit the battle for three turns to apply this effect to your partner)
#1513. Saboteur Bat; Based on the Koumori Bat Dream Eater from Kingdom Hearts; FE: 140; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Wing Cutter (25), Vampire Strike (20, absorb), Supersonic Wave (25), Heal (heal ally by 20), Sabotage (inflict random status ailment on foe for 3), Goodwill Link (40, only in Tag Match, requires both, inflict random permanent status ailment on first use), Malice Link (remove this Spirit from battle to change one of your next Spirit's attack to Shadow; in a Tag Match you can exit the battle for 3 turns to apply this effect to your partner)
#1514. Ryu Dragon; Based on the Dream Eater of the same name from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe is asleep), Claw (10; roll a die, result=# of hits), Fly (defense), Dragon Blast (20, burn), Dragon Breath (30), Goodwill Link (50, only in Tag Match, requires both), Malice Link (remove this Spirit from battle to change one of your next Spirit's attack to Dragon; in a Tag Match you can exit the battle for 3 turns to apply this effect to your partner)
#1515. Nightmare Tyrant; Based on the Tyranto Rex and Skelterwild Dream Eaters from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Bite (30), Tail (15), Charge (40, low accuracy), Sonic Roar (25, may confuse), Dino Breath (30), Blistering Orb (40; if blocked, you take damage instead), Extinction of Dreams (change all Fire attacks to Ice, Tail now paralyzes, enable Seperate, heal to full; if you are Level 9 or higher, this auto activates when you are hit by an attack that would finish this Spirit; 1 use), Seperate (attack twice next turn, 5 turn recharge), Goodwill Link (50, only in Tag Match, requires both, overpowers resistances), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Fire (Ice if Extinction of Dreams is active), this attack now overpowers resistances; in a Tag Match you can exit the battle for 3 turns to apply this effect to your partner)
#1516. Zolephant; Based on the Dream Eater of the same name from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Trunk (10, hits twice), Quake Rush (25), Tusks (25), Vacuum (paralyze), Torrent (30), Berserk (atk+15, confuse self, lasts 3; 1 use), Goodwill Link (50, only in Tag Match, requires both, may deal +20 Water dmg), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Water; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1517. Nightmare Lobster; Based on the Meramera Lobster and Kinkin Lobster Dream Eaters from Kingdom Hearts; FE: 180; Element: Psionics/Fire or Psionics/Ice or Psionics/Fire/Ice; Attacks: Nightmare (25, 50 if foe is asleep), Slam (30), Rotating Claws (flip 4 coins; 10x tails), Meramera (become Psionics/Fire, enable Fire attacks, overwrite Kinkin if active), Flame Disks (30, extra acc), Fire Laser (charge, then 50), Flaming Claw (40), Firebomb (30, hits all), Kinkin (become Psionics/Ice, enable Ice attacks, overwrite Meramera if active), Freeze Rings (30, can take on Light properties), Ice Laser (charge, then 50), Frozen Claw (40), Icebomb (30, freeze for 2), Kin-Mera Chimera (only when FE at or below 100; become Psionics/Fire/Ice, enable Fire and Ice attacks, enable Dream Paradox, lasts 5, when this technique ends you take 30 dmg; 1 use), Dream Paradox (50, can take on Fire or Ice properties)
#1518. Wargoyle; Based on the Dream Eater of the same name from Kingdom Hearts; FE: 180; Element: Psionics; Attacks: Nightmare (25, 50 if foe asleep), Hammer Punch (30, extra acc), Ground Punch (30, hits all), Gargoyle Cannon (40), Gargoyle Storm (roll a die, dmg=result x10), Fireball Spit (30, burn), Spinning Blaze (charge, then 50, may confuse self), Dream of Flight (become part Air, enable following moves), Wingblade (30, confuse for 3), Air Dash (defense), Fire Dash (30, possible dodge), Dream Dash (50)
#1519. Gigabyte Mantis; Based on the Elekamakiri Dream Eater from Kingdom Hearts; FE: 170; Element: Psionics/Thunder; Attacks: Nightmare (25, 50 if foe asleep), Swipe (15, hits twice), Spinning Tackle (30), Volt (30, paralyze), Giga Charge (40), Environment Hack (heal 40, 3 turn recharge), Disks (25), Light Ribbon (25)
#1520. Ikage Sword; Based on the Dream Eater of the same name from Kingdom Hearts; FE: 170; Element: Psionics; Attacks: Nightmare (25, 50 if foe asleep), Tentacle Blade (25, pierce), Tentacle Laser (25, hits all), Meteor Spit (30), Dive (40)
#1521. Nightmare Sentiment; Based on the Armored Ventus Nightmare from Kingdom Hearts; FE: 200; Element: Psionics/Shadow; Effect: Corrupted Armor: Every 10 turns, you lose one of your Elemental resistances; Attacks: Keyblade Slash (10, can take on Psionic or Shadow properties), Strike Raid (15, Sanok), Shadow Combo (20, 5 if foe blocks), Nightmare (25, 50 if foe is asleep), Nightmare Charge (30), Blade Dive (35), Shadow Wave (40), Dark Dive (45), Nightmare Clash (50), Liquefy (defense), Terror (paralyze for 3), Waking Nightmare (if you are asleep, you can use this technique to execute a random attack)
#1522. Cloak of Nightmares; Based on the Anti Black Coat Nightmare from Kingdom Hearts; FE: 200; Element: Psionics; Effect: Nightmares Personified: Immune to sleep, power up for every combatant that is asleep; Attacks: Nightmare Blade (10; 80% chance to put target to sleep), Nightmare Shockwave (15, high accuracy, may blind if blocked), Shadow Bolt (20; 20% chance to hit twice), Nightmare (25, 50 if foe is asleep), Teleport (defense), Vector to the Underworld (drain foe to 10 FE, you take equal damage; 1 use), Embrace of Sleep (30, paralyze), Nightmare Sever (35; 10% chance to make opponent lose 1 attack, effect can only activate once per Spirit), Storm of Madness (40, may poison), Nightmare Abyss (45), Wakeless Terror (50), Dream Eater (if a combatant is asleep, heal by how much FE they currently have; can only be used if it will not heal you to full, 3 uses)
#1523. Myathruel; Inspired by the Diablo franchise, Credit to Wraith; FE: 195; Element: Psionics/Light/Shadow; Effect: Wavering Balance: When hit by a Light attack, add half the damage taken to your next Shadow attack (and vice-versa); Attacks: Light Blast (20, extra accuracy), Light Ball (30, can charge to blind for 3), Light Wave (40), Shadow Blast (20, extra accuracy), Shadow Ball (30, can charge to blind for 3), Shadow Wave (40), Shielded Mind (take -10 from Psionic attacks for the rest of battle), Mental Agony (40), Telekinetic Staff (25, can change to Weapon at will), Force of the Ancient Will (causes 10/turn to both user and target, can only be removed if you are both targeted by a recovery effect on the same turn)
#1524. Mewtwo; Based on the Pokemon of the same name; FE: 180; Element: Psionics; Effect: Mind Over Matter: 25% chance to avoid all damage from melee attacks; Attacks: Psystrike (50), Shadow Ball (30), Aura Sphere (40, Sanok), Electro Ball (30), Mega Mewtwo X (become immune to paralysis, change all attacks to physical), Mega Mewtwo Y (become immune to sleep, boost all non-physical attacks by 5)
#1525. Genesect; Based on the Pokemon of the same name; FE: 180; Element: Steel; Effect: Download: If the opponent raises their defense, raise you attack by the same amount; Attacks: Techno Buster (40, can be the Element of any Ultima-Orb you possess), Solarbeam (charge, then 70), Signal Beam (30), Magnet Bomb (40, Sanok)
#1526. BionicleSamuraiblade; Inspired by Kingdom Hearts; FE: 200; Element: Rahaga; Effect: Warrior of Dusk: Resist Twilight-based attacks, immune to blindness, accuracy cannot be lowered, attacks can be sealed but not stolen; Attacks: Keyblade Katana (25, extra accuracy), Keyblade Nodachi (40), Keyblade Wakizashi (defense against physical attacks, deal 10 to attacker), Light Charge (change a Keyblade attack to Light and add 10 to its attack power, lasts for 3), Darkness Charge (change a Keyblade attack to Shadow and add 10 to its attack power, lasts for 3), Twilight Charge (change a Keyblade attack to Rahaga and add 20 to its attack power, lasts for 3, recharge for 3), Keyblade Armor (take -10 from all attacks for 5 turns; 3 uses), Twilight Barrier (reflect energy-based attacks), Hikari Shockwave (30), Yami Shockwave (30), Twilight Beam (50), Equilibrium Komau (if the target has an unequal number of Light and Shadow techniques, control them for the number of turns equal to the difference; 1 use per Spirit)
#1527. Obscura: Viking Form; Inspired by Obscura; FE: 200; Element: Rahaga; Effect: Valhalla Delay: When FE hits zero, restore to full (only once). When this activates, you receive an attack power boost and immunity to negative status effects; Attacks: Kaminari Broadsword (40), Kaminari Battleaxe (80, backlash half), Valiant Heart (defense, add 10 to next attack), Kaminari Fissure (30), Searing Fissure (30), Crushing Swing (30, pierce), Pillager's Wake (foe loses next turn), Bleeding Soul (20/turn)
#1528. Indecipherable Language; Based loosely on the Pokemon Unown; FE: 200; Element: Rahaga; Effect: Boundless Knowledge: Immune to confusion, cannot lose attacks, resist Psionics; (Note: There are 26 different types of Language, each with a special attack. Attacks that can be used by all Language will be listed first, then a list of special attacks will be included--each Language has all Universal Attacks and only one Special Attack, determined by its type); Universal Attacks: Secret Knowledge Blade (30), Hidden Power (50), Translation (power up Secret Knowledge Blade), Thousand Curses (inflict a random status ailment for 3), Riddle Kama (25, confuse for 4); Special Attacks: Absorb (defense against energy attacks), Black Spike Style: Echo of the Peaks (45; use twice in a row for more damage, but then you must take 1 turn cooldown), Cynthia (40, can be any Element, backlash half, 1 use), Disk Windmill (30), Esuna (recover from ailments, self or ally), Fissure Slice (40, piercing), Glinch (trade an attack with another of your Spirits), Hex Shield (block, can be Cushion Jelly once but then it breaks), Invincible (block), Ja Wheel (30, treat as Water/Air/Ice), Knighthood (recover from and become immune to negative statuses), Lust for Power (become stronger for every Ultima Orb you own, may backlash), Mega Chip (summon one of your Spirits (available or defeated) to use one attack, you receive any backlash), Nightmare (25, 50 if foe is asleep), Overwhelm (50), Powerlinx (power up), Quick Attack (15, Sanok), Requiem Blaster (instant kill target with 40 or less FE, 1 use), Spellblade (20, can be any Element), Twilight Breath (50), Under the Sun (put target to sleep, gain three of the target's attacks, recover 10 FE each turn the target is asleep, 1 use), Venom Cannon (poison all), Wheel Stinger (40), Xi Cannon (50), Yagi Eraser (40, 5 turn recharge), Zodiac Summoning (randomly use a basic Zodiac Style move)
#1529. Zodiakai: Wisdom; Inspired by Fruits Basket; FE: 200; Element: Rahaga; Effect: True Zodiac: Every 12 turns, heal 50, recover from status ailments, regain any lost attacks, and deal dmg=5x [# of times opponent attacked you during the past 12 turns]; Attacks: Celestial Zodiac Blade (30), Constellation Naginata (20, can be chained to any attack; if the total chained damage exceeds 50, you must wait 5 turns before chaining again), Sirius Stinger (50), Arthron: Hau (disable all enemy Water attacks, you are defended for a number of turns equal to the number of attacks disabled), Zodiac Style: Rooster Beak (30, pierce), Zodiac Style: Divine Dragon (50), Zodiac Style: Boar Dash (40, silence even if blocked), Zodiac Style: Ox Yoke (lower your atk by 5 for 3, then add 10 to original atk and def values; 1 use), Zodiac Style: Pouncing Tiger (30, cannot be dodged), Zodiac Style: Prancing Horse (large speed boost), Zodiac Style: Sheep Wool (defense, become resistant to Ice, take -10 from all attacks), Zodiac Style: Stray Dog (30, target cannot summon for 5 turns, in a Tag Match causes silence for 5), Zodiac Style: Coiling Snake (paralyze, greatly increase the accuracy of you and your target for 5), Zodiac Style: Plague-Infested Rats (30/turn), Zodiac Style: Monkey Mimic (use the last attack your opponent used), Zodiac Style: Rabbit Leap (dodge, negate extra accuracy attacks), Supreme Zodiac Style: Galaxy of 12 Years (100, cannot power up, cooldown 3; 1 use), Zodiac Truth (make Galaxy of 12 Years able to overpower resistance, enable Cosmic Zodiac Style techniques), Cosmic Zodiac Style: Nine Lives (flip 9 coins; 5x tails), Cosmic Zodiac Style: Armadillo Shell (Cushion Jelly level defense), Cosmic Zodiac Style: Pegasus Flight (40, hits all, negates jumping and flying dodges), Cosmic Zodiac Style: Extinction (30, hits all active and inactive Spirits belonging to foes), Cosmic Zodiac Style: Orion's Belt (eliminate weaknesses for 3; 4 uses), Cosmic Zodiac Style: Leviathin's Wrath (40, lower enemy's attack power by 10 on first use), Cosmic Zodiac Style: Wolf Pack (35, twice as strong in a Tag Match), Cosmic Zodiac Style: Harp's Melody (put opponent to sleep for 5, one use per target)
#1530. Dream of Goodwill; Based on Sora as he appears in Kingdom Hearts 3D; FE: 200; Element: Psionics/Steel; Effect: Friendly Spirit: Heal 20/turn while asleep, power up allies in a Tag Match; Attacks: Keyblade Slash (30), Drop (switch to a different Spirit even if you don't have the proper Ultima-Orbs, the Spirit you switch to can attack this turn; 1 use), Chaos Snake (30, blind or paralyze), Ragnarok (25, Sanok), Trinity Limit (50), Holy Rise (30, absorb), Ars Arcanum (40), Sonic Blade (25, hits all), Sparkga (30, does full damage to Shadow), Tornado (40), Dodge Roll (defense), Flowmotion (30, high accuracy, may pierce), Dream Eater (summon a Dream Eater Spirit with 150 FE or less, only one at a time), Megaflare (40), Nightmare Break (50; if in a Tag Match with Dream of Malice and Mirage Split is used in the same turn, this attack cannot be defended against)
#1531. Dream of Malice; Based on Riku as he appears in Kingdom Hearts 3D; FE: 200; Element: Psionics/Steel; Effect: Bane of Nightmares: Not weak to Shadow, heal 20/turn when asleep, prevent allies and summoned units from falling asleep; Attacks: Keyblade Slash (30), Drop (switch to another Spirit even if you don't have the proper Ultima-Orbs, the Spirit you switch to can attack this turn; 1 use), Bladecharge (power up Keyblade Slash and give it a chance to pierce; lasts for 3, 5 turn recharge shared with Ghost Drive and Rising Wing), Ghost Drive (greatly increase accuracy and evasion for 3, 5 turn recharge shared with Bladecharge and Rising Wing), Rising Wing (small evasion boost, Keyblade Slash hits all, lasts for 3, 5 turn recharge shared with Bladecharge and Ghost Drive), Dark Aura (50), Dark Break (40), Dark Splicer (paralyze for 2, 30 next turn if successful), Zantetsuken (instant kill Spirit with 30 FE or less, 1 use), Dark Firaga (30, burn), Dark Barrier (block), Flowmotion (30, high accuracy, chance to pierce), Dream Eater (summon a Dream Eater Spirit with 150 FE or less, only one at a time), Shadowbreaker (20, hits twice, second hit is Light), Mirage Split (50; if in a Tag Match with Dream of Goodwill and Nightmare Break is used in the same turn, this attackn cannot be defended against)
#1532. Keyblade Collector; Inspired by Kingdom Hearts; FE: 200; Element: Steel; Effect: Chosen Wielder: Attacks cannot be sealed, stolen, or copied. If you are fighting another Spirit with at least one Keyblade attack, you both get an accuracy boost; Attacks: Ultima Weapon (50), Fenrir (60, 1 use), Guard (defense), Fatal Crest (40), Winner's Proof (55, can only be used if you won your last battle), Twilight Blaze+ (50), Dream Sword (30, causes sleep for 3), Way to the Dawn (30, does full damage to Light), Kingdom Key DΩ (30, blind for 3), Chaos Reaper (30; once per target you may flip a coin, heads=opponent loses one attack, tails=opponent loses 10 atk power), Brightcrest (40), Master Keeper (dmg=5x [# of Ultima Orbs you possess]; if you have more than 10 Ultima-Orbs, backlash half), Void Gear (30, 50 if this Spirit has been revived), No Name (30, perfect accuracy), Sweetstack (25, 50% chance to do double), Crown Unlimit (70; only if you have used all of the above attacks at least once and the opponent has a stat boost, you must de-fuse next turn; 1 use), Overdrive (40, cannot be defended against, hits user and target), Seal (opponent loses one attack; 1 use)
#1533. Karzahk; Credit to Keizah; FE: 50; Element: Shadow/Fire/Air; Effect: Ranimate: When FE runs out, restore to full. 4 uses; Attacks: Swoop (10, can't miss), Feather Storm (20), Magma Ball (25, 60% burn chance, backlash 5), Vacuum Barrier (defense for 4, take 10/turn), Undead Stalker (dodge, then 30, disable one attack the foe used last turn; 10 self-dmg, one use per Reanimation), Death Aura (attacks absorb half for 5, opponent's Shadow attacks backfire for duration; only available after 1 Reanimation), Death Wheel (roll a die, dmg=result x 10), 15 self damage if result is less than 4, only after 2 Reanimates), Death Seal (disable 2 of your own attacks to become invulnerable next 2 turns; 2 turn recharge, only after 3 Reanimates), Corrupted Phoenix Release (20 per sealed attack, for every three inflict a random status ailment; only after 4 Reanimates)
#1534. Silver Crow; Based on the character of the same name from Accel World; FE: 140; Element: Steel/Air/Psionics; Effect: Metal Guard: Not weak to Fire or Ice; Attacks: Punch (15), Kick (15), Headbutt (25), Silver Wings (next time you use one of the preceeding moves, double their power), Wingblade (25), Fly (dodge), Laser Sword (30, pierce), Incarnation Focus (increase accuracy for 3), Incarnation Defy (increase evasion for 3), Incarnation Withstand (increase defense for 3), Gale Thruster (only if Silver Wings and Fly are disabled; power up Punch, Kick, and Headbutt for 5; if attacked during that time, flip a coin--heads=miss, tails=hit; 3 turn recharge)
#1535. Gallade; Based on the Pokemon of the same name; FE: 150; Element: Psionics; Effect: Psychic Swordsman: Not weak to Steel, can turn one attack to Steel for one turn once per battle; Attacks: Leaf Blade (30), Psycho Cut (40), Night Slash (20, may do double), Brick Break (20, pierce)
#1536. Corrupted Program; Based on Rinzler from TRON: Legacy/Kingdom Hearts; FE: 140; Element: Rahaga; Effect: Dual Disk: Every 5 turns, you can use two disk attacks in one turn; Attacks: Disk Toss (20), Disk Sommersault (15, paralyze), Circling Disk (15, high accuracy), Gravity Invert (confuse for 3), Megabyte Dive (35, can only be used immediately after Gravity Invert wears off), Cyber Attack (25)
#1537. Recusant of Time; Based on Young Xehanort from Kingdom Hearts; FE: 200; Element: Rahaga/Steel; Effect: Beyond Time: Resistant to time-based attacks, immune to time-based effects, all multi-turn negative statuses placed on this Orb expire one turn early, no weakness; Attacks: Keyblade Slash (30, perfect accuracy), Slow Bullets (20, reduce foe's speed for 3), Warp (dodge), Slash Wave (30), Ice Barrage (40), Spear Swarm (20, pierce, hits all), Rewind (negate your opponent's last turn; 5 turn recharge), Ethereal Blades (roll a die; 10x result), X Wave (40), Time Unravelling (50), Reset (summon a clock with 100 HP; unless you are defeated or the clock is destroyed within 3 turns, this Orb heals to full and has all stat changes, recharge/cooldown times, and limited use attacks reset; 1 use, cannot be reset)
#1538. Clockwork Kopaka; Credit to Nevermore; FE: 170; Element: Ice/Steel; Attacks: Slash (10), Ice Blast (15), Ice Spikes (20), Ice Sword (25, enable Sword Shatter next turn only), Sword Shatter (5, hits 7 times, only after Ice Sword, add extra hits if powered up), Blizzard (30), Shield (defense), Shield Bash (15), Shield Edge (10, pierce), Clockwork Kick (15, 5 next turn), Clockwork Cutter (20, pierce), Ice Wings (dodge, enable Hail next turn only), Hail (40), Ice Armor (take -10 dmg from atks, freeze on contact; lasts 3 turns), Clockwork Akaku (negate illusions for 2), Nuva Transformation (power up ice attacks and boost def by 5, enable following atks), Adaptive Armor (gain elemental advantage against enemy), Proto Block (defense), Ice Globe (reflect an atk at double dmg; 2 uses), Skate (25), Double Blade (15), Clockwork Mahiki (charge for 1-5 turns, confuse for 1 and deal 10 dmg at the end of the confusion for each turn spent charging), Clockwork Huna (increase dodge, enemy cannot dodge your next atk)
#1539. Apprentice Sorcerer; Credit to Nevermore; FE: 170; Element: Fire/Psionics: Effect: Psychic Ward: If enemy successfully lands an atk then they take extra 10 psionics dmg from your next atk (stacks up to 3 times, reset each time you atk enemy). Not weak to dragon or steel; Attacks: Staff Twirl (15), Blaze (10), Fire Ring (15, hits all), Fire Blast (20, may chain to Forest Blazer), Forest Blazer (20, extra to jungle), Blazing Dash (defense, possible 10 dmg), Fire Ball (25), Dark Fire Bomb (charge, then 30; hits all), Barrage (15, may hit twice; can also be fire, water, air or earth), Exorcise (10, 50 if enemy is shadow type, enemy loses a shadow atk), Holy Seal (10/turn), Hex Ward (does 15x number of current Psychic Ward stacks; confuse for each stack caused by an air atk, +5 for each stack caused by an earth atk, heal 10 for each stack caused by a water atk), Magic Circle (heal 10), Accursed Blades (60; can pierce or overcome resistance for 20 FE; backlash 20, silence self; only right after Magic Circle)
#1540. Apprentice Warrior; Credit to Nevermore; FE: 170; Element: Ice/Steel; Effect: Armor Ward: If enemy’s atk misses or is blocked then your next atk does +15 steel dmg (stacks up to 2 times, reset each time you atk enemy). Not weak to shadow or thunder; Attacks: Axe Slash (15), Slash (10), Ice Punch (10), Frost Bite (15, add. 5 next turn), Northern Winds (20), Blizzard (20, may hit all), Jotun’s Armor (defense, freeze and deal 5/turn on contact or if pierced), Ice Ball (25), Midwinter Strike (20, Sanok), Snow Whirl (confuse, extra freeze chance), Berserker Blow (next atk +15, raise your def against enemy’s next atk; 2 uses), Thunder Strike (next Hammer Throw does +30 dmg and backlash 20; 1 use), Thunder Guard (defense, your next atk is thunder element and does +5 dmg), Thunder Break (25, may hit all; recharge for 3), Thunder Blast (20), Hammer Smash (20, enemy cannot defend for 2), Hammer Throw (25), Spin (dodge and counter with Slash or Axe Slash), Spear (20, may pierce), Sword Combo
(flip 3 coins, 10x heads), Golden Mead (atk and def +10, confuse self; lasts 3 turns then recharge for 3), Strike of Asgard (60, perfect acc; only usable when it will defeat enemy, 1 use)
#1541. Omega Shenron; Based on the character of the same name from Dragon Ball GT; FE: 200; Element: Shadow; Effect: Final Dragon: Every time you obtain an Ultima-Orb, you may unlock any one of Omega Shenron’s first seven attacks. When you have a Rahaga Ultima-Orb, this Spirit has no weakness; Attacks: Syn Punch (50), Haze of Darkness (15/turn to all opponents), Emerald Ice Ray (30, freeze for 2), Nova Body (take -10 from attacks, deal 10 Fire dmg to foe on contact; lasts 5 turns), Rage Thunder (40), Oxygen Wave (40), Natural Disaster (40), Shenron Strike (70; available once you have a Shadow Ultima-Orb, must be used immediately after using the preceding attacks in order; backlash 20, 1 use), Punch (20), Kick (20), Laser Vision (20, Sanok), Negative Karma Ball (50)
#1542. Minamimoto; Based on the character of the same name from The World Ends With You; FE: 200; Element: Shadow/Psionics; Effect: So Zetta Slow: If the foe tries to decrease your speed, negate the effect and decrease their speed. If the opponent tries to increase their speed, negate the effect and increase your own speed; Attacks: Teleport (defense), Blast Radians (20, hits all), Vector Kick (30), Hectopascal Rush (50), Parabola Smash (25, paralyze), Taboo Variable (power up, gain 10/turn regen, take -20 dmg from all non-Light attacks, enable Shuriken Pinwheel), Shuriken Pinwheel (30, add. 20 next turn), Sine (dmg=[foe’s current FE]/[14 – (# of Ultima-Orbs foe has)]; dmg cannot exceed 50; if foe is Level 14, you can either deal 40 dmg or seal one of the foe’s attacks (only one attack can be sealed via this method)), Cosine (dmg=[your current FE]/[14 – (#of Ultima-Orbs you have)]; dmg cannot exceed 50; if you are Level 14, you can either deal 40 dmg or regain an attack that you have lost), Tangent (dmg=[(your current FE) – (opponent’s current FE)]/4), Pythagorean Edge (can only be used after using Sine, Cosine, and Tangent in order; 70, backlash half, after this you can no longer use Sine, Cosine, or Tangent; 1 use), CRUNCH (30, disable one of the foe’s weapons or shields for 5, can only disable two weapons/shields at once), Lv. i Flare (this Spirit loses all FE, deal fixed 30 dmg to all active and inactive Spirits belonging to all combatants (including yourself))
#1543. Soul of Fire; Based on Fire Soul Rockman.EXE; FE: 10; Element: Fire; Upgrades into Heat Data; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements,
use the host’s effect, absorb Fire attacks; Attacks: Fire Arm (30), Cyber Attack (30), Flame Tower (20, enhanced accuracy), Fire Bomb (15, hits again next turn)
#1544. Soul of Strength; Based on Guts Soul Rockman.EXE; FE: 10; Element: Earth; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, host attacks will cause 10 more damage; Attacks: Guts Punch (30), Guts Machine Gun (flip 4 coins; 10x tails), Cyber Attack (30), Shockwave (20, piercing), Guts Hammer (40, 1 use)
#1545. Soul of Light; Based on Roll Soul Rockman.EXE; FE: 10; Element: Light; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, heal 10 FE every time you attack the foe; Attacks: Roll Arrow (15; if the opponent has any limited use attacks, disable them), Cyber Attack (30), Recov30 (heal 30), Roll Flash (flip 3 coins; 10x heads), Teleport (defense), Float Shoes (recover from status ailments)
#1546. Soul of Thunder; Based on Thunder Soul Rockman.EXE; FE: 10; Element: Thunder; Upgrades into Elec Data; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, all attacks have a chance of paralysis; Attacks: Cyber Attack (30), Zap Ring (20, paralyze), Thunder Bolt (20, hits all), Elec Beam (30)
#1547. Soul of Wind; Based on Wind Soul Rockman.EXE; FE: 10; Element: Air; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, all of your Air attacks have enhanced accuracy, all of the foe’s Air attacks have decreased accuracy; Attacks: Cyber Attack (30), Wind Racket (20, opponent cannot use close-range attack next turn), NorthWind (remove foe’s defensive buffs and disable a dodging move for 3), Air Shoes (become immune to Earth for 3; 3 turn recharge afterwards), Float Shoes (recover from status ailments), Whirlwind (30), Propeller Bomb (20, hits twice)
#1548. Soul of Accuracy; Based on Search Soul Rockman.EXE; FE: 10; Element: Rahaga; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, all attacks have perfect accuracy; Attacks: Cyber Attack (30), Scope Gun (15, Sanok), Search Bomb (20 to all next turn), Satellite Laser (30), Camouflage (defense), Search Chaos (take -15 from Shadow attacks (after applying weakness/resistance), opponent can no longer alter your stats, enable Dark Circle), Dark Circle (50 to all; 1 use)
#1549. Soul of Water; Based on Aqua Soul Rockman.EXE; FE: 10; Element: Water; Upgrades into Aqua Data; Effect: Soul Unison At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, absorb Water attacks; Attacks: Cyber Attack (30), Bubble Shot (20, piercing), Aqua
Spout (20, hits all), Aqua Stream (30)
#1550. Soul of Chance; Based on Number Soul Rockman.EXE; FE: 10; Element: Psionics; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, you are able to redo any dice rolls or coin flips; Attacks: Cyber Attack (30), Dice Bomb (roll a die; dmg=result x10), Time Bomb (in 3 turns, deal 40 damage), Number Ball (summon a sphere with 50 HP; the foe has one turn to destroy it, causes damage equal to remaining HP when it hits), Number Ruler (30), Number Chaos (take -15 from Shadow (after applying weakness/resistance), opponent no longer alter your stats, enable DarkPlus), DarkPlus (next attack +25; 1 use)
#1551. Soul of Metal; Based on Metal Soul Rockman.EXE; FE: 10; Element: Steel; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, all attacks bypass defense boosts; Attacks: Cyber Attack (30), Metal Break (35), Metal Wheel (10, add. 15 next turn), Metal Missile (15, Sanok)
#1552. Soul of the Forest; Based on Wood Soul Rockman.EXE; FE: 10; Element: Jungle; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, absorb Jungle attacks; Attacks: Cyber Attack (30), Wood Twister (20), Status Guard (recover from status ailments), Gaia Blade (dmg= [base damage of last attack] +15), Wood Tower (20, enhanced accuracy)
#1553. Soul of Junk Data; Based on Junk Soul Rockman.EXE; FE: 10; Element: Rahaga; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, if the opponent loses an attack you gain it; Attacks: Cyber Attack (30), Junk Cube (20, produce one Junk Cube), Bolt Missile (20, enhanced accuracy, may hit all), Poltergeist (cannot be used before Junk Cube; deals dmg= [# of Junk Cubes] x10; destroys all Junk Cubes)
#1554. Soul of Rivalry; Based on Blues Soul Rockman.EXE; FE: 10; Element: Steel; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, can charge attacks for them to multiply their base dmg by 1.5; Attacks: Cyber Attack (30), Wide Sword (20, hits all), Long Sword (20, pierce), Shield (defense), Sonic Boom (30), Blues Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Sword), Dark Sword (50, cannot be dodged; 1 use)
#1555. Soul of Nobility; Based on Knight Soul Rockman.EXE; FE: 10; Element: Steel; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, take -15 from all attacks (after applying weakness/resistance); Attacks: Cyber Attack (30), Royal Wrecking Ball (20, enhanced accuracy, breaks shield for 3 if blocked), Break Charge (15 to all), Stone Body (become part Stone for 3),
Kingdom Crusher (30), Knight Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Drill), Dark Drill (50, piercing; 1 use)
#1556. Soul of Shadows; Based on Shadow Soul Rockman.EXE; FE: 10; Element: Shadow; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, you are more likely to dodge enemy attacks; Attacks: Cyber Attack (30), Long Sword (30), Substitution (defense), Shuriken (10, hits three times, enhanced accuracy), Sneak Attack (deal fixed 25 dmg, one use per target), Shadow Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable DarkInvis), DarkInvis (become invulnerable next turn; 1 use)
#1557. Soul of Tomahawk; Based on Tomahawk Soul Rockman.EXE; FE: 10; Element: Jungle; Upgrades into Tomahawk Data; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, immune to status ailments; Attacks: Cyber Attack (30), Tomahawk Swing (30), Tomahawk Air Raid (10, add. 15 next turn), Tomahawk Rolling (20, possible block), Totem (summon a Totem with 100 HP that gets its own attack every turn, attacks: Totem Meteor (20), Totem Shield (defends you), Totem Recovery (gives you 10/turn regen for 5); only one Totem at a time),Tomahawk Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Lance), Dark Lance (50, piercing; 1 use)
#1558. Soul of Toad; Based on Toad Soul Rockman.EXE; FE: 10; Element: Water; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, being hit with a Water attack causes you to be defended from the enemy’s next attack; Attacks: Cyber Attack (30), Shocking Melody (15, Sanok), Frog Smack (30), Toad Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable DarkWide), DarkWide (50, hits all; 1 use)
#1559. Soul of Experience; Based on Colonel Soul Rockman.EXE; FE: 10; Element: Rahaga; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, the enemy’s summoned units are placed under your control; Attacks: Cyber Attack (30), Screen Divide (20, hits all), Colonel Cannon (30, add. 10 next turn), Induct Missile (10, 4 hits, enhanced accuracy), Blind Rain Shower (paralyze for 2; if successful, deal 50 dmg; can only be used if it will finish the target; 1 use), Equipment Change (replace Screen Divide with an attack from another Spirit you own, only one at a time), Colonel Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Sound), Dark Sound (summon a trumpet with 100 HP, as long as it is on the field you take -10 from all attacks (after applying weakness/resistance); 1 use)
#1560. Soul of Magnetism; Based on Magnet Soul Rockman.EXE; FE: 10; Element: Thunder; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, absorb Thunder attacks; Attacks: Cyber Attack (30), Magnet Bolt (30), Neutralize (paralyze for 3), Magnet Missile (20, enhanced accuracy), North-South Tackle (charge, then 40), Magnet Barrier (block, extends to allies in Tag Match), Magnet Chaos (take-15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Thunder), Dark Thunder (50, enhanced accuracy; 1 use)
#1561. Soul of Flight; Based on Gyro Soul Rockman.EXE; FE: 10; Element: Air; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, when hit with an Air attack boost your next attack by the amount of damage taken; Attacks: Cyber Attack (30), Tornado Arm (30), Gyro Cutter (10, add. 15 next turn), Gyro Air Force (40, 3 turn recharge), Air Shoes (become immune to Earth for 3, then 3 turn recharge), Gyro Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Tornado), Dark Tornado (50, hits all; 1 use)
#1562. Soul of Destruction; Based on Napalm Soul Rockman.EXE; FE: 10; Element: Fire; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, can give up 20 FE to overpower the foe’s Elemental resistance; Attacks: Cyber Attack (30), Fire Vulcan (roll a die; dmg=result x10), Napalm Bomb (charge, then 50), Napalm Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Meteor), Dark Meteor (50, hits all; 1 use)
#1563. Soul of Healing; Based on Meddy Soul Rockman.EXE; FE: 10; Element: Light; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, all attacks inflict status ailments; Attacks: Cyber Attack (30), Capsule Bomb (20, hits all), Healing Pulse (25, absorb), Chemical Flash (in 2 turns, deal 40 damage), Recov50 (heal 50), Meddy Chaos (take -15 from Shadow (after applying weakness/resistance, opponent can no longer change your stats, enable Dark Recov), Dark Recov (heal to full; 1 use)
#1564. Heat Data; Based on Heat Cross Rockman.EXE; FE: 20; Element: Fire; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, absorb Fire attacks; Attacks: Fire Arm (30), Cyber Attack (30), Heat Wave (20, hits all), Heat Burn (20, enhance accuracy), Heat Press (40, low accuracy), Heat Wolf (power up, boost accuracy of all attacks, enable Great Fire), Great Fire (50, burn; 1 use)
#1565. Elec Data; Based on Elec Cross Rockman.EXE; FE: 20; Element: Thunder; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, all attacks have a chance of paralysis; Attacks: Cyber Attack (30), Thunder Bolt (20, hits all), Dash Elec Sword (20, enhanced accuracy), Elec Wolf (power up, boost accuracy of all attacks, enable Great Thunder), Great Thunder (50, paralyze for 3; 1 use)
#1566. Sword Data; Based on Slash Cross Rockman.EXE; FE: 10; Element: Steel; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, host’s slashing attacks have a 50% chance to pierce; Attacks: Cyber Attack (30), Wide Slash (20, hits all), Sonic Boom (30), Rolling Slash (30), Triple Edge (10, hits three times, high accuracy), Slash Wolf (power up, boost accuracy of all attacks, enable Slash X), Slash X (50, opponent loses 1 attack; 1 use)
#1567. Assassin Data; Based on Kill Cross Rockman.EXE; FE: 10; Element: Shadow; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, attacking a Spirit with 4 in its current FE causes 10/turn indefinitely (cannot be healed, always effective); Attacks: Cyber Attack (30), Killer Death Beam (30), Death Sickle (30), Assassin Wolf (power up, boost the accuracy of all attacks, enable Killer Tail Arrow), Killer Tail Arrow (50, silence for 3; 1 use)
#1568. Transport Data; Based on Charge Cross Rockman.EXE; FE: 10; Element: Fire; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, Fire attacks can be charged for +20 dmg; Attacks: Cyber Attack (30), Charge Tackle (30), Volcano Charge (20, hits all), Transport Wolf (power up, boost accuracy of all attacks, enable Charge Bite), Charge Bite (50, paralyze for 3; 1 use)
#1569. Aqua Data; Based on Aqua Cross Rockman.EXE; FE: 20; Element: Water; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, absorb Water attacks; Attacks: Cyber Attack (30), Bubble Shot (20, piercing), Aqua Spout (20, hits all), Aqua Stream (30), Drip Shower (20, add. 10 next turn), Aqua Falcon (boost evasiveness, boost accuracy of all attacks, enable Aqua Spiral), Aqua Spiral (50, confuse for 3; 1 use)
#1570. Tomahawk Data; Based on Tomahawk Cross Rockman.EXE; FE: 20; Element: Jungle; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, immune to status ailments; Attacks: Cyber Attack (30), Tomahawk Swing (30), Tomahawk Air Raid (20, add. 10 next turn), Eagle Dash (20, piercing), Eagle Tomahawk (charge, then 50), Tomahawk Falcon (boost evasiveness, boost accuracy of all attacks, enable Wing Boomerang), Wing Boomerang (50, poison; 1 use)
#1571. Tengu Data; Based on Tengu Cross Rockman.EXE; FE: 10; Element: Air; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, immune to Earth attacks; Attacks: Cyber Attack (30), Tengu Racket (20, opponent cannot use close-range attacks next turn), Tengu Glider (30), Float Shoes (recover from status ailments), Tengu Nose (20, piercing), Tengu Vacuum (increase accuracy of next attack, remove foe’s defensive buffs), Tengu Falcon (boost evasiveness, boost accuracy of all attacks, enable Tengu Storm), Tengu Storm (50, lower opponent’s attack power by 10; 1 use)
#1572. Drill Data; Based on Ground Cross Rockman.EXE; FE: 10; Element: Steel; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, attacks have a 50% chance of causing an extra 15 Stone damage; Attacks: Cyber Attack (30), Drill Arm (30), Drill Falcon (boost evasiveness, boost accuracy of all attacks, enable Drill Drive), Drill Drive (50, piercing; 1 use)
#1573. Crush Data; Based on Dust Cross Rockman.EXE; FE: 10; Element: Steel; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, enemy summoned units with 20 FE or less can be instantly destroyed; Attacks: Cyber Attack (30), Scrap Reborn (20, enhanced accuracy), Dust Break (30), Crush Falcon (boost evasiveness, boost accuracy of all attacks, enable Dust Shooting), Dust Shooting (50, hits all; 1 use)
#1574. Chandelure; Based on the Pokemon of the same name; FE: 150; Element: Fire; Effect: Flash Fire: When hit with a Fire attack, take no damage and power up; Attacks: Will-O-Wisp (burn all), Flamethrower (40), Shadow Ball (35), Psychic (35)
#1575. Golurk; Based on the Pokemon of the same name; FE: 170; Element: Earth; Effect: Broken Seal: When this Spirit has 70 FE or less, you may remove it from battle to deal fixed damage equal to its current FE; Attacks: Shadow Punch (30, Sanok), Ice Punch (25, freeze), Earthquake (40), Hammer Arm (50, ignores resistance, you lose 10 atk and def each use)
#1576. Cosmic Gauntlet; Based on Billy's gauntlet from Adventure Time; FE: 10; Element: Steel; Effect: Legendary Fingers: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host's effect, immune to mind control, not weak to Shadow; Attacks: Punch (20), Light Beam (30), Fist of Light (50; roll a die, if 1 you lose 10 FE, the effects of Legendary Fingers, and all attacks of Cosmic Gauntlet; on second use, rolling either a 1 or a 2 will have the same results, and etc), Legacy of a Great Hero (only if you are Level 9 or higher; remove all weaknesses, use Fist of Light without die roll, boost defense and speed by 10; lasts for 3 turns, upon expiration you lose 10 FE, the effects of Legendary Fingers, and all attacks of Cosmic Gauntler; 1 use)
#1577. Scrafty; Based on the Pokemon of the same name; FE: 170; Element: Shadow; Effect: Moxie: When this Spirit defeats another Spirit, power up; Attacks: Brick Break (20, pierce), Crunch (30), Poison Jab (20, poison), Dragon Tail (30, opponent must switch Spirits; 1 use)
#1578. Cobalion; Based on the Pokemon of the same name; FE: 170; Element: Steel; Effect: Musketeer of the Shield: When near Terrakion, Virizion, or Keldeo, you both/all get a defense boost. When hit by a Shadow attack, your attack power goes up by 5; Attacks: Quick Attack (10, Sanok), Slash (30), Metal Burst (dmg=1.5x [dmg you received last turn]; 2 uses), Sacred Sword (30, unaffected by reductions to your attack power or boosts to the target's defense)
#1579. Terrakion; Based on the Pokemon of the same name; FE: 170; Element: Stone; Effect: Musketeer of the Sword: When near Cobalion, Virizion, or Keldeo, you both/all get an attack power boost. When hit by a Shadow attack, your attack power goes up by 5; Attacks: Quick Attack (10, Sanok), Slash (30), Stone Edge (40), Sacred Sword (30, unaffected by reductions to your attack power or boosts to the target's defense)
#1580. Virizion; Based on the Pokemon of the same name; FE: 170; Element: Jungle; Effect: Musketeer of the Enchanted Shield: When near Coblaion, Terrakion, or Keldeo, you both/all become immune to stats ailments. When hit by a Shadow attack, your attack power goes up by 5; Attacks: Quick Attack (10, Sanok), Slash (30), Leaf Blade (40), Sacred Sword (30, unaffected ny reductions to your attack power or boosts to the target's defense)
#1581. Keldeo; Based on the Pokemon of the same name; FE: 150; Element: Water; Effect: Musketeer of the Enchanted Sword: When near Cobalion, Terrakion, or Virizion, you both/all cause status ailments with every attack. When hit by a Shadow attack, your attack power goes up by 5; Attacks: Aqua Jet (10, Sanok), Slash (30), Hydro Pump (40), Sacred Sword (30, unaffected by reductions to your attack power or boosts to the target's defense), Secret Sword (50, can only be used if you own or are near Cobalion, Terrakion, and Virizion; 1 use)
#1582. Exo-Chandelure; Based loosely on the Pokémon Chandelure; FE: 150; Element: Fire/Shadow; Effect: Dark Light: All foes are permanently blind. If they are immune to blind, they have low accuracy (even if they are immune to stat changes). If you are hit by a Water or Light attack, this effect is disabled for 3 turns; Attacks: Flamethrower (45), Will-O-Wisp (burn all), Astral Incineration (20; if a Spirit is defeated by this move, it cannot be revived or continue after its FE hits 0; once this effect takes place, Astral Incineration can no longer be used), Shadow Ball (35), Soul Shift (defense; 4 uses), Lure (opponent decides whether or not they fall for the lure; if they do, they usually take a fixed 30 damage, though after a number of uses you must make yourself vulnerable to attack if the foe falls for the lure; the number of times you can use the standard lure before needing to make yourself vulnerable is determined by rolling a die at the beginning of battle), Hypnosis (put to sleep for 3)
#1583. Mu Survivor; Based on Burai from Ryusei no Rockman 3; FE: 180; Element: Steel/Shadow; Effect: Lonely Rejection: Attacks targeting Mu Survivor have any and all accuracy modifiers negated, there is a 25% chance that Denpa Barrier will automatically activate when you are attacked, when you are on cooldown these effects are negated; Attacks: Burai Knuckle (flip 4 coins; 10x tails), Burai Arts (40; if blocked deal 10 piercing damage), Power Punch (25), Burai Sword (40, cannot be dodged), Burai Break (50, may pierce, 3 turn recharge), Spin Blade (30, hits all), Denpa Barrier (defense), Survive (continue fighting for 3 turns after your FE hits 0), Level Z (boost speed, raise chance of Denpa Barrier auto-activation to 30%), Mu Metal (power up by 5 and make all attacks piercing), Survivor's Vengeance (only after using Level Z and Mu Metal; 70, backlash half, cooldown for 1 turn, if you are using Survive you must de-fuse; 1 use)
#1584. Exo-Nuurakh Metru Barrier; Original design; FE: 180; Element: Steel; Effect: Exo-Link: If you possess another Spirit with the Exo-Link ability, you can remove it from battle to gain all of its attacks and 10 FE. You may not use the same Spirit twice; Attacks: Barrier (block), Protosteel Barrier (Cushion Jelly-level block; 3 uses), Mirror Barrier (reflect; 3 turn recharge shared with Drain Barrier), Drain Barrier (absorb; 3 turn recharge shared with Mirror Barrier), Barrier Extend (all barrier techniques extend to allies for 5 turns), Barrier Magnet (all foes must target you for 5 turns), Reflect Fist (only after Exo-Linking with Metru Brawler; dmg=amount of FE you have lost during this battle; 2 uses), Barrier Body (only after Exo-Linking with Metru Technician; you can now use Technician’s stat-boosting techniques on yourself), Reinforce Barrier (only after Exo-Linking with Metru Scout; from now on, whenever you block an attack, any status ailments or stat reductions that attack would have caused will be afflicted on the attacker), Blood Shield (only after Exo-Linking with Metru Berserker; from now on, whenever you give up FE to use Broadsword’s additional effects, the amount of damage you take will be subtracted from the damage you receive from the enemy’s next attack), Element Barrier (only after Exo-Linking with Metru Mage; pick any Element; you will absorb all attacks of this Element for 5 turns)
#1585. Exo-Zadakh Metru Brawler; Original design; FE: 180; Element: Steel; Effect: Exo-Link: If you possess another Spirit with the Exo-Link ability, you can remove it from battle to gain all of its attacks and 10 FE. You may not use the same Spirit twice. When attacked there is a 25% chance that you will Sidestep automatically, this effect transfers if used in an Exo-Link; Attacks: Power Punch (30), Quadro Stomp (flip 4 coins; 15x tails), Dash Punch (25, Sanok level accuracy), Shockwave (25, hits all), Sidestep (dodge), Dimension Leap (Calix level dodge; 3 uses), Reflect Fist (only after Exo-Linking with Metru Barrier; dmg=amount of FE you have lost during this battle; 2 uses), Siphon Punch (only after Exo-Linking with Metru Technician; 30, heal 30), Final Straw (only after Exo-Linking with Metru Scout; dmg=[total # of status ailments and stat reductions the target is currently suffering from] x 10), Suffering Sword (only after Exo-Linking with Metru Berserker; from now on, whenever you give up FE to use Broadsword’s additional effects, the amount of damage you take also gets added to the damage Broadsword does), Refined Focus (only after Exo-Linking with Metru Mage; choose the Element of your next use of Nui Magic)
#1586. Exo-Rorzakh Metru Technician; Original design; FE: 180; Element: Steel; Effect: Exo-Link: If you possess another Spirit with the Exo-Link ability, you can remove it from battle to gain all of its attacks and 10 FE. You may not use the same Spirit twice; Attacks: Repair (heal 40, self or ally), Quick Repair (heal 20 to self and allies), Reboot (heal self and allies of status ailments and stat reductions), Maximize Weapons (boot ally’s attack power, one use per target), Maximize Armor (boost ally’s defense, one use per target), Maximize Agility (boost ally’s speed, one use per target), Technician’s Tools (20), Barrier Body (only after Exo-Linking with Metru Barrier; you can now use Technician’s stat-boosting techniques on yourself), Siphon Punch (only after Exo-Linking with Metru Brawler; 30, heal 30), Fate Transfer (only after Exo-Linking with Metru Scout; take all of the opponent’s positive effects for your own, give the opponent all of your negative effects), Perfect Blade (only after Exo-Linking with Metru Berserker; the next time you use Broadsword, apply every additional effect without giving up any FE; 2 uses), Element Shift (only after Exo-Linking with Metru Mage; change the Element of this Spirit to any Element you choose; 2 uses)
#1587. Exo-Keerakh Metru Scout; Original design; FE: 180; Element: Steel; Effect: Exo-Link: If you possess another Spirit with the Exo-Link ability, you can remove it from battle to gain all of its attacks and 10 FE. You may not use the same Spirit twice; Attacks: Scout (next attack (either by you or an ally) does twice as much damage; 1 use), Poison Dagger (poison), Napalm Kanoka (burn), Dust Cloud (blind for 3), Dart Gun (put to sleep for 3), Hole in the Armor (paralyze for 3), Freeze Kanoka (freeze for 3), Blow to the Head (confuse for 3), Sabotage (silence for 3), Corrode Armor (lower target’s defense; 1 use), Corrode Weapon (lower target’s attack power; 1 use), Weighted Down (lower target’s speed; 1 use), Steal (take one of the opponent’s attacks; 1 use per Spirit, can only hold one stolen attack), Reinforce Barrier (only after Exo-Linking with Metru Barrier; from now on, whenever you block an attack, any status ailments or stat reductions that attack would have caused will be afflicted on the attacker), Final Straw (only after Exo-Linking with Metru Brawler; dmg=[total # of status ailments and stat reductions the target is currently suffering from] x 10), Fate Transfer (only after Exo-Linking with Metru Technician; take all of the opponent’s positive effects for your own, give the opponent all of your negative effects), Fatal Wound (only after Exo-Linking with Metru Berserker; instant kill, the Spirit defeated this way cannot continue or be revived; 1 use), Perfect Dispel (only after Exo-Linking with Metru Mage; opponent loses any and all positive effects and is unable to have any positive effects bestowed upon them for the remainder of battle; 2 uses)
#1588. Exo-Vorzakh Metru Berserker; Original design; FE: 180; Element: Steel; Effect: Exo-Link: If you possess another Spirit with the Exo-Link ability, you can remove it from battle to gain all of its attacks and 10 FE. You may not use the same Spirit twice; Attacks: Broadsword (50; this attack cannot be lost, you can give up 10 FE to make this attack piercing, Sanok-level, or overpower resistance (20 for double resistance), you can apply as many of these effects to a single attack as you want but each costs a separate 10 FE), Blood Shield (only after Exo-Linking with Metru Barrier; from now on, whenever you give up FE to use Broadsword’s additional effects, the amount of damage you take will be subtracted from the damage you receive from the enemy’s next attack), Suffering Sword (only after Exo-Linking with Metru Brawler; from now on, whenever you give up FE to use Broadsword’s additional effects, the amount of damage you take also gets added to the damage Broadsword does), Perfect Blade (only after Exo-Linking with Metru Technician; the next time you use Broadsword, apply every additional effect without giving up any FE; 2 uses), Fatal Wound (only after Exo-Linking with Metru Scout; instant kill, the Spirit defeated this way cannot continue or be revived; 1 use), Spellblade (only after Exo-Linking with Metru Mage; give up 10 FE to change the Element of Broadsword, new Element is retained until this technique is used again)
#1589. Exo-Bordakh Metru Mage; Original design; FE: 180; Element: Steel; Effect: Exo-Link: If you possess another Spirit with the Exo-Link ability, you can remove it from battle to gain all of its attacks and 10 FE. You may not use the same Spirit twice. If the opponent tries to seal either Spelldisk or Nui Magic, they may choose one Element and you may no longer use that Element for Spelldisk or Nui Magic (this effect transfers if used in an Exo-Link); Attacks: Staff (10, paralyze), Spelldisk (30, can be any Element you choose), Nui Magic (50, switches to a random Element with every use), Element Barrier (only after Exo-Linking with Metru Barrier; pick any Element; you will absorb all attacks of this Element for 5 turns), Refined Focus (only after Exo-Linking with Metru Brawler; choose the Element of your next use of Nui Magic), Element Shift (only after Exo-Linking with Metru Technician; change the Element of this Spirit to any Element you choose; 2 uses), Perfect Dispel (only after Exo-Linking with Metru Scout; opponent loses any and all positive effects and is unable to have any positive effects bestowed upon them for the remainder of battle; 2 uses), Spellblade (only after Exo-Linking with Metru Berserker; give up 10 FE to change the Element of Broadsword, new Element is retained until this technique is used again)
#1590. Wood Golem; Based on the Disgaea character class of the same name; FE: 170; Element: Jungle; Effect: Photosynthesis: Heal 30 FE at the beginning of every turn; Attacks: Wood Punch (15), Land Break (20, lower target’s defense (once per target)), Angry Tree (paralyze; if successful, 40 damage next turn), Rush Hour (30, does more damage if you have summoned units on the field), Nature’s Wrath (30, piercing, 3 turn recharge), Magichange (remove Wood Golem from battle to give your next Spirit its effect, all your attacks (except Magichange), and access to the following moves; 1 use), Morphing Blow (40), Summon Giant (charge, then 50)
#1591. Dame Breez; Based on the Hero Factory character Breez as she appears in Brain Attack; FE: 170; Element: Air; Effect: Heroic Mind: Immune to mind control. This Spirit is classified as a Technic Descendant; Attacks: Saw Shield (10, piercing), Blade Staff (15, hits twice), Staff Slam (20, paralyze or confuse), Gale Arrow (25, extra accuracy), Holy Arrow (30), Fujita Dance (35), Shield (block), Vanquish Parasite (remove any and all Parasite-type Spirits the foe is currently using from battle; 1 use)
#1592. Lieutenant Rocka; Based on the Hero Factory character Rocka as he appears in Brain Attack; FE: 170; Element: Jungle; Effect: Heroic Mind: Immune to mind control. This Spirit is classified as a Technic Descendant; Attacks: Shield Blades (10, piercing), Slash (15, poison), Leaf Vortex (20), Rising Thorns (25), Plasma Wave (30), Jungle Kingdom (35), Shield (block), Vanquish Parasite (remove any and all Parasite-type Spirits the foe is currently using from battle; 1 use)
#1593. Captain Bulk; Based on the Hero Factory character Bulk as he appears in Brain Attack; FE: 170; Element: Steel; Effect: Heroic Mind: Immune to mind control. This Spirit is classified as a Technic Descendant; Attacks: Shield Bash (10, paralyze for 2), Laser Drill (15, piercing), Headbutt (20, confuse), Missile (25), Body Slam (30), Dynasty Drill (35), Shield (block), Vanquish Parasite (remove any and all Parasite-type Spirits the foe is currently using from battle; 1 use)
#1594. Furno XL; Based on the Hero Factory character of the same name; FE: 200; Element: Fire/Light; Effect: Royal Hero: Immune to mind control, no weakness, absorb Light. This Spirit is classified as a Technic Descendant; Attacks: Shoulder Mace (10; if blocked, breaks shield for 5), Burning Shield Edge (15, burn), Slash (20, piercing), Fireball Spit (25), Light Beam (30), Flame Sword (35), Knight’s Fury (40), Royal Blade (45), Monarch Meteor (50), Shield (block), Vanquish Parasite (remove any and all Parasite-type Spirits the foe is currently using from battle; 1 use), Royal Blaze (atk +15 for 3, immune to Ice and Water for duration, cooldown for 3 afterwards; 1 use)
#1595. Ogrum; Based on the Hero Factory character of the same name; FE: 160; Element: Jungle; Effect: Technic Descendant: Attacks do -10 damage to Bionicle, Technic Ancestor, and Technic Brother Spirits; Attacks: Vine Fingers (10, poison), Flail (15, may disable shield for 3), Ogre Punch (20), Vine Flail (25), Root Claws (regen 20/turn for the next two turns; you must then wait at least four turns before using this attack again), Brain Toss (mind control for 3; 1 use per target), Remove Brain (remove this Spirit from battle to turn it into a Parasite Spirit for your next Orb; keep all Elements and attacks of both Spirits (except Remove Brain), add 10 FE to the host’s FE and integrate Technic Descendant into its effect), Thorn Gale (40; can only be used after using Remove Brain to combine with Dame Breez, can be Air or Jungle, 1 use)
#1596. Scarox; Based on the Hero Factory character of the same name; FE: 160; Element: Jungle; Effect: Technic Descendant: Attacks do -1 damage to Bionicle, Technic Ancestor, and Technic Brother Spirits; Attacks: Fangs (10, piercing), Claws (15, may hit twice), Shoulder Claw Bash (20), Poison Claw (25), Poison Saliva (next use of Fangs causes poison, this poison effect cannot be removed), Brain Toss (mind control for 3; 1 use per target), Remove Brain (remove this Spirit from battle to turn it into a Parasite Spirit for your next Orb; keep all Elements and attacks of both Spirits (except Remove Brain), add 10 FE to the host’s FE and integrate Technic Descendant into its effect), Jungle Web (50; can only be used after using Remove Brain to combine with Lieutenant Rocka, 1 use)
#1597. Bruizer; Based on the Hero Factory character of the same name; FE: 160; Element: Stone; Effect: Technic Descendant: Attacks do -10 damage to Bionicle, Technic Ancestor, and Technic Brother Spirits; Attacks: Dagger (10, paralyze), Power Punch (15), Body Slam (20), Rockslide Fist (25), Stone Body (block), Brain Toss (mind control for 3; 1 use per target), Remove Brain (remove this Spirit from battle to turn it into a Parasite Spirit for your next Orb; keep all Elements and attacks of both Spirits (except Remove Brain), add 10 FE to the host’s FE and integrate Technic Descendant into its effect), Chasm Drill (40; only after using Remove Brain to combine with Captain Bulk, can be Steel or Stone, 1 use)
#1598. Pyrox; Based on the Hero Factory character of the same name; FE: 160; Element: Fire; Effect: Technic Descendant: Attacks do -10 damage to Bionicle, Technic Ancestor, and Technic Brother Spirits; Attacks: Fire Claw (10, burn), Flame Staff (15, extra accuracy), Horn (20), Bull Charge (25), Lava Armor (block), Brain Toss (mind control for 3; 1 use per target), Remove Brain (remove this Spirit from battle to turn it into a Parasite Spirit for your next Orb; keep all Elements and attacks of both Spirits (except Remove Brain), add 10 FE to the host’s FE and integrate Technic Descendant into its effect), Minotaur’s Inferno (70; can only be used after using Remove Brain to combine with Furno XL, backlash half, 1 use)
#1599. Four-Winged Hawk; Credit to Wraith; FE: 65; Element: Air/Dragon; Effect: Take Flight!: Upon fusing with this Spirit, you receive a large speed boost for one turn only; Attacks: Wind Blast (30), Windstorm (20/turn for 5), Leaf Whirl (confuse for 3), Scream (30), Battle Cry (raise attack and accuracy; 1 use)
#1600. Delryevik; Based on the Dark Prince from Prince of Persia, Credit to Wraith; FE: 195; Element: Shadow/Steel; Effect: Time Distortion: Roll a die every turn. If the result is 1 or 4, you can take another turn. If the result is 2 or 5, the foe gets another turn. If the result if 3 or 6, nothing happens; Attacks: Shadow Blast (30), Shadow Ball (40), Shadow Shift (defense), Shadow Crasher (50), Shadow Bazooka (60; 4 turn recharge), Shadow Roukuougan (80, backlash half, cooldown 1; 1 use), Serpent Slasher (25, hits twice), Scorpion Impalement (30, 10/turn, reduce target's speed (once per target)), Thieving Chain (steal one of the target's attacks; 1 use)
#1502. Smiling Monster; Based on Chifflon Fairchild from Freezing, Credit to Keizah; FE: 175; Element: Shadow; Effect: Inhuman: Attack power -10 for first 5 turns, defense +15 when FE under 120, no weakness; Attack: Anti-Nova Stage 1 (30, enable Stigma Punch), Stigma Punch (25), Illusion Turn (only when FE below 120; evasion up, attack 3 times next turn (4 if below 70 FE), 3 turn recharge), Anti-Nova Stage 2 (20, hits twice, available when FE below 120, enable Block), Block (take no damage this turn (excluding degeneration/status ailments), reflect energy-based attacks, 3 turn recharge), Anti-Nova Stage 3 (50, can only be used if FE below 70, enable Particle Cannon and Complete Novafication), Particle Cannon (80, 10/turn, 2 turn cooldown), Complete Novafication (reflect enemy's attack with 3x base power; if this attack would have hit multiple targets, negate the multi-targeting effect; you must de-fuse if this technique is successful)
#1503. Disciple of Kunlun; Based on Rana Linchen from Freezing, Credit to Keizah; FE: 160; Element: Dragon; Attacks: Punch (15), Sliding Kick (20, can be chained to Punch three times in one battle), Four Senses (flip 4 coins, atk+5 per heads, def+5 per tails; change Punch and Sliding Kick to Steel; enable Wings of Light, Void Fang, and Burning Fang; you may give up 10 FE to recalculate the stat boosts), Tempest Turn (summon 4 clones (6 in Nova Form), flip a coin for each clone each turn; heads=clone imitates your attack with 1/2 original damage and lower accuracy), Wings of Light (defense, remove negative statuses, next attack does +20, enable Nova Form; 2 uses), Void Fang (25, cannot be dodged), Burning Fang (25, burn), Nova Form (heal 40, atk+15, negate stat boosts from Four Senses, take 15 dmg every turn)
#1504. Clockwork Armor; Credit to Keizah; FE: 25; Element: Rahaga; Effect: Timepiece: At the beginning of battle, combine this Spirit with another. Add FE, use the host's Element(s), keep all attacks, host cannot be Light or Shadow. Use the effect Ticking Away (Roll a die each turn; 1=atk +5, 2=def +5, 3=evasion up, 4=deal dmg=5x [current stat boosts gained from this effect], 5=nothing, 6=reset stats); Attacks: Second Hand (10 for 3), Minute Hand (5x [# rolled by Ticking Away last turn]), Hour Hand (60, only every 6 turns), Chime (15, wake up sleeping allies, 30 if target is asleep), Halt (give up 20 FE to completely immobilize enemy next turn; that turn does not count towards cooldown and recharge periods; if the target is charging an attack, delay their attack), Pendulum (50 in two turns), Stroke of Midnight (only available on the 12th turn of battle if it will finish the target; 60, absorb cannot be blocked)
#1505. Aura Lion; Based on the Dream Eater of the same name from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Claw (20), Nightmare (20, 40 if foe is asleep), Pounce (10, possible dodge), Zero Gravity (15, paralyze), Aura Lunge (30), Goodwill Link (50, only in Tag Match, requires both, can charge for +20), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Light, if this attack is close-range it can now be used at long range; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1506. Psioniceratops; Based on the Cera Terror Dream Eater from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Horn Charge (25, piercing), Space Bender (10, Sanok), Disk Shield (defense, enable shield charge next turn only), Shield Charge (40, must follow Disk Shield), Nightmare (20, 40 if foe is asleep), Spike Mode (30), Goodwill Link (50, only in a Tag Match, requires both), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Steel; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1507. Nightmare Frog; Based on the Frog family of Dream Eaters from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Slash (10), Shield (defense), Ribbit Tornado (30), Red Hot Chili (30), Electrosphere (20, Sanok), Aqua Raid (30), Goodwill Link (50, only in a Tag Match, requires both), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Psionic; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1508. Yagi Horn; Based on the Yagi Horn and Yagi Cyber Dream Eaters in Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Hindquarter Kick (20, paralyze), Horn (30), Yagi Fire (30), Sonic Blast (20), Yagi Cyber (chane Horn to Steel, change Yagi Fire and Malice Link to Thunder, enable Yagi Eraser), Yagi Eraser (40, 5 turn recharge), Goodwill Link (50, only in a Tag Match, requires both, may pierce), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Fire (Thunder if Yagi Cyber is active); in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1509. Electric Nightmare; Based on a family of Dream Eaters from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Reverse Kick (20, paralyze), Refract Beam (30), Dash (25, extra acc), Unicorn Horn (enable Lightning Charge and Horn Charge), Lightning Charge (25, hits all), Horn Charge (25, pierce), Pegasus Wings (enable Kamaitachi, Glide Rush, and Cyclone Charge), Kamaitachi (20, Sanok), Glide Rush (20, possible dodge), Cyclone Charge (30), Goodwill Link (50, only in a Tag Match, requires both, hits all), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Thunder; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1510. Wandanyan; Based on the Dream Eater of the same name from Kingdom Hearts; FE: 140; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Horn Attack (20), Light Dive (25), Esuna (recover from negative statuses, self or ally), Cura (heal 30, self or ally), Blossoming Dream (remove one of your weaknesses; 1 use), Crown of Dreams (power up), Goodwill Link (50, only in a Tag Match, requires both), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Light, this attack now absorbs; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1511. Hebi Tokage; Based on the Hebi Tokage and Nekuppoi Dream Eaters from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Hebi Sweep (30), Fireball Spit (25), Burning Rubber (charge, then 50), Hebi Berserk (atk+15 for 3, you are confused for duration; 1 use), Cosplay (use one of the attacks of Spirit #709. Phones; 5 uses), Goodwill Link (50, burn, only in a Tag Match, requires both), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Fire, this attack now has a chance to hit all; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1512. Kabuto Cannon; Based on the Tsuno Kabuto and Taihou Kabuto Dream Eaters from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Guard (defense), Dual Chop (10, hits twice), Horn Flip (10, piercing), Cannon Blast (30), Tracer (20, Sanok), Mortar (25, hits all), Support Shot (heal 30, undo negative statuses, or bestow positive effects for 3 on ally), Variable Shot (20, can change Element at will), Taihou Kabuto (power up), Goodwill Link (40, only in a Tag Match, requires both, has high accuracy), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Fire and give it an accuracy boost; in a Tag Match, you can exit the battle for three turns to apply this effect to your partner)
#1513. Saboteur Bat; Based on the Koumori Bat Dream Eater from Kingdom Hearts; FE: 140; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Wing Cutter (25), Vampire Strike (20, absorb), Supersonic Wave (25), Heal (heal ally by 20), Sabotage (inflict random status ailment on foe for 3), Goodwill Link (40, only in Tag Match, requires both, inflict random permanent status ailment on first use), Malice Link (remove this Spirit from battle to change one of your next Spirit's attack to Shadow; in a Tag Match you can exit the battle for 3 turns to apply this effect to your partner)
#1514. Ryu Dragon; Based on the Dream Eater of the same name from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe is asleep), Claw (10; roll a die, result=# of hits), Fly (defense), Dragon Blast (20, burn), Dragon Breath (30), Goodwill Link (50, only in Tag Match, requires both), Malice Link (remove this Spirit from battle to change one of your next Spirit's attack to Dragon; in a Tag Match you can exit the battle for 3 turns to apply this effect to your partner)
#1515. Nightmare Tyrant; Based on the Tyranto Rex and Skelterwild Dream Eaters from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Bite (30), Tail (15), Charge (40, low accuracy), Sonic Roar (25, may confuse), Dino Breath (30), Blistering Orb (40; if blocked, you take damage instead), Extinction of Dreams (change all Fire attacks to Ice, Tail now paralyzes, enable Seperate, heal to full; if you are Level 9 or higher, this auto activates when you are hit by an attack that would finish this Spirit; 1 use), Seperate (attack twice next turn, 5 turn recharge), Goodwill Link (50, only in Tag Match, requires both, overpowers resistances), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Fire (Ice if Extinction of Dreams is active), this attack now overpowers resistances; in a Tag Match you can exit the battle for 3 turns to apply this effect to your partner)
#1516. Zolephant; Based on the Dream Eater of the same name from Kingdom Hearts; FE: 150; Element: Psionics; Attacks: Nightmare (20, 40 if foe asleep), Trunk (10, hits twice), Quake Rush (25), Tusks (25), Vacuum (paralyze), Torrent (30), Berserk (atk+15, confuse self, lasts 3; 1 use), Goodwill Link (50, only in Tag Match, requires both, may deal +20 Water dmg), Malice Link (remove this Spirit from battle to change one of your next Spirit's attacks to Water; in a Tag Match, you can exit the battle for 3 turns to apply this effect to your partner)
#1517. Nightmare Lobster; Based on the Meramera Lobster and Kinkin Lobster Dream Eaters from Kingdom Hearts; FE: 180; Element: Psionics/Fire or Psionics/Ice or Psionics/Fire/Ice; Attacks: Nightmare (25, 50 if foe is asleep), Slam (30), Rotating Claws (flip 4 coins; 10x tails), Meramera (become Psionics/Fire, enable Fire attacks, overwrite Kinkin if active), Flame Disks (30, extra acc), Fire Laser (charge, then 50), Flaming Claw (40), Firebomb (30, hits all), Kinkin (become Psionics/Ice, enable Ice attacks, overwrite Meramera if active), Freeze Rings (30, can take on Light properties), Ice Laser (charge, then 50), Frozen Claw (40), Icebomb (30, freeze for 2), Kin-Mera Chimera (only when FE at or below 100; become Psionics/Fire/Ice, enable Fire and Ice attacks, enable Dream Paradox, lasts 5, when this technique ends you take 30 dmg; 1 use), Dream Paradox (50, can take on Fire or Ice properties)
#1518. Wargoyle; Based on the Dream Eater of the same name from Kingdom Hearts; FE: 180; Element: Psionics; Attacks: Nightmare (25, 50 if foe asleep), Hammer Punch (30, extra acc), Ground Punch (30, hits all), Gargoyle Cannon (40), Gargoyle Storm (roll a die, dmg=result x10), Fireball Spit (30, burn), Spinning Blaze (charge, then 50, may confuse self), Dream of Flight (become part Air, enable following moves), Wingblade (30, confuse for 3), Air Dash (defense), Fire Dash (30, possible dodge), Dream Dash (50)
#1519. Gigabyte Mantis; Based on the Elekamakiri Dream Eater from Kingdom Hearts; FE: 170; Element: Psionics/Thunder; Attacks: Nightmare (25, 50 if foe asleep), Swipe (15, hits twice), Spinning Tackle (30), Volt (30, paralyze), Giga Charge (40), Environment Hack (heal 40, 3 turn recharge), Disks (25), Light Ribbon (25)
#1520. Ikage Sword; Based on the Dream Eater of the same name from Kingdom Hearts; FE: 170; Element: Psionics; Attacks: Nightmare (25, 50 if foe asleep), Tentacle Blade (25, pierce), Tentacle Laser (25, hits all), Meteor Spit (30), Dive (40)
#1521. Nightmare Sentiment; Based on the Armored Ventus Nightmare from Kingdom Hearts; FE: 200; Element: Psionics/Shadow; Effect: Corrupted Armor: Every 10 turns, you lose one of your Elemental resistances; Attacks: Keyblade Slash (10, can take on Psionic or Shadow properties), Strike Raid (15, Sanok), Shadow Combo (20, 5 if foe blocks), Nightmare (25, 50 if foe is asleep), Nightmare Charge (30), Blade Dive (35), Shadow Wave (40), Dark Dive (45), Nightmare Clash (50), Liquefy (defense), Terror (paralyze for 3), Waking Nightmare (if you are asleep, you can use this technique to execute a random attack)
#1522. Cloak of Nightmares; Based on the Anti Black Coat Nightmare from Kingdom Hearts; FE: 200; Element: Psionics; Effect: Nightmares Personified: Immune to sleep, power up for every combatant that is asleep; Attacks: Nightmare Blade (10; 80% chance to put target to sleep), Nightmare Shockwave (15, high accuracy, may blind if blocked), Shadow Bolt (20; 20% chance to hit twice), Nightmare (25, 50 if foe is asleep), Teleport (defense), Vector to the Underworld (drain foe to 10 FE, you take equal damage; 1 use), Embrace of Sleep (30, paralyze), Nightmare Sever (35; 10% chance to make opponent lose 1 attack, effect can only activate once per Spirit), Storm of Madness (40, may poison), Nightmare Abyss (45), Wakeless Terror (50), Dream Eater (if a combatant is asleep, heal by how much FE they currently have; can only be used if it will not heal you to full, 3 uses)
#1523. Myathruel; Inspired by the Diablo franchise, Credit to Wraith; FE: 195; Element: Psionics/Light/Shadow; Effect: Wavering Balance: When hit by a Light attack, add half the damage taken to your next Shadow attack (and vice-versa); Attacks: Light Blast (20, extra accuracy), Light Ball (30, can charge to blind for 3), Light Wave (40), Shadow Blast (20, extra accuracy), Shadow Ball (30, can charge to blind for 3), Shadow Wave (40), Shielded Mind (take -10 from Psionic attacks for the rest of battle), Mental Agony (40), Telekinetic Staff (25, can change to Weapon at will), Force of the Ancient Will (causes 10/turn to both user and target, can only be removed if you are both targeted by a recovery effect on the same turn)
#1524. Mewtwo; Based on the Pokemon of the same name; FE: 180; Element: Psionics; Effect: Mind Over Matter: 25% chance to avoid all damage from melee attacks; Attacks: Psystrike (50), Shadow Ball (30), Aura Sphere (40, Sanok), Electro Ball (30), Mega Mewtwo X (become immune to paralysis, change all attacks to physical), Mega Mewtwo Y (become immune to sleep, boost all non-physical attacks by 5)
#1525. Genesect; Based on the Pokemon of the same name; FE: 180; Element: Steel; Effect: Download: If the opponent raises their defense, raise you attack by the same amount; Attacks: Techno Buster (40, can be the Element of any Ultima-Orb you possess), Solarbeam (charge, then 70), Signal Beam (30), Magnet Bomb (40, Sanok)
#1526. BionicleSamuraiblade; Inspired by Kingdom Hearts; FE: 200; Element: Rahaga; Effect: Warrior of Dusk: Resist Twilight-based attacks, immune to blindness, accuracy cannot be lowered, attacks can be sealed but not stolen; Attacks: Keyblade Katana (25, extra accuracy), Keyblade Nodachi (40), Keyblade Wakizashi (defense against physical attacks, deal 10 to attacker), Light Charge (change a Keyblade attack to Light and add 10 to its attack power, lasts for 3), Darkness Charge (change a Keyblade attack to Shadow and add 10 to its attack power, lasts for 3), Twilight Charge (change a Keyblade attack to Rahaga and add 20 to its attack power, lasts for 3, recharge for 3), Keyblade Armor (take -10 from all attacks for 5 turns; 3 uses), Twilight Barrier (reflect energy-based attacks), Hikari Shockwave (30), Yami Shockwave (30), Twilight Beam (50), Equilibrium Komau (if the target has an unequal number of Light and Shadow techniques, control them for the number of turns equal to the difference; 1 use per Spirit)
#1527. Obscura: Viking Form; Inspired by Obscura; FE: 200; Element: Rahaga; Effect: Valhalla Delay: When FE hits zero, restore to full (only once). When this activates, you receive an attack power boost and immunity to negative status effects; Attacks: Kaminari Broadsword (40), Kaminari Battleaxe (80, backlash half), Valiant Heart (defense, add 10 to next attack), Kaminari Fissure (30), Searing Fissure (30), Crushing Swing (30, pierce), Pillager's Wake (foe loses next turn), Bleeding Soul (20/turn)
#1528. Indecipherable Language; Based loosely on the Pokemon Unown; FE: 200; Element: Rahaga; Effect: Boundless Knowledge: Immune to confusion, cannot lose attacks, resist Psionics; (Note: There are 26 different types of Language, each with a special attack. Attacks that can be used by all Language will be listed first, then a list of special attacks will be included--each Language has all Universal Attacks and only one Special Attack, determined by its type); Universal Attacks: Secret Knowledge Blade (30), Hidden Power (50), Translation (power up Secret Knowledge Blade), Thousand Curses (inflict a random status ailment for 3), Riddle Kama (25, confuse for 4); Special Attacks: Absorb (defense against energy attacks), Black Spike Style: Echo of the Peaks (45; use twice in a row for more damage, but then you must take 1 turn cooldown), Cynthia (40, can be any Element, backlash half, 1 use), Disk Windmill (30), Esuna (recover from ailments, self or ally), Fissure Slice (40, piercing), Glinch (trade an attack with another of your Spirits), Hex Shield (block, can be Cushion Jelly once but then it breaks), Invincible (block), Ja Wheel (30, treat as Water/Air/Ice), Knighthood (recover from and become immune to negative statuses), Lust for Power (become stronger for every Ultima Orb you own, may backlash), Mega Chip (summon one of your Spirits (available or defeated) to use one attack, you receive any backlash), Nightmare (25, 50 if foe is asleep), Overwhelm (50), Powerlinx (power up), Quick Attack (15, Sanok), Requiem Blaster (instant kill target with 40 or less FE, 1 use), Spellblade (20, can be any Element), Twilight Breath (50), Under the Sun (put target to sleep, gain three of the target's attacks, recover 10 FE each turn the target is asleep, 1 use), Venom Cannon (poison all), Wheel Stinger (40), Xi Cannon (50), Yagi Eraser (40, 5 turn recharge), Zodiac Summoning (randomly use a basic Zodiac Style move)
#1529. Zodiakai: Wisdom; Inspired by Fruits Basket; FE: 200; Element: Rahaga; Effect: True Zodiac: Every 12 turns, heal 50, recover from status ailments, regain any lost attacks, and deal dmg=5x [# of times opponent attacked you during the past 12 turns]; Attacks: Celestial Zodiac Blade (30), Constellation Naginata (20, can be chained to any attack; if the total chained damage exceeds 50, you must wait 5 turns before chaining again), Sirius Stinger (50), Arthron: Hau (disable all enemy Water attacks, you are defended for a number of turns equal to the number of attacks disabled), Zodiac Style: Rooster Beak (30, pierce), Zodiac Style: Divine Dragon (50), Zodiac Style: Boar Dash (40, silence even if blocked), Zodiac Style: Ox Yoke (lower your atk by 5 for 3, then add 10 to original atk and def values; 1 use), Zodiac Style: Pouncing Tiger (30, cannot be dodged), Zodiac Style: Prancing Horse (large speed boost), Zodiac Style: Sheep Wool (defense, become resistant to Ice, take -10 from all attacks), Zodiac Style: Stray Dog (30, target cannot summon for 5 turns, in a Tag Match causes silence for 5), Zodiac Style: Coiling Snake (paralyze, greatly increase the accuracy of you and your target for 5), Zodiac Style: Plague-Infested Rats (30/turn), Zodiac Style: Monkey Mimic (use the last attack your opponent used), Zodiac Style: Rabbit Leap (dodge, negate extra accuracy attacks), Supreme Zodiac Style: Galaxy of 12 Years (100, cannot power up, cooldown 3; 1 use), Zodiac Truth (make Galaxy of 12 Years able to overpower resistance, enable Cosmic Zodiac Style techniques), Cosmic Zodiac Style: Nine Lives (flip 9 coins; 5x tails), Cosmic Zodiac Style: Armadillo Shell (Cushion Jelly level defense), Cosmic Zodiac Style: Pegasus Flight (40, hits all, negates jumping and flying dodges), Cosmic Zodiac Style: Extinction (30, hits all active and inactive Spirits belonging to foes), Cosmic Zodiac Style: Orion's Belt (eliminate weaknesses for 3; 4 uses), Cosmic Zodiac Style: Leviathin's Wrath (40, lower enemy's attack power by 10 on first use), Cosmic Zodiac Style: Wolf Pack (35, twice as strong in a Tag Match), Cosmic Zodiac Style: Harp's Melody (put opponent to sleep for 5, one use per target)
#1530. Dream of Goodwill; Based on Sora as he appears in Kingdom Hearts 3D; FE: 200; Element: Psionics/Steel; Effect: Friendly Spirit: Heal 20/turn while asleep, power up allies in a Tag Match; Attacks: Keyblade Slash (30), Drop (switch to a different Spirit even if you don't have the proper Ultima-Orbs, the Spirit you switch to can attack this turn; 1 use), Chaos Snake (30, blind or paralyze), Ragnarok (25, Sanok), Trinity Limit (50), Holy Rise (30, absorb), Ars Arcanum (40), Sonic Blade (25, hits all), Sparkga (30, does full damage to Shadow), Tornado (40), Dodge Roll (defense), Flowmotion (30, high accuracy, may pierce), Dream Eater (summon a Dream Eater Spirit with 150 FE or less, only one at a time), Megaflare (40), Nightmare Break (50; if in a Tag Match with Dream of Malice and Mirage Split is used in the same turn, this attack cannot be defended against)
#1531. Dream of Malice; Based on Riku as he appears in Kingdom Hearts 3D; FE: 200; Element: Psionics/Steel; Effect: Bane of Nightmares: Not weak to Shadow, heal 20/turn when asleep, prevent allies and summoned units from falling asleep; Attacks: Keyblade Slash (30), Drop (switch to another Spirit even if you don't have the proper Ultima-Orbs, the Spirit you switch to can attack this turn; 1 use), Bladecharge (power up Keyblade Slash and give it a chance to pierce; lasts for 3, 5 turn recharge shared with Ghost Drive and Rising Wing), Ghost Drive (greatly increase accuracy and evasion for 3, 5 turn recharge shared with Bladecharge and Rising Wing), Rising Wing (small evasion boost, Keyblade Slash hits all, lasts for 3, 5 turn recharge shared with Bladecharge and Ghost Drive), Dark Aura (50), Dark Break (40), Dark Splicer (paralyze for 2, 30 next turn if successful), Zantetsuken (instant kill Spirit with 30 FE or less, 1 use), Dark Firaga (30, burn), Dark Barrier (block), Flowmotion (30, high accuracy, chance to pierce), Dream Eater (summon a Dream Eater Spirit with 150 FE or less, only one at a time), Shadowbreaker (20, hits twice, second hit is Light), Mirage Split (50; if in a Tag Match with Dream of Goodwill and Nightmare Break is used in the same turn, this attackn cannot be defended against)
#1532. Keyblade Collector; Inspired by Kingdom Hearts; FE: 200; Element: Steel; Effect: Chosen Wielder: Attacks cannot be sealed, stolen, or copied. If you are fighting another Spirit with at least one Keyblade attack, you both get an accuracy boost; Attacks: Ultima Weapon (50), Fenrir (60, 1 use), Guard (defense), Fatal Crest (40), Winner's Proof (55, can only be used if you won your last battle), Twilight Blaze+ (50), Dream Sword (30, causes sleep for 3), Way to the Dawn (30, does full damage to Light), Kingdom Key DΩ (30, blind for 3), Chaos Reaper (30; once per target you may flip a coin, heads=opponent loses one attack, tails=opponent loses 10 atk power), Brightcrest (40), Master Keeper (dmg=5x [# of Ultima Orbs you possess]; if you have more than 10 Ultima-Orbs, backlash half), Void Gear (30, 50 if this Spirit has been revived), No Name (30, perfect accuracy), Sweetstack (25, 50% chance to do double), Crown Unlimit (70; only if you have used all of the above attacks at least once and the opponent has a stat boost, you must de-fuse next turn; 1 use), Overdrive (40, cannot be defended against, hits user and target), Seal (opponent loses one attack; 1 use)
#1533. Karzahk; Credit to Keizah; FE: 50; Element: Shadow/Fire/Air; Effect: Ranimate: When FE runs out, restore to full. 4 uses; Attacks: Swoop (10, can't miss), Feather Storm (20), Magma Ball (25, 60% burn chance, backlash 5), Vacuum Barrier (defense for 4, take 10/turn), Undead Stalker (dodge, then 30, disable one attack the foe used last turn; 10 self-dmg, one use per Reanimation), Death Aura (attacks absorb half for 5, opponent's Shadow attacks backfire for duration; only available after 1 Reanimation), Death Wheel (roll a die, dmg=result x 10), 15 self damage if result is less than 4, only after 2 Reanimates), Death Seal (disable 2 of your own attacks to become invulnerable next 2 turns; 2 turn recharge, only after 3 Reanimates), Corrupted Phoenix Release (20 per sealed attack, for every three inflict a random status ailment; only after 4 Reanimates)
#1534. Silver Crow; Based on the character of the same name from Accel World; FE: 140; Element: Steel/Air/Psionics; Effect: Metal Guard: Not weak to Fire or Ice; Attacks: Punch (15), Kick (15), Headbutt (25), Silver Wings (next time you use one of the preceeding moves, double their power), Wingblade (25), Fly (dodge), Laser Sword (30, pierce), Incarnation Focus (increase accuracy for 3), Incarnation Defy (increase evasion for 3), Incarnation Withstand (increase defense for 3), Gale Thruster (only if Silver Wings and Fly are disabled; power up Punch, Kick, and Headbutt for 5; if attacked during that time, flip a coin--heads=miss, tails=hit; 3 turn recharge)
#1535. Gallade; Based on the Pokemon of the same name; FE: 150; Element: Psionics; Effect: Psychic Swordsman: Not weak to Steel, can turn one attack to Steel for one turn once per battle; Attacks: Leaf Blade (30), Psycho Cut (40), Night Slash (20, may do double), Brick Break (20, pierce)
#1536. Corrupted Program; Based on Rinzler from TRON: Legacy/Kingdom Hearts; FE: 140; Element: Rahaga; Effect: Dual Disk: Every 5 turns, you can use two disk attacks in one turn; Attacks: Disk Toss (20), Disk Sommersault (15, paralyze), Circling Disk (15, high accuracy), Gravity Invert (confuse for 3), Megabyte Dive (35, can only be used immediately after Gravity Invert wears off), Cyber Attack (25)
#1537. Recusant of Time; Based on Young Xehanort from Kingdom Hearts; FE: 200; Element: Rahaga/Steel; Effect: Beyond Time: Resistant to time-based attacks, immune to time-based effects, all multi-turn negative statuses placed on this Orb expire one turn early, no weakness; Attacks: Keyblade Slash (30, perfect accuracy), Slow Bullets (20, reduce foe's speed for 3), Warp (dodge), Slash Wave (30), Ice Barrage (40), Spear Swarm (20, pierce, hits all), Rewind (negate your opponent's last turn; 5 turn recharge), Ethereal Blades (roll a die; 10x result), X Wave (40), Time Unravelling (50), Reset (summon a clock with 100 HP; unless you are defeated or the clock is destroyed within 3 turns, this Orb heals to full and has all stat changes, recharge/cooldown times, and limited use attacks reset; 1 use, cannot be reset)
#1538. Clockwork Kopaka; Credit to Nevermore; FE: 170; Element: Ice/Steel; Attacks: Slash (10), Ice Blast (15), Ice Spikes (20), Ice Sword (25, enable Sword Shatter next turn only), Sword Shatter (5, hits 7 times, only after Ice Sword, add extra hits if powered up), Blizzard (30), Shield (defense), Shield Bash (15), Shield Edge (10, pierce), Clockwork Kick (15, 5 next turn), Clockwork Cutter (20, pierce), Ice Wings (dodge, enable Hail next turn only), Hail (40), Ice Armor (take -10 dmg from atks, freeze on contact; lasts 3 turns), Clockwork Akaku (negate illusions for 2), Nuva Transformation (power up ice attacks and boost def by 5, enable following atks), Adaptive Armor (gain elemental advantage against enemy), Proto Block (defense), Ice Globe (reflect an atk at double dmg; 2 uses), Skate (25), Double Blade (15), Clockwork Mahiki (charge for 1-5 turns, confuse for 1 and deal 10 dmg at the end of the confusion for each turn spent charging), Clockwork Huna (increase dodge, enemy cannot dodge your next atk)
#1539. Apprentice Sorcerer; Credit to Nevermore; FE: 170; Element: Fire/Psionics: Effect: Psychic Ward: If enemy successfully lands an atk then they take extra 10 psionics dmg from your next atk (stacks up to 3 times, reset each time you atk enemy). Not weak to dragon or steel; Attacks: Staff Twirl (15), Blaze (10), Fire Ring (15, hits all), Fire Blast (20, may chain to Forest Blazer), Forest Blazer (20, extra to jungle), Blazing Dash (defense, possible 10 dmg), Fire Ball (25), Dark Fire Bomb (charge, then 30; hits all), Barrage (15, may hit twice; can also be fire, water, air or earth), Exorcise (10, 50 if enemy is shadow type, enemy loses a shadow atk), Holy Seal (10/turn), Hex Ward (does 15x number of current Psychic Ward stacks; confuse for each stack caused by an air atk, +5 for each stack caused by an earth atk, heal 10 for each stack caused by a water atk), Magic Circle (heal 10), Accursed Blades (60; can pierce or overcome resistance for 20 FE; backlash 20, silence self; only right after Magic Circle)
#1540. Apprentice Warrior; Credit to Nevermore; FE: 170; Element: Ice/Steel; Effect: Armor Ward: If enemy’s atk misses or is blocked then your next atk does +15 steel dmg (stacks up to 2 times, reset each time you atk enemy). Not weak to shadow or thunder; Attacks: Axe Slash (15), Slash (10), Ice Punch (10), Frost Bite (15, add. 5 next turn), Northern Winds (20), Blizzard (20, may hit all), Jotun’s Armor (defense, freeze and deal 5/turn on contact or if pierced), Ice Ball (25), Midwinter Strike (20, Sanok), Snow Whirl (confuse, extra freeze chance), Berserker Blow (next atk +15, raise your def against enemy’s next atk; 2 uses), Thunder Strike (next Hammer Throw does +30 dmg and backlash 20; 1 use), Thunder Guard (defense, your next atk is thunder element and does +5 dmg), Thunder Break (25, may hit all; recharge for 3), Thunder Blast (20), Hammer Smash (20, enemy cannot defend for 2), Hammer Throw (25), Spin (dodge and counter with Slash or Axe Slash), Spear (20, may pierce), Sword Combo
(flip 3 coins, 10x heads), Golden Mead (atk and def +10, confuse self; lasts 3 turns then recharge for 3), Strike of Asgard (60, perfect acc; only usable when it will defeat enemy, 1 use)
#1541. Omega Shenron; Based on the character of the same name from Dragon Ball GT; FE: 200; Element: Shadow; Effect: Final Dragon: Every time you obtain an Ultima-Orb, you may unlock any one of Omega Shenron’s first seven attacks. When you have a Rahaga Ultima-Orb, this Spirit has no weakness; Attacks: Syn Punch (50), Haze of Darkness (15/turn to all opponents), Emerald Ice Ray (30, freeze for 2), Nova Body (take -10 from attacks, deal 10 Fire dmg to foe on contact; lasts 5 turns), Rage Thunder (40), Oxygen Wave (40), Natural Disaster (40), Shenron Strike (70; available once you have a Shadow Ultima-Orb, must be used immediately after using the preceding attacks in order; backlash 20, 1 use), Punch (20), Kick (20), Laser Vision (20, Sanok), Negative Karma Ball (50)
#1542. Minamimoto; Based on the character of the same name from The World Ends With You; FE: 200; Element: Shadow/Psionics; Effect: So Zetta Slow: If the foe tries to decrease your speed, negate the effect and decrease their speed. If the opponent tries to increase their speed, negate the effect and increase your own speed; Attacks: Teleport (defense), Blast Radians (20, hits all), Vector Kick (30), Hectopascal Rush (50), Parabola Smash (25, paralyze), Taboo Variable (power up, gain 10/turn regen, take -20 dmg from all non-Light attacks, enable Shuriken Pinwheel), Shuriken Pinwheel (30, add. 20 next turn), Sine (dmg=[foe’s current FE]/[14 – (# of Ultima-Orbs foe has)]; dmg cannot exceed 50; if foe is Level 14, you can either deal 40 dmg or seal one of the foe’s attacks (only one attack can be sealed via this method)), Cosine (dmg=[your current FE]/[14 – (#of Ultima-Orbs you have)]; dmg cannot exceed 50; if you are Level 14, you can either deal 40 dmg or regain an attack that you have lost), Tangent (dmg=[(your current FE) – (opponent’s current FE)]/4), Pythagorean Edge (can only be used after using Sine, Cosine, and Tangent in order; 70, backlash half, after this you can no longer use Sine, Cosine, or Tangent; 1 use), CRUNCH (30, disable one of the foe’s weapons or shields for 5, can only disable two weapons/shields at once), Lv. i Flare (this Spirit loses all FE, deal fixed 30 dmg to all active and inactive Spirits belonging to all combatants (including yourself))
#1543. Soul of Fire; Based on Fire Soul Rockman.EXE; FE: 10; Element: Fire; Upgrades into Heat Data; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements,
use the host’s effect, absorb Fire attacks; Attacks: Fire Arm (30), Cyber Attack (30), Flame Tower (20, enhanced accuracy), Fire Bomb (15, hits again next turn)
#1544. Soul of Strength; Based on Guts Soul Rockman.EXE; FE: 10; Element: Earth; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, host attacks will cause 10 more damage; Attacks: Guts Punch (30), Guts Machine Gun (flip 4 coins; 10x tails), Cyber Attack (30), Shockwave (20, piercing), Guts Hammer (40, 1 use)
#1545. Soul of Light; Based on Roll Soul Rockman.EXE; FE: 10; Element: Light; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, heal 10 FE every time you attack the foe; Attacks: Roll Arrow (15; if the opponent has any limited use attacks, disable them), Cyber Attack (30), Recov30 (heal 30), Roll Flash (flip 3 coins; 10x heads), Teleport (defense), Float Shoes (recover from status ailments)
#1546. Soul of Thunder; Based on Thunder Soul Rockman.EXE; FE: 10; Element: Thunder; Upgrades into Elec Data; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, all attacks have a chance of paralysis; Attacks: Cyber Attack (30), Zap Ring (20, paralyze), Thunder Bolt (20, hits all), Elec Beam (30)
#1547. Soul of Wind; Based on Wind Soul Rockman.EXE; FE: 10; Element: Air; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, all of your Air attacks have enhanced accuracy, all of the foe’s Air attacks have decreased accuracy; Attacks: Cyber Attack (30), Wind Racket (20, opponent cannot use close-range attack next turn), NorthWind (remove foe’s defensive buffs and disable a dodging move for 3), Air Shoes (become immune to Earth for 3; 3 turn recharge afterwards), Float Shoes (recover from status ailments), Whirlwind (30), Propeller Bomb (20, hits twice)
#1548. Soul of Accuracy; Based on Search Soul Rockman.EXE; FE: 10; Element: Rahaga; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, all attacks have perfect accuracy; Attacks: Cyber Attack (30), Scope Gun (15, Sanok), Search Bomb (20 to all next turn), Satellite Laser (30), Camouflage (defense), Search Chaos (take -15 from Shadow attacks (after applying weakness/resistance), opponent can no longer alter your stats, enable Dark Circle), Dark Circle (50 to all; 1 use)
#1549. Soul of Water; Based on Aqua Soul Rockman.EXE; FE: 10; Element: Water; Upgrades into Aqua Data; Effect: Soul Unison At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, absorb Water attacks; Attacks: Cyber Attack (30), Bubble Shot (20, piercing), Aqua
Spout (20, hits all), Aqua Stream (30)
#1550. Soul of Chance; Based on Number Soul Rockman.EXE; FE: 10; Element: Psionics; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, you are able to redo any dice rolls or coin flips; Attacks: Cyber Attack (30), Dice Bomb (roll a die; dmg=result x10), Time Bomb (in 3 turns, deal 40 damage), Number Ball (summon a sphere with 50 HP; the foe has one turn to destroy it, causes damage equal to remaining HP when it hits), Number Ruler (30), Number Chaos (take -15 from Shadow (after applying weakness/resistance), opponent no longer alter your stats, enable DarkPlus), DarkPlus (next attack +25; 1 use)
#1551. Soul of Metal; Based on Metal Soul Rockman.EXE; FE: 10; Element: Steel; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, all attacks bypass defense boosts; Attacks: Cyber Attack (30), Metal Break (35), Metal Wheel (10, add. 15 next turn), Metal Missile (15, Sanok)
#1552. Soul of the Forest; Based on Wood Soul Rockman.EXE; FE: 10; Element: Jungle; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, absorb Jungle attacks; Attacks: Cyber Attack (30), Wood Twister (20), Status Guard (recover from status ailments), Gaia Blade (dmg= [base damage of last attack] +15), Wood Tower (20, enhanced accuracy)
#1553. Soul of Junk Data; Based on Junk Soul Rockman.EXE; FE: 10; Element: Rahaga; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, if the opponent loses an attack you gain it; Attacks: Cyber Attack (30), Junk Cube (20, produce one Junk Cube), Bolt Missile (20, enhanced accuracy, may hit all), Poltergeist (cannot be used before Junk Cube; deals dmg= [# of Junk Cubes] x10; destroys all Junk Cubes)
#1554. Soul of Rivalry; Based on Blues Soul Rockman.EXE; FE: 10; Element: Steel; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, can charge attacks for them to multiply their base dmg by 1.5; Attacks: Cyber Attack (30), Wide Sword (20, hits all), Long Sword (20, pierce), Shield (defense), Sonic Boom (30), Blues Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Sword), Dark Sword (50, cannot be dodged; 1 use)
#1555. Soul of Nobility; Based on Knight Soul Rockman.EXE; FE: 10; Element: Steel; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, take -15 from all attacks (after applying weakness/resistance); Attacks: Cyber Attack (30), Royal Wrecking Ball (20, enhanced accuracy, breaks shield for 3 if blocked), Break Charge (15 to all), Stone Body (become part Stone for 3),
Kingdom Crusher (30), Knight Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Drill), Dark Drill (50, piercing; 1 use)
#1556. Soul of Shadows; Based on Shadow Soul Rockman.EXE; FE: 10; Element: Shadow; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, you are more likely to dodge enemy attacks; Attacks: Cyber Attack (30), Long Sword (30), Substitution (defense), Shuriken (10, hits three times, enhanced accuracy), Sneak Attack (deal fixed 25 dmg, one use per target), Shadow Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable DarkInvis), DarkInvis (become invulnerable next turn; 1 use)
#1557. Soul of Tomahawk; Based on Tomahawk Soul Rockman.EXE; FE: 10; Element: Jungle; Upgrades into Tomahawk Data; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, immune to status ailments; Attacks: Cyber Attack (30), Tomahawk Swing (30), Tomahawk Air Raid (10, add. 15 next turn), Tomahawk Rolling (20, possible block), Totem (summon a Totem with 100 HP that gets its own attack every turn, attacks: Totem Meteor (20), Totem Shield (defends you), Totem Recovery (gives you 10/turn regen for 5); only one Totem at a time),Tomahawk Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Lance), Dark Lance (50, piercing; 1 use)
#1558. Soul of Toad; Based on Toad Soul Rockman.EXE; FE: 10; Element: Water; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, being hit with a Water attack causes you to be defended from the enemy’s next attack; Attacks: Cyber Attack (30), Shocking Melody (15, Sanok), Frog Smack (30), Toad Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable DarkWide), DarkWide (50, hits all; 1 use)
#1559. Soul of Experience; Based on Colonel Soul Rockman.EXE; FE: 10; Element: Rahaga; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, the enemy’s summoned units are placed under your control; Attacks: Cyber Attack (30), Screen Divide (20, hits all), Colonel Cannon (30, add. 10 next turn), Induct Missile (10, 4 hits, enhanced accuracy), Blind Rain Shower (paralyze for 2; if successful, deal 50 dmg; can only be used if it will finish the target; 1 use), Equipment Change (replace Screen Divide with an attack from another Spirit you own, only one at a time), Colonel Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Sound), Dark Sound (summon a trumpet with 100 HP, as long as it is on the field you take -10 from all attacks (after applying weakness/resistance); 1 use)
#1560. Soul of Magnetism; Based on Magnet Soul Rockman.EXE; FE: 10; Element: Thunder; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, absorb Thunder attacks; Attacks: Cyber Attack (30), Magnet Bolt (30), Neutralize (paralyze for 3), Magnet Missile (20, enhanced accuracy), North-South Tackle (charge, then 40), Magnet Barrier (block, extends to allies in Tag Match), Magnet Chaos (take-15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Thunder), Dark Thunder (50, enhanced accuracy; 1 use)
#1561. Soul of Flight; Based on Gyro Soul Rockman.EXE; FE: 10; Element: Air; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, when hit with an Air attack boost your next attack by the amount of damage taken; Attacks: Cyber Attack (30), Tornado Arm (30), Gyro Cutter (10, add. 15 next turn), Gyro Air Force (40, 3 turn recharge), Air Shoes (become immune to Earth for 3, then 3 turn recharge), Gyro Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Tornado), Dark Tornado (50, hits all; 1 use)
#1562. Soul of Destruction; Based on Napalm Soul Rockman.EXE; FE: 10; Element: Fire; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, can give up 20 FE to overpower the foe’s Elemental resistance; Attacks: Cyber Attack (30), Fire Vulcan (roll a die; dmg=result x10), Napalm Bomb (charge, then 50), Napalm Chaos (take -15 from Shadow (after applying weakness/resistance), opponent can no longer change your stats, enable Dark Meteor), Dark Meteor (50, hits all; 1 use)
#1563. Soul of Healing; Based on Meddy Soul Rockman.EXE; FE: 10; Element: Light; Effect: Soul Unison: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, all attacks inflict status ailments; Attacks: Cyber Attack (30), Capsule Bomb (20, hits all), Healing Pulse (25, absorb), Chemical Flash (in 2 turns, deal 40 damage), Recov50 (heal 50), Meddy Chaos (take -15 from Shadow (after applying weakness/resistance, opponent can no longer change your stats, enable Dark Recov), Dark Recov (heal to full; 1 use)
#1564. Heat Data; Based on Heat Cross Rockman.EXE; FE: 20; Element: Fire; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, absorb Fire attacks; Attacks: Fire Arm (30), Cyber Attack (30), Heat Wave (20, hits all), Heat Burn (20, enhance accuracy), Heat Press (40, low accuracy), Heat Wolf (power up, boost accuracy of all attacks, enable Great Fire), Great Fire (50, burn; 1 use)
#1565. Elec Data; Based on Elec Cross Rockman.EXE; FE: 20; Element: Thunder; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, all attacks have a chance of paralysis; Attacks: Cyber Attack (30), Thunder Bolt (20, hits all), Dash Elec Sword (20, enhanced accuracy), Elec Wolf (power up, boost accuracy of all attacks, enable Great Thunder), Great Thunder (50, paralyze for 3; 1 use)
#1566. Sword Data; Based on Slash Cross Rockman.EXE; FE: 10; Element: Steel; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, host’s slashing attacks have a 50% chance to pierce; Attacks: Cyber Attack (30), Wide Slash (20, hits all), Sonic Boom (30), Rolling Slash (30), Triple Edge (10, hits three times, high accuracy), Slash Wolf (power up, boost accuracy of all attacks, enable Slash X), Slash X (50, opponent loses 1 attack; 1 use)
#1567. Assassin Data; Based on Kill Cross Rockman.EXE; FE: 10; Element: Shadow; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, attacking a Spirit with 4 in its current FE causes 10/turn indefinitely (cannot be healed, always effective); Attacks: Cyber Attack (30), Killer Death Beam (30), Death Sickle (30), Assassin Wolf (power up, boost the accuracy of all attacks, enable Killer Tail Arrow), Killer Tail Arrow (50, silence for 3; 1 use)
#1568. Transport Data; Based on Charge Cross Rockman.EXE; FE: 10; Element: Fire; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, Fire attacks can be charged for +20 dmg; Attacks: Cyber Attack (30), Charge Tackle (30), Volcano Charge (20, hits all), Transport Wolf (power up, boost accuracy of all attacks, enable Charge Bite), Charge Bite (50, paralyze for 3; 1 use)
#1569. Aqua Data; Based on Aqua Cross Rockman.EXE; FE: 20; Element: Water; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, absorb Water attacks; Attacks: Cyber Attack (30), Bubble Shot (20, piercing), Aqua Spout (20, hits all), Aqua Stream (30), Drip Shower (20, add. 10 next turn), Aqua Falcon (boost evasiveness, boost accuracy of all attacks, enable Aqua Spiral), Aqua Spiral (50, confuse for 3; 1 use)
#1570. Tomahawk Data; Based on Tomahawk Cross Rockman.EXE; FE: 20; Element: Jungle; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, immune to status ailments; Attacks: Cyber Attack (30), Tomahawk Swing (30), Tomahawk Air Raid (20, add. 10 next turn), Eagle Dash (20, piercing), Eagle Tomahawk (charge, then 50), Tomahawk Falcon (boost evasiveness, boost accuracy of all attacks, enable Wing Boomerang), Wing Boomerang (50, poison; 1 use)
#1571. Tengu Data; Based on Tengu Cross Rockman.EXE; FE: 10; Element: Air; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, immune to Earth attacks; Attacks: Cyber Attack (30), Tengu Racket (20, opponent cannot use close-range attacks next turn), Tengu Glider (30), Float Shoes (recover from status ailments), Tengu Nose (20, piercing), Tengu Vacuum (increase accuracy of next attack, remove foe’s defensive buffs), Tengu Falcon (boost evasiveness, boost accuracy of all attacks, enable Tengu Storm), Tengu Storm (50, lower opponent’s attack power by 10; 1 use)
#1572. Drill Data; Based on Ground Cross Rockman.EXE; FE: 10; Element: Steel; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, attacks have a 50% chance of causing an extra 15 Stone damage; Attacks: Cyber Attack (30), Drill Arm (30), Drill Falcon (boost evasiveness, boost accuracy of all attacks, enable Drill Drive), Drill Drive (50, piercing; 1 use)
#1573. Crush Data; Based on Dust Cross Rockman.EXE; FE: 10; Element: Steel; Effect: Integrate Data: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host’s effect, enemy summoned units with 20 FE or less can be instantly destroyed; Attacks: Cyber Attack (30), Scrap Reborn (20, enhanced accuracy), Dust Break (30), Crush Falcon (boost evasiveness, boost accuracy of all attacks, enable Dust Shooting), Dust Shooting (50, hits all; 1 use)
#1574. Chandelure; Based on the Pokemon of the same name; FE: 150; Element: Fire; Effect: Flash Fire: When hit with a Fire attack, take no damage and power up; Attacks: Will-O-Wisp (burn all), Flamethrower (40), Shadow Ball (35), Psychic (35)
#1575. Golurk; Based on the Pokemon of the same name; FE: 170; Element: Earth; Effect: Broken Seal: When this Spirit has 70 FE or less, you may remove it from battle to deal fixed damage equal to its current FE; Attacks: Shadow Punch (30, Sanok), Ice Punch (25, freeze), Earthquake (40), Hammer Arm (50, ignores resistance, you lose 10 atk and def each use)
#1576. Cosmic Gauntlet; Based on Billy's gauntlet from Adventure Time; FE: 10; Element: Steel; Effect: Legendary Fingers: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and Elements, use the host's effect, immune to mind control, not weak to Shadow; Attacks: Punch (20), Light Beam (30), Fist of Light (50; roll a die, if 1 you lose 10 FE, the effects of Legendary Fingers, and all attacks of Cosmic Gauntlet; on second use, rolling either a 1 or a 2 will have the same results, and etc), Legacy of a Great Hero (only if you are Level 9 or higher; remove all weaknesses, use Fist of Light without die roll, boost defense and speed by 10; lasts for 3 turns, upon expiration you lose 10 FE, the effects of Legendary Fingers, and all attacks of Cosmic Gauntler; 1 use)
#1577. Scrafty; Based on the Pokemon of the same name; FE: 170; Element: Shadow; Effect: Moxie: When this Spirit defeats another Spirit, power up; Attacks: Brick Break (20, pierce), Crunch (30), Poison Jab (20, poison), Dragon Tail (30, opponent must switch Spirits; 1 use)
#1578. Cobalion; Based on the Pokemon of the same name; FE: 170; Element: Steel; Effect: Musketeer of the Shield: When near Terrakion, Virizion, or Keldeo, you both/all get a defense boost. When hit by a Shadow attack, your attack power goes up by 5; Attacks: Quick Attack (10, Sanok), Slash (30), Metal Burst (dmg=1.5x [dmg you received last turn]; 2 uses), Sacred Sword (30, unaffected by reductions to your attack power or boosts to the target's defense)
#1579. Terrakion; Based on the Pokemon of the same name; FE: 170; Element: Stone; Effect: Musketeer of the Sword: When near Cobalion, Virizion, or Keldeo, you both/all get an attack power boost. When hit by a Shadow attack, your attack power goes up by 5; Attacks: Quick Attack (10, Sanok), Slash (30), Stone Edge (40), Sacred Sword (30, unaffected by reductions to your attack power or boosts to the target's defense)
#1580. Virizion; Based on the Pokemon of the same name; FE: 170; Element: Jungle; Effect: Musketeer of the Enchanted Shield: When near Coblaion, Terrakion, or Keldeo, you both/all become immune to stats ailments. When hit by a Shadow attack, your attack power goes up by 5; Attacks: Quick Attack (10, Sanok), Slash (30), Leaf Blade (40), Sacred Sword (30, unaffected ny reductions to your attack power or boosts to the target's defense)
#1581. Keldeo; Based on the Pokemon of the same name; FE: 150; Element: Water; Effect: Musketeer of the Enchanted Sword: When near Cobalion, Terrakion, or Virizion, you both/all cause status ailments with every attack. When hit by a Shadow attack, your attack power goes up by 5; Attacks: Aqua Jet (10, Sanok), Slash (30), Hydro Pump (40), Sacred Sword (30, unaffected by reductions to your attack power or boosts to the target's defense), Secret Sword (50, can only be used if you own or are near Cobalion, Terrakion, and Virizion; 1 use)
#1582. Exo-Chandelure; Based loosely on the Pokémon Chandelure; FE: 150; Element: Fire/Shadow; Effect: Dark Light: All foes are permanently blind. If they are immune to blind, they have low accuracy (even if they are immune to stat changes). If you are hit by a Water or Light attack, this effect is disabled for 3 turns; Attacks: Flamethrower (45), Will-O-Wisp (burn all), Astral Incineration (20; if a Spirit is defeated by this move, it cannot be revived or continue after its FE hits 0; once this effect takes place, Astral Incineration can no longer be used), Shadow Ball (35), Soul Shift (defense; 4 uses), Lure (opponent decides whether or not they fall for the lure; if they do, they usually take a fixed 30 damage, though after a number of uses you must make yourself vulnerable to attack if the foe falls for the lure; the number of times you can use the standard lure before needing to make yourself vulnerable is determined by rolling a die at the beginning of battle), Hypnosis (put to sleep for 3)
#1583. Mu Survivor; Based on Burai from Ryusei no Rockman 3; FE: 180; Element: Steel/Shadow; Effect: Lonely Rejection: Attacks targeting Mu Survivor have any and all accuracy modifiers negated, there is a 25% chance that Denpa Barrier will automatically activate when you are attacked, when you are on cooldown these effects are negated; Attacks: Burai Knuckle (flip 4 coins; 10x tails), Burai Arts (40; if blocked deal 10 piercing damage), Power Punch (25), Burai Sword (40, cannot be dodged), Burai Break (50, may pierce, 3 turn recharge), Spin Blade (30, hits all), Denpa Barrier (defense), Survive (continue fighting for 3 turns after your FE hits 0), Level Z (boost speed, raise chance of Denpa Barrier auto-activation to 30%), Mu Metal (power up by 5 and make all attacks piercing), Survivor's Vengeance (only after using Level Z and Mu Metal; 70, backlash half, cooldown for 1 turn, if you are using Survive you must de-fuse; 1 use)
#1584. Exo-Nuurakh Metru Barrier; Original design; FE: 180; Element: Steel; Effect: Exo-Link: If you possess another Spirit with the Exo-Link ability, you can remove it from battle to gain all of its attacks and 10 FE. You may not use the same Spirit twice; Attacks: Barrier (block), Protosteel Barrier (Cushion Jelly-level block; 3 uses), Mirror Barrier (reflect; 3 turn recharge shared with Drain Barrier), Drain Barrier (absorb; 3 turn recharge shared with Mirror Barrier), Barrier Extend (all barrier techniques extend to allies for 5 turns), Barrier Magnet (all foes must target you for 5 turns), Reflect Fist (only after Exo-Linking with Metru Brawler; dmg=amount of FE you have lost during this battle; 2 uses), Barrier Body (only after Exo-Linking with Metru Technician; you can now use Technician’s stat-boosting techniques on yourself), Reinforce Barrier (only after Exo-Linking with Metru Scout; from now on, whenever you block an attack, any status ailments or stat reductions that attack would have caused will be afflicted on the attacker), Blood Shield (only after Exo-Linking with Metru Berserker; from now on, whenever you give up FE to use Broadsword’s additional effects, the amount of damage you take will be subtracted from the damage you receive from the enemy’s next attack), Element Barrier (only after Exo-Linking with Metru Mage; pick any Element; you will absorb all attacks of this Element for 5 turns)
#1585. Exo-Zadakh Metru Brawler; Original design; FE: 180; Element: Steel; Effect: Exo-Link: If you possess another Spirit with the Exo-Link ability, you can remove it from battle to gain all of its attacks and 10 FE. You may not use the same Spirit twice. When attacked there is a 25% chance that you will Sidestep automatically, this effect transfers if used in an Exo-Link; Attacks: Power Punch (30), Quadro Stomp (flip 4 coins; 15x tails), Dash Punch (25, Sanok level accuracy), Shockwave (25, hits all), Sidestep (dodge), Dimension Leap (Calix level dodge; 3 uses), Reflect Fist (only after Exo-Linking with Metru Barrier; dmg=amount of FE you have lost during this battle; 2 uses), Siphon Punch (only after Exo-Linking with Metru Technician; 30, heal 30), Final Straw (only after Exo-Linking with Metru Scout; dmg=[total # of status ailments and stat reductions the target is currently suffering from] x 10), Suffering Sword (only after Exo-Linking with Metru Berserker; from now on, whenever you give up FE to use Broadsword’s additional effects, the amount of damage you take also gets added to the damage Broadsword does), Refined Focus (only after Exo-Linking with Metru Mage; choose the Element of your next use of Nui Magic)
#1586. Exo-Rorzakh Metru Technician; Original design; FE: 180; Element: Steel; Effect: Exo-Link: If you possess another Spirit with the Exo-Link ability, you can remove it from battle to gain all of its attacks and 10 FE. You may not use the same Spirit twice; Attacks: Repair (heal 40, self or ally), Quick Repair (heal 20 to self and allies), Reboot (heal self and allies of status ailments and stat reductions), Maximize Weapons (boot ally’s attack power, one use per target), Maximize Armor (boost ally’s defense, one use per target), Maximize Agility (boost ally’s speed, one use per target), Technician’s Tools (20), Barrier Body (only after Exo-Linking with Metru Barrier; you can now use Technician’s stat-boosting techniques on yourself), Siphon Punch (only after Exo-Linking with Metru Brawler; 30, heal 30), Fate Transfer (only after Exo-Linking with Metru Scout; take all of the opponent’s positive effects for your own, give the opponent all of your negative effects), Perfect Blade (only after Exo-Linking with Metru Berserker; the next time you use Broadsword, apply every additional effect without giving up any FE; 2 uses), Element Shift (only after Exo-Linking with Metru Mage; change the Element of this Spirit to any Element you choose; 2 uses)
#1587. Exo-Keerakh Metru Scout; Original design; FE: 180; Element: Steel; Effect: Exo-Link: If you possess another Spirit with the Exo-Link ability, you can remove it from battle to gain all of its attacks and 10 FE. You may not use the same Spirit twice; Attacks: Scout (next attack (either by you or an ally) does twice as much damage; 1 use), Poison Dagger (poison), Napalm Kanoka (burn), Dust Cloud (blind for 3), Dart Gun (put to sleep for 3), Hole in the Armor (paralyze for 3), Freeze Kanoka (freeze for 3), Blow to the Head (confuse for 3), Sabotage (silence for 3), Corrode Armor (lower target’s defense; 1 use), Corrode Weapon (lower target’s attack power; 1 use), Weighted Down (lower target’s speed; 1 use), Steal (take one of the opponent’s attacks; 1 use per Spirit, can only hold one stolen attack), Reinforce Barrier (only after Exo-Linking with Metru Barrier; from now on, whenever you block an attack, any status ailments or stat reductions that attack would have caused will be afflicted on the attacker), Final Straw (only after Exo-Linking with Metru Brawler; dmg=[total # of status ailments and stat reductions the target is currently suffering from] x 10), Fate Transfer (only after Exo-Linking with Metru Technician; take all of the opponent’s positive effects for your own, give the opponent all of your negative effects), Fatal Wound (only after Exo-Linking with Metru Berserker; instant kill, the Spirit defeated this way cannot continue or be revived; 1 use), Perfect Dispel (only after Exo-Linking with Metru Mage; opponent loses any and all positive effects and is unable to have any positive effects bestowed upon them for the remainder of battle; 2 uses)
#1588. Exo-Vorzakh Metru Berserker; Original design; FE: 180; Element: Steel; Effect: Exo-Link: If you possess another Spirit with the Exo-Link ability, you can remove it from battle to gain all of its attacks and 10 FE. You may not use the same Spirit twice; Attacks: Broadsword (50; this attack cannot be lost, you can give up 10 FE to make this attack piercing, Sanok-level, or overpower resistance (20 for double resistance), you can apply as many of these effects to a single attack as you want but each costs a separate 10 FE), Blood Shield (only after Exo-Linking with Metru Barrier; from now on, whenever you give up FE to use Broadsword’s additional effects, the amount of damage you take will be subtracted from the damage you receive from the enemy’s next attack), Suffering Sword (only after Exo-Linking with Metru Brawler; from now on, whenever you give up FE to use Broadsword’s additional effects, the amount of damage you take also gets added to the damage Broadsword does), Perfect Blade (only after Exo-Linking with Metru Technician; the next time you use Broadsword, apply every additional effect without giving up any FE; 2 uses), Fatal Wound (only after Exo-Linking with Metru Scout; instant kill, the Spirit defeated this way cannot continue or be revived; 1 use), Spellblade (only after Exo-Linking with Metru Mage; give up 10 FE to change the Element of Broadsword, new Element is retained until this technique is used again)
#1589. Exo-Bordakh Metru Mage; Original design; FE: 180; Element: Steel; Effect: Exo-Link: If you possess another Spirit with the Exo-Link ability, you can remove it from battle to gain all of its attacks and 10 FE. You may not use the same Spirit twice. If the opponent tries to seal either Spelldisk or Nui Magic, they may choose one Element and you may no longer use that Element for Spelldisk or Nui Magic (this effect transfers if used in an Exo-Link); Attacks: Staff (10, paralyze), Spelldisk (30, can be any Element you choose), Nui Magic (50, switches to a random Element with every use), Element Barrier (only after Exo-Linking with Metru Barrier; pick any Element; you will absorb all attacks of this Element for 5 turns), Refined Focus (only after Exo-Linking with Metru Brawler; choose the Element of your next use of Nui Magic), Element Shift (only after Exo-Linking with Metru Technician; change the Element of this Spirit to any Element you choose; 2 uses), Perfect Dispel (only after Exo-Linking with Metru Scout; opponent loses any and all positive effects and is unable to have any positive effects bestowed upon them for the remainder of battle; 2 uses), Spellblade (only after Exo-Linking with Metru Berserker; give up 10 FE to change the Element of Broadsword, new Element is retained until this technique is used again)
#1590. Wood Golem; Based on the Disgaea character class of the same name; FE: 170; Element: Jungle; Effect: Photosynthesis: Heal 30 FE at the beginning of every turn; Attacks: Wood Punch (15), Land Break (20, lower target’s defense (once per target)), Angry Tree (paralyze; if successful, 40 damage next turn), Rush Hour (30, does more damage if you have summoned units on the field), Nature’s Wrath (30, piercing, 3 turn recharge), Magichange (remove Wood Golem from battle to give your next Spirit its effect, all your attacks (except Magichange), and access to the following moves; 1 use), Morphing Blow (40), Summon Giant (charge, then 50)
#1591. Dame Breez; Based on the Hero Factory character Breez as she appears in Brain Attack; FE: 170; Element: Air; Effect: Heroic Mind: Immune to mind control. This Spirit is classified as a Technic Descendant; Attacks: Saw Shield (10, piercing), Blade Staff (15, hits twice), Staff Slam (20, paralyze or confuse), Gale Arrow (25, extra accuracy), Holy Arrow (30), Fujita Dance (35), Shield (block), Vanquish Parasite (remove any and all Parasite-type Spirits the foe is currently using from battle; 1 use)
#1592. Lieutenant Rocka; Based on the Hero Factory character Rocka as he appears in Brain Attack; FE: 170; Element: Jungle; Effect: Heroic Mind: Immune to mind control. This Spirit is classified as a Technic Descendant; Attacks: Shield Blades (10, piercing), Slash (15, poison), Leaf Vortex (20), Rising Thorns (25), Plasma Wave (30), Jungle Kingdom (35), Shield (block), Vanquish Parasite (remove any and all Parasite-type Spirits the foe is currently using from battle; 1 use)
#1593. Captain Bulk; Based on the Hero Factory character Bulk as he appears in Brain Attack; FE: 170; Element: Steel; Effect: Heroic Mind: Immune to mind control. This Spirit is classified as a Technic Descendant; Attacks: Shield Bash (10, paralyze for 2), Laser Drill (15, piercing), Headbutt (20, confuse), Missile (25), Body Slam (30), Dynasty Drill (35), Shield (block), Vanquish Parasite (remove any and all Parasite-type Spirits the foe is currently using from battle; 1 use)
#1594. Furno XL; Based on the Hero Factory character of the same name; FE: 200; Element: Fire/Light; Effect: Royal Hero: Immune to mind control, no weakness, absorb Light. This Spirit is classified as a Technic Descendant; Attacks: Shoulder Mace (10; if blocked, breaks shield for 5), Burning Shield Edge (15, burn), Slash (20, piercing), Fireball Spit (25), Light Beam (30), Flame Sword (35), Knight’s Fury (40), Royal Blade (45), Monarch Meteor (50), Shield (block), Vanquish Parasite (remove any and all Parasite-type Spirits the foe is currently using from battle; 1 use), Royal Blaze (atk +15 for 3, immune to Ice and Water for duration, cooldown for 3 afterwards; 1 use)
#1595. Ogrum; Based on the Hero Factory character of the same name; FE: 160; Element: Jungle; Effect: Technic Descendant: Attacks do -10 damage to Bionicle, Technic Ancestor, and Technic Brother Spirits; Attacks: Vine Fingers (10, poison), Flail (15, may disable shield for 3), Ogre Punch (20), Vine Flail (25), Root Claws (regen 20/turn for the next two turns; you must then wait at least four turns before using this attack again), Brain Toss (mind control for 3; 1 use per target), Remove Brain (remove this Spirit from battle to turn it into a Parasite Spirit for your next Orb; keep all Elements and attacks of both Spirits (except Remove Brain), add 10 FE to the host’s FE and integrate Technic Descendant into its effect), Thorn Gale (40; can only be used after using Remove Brain to combine with Dame Breez, can be Air or Jungle, 1 use)
#1596. Scarox; Based on the Hero Factory character of the same name; FE: 160; Element: Jungle; Effect: Technic Descendant: Attacks do -1 damage to Bionicle, Technic Ancestor, and Technic Brother Spirits; Attacks: Fangs (10, piercing), Claws (15, may hit twice), Shoulder Claw Bash (20), Poison Claw (25), Poison Saliva (next use of Fangs causes poison, this poison effect cannot be removed), Brain Toss (mind control for 3; 1 use per target), Remove Brain (remove this Spirit from battle to turn it into a Parasite Spirit for your next Orb; keep all Elements and attacks of both Spirits (except Remove Brain), add 10 FE to the host’s FE and integrate Technic Descendant into its effect), Jungle Web (50; can only be used after using Remove Brain to combine with Lieutenant Rocka, 1 use)
#1597. Bruizer; Based on the Hero Factory character of the same name; FE: 160; Element: Stone; Effect: Technic Descendant: Attacks do -10 damage to Bionicle, Technic Ancestor, and Technic Brother Spirits; Attacks: Dagger (10, paralyze), Power Punch (15), Body Slam (20), Rockslide Fist (25), Stone Body (block), Brain Toss (mind control for 3; 1 use per target), Remove Brain (remove this Spirit from battle to turn it into a Parasite Spirit for your next Orb; keep all Elements and attacks of both Spirits (except Remove Brain), add 10 FE to the host’s FE and integrate Technic Descendant into its effect), Chasm Drill (40; only after using Remove Brain to combine with Captain Bulk, can be Steel or Stone, 1 use)
#1598. Pyrox; Based on the Hero Factory character of the same name; FE: 160; Element: Fire; Effect: Technic Descendant: Attacks do -10 damage to Bionicle, Technic Ancestor, and Technic Brother Spirits; Attacks: Fire Claw (10, burn), Flame Staff (15, extra accuracy), Horn (20), Bull Charge (25), Lava Armor (block), Brain Toss (mind control for 3; 1 use per target), Remove Brain (remove this Spirit from battle to turn it into a Parasite Spirit for your next Orb; keep all Elements and attacks of both Spirits (except Remove Brain), add 10 FE to the host’s FE and integrate Technic Descendant into its effect), Minotaur’s Inferno (70; can only be used after using Remove Brain to combine with Furno XL, backlash half, 1 use)
#1599. Four-Winged Hawk; Credit to Wraith; FE: 65; Element: Air/Dragon; Effect: Take Flight!: Upon fusing with this Spirit, you receive a large speed boost for one turn only; Attacks: Wind Blast (30), Windstorm (20/turn for 5), Leaf Whirl (confuse for 3), Scream (30), Battle Cry (raise attack and accuracy; 1 use)
#1600. Delryevik; Based on the Dark Prince from Prince of Persia, Credit to Wraith; FE: 195; Element: Shadow/Steel; Effect: Time Distortion: Roll a die every turn. If the result is 1 or 4, you can take another turn. If the result is 2 or 5, the foe gets another turn. If the result if 3 or 6, nothing happens; Attacks: Shadow Blast (30), Shadow Ball (40), Shadow Shift (defense), Shadow Crasher (50), Shadow Bazooka (60; 4 turn recharge), Shadow Roukuougan (80, backlash half, cooldown 1; 1 use), Serpent Slasher (25, hits twice), Scorpion Impalement (30, 10/turn, reduce target's speed (once per target)), Thieving Chain (steal one of the target's attacks; 1 use)