Orbs 601-700
#601. Unit 02; Based on Evangelion Unit 02, Credit to Nk; FE: 200; Element: Rahaga/Steel; Effect: AT Field: Dmg taken reduced by 33%; Attacks: Positron Riffle (20), Positron Cannon (40), Progressive Knife (50; 50% paralyze), Berserk, Perfect Synch (atk +30), Rapid Fire (30)
#602. Darth Vader; Based on the infamous Star Wars character of the same name, Credit to CTK; FE: 200; Element: Rahaga/Shadow/Steel; Attacks: Lightsaber Slash (20), Force Lightning (50), Force Plague (15 per turn for 4), Force Healing (heal 40; 3 uses), Drain Knowledge (steal an attack from opponent; 1 use), Force Destruction (100; 20 to user, 2 uses), Drain Life (30, heal user by 30), Force Choke (10, paralyze)
#603. Optimus Flare; Based loosely on the Transformer Optimus Prime; FE: 160; Element: Fire/Steel; Attacks: Flare Cannon (20), Iron Punch (15), Body Slam (25), Fireball Spit (30), Semi-Slam (35), Inferno Shot (40), Flare Matrix (90, damages target and user), Flaresword (20, burn)
#604. Megafreeze; Based loosely on the Transformer Megatron; FE: 160; Element: Ice/Steel; Attacks: Hail Gun (20), Claw (15), Body Slam (25), Blizzard (30), Skydive (35), Deepfreeze Cannon (40), Ice-Cold Soul (90, damages user and target), Ice Flail (20, freeze)
#605. Spiriah; FE: 150; Element: Shadow/Air; Upgrades into Makuta Spiriah; Attacks: Rocket Claw (20), Sting (15), Skycannon (15), Shadow Leech (15, heal user, double dmg to Light), Phantoka (power up, Air attacks cause double dmg, take 1/2 dmg from Earth attacks; 1 use), In Hiding (defense), Jutlin (opponent loses 1 weapon/tool and related attack(s); 1 use), Wingblade (30), Glide (25), Panic (40)
#606. Makuta Spiriah; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE at the start of each turn; Attacks: Rocket Claw (20), Sting (15), Skycannon (15), Shadow Leech (15, heal user, double dmg to Light), Phantoka (power up, Air attacks cause double dmg, take 1/2 dmg from Earth attacks; 1 use), In Hiding (defense), Jutlin (opponent loses 1 weapon/tool and related attack(s); 1 use), Wingblade (30), Glide (25), Panic (40), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60), Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#607. Kira; Based on Lucy, Credit to Nk; FE: 200; Element: Psionics/Steel; Effect: Murderous Intent: When FE below 50%, atk +30; Attacks: Vector Punch (20), Vector Slice (30), Vector Smash (40), Slice in Two (40), Headbutt (20, paralyze), Decapitate (instantly defeated opponent with less than 60 FE; 2 uses), Vector Sweep (30, hits both in Tag Match), Mind Crush (10, inflict random effect), Vector Choke (10 for 3), Vector Grip (paralyze for 3, unable to use any of the above moves during that time), Vector Block (defense for 4, unable to use Vector attacks, Slice in Two, Decapitate, or Mind Crush. After 1 turn, regain Vector Punch, Vector Choke, and Mind Crush; after 2 turns, regain Vector Slice and Vector Sweep; after 4 turns regain the rest), Steel Smash (30), Intimidate (paralyze for 2), Dismember (opponent loses one attack; 1 use)
#608. 8-bit Biometal; Based on Rock Man Model a from Rockman ZX Advent; FE: 130; Element: Rahaga; Attacks: 8-bit Buster (20), 8-bit Slide (10, defense), Blast From the 8-bit Past (flip 8 coins; 10x tails; 1 use)
#609. Sword of Berserk; Based on the Thunder Berserk transformation in Ryuusei no Rockman 2; FE: 20; Element: Thunder; Effect: Tribe Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all elements, has host's effect, can use both Spirits' attacks, host's attacks are powered up. Cannot fuse with a Water or Earth Spirit; Attacks: Thunder Slash (20, paralyze), Thunderbolt Blade (flip 3 coins; 40x tails), Cyber Attack (50), EM Wave Pulse (10, confuse), Brother Band (gain an attack from another of your Orbs), Burai Berserk (change to a Shadow only type, lose Brother Band and/or any attack gained from it, power up, gain Burai Slash, using Thunderbolt Blade backlashes half the dmg done), Burai Slash (70; backlash 10; 2 uses)
#610. Shuriken of Shinobi; Based on the Green Shinobi transformation in Ryuusei no Rockman 2; FE: 20; Element: Earth; Effect: Tribe Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all elements, has host's effect, can use both Spirits' attacks, host's attacks are powered up. Cannot fuse with a Thunder or Fire Spirit; Attacks: Shinobi Shuriken (10, hits 3 times), Fuumashippuujin (flip 3 coins; 40x tails), Cyber Attack (50), EM Wave Pulse (10, confuse), Brother Band (gain an attack from another of your Orbs), Burai Shinobi (change to a Shadow only type, lose Brother Band and/or any attack gained from it, power up, gain Burai Slash, using Fuumashippuujin backlashes half the dmg done), Burai Slash (70; backlash 10; 2 uses)
#611. Fossil of Dinosaur; Based on the Fire Dinosaur transformation in Ryuusei no Rockman 2; FE: 20; Element: Fire; Effect: Tribe Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements, has host's effect, can use both Spirits' attacks, host's attacks are powered up. Cannot fuse with an Earth or Water Spirit; Attacks: Dino Cannon (20; in Tag Match, hits both), Genocide Blazer (50, burn), Cyber Attack (50), EM Wave Pulse (10, confuse), Brother Band (gain an attack from another of your Orbs), Burai Dinosaur (change to a Shadow only type, lose Brother Band and/or any attack gained from it, power up, gain Burai Slash, using Genocide Blazer backlashes half the dmg done), Burai Slash (70, backlash 10; 2 uses)
#612. Cybernetic Replica; Based on Neo Metal Sonic from Sonic Heroes; FE: 200; Element: Steel; Attacks: Thunder Destruction (100; 1 use), Evasion (increase dodge chance), Invention (35), Rage (70; 1 turn cooldown), Chaos Control (paralyze for 3), Ring Bomb (40), Inferno Cannon (60), Hammer Smash (30), Fly (defense), Line Cast (50; in Tag Match, hits both), Shuriken (flip 3 coins; 20x tails), Sting (20, poison), Sound Blast (50), ESP (confuse for 5), Data Copy (gain one of your opponent's attacks; 3 uses), Shapeshift (become another Spirit for 3 turns; limited to that form's attacks for the duration)
#613. Memory Rosary; Based on Senna from Bleach: Memories of Nobody; FE: 160; Element: Rahaga/Air; Effect: Contradicting Memories: When confused, atk +10; Attacks: Slash (20), Release (allow Tornado), Tornado (40), Leaf Whirl (confuse opponent), Disappearing Act (defense), Twilight Blast (30), High Places (recover from negative effects), The Blanks' Power (nullify opponent's effect, but lose all FE)
#614. Twilight Takanuva; FE: 200; Element: Rahaga; Attacks: Skycannon (15), Twilight Claw (15, defense-piercing), Lance (25), Twilight Ball (35), Twilight Blast (40), Twilight Trick (45), Twilight Spark (30), Twilight Pulse (55), Avokhii (25 to Light and Shadow types)
#615. Jeune Ange; Designed by me; FE: 200; Element: Water/Light; Effect: Heaven's Blessing: At the beginning of every turn, heal 20 and recover from negative effects; Attacks: Slice-Up (flip 4 coins; 10x tails), Pierce (30, defense-piercing), Curaga (heal 50), Ange Tsubasa (50), Ange Kosen (100; 1 use, backlash half the damage done), Tsunamic Blast (20), Water Ball (15), Flow (25), Flood (30), Tsunami (35), Boil (40, burn), Skipping Stone (40, paralyze), Hypothermia (40, freeze), Waterspout (40, confuse), Avokhii (25 to Shadow and Fire types), Light Blast (30), Holy Water (eliminates any Shadow attack your opponent may have, does 20 dmg for every Shadow attack eliminated)
#616. Straw Hat; Based on Monkey D. Luffy from One Piece; FE: 140; Element: Rahaga/Light; Effect: The Will of D.: When FE drops below 50, power up; Attacks: Gum-Gum Pistol (20), Gum-Gum Bazooka (charge, then 40), Gum-Gum Shield (defense), Gum-Gum Balloon (reflect attack), Gum-Gum Gattling (flip 4 coins; 10x tails), Gum-Gum Finger Net (paralyze), Gum-Gum Whip (30), Gum-Gum Storm (60, must recharge), Gum-Gum Fireworks (60, must recharge, hits both in Tag Matches), Gear (power up, allow Gear Second), Gear Second (power up, but you lose 20 FE at the start of every turn), Gear Third (choose one attack and double its atk power for one use; after using that attack, you lose 30 FE and are unable to attack for 3 turns; 1 use)
#617. Invincible; Based on the Marvel character Iron Man; FE: 140; Element: Steel/Air/Light; Attacks: Power Punch (20), Stabilizer Cannon (30), Chest Cannon (50, user is paralyzed), Flares (10, blind), Flight (defnese), Homing Darts (15, cannot be dodged), Invincible (invincible for 2 turns; 1 use)
#618. Mu Warrior; Based on Burai from Ryuusei no Rockman 2; Upgrades into Mu Survivor; FE: 160; Element: Shadow/Steel; Attacks: Burai Knuckle (flip 4 coins; 10x tails), Burai Burst (20), Burai Arts (40), Power Punch (15), EX Level (allow Burai Slash, Burai Sword, Burai Break, and Denpa Barrier), Burai Slash (30), Burai Sword (35), Burai Break (60; 1 turn cooldown; this attack cannot be used again for 4 turns), Denpa Barrier (defense), SX Level (power up, allow Dream Aura), Dream Aura (cannot be harmed by any attack weaker than 70 for 3 turns; 1 use)
#619. Aura Master; Based on the Pokemon Lucario, Credit to Neya; FE: 200; Element: Steel/Dragon; Effect: Aura: For every 5 dmg Aura Master is down from its maximum, Aura Master's attacks get +1 dmg; Attacks: Claw (25), Force Palm (20, paralyze), Double Team (20, defense), Extremespeed (sub-Calix-lvl defense), Drain Punch (35, heal self by dmg done), Dragon Pulse (45), Aura Sphere (40, Sanok-lvl accuracy), Aura Storm (70; 5 turn recharge), Aura Vision (see an opponent's attack 1 turn ahead of time), Wielder of Aura (100; 1 use; absolutely nothing can stop this, does full damage to Steel types, is always effective, cannot be dodged or blocked; 3 turns after this attack is used, Aura Master must de-fuse or be exchanged)
#620. Zul; Based on Sul from Oban Star Racers, Credit to Zev; FE: 100; Element: Light; Effect: Psy-Boost: Activate this effect like an attack. Take away from your attack power to increase your FE and vice-versa. Cannot be used mor ethan 5 times in the same battle; Attacks: Psy-Blast (45, confuse), Diamond Wave (20, hits 5 times), Diamond Cannon (charge, 65; paralyzes user), Safeguard (prevents any status effect), Protect (negates one attack; cannot be used twice in a row)
#621. O; Based on O from Oban Star Racers, Credit to Zev; FE: 150; Element: Light; Effect: Polymorph: Activate this effect like an attack. Change to Battle Mode, getting more attacks; Attacks: Psy-Blast (45, confuse), Rage Beam (charge, 55), (following attacks can only be used in Battle Mode), Bullet Arm (50, burn), Warstomp (50, paralyze), Meteor Mash (60), Body Slam (65; 15 to user)
#622. Sonic; Based on the Sega mascot of the same name, Credit to Neya; FE: 180; Element: Air/Steel/Rahaga/Light; Upgrades into Super Sonic; Attacks: Spin Dash (30, confuse), Homing Attack (25, Sanok-level accuracy), Spin Charge (powers up Spin Dash), Rail Grind (defense), Rail Sparker (35, Rail Grind must be used in the previous turn for this attack to be available), Omochao Frenzy (50, 5 turn recharge), Chaos Emerald (20, for every Level Sonic gains up to Level 7, this attack does 5 more dmg), Live 'n' Learn (copy one attack from your opponent; 1 use), Spring Jump (defense), Aerial Dive (35, Spring Jump must be used in the previous turn for this attack to be available), Ring Collect (heal 20), Let the Speed to Mend It (30, defense), Gear Ride (defense, 30, enable Zero-G), Zero-G (take 1/4 dmg from Stone and Earth attacks, enables Meteor Smash, extends to allies in Tag Match), Meteor Smash (60, negate the effects of Zero-G, heal 10), Speed Break (defense, 50, recharge 3 turns, requires Pearl Collect), Pearl Collect (heal 10, needed to recharge Speed Break and Time Break), Time Break (defense, enhanced dodge chance and Sanok-level accuracy for the next two turns, decreased dodge chance and highly lowered accuracy for your opponent during that time, Speed Break cannot be used during its effect, recharge 3, requires Pearl Collect), Master Emerald (10, at Level 10 and higher this attack does 60), Endless Possibilities (10, induce a random status effect), Quick Step (enhanced dodge), Speed Drift (next turn combo your previous attack with another), Speed Boost (enhanced evasion, next attack does +10 Steel dmg, requires Ring Collect)
#623. Super Sonic; Based on the Sega character of the same name, Credit to Neya; FE: 200; Element: Air/Steel/Rahaga/Light; Upgrades into Hyper Sonic; Attacks: Spin Dash (35, confuse), Homing Attack (30, Sanok-level accuracy), Spin Charge (powers up Spin Dash), Rail Grind (defense), Rail Sparker (40, Rail Grind must be used in the previous turn for this attack to be available), Omochao Frenzy (55, 5 turn recharge), Chaos Emerald (25, for every Level Sonic gains up to Level 7, this attack does 5 more dmg), Live 'n' Learn (copy one attack from your opponent; 1 use), Spring Jump (defense), Aerial Dive (40, Spring Jump must be used in the previous turn for this attack to be available), Ring Collect (heal 20), Let the Speed to Mend It (35, defense), Gear Ride (defense, 35, enable Zero-G), Zero-G (take 1/4 dmg from Stone and Earth attacks, enables Meteor Smash, extends to allies in Tag Match), Meteor Smash (65, negate the effects of Zero-G, heal 10), Speed Break (defense, 55, recharge 3 turns, requires Pearl Collect), Pearl Collect (heal 10, needed to recharge Speed Break and Time Break), Time Break (defense, enhanced dodge chance and Sanok-level accuracy for the next two turns, decreased dodge chance and highly lowered accuracy for your opponent during that time, Speed Break cannot be used during its effect, recharge 3, requires Pearl Collect), Master Emerald (15, at Level 10 and higher this attack does 65), Endless Possibilities (15, induce a random status effect), Quick Step (enhanced dodge), Speed Drift (next turn combo your previous attack with another), Speed Boost (enhanced evasion, next attack does +10 Steel dmg, requires Ring Collect), Extremespeed (defense; super-Calix-level dodge), Fly (30; sub-Calix-level dodge), Chaos Control (80; 3 turns after this attack is used, Super Sonic must de-fuse or be exchanged)
#624. Hyper Sonic; Based on the Sega character of the same name, Credit to Neya; FE: 240; Element: Air/Steel/Rahaga/Light; Attacks: Spin Dash (40, confuse), Homing Attack (35, Sanok-level accuracy), Spin Charge (powers up Spin Dash), Rail Grind (defense), Rail Sparker (45, Rail Grind must be used in the previous turn for this attack to be available), Omochao Frenzy (60, 5 turn recharge), Chaos Emerald (30, for every Level Sonic gains up to Level 7, this attack does 5 more dmg), Live 'n' Learn (copy one attack from your opponent; 1 use), Spring Jump (defense), Aerial Dive (45, Spring Jump must be used in the previous turn for this attack to be available), Ring Collect (heal 20), Let the Speed to Mend It (40, defense), Gear Ride (defense, 40, enable Zero-G), Zero-G (take 1/4 dmg from Stone and Earth attacks, enables Meteor Smash, extends to allies in Tag Match), Meteor Smash (70, negate the effects of Zero-G, heal 10), Speed Break (defense, 60, recharge 3 turns, requires Pearl Collect), Pearl Collect (heal 10, needed to recharge Speed Break and Time Break), Time Break (defense, enhanced dodge chance and Sanok-level accuracy for the next two turns, decreased dodge chance and highly lowered accuracy for your opponent during that time, Speed Break cannot be used during its effect, recharge 3, requires Pearl Collect), Master Emerald (20, at Level 10 and higher this attack does 70), Endless Possibilities (20, induce a random status effect), Quick Step (enhanced dodge), Speed Drift (next turn combo your previous attack with another), Speed Boost (enhanced evasion, next attack does +10 Steel dmg, requires Ring Collect), Extremespeed (defense; super-Calix-level dodge), Fly (35; sub-Calix-level dodge), Master Control (80; 3 turns after this attack is used, Hyper Sonic must de-fuse or be exchanged), Chaotic Blast (60)
#625. Makuta Teridax; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attack, heal 20 FE at the beginning of every turn; Attacks: Kolhii Staff of Darkness (20), Kolhii Ball of Shadow (25), Shadow Blast (30), Darkness Storm (power up), Darken (15), Blackout (50), Kraakhan (25), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60), Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#626. Kung-Fu Panda; Based on Po from Kung-Fu Panda, Credit to Neya; FE: 200; Element: Dragon/Light/Earth; Effect: Nothing Else Added In: Kung-Fu Panda has no weaknesses or strengths defensivey, and is immune to degenerative damage, self-damage, losing/limiting his attacks, burns, paralysis, poisoning, confusion, freezing, stuns, mind control, sleep, and blinding; Attacks: Panda Punch (30), Belly Reflect (10, reflect physical attacks back at foe), Chopstick Launch (15, confuse), Noodle Bowl (10, heal 15), Pantry Raid (heal 40), Sit On (50), Rocket Cart Smash (60, recharge for 5 turns), Pan Swap (causes opponent to lose an attack; 1 use), Big Jump (defense), Dragon Warrior (power up, allow Scroll Bash, Scroll Reflect, Scroll View, Year of the Panda, and Woo-Shi Finger Hold), Scroll Bash (25), Scroll Reflect (reflect energy attacks), Scroll View (confuse, opponent cannot attack next turn), Year of the Panda (50, +5 for every Dragon Spirit the user currently possesses), Woo-Shi Finger Hold (paralyze, enable Pinky Pushdown; 1 use per 1 use of Dragon Warrior), Pinky Pushdown (instant kill, must be done right after Woo-Shi Finger Hold)
#627. Corvivos; Designed by Neya; FE: 160; Element: Dragon/Light/Shadow; Upgrades into Cuerveracios; Effect: Balance: Only weakness is Steel, only strength is Rahaga; Attacks: Draco Blaster (25), Light Riser (20), Dark Faller (20), Talisman (give Corvivos' Elemental Crest attack the element(s) of your opponent), Elemental Crest (15x the number of Elements used; this attack becomes the Element(s) of your opponent after the use of Talisman; remains that Element(s) until Talisman is used on a different Orb), Golden Wing (25), Onyx Wing (25), Dragon Spin (35), Moon Cutter (30), Morning Horn (10), Evening Horn (10), Draconic Ash Horn (15), Twilight Twinwhip (flip 2 coins; dmg = 15 times 2 to the power of the number of heads), Twayblade Slash (40)
#628. Cuerveracios; Designed by Neya; FE: 240; Element: Dragon/Thunder/Light/Shadow/Air; Effect: Balance: Only weakness is Ice, only strength is Stone; Attacks: Draco Wave (50), Light Ascender (40), Dark Descender (40), Spark Breath (flip 10 coins; 5x heads), Pure Eyebeam (30, Sanok-lvl accuracy if opponent is blind or confused), Corrupt Eyebeam (30, Sanok-lvl accuracy if opponent is poisoned or paralyzed), Crystal Enerbeam (40, freeze; if the opponent is burnt this has Sanok-lvl accuracy), Wind Enerbeam (40, put opponent to sleep; if opponent is frozen this has Sanok-lvl accurcy), Draconic Enerbeam (45, burn; if opponent is asleep this attack has Sanok-lvl accuracy), Solar Wing (45; 20% burn chance, 20% freeze chance), Void Wing (45; 20% blind chance, 20% paralyze chance), Thunder Wing (40, burn, paralyze), Wind Wing (40, freeze, poison), Dragon Wing (60; 60% chance of causing a random extra effect), Light Tackle (50), Shadow Tackle (50), Volt Tackle (55), Wind Tackle (55), Dragon Tackle (60), Wind Dive (35), Class 5 Hurricane (45), Gust Ripple (65; 10 to self), Moon Scimitar (50), Dawn Horn (25), Dusk Horn (25), Cyclone Horn (30), Amp Horn (30), Draconic Pheonix Horn (40, heal 40), Twilight Tetrawhip (flip 4 coins; dmg = 6 times 2 to the power of the number of heads), Twayblade Slash (80)
#629. Pantheon; Designed by Neya and based on his character from the BZPower RPG Tournament of Shadows; FE: 200; Element: Shadow/Light/Air/Steel; Effect: Dome of Vision: Can see all attacks coming; Attacks: ShadowSaber (40), Lightstone Blast (20), Lightstone Slash (30), Thunderang (flip 2 coins; 15x heads; if both attacks are successful, paralyze), Twilight Cannon (50), Shadow Kanohi Spinner Hau (50% chance of containing opponent in energy barrier, ranged attacks do double dmg within the barrier), Shadow Kanohi Spinner Kakama (attack twice the next two turns, recharge for 3 turns afterwards), Shadow Kanohi Spinner Pakari (atk +5; 3 uses), Shadow Kanohi Spinner Avsa (25, heal 25), Shadow Kanohi Spinner Matatu (control the opponent for 2 turns), Shadow Kanohi Spinner Kiril (heal 50, remove negative effects), Betray (15), Fast Jump (defense), Hexa-Stomp (36), Carve (15, enemy loses one attack on first use), Espionage (gain one of your opponent's attacks; 1 use), Laser Vision (50, burn, Sanok-lvl accuracy; 1 use), Shadow Pick (gain an attack from a Shadow Spirit), Power Blade Slash (40, does double damage to Dragon Orbs), Rollout (30, defense), Buzzsaw (40; 50 if the enemy has under 51 FE remaining)
#630. Tenshi San; Based on Sachiel the Third Angel from Neon Genesis Evangelion, Credit to Samuel; FE: 180; Element: Water/Light; Effect: S2 Engine: Dmg taken -50%, heal 15 every turn; Attacks: Cross Beam (30), Dismember (opponent loses one attack; 1 use), Restrain (opponent cannot move next turn, only attack the user can use is Selfdestruct), Selfdestruct (can only be used when FE is 50 or below; dmg = max FE - current FE)
#631. Tenshi Shi; Based on Shamshel the Fourth Angel from NGE, Credit to Samuel; FE: 200; Element: Light; Effect: S2 Engine: Dmg taken -50%, heal 10 FE every turn; Attacks: Energy Whip (20; 40% chance to do double dmg, 40% chance to do 15 extra dmg next turn, these chances cannot overlap), Energy Grab (opponent loses 1 Orb; 1 use)
#632. Tenshi Go; Based on Ramiel the Fifth Angel from NGE, Credit to Samuel; FE: 200; Element: Light/Thunder; Effect: S2 Engine: Dmg taken -50%, heal 10 FE every turn; Attacks: Particle Beam (50; this attack cannot be activated normally, but has a 50% of activating as a counterattack), Drill (30), AT Field (Cushion Jelly-lvl defense; this attack cannot be activated normally, but has a 70% chance to activate as a counterattack)
#633. Tenshi Shichi; Based on Israfel the Seventh Angel from NGE, Credit to Samuel; FE: 200; Element: Light; Effect: S2 Engine: Dmg taken -50%, heal 10 FE every turn; Attacks: Clawswipe (30), Energy Beam (10), Split (divides into two halves for the rest of battle, both halves have 100 FE each, user can attack twice per turn, both halves regenerate 30 FE every turn as long as the other half still has FE left, even if one half has 0 FE it will regenerate if the other half still has FE left, any attack that says it will hit both opponent in a Tag Match will hit both halves, both halves have the S2 Engine effect)
#634. Tenshi Ju; Based on Sahaquiel the Tenth Angel from NGE, Credit to Samuel; FE: 150; Element: Air/Light; Effect: Orbit: This Spirit cannot be attacked, but it loses 10 FE at the beginning of every turn; Attacks: Partial Bombardment (30; 10 to self), Full Bombardment (dmg = remaining FE, if FE is 50 or below dmg = double remaining FE, user loses all FE)
#635. Tenshi Ju-Shi; Based on Zeruel the Fourteenth Angel from NGE, Credit to Samuel; FE: 200; Element: Light; Effect: S2 Engine: Dmg taken -50%, heal 20 FE every turn; Attacks: Cross Beam (50), Decapitate (10, opponent loses 2 attacks; 1 use), Cutter Arms (30, hits twice), Angel of Strength (atk +30)
#636. Geass; Based on the power of Geass from Code Geass; FE: 10; Element: Psionics; Upgrades into Code; Effect: Wicked Eye: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements and attacks of both Spirits, use the host's effect; Attacks: Geass: Command (opponent will obey 1 command; cannot be used on the same Orb twice; cannot be used if you or the opponent is blind), Geass: Telepathy (dodge your opponent's next attack and counterattack with an attack that does 20 or less dmg), Geass: Seal (opponent loses 1 attack; 1 use; cannot be used if you or the target is blind), Geass: Time (paralyze opponent for 2 turns; affects both in Tag Match), Geass: Cancel (remove all effects, negative and positive, from your opponent(s) and, if in a Tag Match, your partner), Geass: Future (increase evasion and accuracy)
#637. Shichiko-Hoju; Based on Reverie Metherlance (Ren) from Elemental Gelade; FE: 20; Element: Air; Effect: Edel Raid: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements and attacks of both Spirits, use the host's effect; Attacks: Slash (20), Euros Loop (20, confuse, hits and affects both in Tag Match), Audos Sword (40), Armor of Wind (defense, 4 turns)
#638. Tahu Newva; FE: 180; Element: Fire/Water; Upgrades into Golden Tahu; Attacks: Ghost Blaster (paralyze for 3), Blade Spin (flip 3 coins; 10x tails), Fire Blast (25), Ground Burner (30), Fireball Spit (35), 5th Degree Burn (40), Mistika (power up, Water attacks have their dmg double, reduce opponent's evasion and accuracy; 1 use), Jet Tackle (40), Smokescreen (40), Hau Nuva (defense), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use)
#639. Bitil; FE: 150; Element: Shadow/Water; Upgrades into Makuta Bitil; Attacks: Slash (15), Ghost Blaster (control opponent for 3 turns), Mistika (power up, Water attacks have their damage doubled, reduce opponent's evasion and accuracy; 1 use), Dagger Throw (10, perfect accuracy), Fierce Warrior (next attack does double damage; 1 use, does half of the original damage to the user), Mohtrek (de-fuse now and re-fuse later; when you re-fuse, you are healed by half of the FE you had when you de-fused, and a clone with the amount of FE you had when you de-fused appears to aid you; initially has 1 use, but every time you defeat one of your opponent's Orbs you gain another use; if Bitil is lost between de-fusion and re-fusion, you cannot revive him to finish the technique), Spikes (flip 3 coins, 10x tails), Glide (25), Time's Army (40), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use)
#640. Onua Newva; FE; 180; Element: Earth/Water; Attacks: Shield (defense), Ghost Blaster (paralyze for 3), Siesmic Punch (25), Tunnel (30), Earth Maze (35, defense for 2), Mistika (power up, Water attacks doubled, opponent's accuracy and evasion are reduced; 1 use), Jet Tackle (40), Swamp Bomb (40), Pakari Nuva (power up), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use)
#641. Krika; FE: 150; Element: Water/Shadow; Upgrades into Makuta Krika; Attacks: Quadro-Stomp (15), Venom Fangs (10, poison), Ghost Blaster (control opponent for 3), Mistika (power up, Water attacks doubled, opponent's accuracy and evasion are reduced; 1 use), Intangible (defense), Crast (opponent cannot come near you for 2 turns), Heat Drain (30, heal self by 30), Skydive (25), Ghost of Misery (40), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use)
#642. Gorast; FE: 150; Element: Water/Shadow; Upgrades into Makuta Gorast; Attacks: Quadro-Claw (15), Wingblade (10, confuse), Ghost Blaster (control for 3), Mistika (power up, Water attacks doubled, opponent's accuracy and evasion are reduced; 1 use), Dismember (opponent loses one attack; 1 use), Felnas (opponent cannot attack for three turns), Stinger (30, heal self by 30), Glide (25), Berserk Warrior (40), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use)
#643. Gali Newva; FE: 180; Element: Water; Attacks: Ghost Blaster (paralyze for 3), Sniper Shot (15, defense), Water Ball (25), Flow (30), Stream Strike (35), Underwater Strike (40), Flood (25), Mistika (power up, water attacks double, opponent's accuracy and evasion are reduced; 1 use), Jet Tackle (40), Mist Crush (40), Kaukau Nuva (disrupts one attack), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use)
#644. Makuta Bitil; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE at the beginning of every turn; Attacks: Slash (15), Ghost Blaster (control opponent for 3 turns), Mistika (power up, Water attacks have their damage doubled, reduce opponent's evasion and accuracy; 1 use), Dagger Throw (10, perfect accuracy), Fierce Warrior (next attack does double damage; 1 use, does half of the original damage to the user), Mohtrek (de-fuse now and re-fuse later; when you re-fuse, you are healed by half of the FE you had when you de-fused, and a clone with the amount of FE you had when you de-fused appears to aid you; initially has 1 use, but every time you defeat one of your opponent's Orbs you gain another use; if Bitil is lost between de-fusion and re-fusion, you cannot revive him to finish the technique), Spikes (flip 3 coins, 10x tails), Glide (25), Time's Army (40), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60),Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#645. Makuta Krika; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE at the beginning of every turn; Attacks: Quadro-Stomp (15), Venom Fangs (10, poison), Ghost Blaster (control opponent for 3), Mistika (power up, Water attacks doubled, opponent's accuracy and evasion are reduced; 1 use), Crast (opponent cannot come near you for 2 turns), Heat Drain (30, heal self by 30), Skydive (25), Ghost of Misery (40), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60), Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#646. Makuta Gorast; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE at the beginning of every turn; Attacks: Quadro-Claw (15), Wingblade (10, confuse), Ghost Blaster (control for 3), Mistika (power up, Water attacks doubled, opponent's accuracy and evasion are reduced; 1 use), Dismember (opponent loses one attack; 1 use), Felnas (opponent cannot attack for three turns), Stinger (30, heal self by 30), Glide (25), Berserk Warrior (40), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60), Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#647. Miserix; FE: 200; Element: Shadow/Dragon; Upgrades into Makuta Miserix; Effect: Brotherhood Leader: Take half dmg (after applying weakness and resistance) from Makuta Spirits and their pre-upgraded forms; Attacks: Staff Twirl (20), Body Slam (35), Earthquake (30), Tail (25), Dragonbreath (40), Dragonslam (45), Shadow Arm (50), Federation of Fear (summon a Reformed Brutaka, Klakk, Lariska, Takadox, Vezon, Roodaka, or Carapar to aid you; only at Level 10; 1 use)
#648. Makuta Miserix; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE at the beginning of every turn; Attacks: Staff Twirl (20), Body Slam (35), Earthquake (30), Tail (25), Dragonbreath (40), Dragonslam (45), Shadow Arm (50), Federation of Fear (summon a Reformed Brutaka, Klakk, Lariska, Takadox, Vezon, Roodaka, or Carapar to aid you; only at Level 10; 1 use), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60),Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#649. Psychic Blade; Based on the Protoss Zealot from Starcraft, Credit to Neya; FE: 140; Element: Light/Rahaga; Upgrades into Cybernetic Blade or Psychic Guardian; Effect: Plasma Shielding: Psychic Blade regains 5 FE per turn; Attacks: Psi Slice (20), Psi Slash (30), Teleport (same as #380), Warp Change (25, super-Sanok-lvl accuracy (beats Calix-lvl dodge but not super-Calix-lvl dodge or Cushion Jelly-lvl defense); recharge for 3), Pure Zeal (power up; in Tag Matches, this extends to all other Protoss Spirits)
#650. Cybernetic Blade; Based somewhat loosely on the Protoss Dragoon from Starcraft and the upcoming Protoss Stalker from Starcraft 2, Credit to Neya; FE: 160; Element: Light/Steel/Rahaga; Upgrades into Cybernetic Paladin; Effect: Plasma Shielding: Heal 10 FE per turn; Attacks: Disruption Pulse (30), Singularity Change (power up by 10), Quadro-Stomp (35), Teleport (same as #380), Blink (30, super-Sanok-lvl accuracy, recharge for 2), Energy Pulse (50)
#651. Psychic Guardian; Based on Protoss High Templar from Starcraft, Credit to Neya; FE: 150; Element: Light/Rahaga/Thunder; Upgrades into Kaita Guardian; Effect: Plasma Shielding: Regains 15 FE every turn; Attacks: Psi Ball (15), Psi Bolt (25), Hallucination (creates 2 false clones with 75 FE each that disappear after 5 turns or if they are affected by a special condition; 1 use), Psi Blast (35), Psionic Storm (50, hits all foes in Tag Match), Khaydarin Amulet (heal 25, power up)
#652. Kaita Guardian; Based on Protoss Archon and Dark Archon from Starcraft and Starcraft: Brood War, Credit to Neya; FE: 200; Element: Light/Rahaga/Thunder; Effect: Pure Shielding: Regains 30 FE per turn; Attacks: Psi Whip (40), Psi Blaze (50), Psionic Thunder (60), Psionic Storm (75, does 25 splash damage to other foes in Tag Match), Mind Control (mind control for 5, does 80 self-damage, 1 use), Feedback (does the amount of damage Kaita Guardian has taken this battle divided by 2), Maelstrom (paralyze all non-Steel type foes for 2 turns), Pure Zeal (power up; in Tag Matches this extends to all other Protoss Spirits)
#653. Exo-Keelerak; Credit to Neya; FE: 170; Element: Air/Thunder; Upgrades into Ultra-Keelerak; Effect: Spiked Body: When a Weapon-type or meele attack is used against Exo-Keelerak, the attacker takes 20 Thunder damage; Attacks: Spark Breath (flip 10 coins; 5x heads), Poison Blade (10, +10 per tun), Vortex Cocoon (30, paralyze for 3), Holo Web (40, paralyze for 2), Green Charge (35), Acid Rhotuka (20, +5 per turn), Camo Dodge (defense for 2), Buzzsaw (50)
#654. Ultra-Keelerak; Credit to Neya; FE: 200; Element: Air/Thunder/Dragon; Effect: Matrix Armor: No weaknesses, when a Weapon-type or meele attack is used against Ultra-Keelerak the attacker takes 30 damage, heal 10 FE per turn; Attacks: Spark Kick (roll a 6-sided die. 1=5, 2=15, 3=25, 4=35, 5=45, 6=60), Vortextack (30, +10 per turn), Venom Spin (15, +15 per turn), Blade Fury (flip 1 coin and roll one 6-sided die. 1 and tails=1; 2, 3, or 4 with tails=10; 5 or 6 with tails or 1 with heads=20; 2 or 3 with heads=35; 4 or 5 with heads=50; 6 with heads=75), Acid Rhotuka (35, +5 per turn), Release Matrix (enable Matrix and Twayblade attacks, attack power of all damaging non-Matrix attacks grow by 10 and all degenerative non-Matrix attack effects go up by +5 per turn), Matrix Shield (Cushion Jelly-lvl defense, recharge for 5), Matrix Freeze (20, double to Steel types, freeze), Matrix Laser (55), Matrix Chains (45, +5 per turn), Matrix Hand (50, cause a random status effect), Matrix Rhotuka (20; if this attack connects, then Matrix attacks for the next four turns have Sanok-lvl accuracy), Matrix Lock (opponent loses all attacks that use Keyblades), Twayblade Slash (60), Twayblade Roundhouse (flip 5 coins; 20x tails), Twayblade Charge (50, burn), Twayblade Camoflage (defense, next attack has a +33% chance of paralysis),Twayblade Mimic (35, paralyze), Twayblade Hum (40, confuse), Twayblade Hibernation (20, heal 30, freeze), Twayblade Buzzsaw (60), Twayblade Matrix Slash (100; 1 use)
#655. Santoryu Master; Based on Roronoa Zoro from One Piece, Credit to Keizah; FE: 160; Element: Steel; Effect: Three Sword Style: Power up every third sword attack; Attacks: Slash (15), Treasured Blade (20, power up for 1 turn), Holy Blade (10, heal 10), Cursed Blade (35; 10 to self), Katana Tempest (30), Proto Block (defnese), Steel Cutter (charge, then 30, disable one enemy weapon, double to Steel types, only available at Level 4), Steel Cannon (damage done is equal to the damage Santoryu Master has taken during this battle, only available at Level 6)
#656. Reindeer Chopper; Based on Tony Tony Chopper from One Pice, Credit to Keizah; FE: 120; Element: Ice; Attacks: Snowball (10), Reindeer Tackle (15; 35 when Horn Point is active), Miracle Cure (heal 20, remove all status problems from all of your Orbs), Brain Point (charge this turn, power up the next; if Rumble Ball is active, disable one enemy attack), Walk Point (increase evasion; confuse if Rumble Ball is active), Heavy Point (enable Reindeer Punch and Snow Cannonball), Reindeer Punch (25), Snow Cannonball (35; 10 to self), Rumble Ball (power up for three turns; enable Jumping Point, Arm Point, Guard Point, and Horn Point; 1 use), Jumping Point (evade all physical attacks for one turn (unless it hits multiple enemies); power up next turn), Arm Point (enable Reindeer Rapidfire and Shield Breaker), Reindeer Rapidfire (roll a 6-sided die; dmg=result of roll times 5; confuse if the result is 1, 3 or 5), Shield Breaker (30, cannot be blocked), Guard Point (defense, enemy takes same damage they did to Reindeer Chopper last turn), Horn Point (power up Reindeer Tackle for two turns)
#657. Storm Navigator; Based on Nami from One Piece, Credit to Keizah; FE: 130; Element: Air; Effect: Sixth Sense: Dodge all Air-type moves; Attacks: Staff Twirl (15), Treasure Hunt (learn one enemy attack; 1 use), Hot Orb (5; 15 at Level 1), Cool Orb (5; 15 at Level 4), Lightning Orb (10; 20 at Level 7), Whirlirang (15, hits again next turn), Rain Dance (power up Water, Ice, Thunder, Shadow, and Air attacks; power down Fire, Light, and Stone attacks), Thunder Cloud (only available after all three "Orb" attacks have been used; summon a Storm Cloud with these attacks: Cloud Zapper (40, two turn cooldown for cloud), Cloud Barrier (defense)), Weather Clone (summon three clones, opponent may only attack three Navigators (both clones and Storm Navigator) per turn; only available at Level 9)
#658. Captain Clown; Based on the Buggy the Clown from One Piece, Credit to Keizah; FE: 135; Element: Shadow/Air; Effect: Patchwork Clown: If Captain Clown uses a move with "Chop Chop" in it's name, increase evasion; Attacks: Flying Daggers (flip 5 coins; 5x tails), Chop Chop Choker (stun, 25 next turn unless Captain Clown takes damage), Chop Chop Buzzsaw (15, hits again next turn), Chop Chop Harpoon (20), Chop Chop Festival (split up FE among any number of peices; each piece can only use Chop (15); you can deactivate Chop Chop Festival at any time, but damage done is maintained), Chop Chop Car (increase evasion)
#659. Heatfist; Based on Portgas D. Trace from One Piece, Credit to Keizah; FE: 150; Element: Fire; Effect: Will of D.: When FE drops below 50, power up; Attacks: Fire Blast (15), Heatfist (30, cannot be blocked, one turn cooldown), Fire Vortex (25, stun), Nap (recover 30 FE, sleep for one turn), Fire Mode (non-Water attacks pass through Heatfist, causes 10 dmg to opponent on physical contact, only available at Level 4), Armageddon Fist (50, two turn cooldown, only available at Level 7), Brotherhood of Whitebeard (30)
#660. DMW; Based on the Digital Mind Wave system from Crisis Core: Final Fantasy VII; FE: 10; Element: Psionics; Effect: In My Mind: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements and attacks, use the host's effect. However, after using one of DMW's techniques you cannot use another one for 6 turns; Attacks: Octaslash (flip 8 coins; 10x tails), Rush Assault (40; hits three times; in Tag Match, you can attack a different foe with each hit), Air Strike (40, hits both if Tag Match), Meteor Shots (30, hits both in Tag Match), Healing Wave (heal to full), Lucky Stars (perfect accuracy for next 3 turns),Apocalypse (50, hits both in Tag Match), Megaflare (60), Zantetsuken (instant-kill opponent with 40 FE or less), Rebirth Flame (20, hits both in Tag Match; grants user a Rehabilitate-like status)
#661. Exo-Armor; (A redesigned Exo-Toa, really); FE: 20; Element: Steel; Effect: Armor: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements and attacks*, use the host's effect. (*) Can use all of Exo-Armor's moves, the host cannot use any Fire, Stone, Earth, Ice, Air, or Water attacks, but the rest of the host's techniques are powered up; Attacks: Electro-Rocket (40), Exo-Punch (30, paralyze), Guard (defense for 2)
#662. Devil Ice; Credit to CTK; FE: 175; Element: Shadow/Ice/Rahaga; Upgrades into Shukun Oni Ice; Effect: Fury: For every 25 dmg taken, increase atk power by 10; Attacks: Hadouken (30), Shinku Hadouken (charge, then 50), Taunt (opponent's attack increases by 20, but their accuracy is reduced 75%; lasts three turns), Devil Claws (25, Sanok-lvl accuracy), Inversion Blast (opponent's next attack is reflected with twice the power; 1 use), Siphon Life (10 per turn, heals user by dmg done; lasts 4 turns), Hason (40, burn), Slash A (30), Slash B (50; can only be used after Slash A), Slash C (50; can only be used after Slash B; 10 for 3)
#663. Shukun Oni Ice; Credit to CTK; FE: 200; Element: Shadow/Ice/Rahaga; Effect: Rage of an Oni: For every 25 dmg taken, increase atk power by 20 (does not affect degenerative damage); Attacks: Hadouken (40), Shinku Hadouken (charge, then 60), Hason (50, burn), Demoralizing Roar (take -20 from next attack), Ravage (30; 10 for 5), Master Inversion Blast (opponent's next attack is reflected with twice the power and added to Shukun Oni Ice's list of attacks; 1 use), Death and Decay (25 for 5; can only be used once every 10 turns), Corrupted Healing (every time the opponent tries to heal from now on, they will take half the damage they were meant to be healed by), Ice Block (encases self in block of ice with 60 HP; the user is unable to act while the block of ice is in effect, but for every turn the block is in effect the user regains 20 FE), Slash A (30), Slash B (50; can only be used after Slash A), Slash C (50; can only be used after Slash B; 10 for 3), Death Slash (70; 20 for 5; can only be used after Slash C)
#664. Bomonga Hagah; FE: 160; Element: Earth; Effect: Kanohi Krusher: Immune to all Mask-type techniques; Attacks: Rhotuka (15), Seismic Spear (30), Guard (defense), Earthquake (20), Seismic Punch (15), Mask of Growth (power up, but you are more likely to be hit; you can deactivate this technique whenever you want and reactivate it later)
#665. Crimson Lotus; Based on the Guren Nishiki Knightmare Frame from Code Geass; FE: 130; Element: Steel; Upgrades into Aerial Lotus; Attacks: Claw (15), Knife (10), Radiation Surge (30)
#667. Aerial Lotus; Based on the Guren Kashoshiki Knightmare Frame from Code Geass; FE: 170; Element: Steel/Air; Upgrades into Eighth Lotus; Attacks: Claw (20), Knife (15), Radiation Surge (35), Radiation Cannon (30, burn), EMP Net (paralyze), Radiation Field (10, paralyze; hits and affects all enemies), Radiation Shield (blocks attacks that do 50 dmg or less), Fly (defense, enable Radiation Bomb for 2 turns), Radiation Bomb (50; 1 use), Radiation Tornado (25, confuse)
#668. Eighth Lotus; Based on the Guren Seiten Hakkyokushiki Knightmare Frame from Code Geass; FE: 200; Element: Steel/Air/Rahaga; Effect: Best Knightmare: No weaknesses, take half-damage from other Orbs based on Knightmare Frames (unless they also have the Best Knightmare effect); Attacks: Claw (25), Knife (20), Radiation Surge (40), Radiation Cannon (35, burn), EMP Net (paralyze for 2), Radiation Field (15, paralyze for 2; hits and affects all enemies), Radiation Shield (block all attacks that do 80 dmg or less), Wingblade (30), Fly (Calix-lvl dodge), Radiation Tornado (30, confuse), Rocket Arm Radiation Flare (45, Sanok-lvl accuracy, hits all enemies), Radiation Disk (25, hits twice), Radiation Blazer (90; backlash 30; 1 use), World End (automatically defeats Eighth Lotus, your opponent's current Orb, another of your Orbs, and another of your opponent's Orbs; in Tag Match, all 4 Orbs currently in use are defeated; 1 use)
#669. Lancelot; Based on the Lancelot Knightmare Frame from Code Geass; FE: 130; Element: Steel; Upgrades into White Grim Reaper; Attacks: Slash Harken (10, this attack has enhanced accuracy), Slash (15), Shield (defense), Rifle (20)
#670. White Grim Reaper; Based on the Lancelot Conquista Knightmare Frame from Code Geass; FE: 170; Element: Steel/Air; Upgrades into Albion; Attacks: Slash Harken (15, enhanced accuracy), Slash (20), Shield (defense, extends to allies), Rifle (25), Hadron Cannon (30), Fly (defense, allow F.L.E.I.J.A. for 2 turns), F.L.E.I.J.A. (50; 1 use), Blade Tornado (25, confuse)
#671. Albion; Based on the Lancelot Albion Knightmare Frame from Code Geass; FE: 200; Element: Steel/Air/Rahaga; Effect: Best Knightmare: No weaknesses, take half damage from other Orbs based on Knightmare Frames (unless they also have the Best Knightmare effect); Attacks: Slash Harken (20, enhanced accuracy), Slash (25), Shield (defense; extends in Tag Match), Rifle (30), Hadron Cannon (35), Fly (Calix-lvl dodge), Wingblade (30), Blade Tornado (30, confuse), Feather Shot (45, Sanok-lvl accuracy, hits all in Tag Match), Speed Slash (25, hits twice), Live On (90; backlash 30; 1 use), World End (automattically defeats Albion, your opponent's current Orb, another of your Orbs, and another of your opponent's Orbs; in a Tag Match, all 4 Orbs currently in use are defeated)
#672. Code; Based on the power referred to as the "Code" in Code Geass; FE: 10; Element: Psionics; Effect: Exchange: At the beginning of battle, fuse this Orb with another (but it cannot be merged with Geass, even through a chain). Add FE, keep all Elements and attacks*, and use the host's effect with the additions of being immune to all attacks of the Geass Orb and regenerating 30 FE per turn. *The host must give up one attack during the merging; Attacks: Memory Flash (paralyze), Geass (can only be used in a Tag Match; your partner can now use one of the attacks of the Geass Orb; 1 use)
#673. Empress Tuyet; Credit to Keizah; FE: 140; Element: Water/Shadow; Effect: Nui Stone: Gain FE and effects of all other Toa and ex-Toa in battle (except another Tuyet); Attacks: Betray (20), Tsunamic Blast (25), Black Rain (20, double to Light), Waterspout (45), Kanohi of Intangibility (15; flip a coin; heads=disrupt 2 attacks, tails=reflect one attack), Countdown (only if both you and your opponent have 60 FE or less; each turn that Tuyet is not defeated, your opponent takes 15 dmg and loses one Orb), Toa Empire (summon 2 Toa Orbs from your arsenal; if they are defeated you cannot use them in this battle), Re-Educate (take one of your opponent's Toa Orbs and summon it under your control), Final Judgement (charge, then 50; double dmg to Makuta and Dark Hunters)
#674. Tails; Based on the Sega character of the same name; FE: 150; Element: Water/Air/Steel; Effect: Spare Parts: For every three Steel techniques used, learn a new one for the duration of this battle; Attacks: Spin Dash (20, confuse), Spin Charge (power up Spin Dash), Dive (10), Glide (15, power up if used in succession), Spring Jump (defense), Tailspin (flip 4 coins; 10x tails), Lock On (reduce opponent's evasion), Homing Missile (30, hits both in Tag Match; can only be used after Lock On), Omochao Frenzy (50, recharge for 5), Ring Collect (heal 20), Power Beam (60; 4 turn cooldown)
#675. High-Speed Noise; Based on the Finalized Noise Change Black Ace form from Ryuusei no Rockman 3; FE: 20; Element: Rahaga; Effect: Noise Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements and attacks*, use host's effect. *Host's attacks are powered up, host's dodge moves become Calix-level, and evasiveness is boosted. On the first turn you cannot use any of High-Speed Noise's attacks, but starting on the second turn you begin to gain access to them one per turn in the order they are listed; Attacks: EM Wave Pulse (10, confuse), Brother Band, Cyber Attack (50), Air Shoes (take half damage form Earth attacks), Black End Galaxy (paralyze all foes first turn, second turn deal 50 dmg to all of them)
#676. Powered Noise; Based on the Finalized Noise Change Red Joker form from Ryuusei no Rockman 3; FE: 20; Element: Rahaga; Effect: Noise Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements and attacks*, use host's effect. *Host's attacks are powered up by 20. On the first turn you cannot use any of Powered Noise's attacks, but starting on the second turn you begin to gain access to them one per turn in the order they are listed; Attacks: EM Wave Pulse (10, confuse), Brother Band, Cyber Attack (50), Status Guard (recover from negative status effects), Red Gaia Eraser (charge, then 80 to all)
#677. Akamai Newva; Credit to Neya; FE: 200; Element: Fire/Stone/Earth; Effect: Valor Within the Rocks: Heal 15 when opponent uses an Earth technique; Attacks: Stone Stomp (30), Boulder Bomb (55), Magma Spit (40), Jet Tackle (45), Earth Labyrinth (40, defense for 3), Seismic Punch (55), Dual Ghost Blaster (10; paralyze for 4), Skycannon (15), Ground Burner (40), Shield Clobber (20), Copter Blade Spin (flip 8 coins; 10x tails), Fifth Degree Burn (55), Fireball Spit (45), Blade Spin (flip 4 coins; 20x heads), Adaptive Proto Block (Cushion Jelly-lvl defense), Fire Phantoka (power up, Fire attacks doubled, take half-damage from Air attacks; 1 use), Earth Mistika (power up, Earth attacks doubled, opponent's evasion and accuracy are reduced; 1 use), Rock Valor (power up, opponent loses 3 Air techniques or 1 technique of any kind; 1 use), Aki Nuva (atk+20, extends in Tag Match), Lava Trench (60), Mist Crush (30)
#678. Wairuha Newva; Credit to Neya; FE: 200; Element: Ice/Air/Water; Effect: Wisdom of the Wind: Heal 15 when opponent uses an Air technique; Attacks: Underwater Strike (55), Water Ball (30), Hypothermia (40), Jet Tackle (45), Vortextack (40; add. 10 per turn), Wind Blast (55), Dual Skycannon (35), Ghost Blaster (paralyze for 3), Waterspout (40), Blade Slice (20), Ice Lance (30), Fifth Degree Frostbite (55), Blizzard (45), Super Sniper Shot (20, sub-Calix-lvl defense), Adaptive Proto Block (Cushion Jelly-lvl defense), Wind Phantoka (power up, Air attacks doubled, take half-damage from Earth attacks; 1 use), Water Mistika (power up, Water attacks doubled, opponent's evasion and accuracy are reduced; 1 use), Ice Wisdom (power up, Ice attacks doubled, opponent loses 3 Fire techniqes or 1 technique of any kind; 1 use), Rua Nuva (heal 20, then heal 10 per turn; extends in Tag Match), Thunderstorm (60), Swamp Bomb (30)
#679. Light Bow Angel; Based on Pit from Kid Icarus, Credit to Neya; FE: 140; Element: Light/Air/Steel; Effect: 3 Sacred Treasures: Gains 15 FE and 5 atk for every 3 Ultima-Orbs you own; Attacks: Arrow (20), Gift of Light (heal 25), Fire Arrow (40; only at Level 2), Longbow (50; only at Level 3), Protective Crystals (45, defense; only at Level 4), Angel Ring (30), Wings of Pegasus (immune to Earth attacks, increase evasiveness; only at Level 3), Mirror Shield (reflect; 3 uses), Training (increase evasion and accuracy), Silver Armor (cut dmg taken by 2/5; only at Level 6), Light Arrows (80; 1 use; only at Level 9), Palutena's Army (100; 1 use; only at Level 12)
#680. Vultraz; FE: 130; Element: Shadow; Attacks: Shadow Blast (20), Betray (15), Acid Blade (opponent loses 1 attack; 1 use), Skyfighter (allow Shadow Midak and Whirlwind Manuever), Shadow Midak (30; can only be used every other turn), Whirlwind Manuever (defense), Brothers in Arms (20, double if paired against a Light type), Decibel Bomb (10, hits again next turn)
#681. Mazeka; FE: 130; Element: Ice/Light; Attacks: Freeze (15), Light Blast (20), Ancient Wisdom (power up), Swamp Strider (allow Turret Fire and Quadro-Block), Turret Fire (30; can only be used every other turn), Quadro-Block (defense), Brothers in Arms (20, double if paired against a Shadow type), Future Strength (same as #27)
#682. Lance Dragon; Based on the Dragoon Nobodies from Kingdom Hearts II; FE: 140; Element: Steel/Dragon/Air; Attacks: Stab (10), Wingblade (15), Jump (defense first turn, 30 second turn), Tornado (20), Lance Dance (25)
#683. Falco; Based on the Super Smash Bros. Melee character of the same name, Credit to Neb-X; FE: 170; Element: Air/Rahaga; Effect: Keen Eye: Atk+3; Attacks: Blaster (5), Falco Phantasm (15), Reflector (reflect attack at double strength; 2 uses), Firebird (25), Falco Punch (10; paralyze (twice for the same opponent)), Falco Spin (20), Landmaster (60; 2 uses)
#684. Fox; Based on the Super Smash Bros. Melee character of the same name, Credit to Neb-X; FE: 170; Element: Fire/Rahaga; Effect: Agile: Has greater speed than average; Attacks: Blaster (2), Fox Illusion (15), Reflector (reflect attack with double power; 3 uses), Firebird (25), Fox Punch (5; burn for 3 turns; 2 uses), Fox Smash (10; stun for 2; 2 uses), Fox Kick (20), Landmaster (allow Fire Bullets and Energy Beam), Fire Bullets (20; 2 uses), Energy Beam (50)
#685. Kualus Hagah; FE: 160; Element: Ice; Upgrades into Rahaga Kualus; Effect: Kanohi Krusher: Immune to Mask-type techniques; Attacks: Rhotuka (15), Sub-Zero Spear (30), Guard (defense), Ice Blast (20), Freeze (15, freeze), Mask of Rahi Control (summon a Rahi Spirit to aid you)
#686. Helryx; FE: 160; Element: Water/Light; Effect: First Toa: Immune to mind control, no weaknesses, take half damage from other Toa Spirits (before applying resistance); Attacks: Smash (10), Shield (defense), Light Blast (15), Water Ball (15), Tsunamic Blast (20), Flow (25), Tidal Wave (30), Will of the Order (50; can only be used once every three turns), Draft (summon 2 random Spirits to aid you; you cannot use this technique again until both Spirits are defeated or you use Disband), Disband (only after Draft; the Spirits you summoned to aid you are sent away), Fury (20), Destiny War (120; can only be used against Makuta Orbs and their pre-upgraded forms; hits both target and self; 1 use)
#687. Dragon Ice; Credit to CTK; FE: 170; Element: Ice/Dragon; Effect: Frost Aura: Take -5 dmg from opponent's attacks, and everytime an Ice-type attack is used heal 10 FE; Attacks: Rend (30; 10 for 2), Ice Bolt (30; opponent's atk-5 for 5 turns), Freeze (10; opponent's atk-5 for all Orbs; 1 use), Ice Breath (60; opponent atk-10; 2 uses), Ice Armor (decrease all dmg taken by 5; lasts for 3 turns), Death Chill (next attack does double dmg; 1 use), Chains of Ice (paralyze and opponent's atk-10 for 3 turns; 2 uses), Frozen Talons (40; 5 for 2)
#688. Millennium Earl; Based on the D. Gray-man character of the same name, Credit to CTK; FE: 200; Element: Shadow; Effect: Sadistic Gentlemen: If you defeat an Orb, you can restore its FE and destory a different Orb. This summons a Level 1 Akuma to the field (see below for stats); Attacks: Akuma Summon (summon a Level 1 Akuma; FE: 70, Attack: Bullet Flurry (20, hits all in Tag Match)), Akuma Level Up (sacrifice two Level 1 Akuma to summon a Level 2 Akuma; FE: 140, Attacks: Akuma Poison (20; 5 for 5), Shred and Tear (50), Tokudon (40, cause a random status effect)), Akuma Level Up 2 (sacrifice two Level 2 Akuma to summon a Level 3 Akuma; FE: 180; Attacks: Guard (absorb 50 dmg), Charge (40; 10 for 3), Slash (60)), Akuma Level Up 3 (sacrifice two Level 3 Akuma to summon a Level 4 Akuma; FE: 200; Attacks: Seishou (80), Sadistic Fury (power up for 1 turn; 1 use), Gaidoku (50; 20 for 3)), Lero Smash (20; must be used before any Earl's Blade attacks can be used), Earl's Blade (50; 5 for 5),Cheerful Demeanour (heal 30, opponent's next attack does 20 less dmg; 2 uses), Earl's Blade: Final Strike (100; 1 use; only when opponent has 50% or less FE), Earl's Blade: Akume Poison (30; 20 for 5), Dark Matter Blast (10; after 7 turns the opponent loses all FE; 1 use)
#689. Naraku; Credit to Nk; FE: 200; Element: Fire/Shadow; Effect: Lacerated Armor: When someone attacks Naraku, they have a chance of getting the Lacerated status, which stacks up to 5 times (from this effect); Attacks: Instant Murder (instant-kill; 1 use), Rend (5; causes the Lacerated status, which stacks up to 5 times (from this attack)), Execute (all Laceration effects are removed from the target; dmg = 10x total # of Lacerations), Persevere (all dmg taken -10, atk +15; lsts for 4 turns, unusable for 3 turns after that), Doom Blossom (in anywhere from 1-3 turns, roll a six-sided die; 1, 3, or 5 = 150 to user; 2, 4, or 6 = 150 to opponent; 1 use), Swipe (30), Flame Pillar (20), Incinerate (10; burn for 3), Doom Flare (50; unusable for 2 turns), Immolate (when attacked, the attacker takes 10 dmg; lasts three turns),Demise (40, may cause blind of silence; 1 turn cooldown), Blade Whirlwind (40), Doom Grip (20; opponent's dodge chance reduced 50% for 3 turns), Murderous Intent (become full Shadow type, absorb Shadow attacks, allow Instant Murder and Presence of Death), Presence of Death (summon a Hand of Death, Naraku heals 50 and returns to normal)
#690. Sonic Entity; Credit to Keizah; FE: 170; Element: Rahaga/Shadow; Effect: Sound Barrier: When attacked by a non-Air attack, trigger a Sonic Boom; Attacks: Sonic Boom (15), Dark Sound (20, may paralyze), Feedback (select one enemy attack each turn; this attack becomes a Rahaga version of that attack for this turn), Sonar (decrease enemy evasion), Overload (35, cannot be blocked, reflected, or dodged; not affected by resistance; 2 uses)
#691. Fire Entity; Credit to Keizah; FE: 160; Element: Fire/Shadow; Effect: Fire Body: Burn opponents on physical contact, absorb Fire attacks and power up by 5 when hit by one; Attacks: Fireball Spit (15), Dark Fire (20, may freeze), Hover (dmg from Earth and Stone attacks is halved), Jet Dash (15, increase evasion, power up if used in succession), Overheat (40, burn; 2 uses)
#692. Sphinx; Credit to Keizah; FE: 170; Element: Stone/Light; Attacks: Tomb Crush (20, decrease evasion), Quadro-Stomp (25), Pharaoh Eye (15, copy one technique), Fire Fang (10, burn), Tail Swipe (disable one weapon-based attack), Pyramid Shield (defense, 3-4 turns), Ancient Wisdom (power up)
#693. Ian; Based on the MÄR character of the same name, Credit to Keizah; FE: 150; Element: Steel/Shadow; Effect: Revenge: Attacks do double damage to Spirits associated with mutation; Attacks: Python Chain (15, cannot be dodged by Spirits with 130 or less FE), Claw Blade (20, double to Rahaga types), Octopus Chain (flip 5 (8 at Level 8) coins; 5x heads, recover one Steel attack that has been disabled), Moon Fall (5; hits 5 times, each hit can target a different opponent; no power ups apply), Death Chain (all fighters power down, and each turn they lose 30 FE and one technique), Crushing Weight (disable all healing and Light techniques), Peryunton (summon Peryunton, who has attacks: Demon Claw (40), Skydive (50), Core Burst (70, destroy Peryunton)), ÄRM Break (70; 1 use)
#694. Klakk, Credit to Neya; FE: 160; Element: Light/Dragon; Effect: Screech of Light: All Makuta pre-evolution Orbs excpet Miserix take +10 dmg, all Makuta Orbs except Makuta Miserix take +30 dmg, all Shadow Matoran except Vican become Light element; Attacks: Screech (50, double to Shadow types), Dragon Screech (65), Claw (20), Light Wing (30, double to Stone types), Soar (50), Federation of Fear (summon a Reformed Brutaka, Roodaka, Lariska, Vezon, Takadox, Miserix, or Carapar to aid you; only available at Level 10), Jet Tackle (40)
#695. Purified Vican; Credit to Neya; FE: 135; Element: Air; Attacks: Claw (15), Purify (50 to Shadow types, heal 25; 1 use), Air Blast (25), Prove (power up; 1 use)
#696. Cute Fossil; Based on Neya's concept pre-evolution of the Pokemon Anorith; FE: 160; Element: Stone/Air; Upgrades into Fossil Bug; Effect: Battle Armor: Strong against Air instead of weak; Attacks: Scratch (30), Harden (defense), Mud Sport (weaken Thunder attacks by 15), Water Gun (30), Metal Claw (40), Cut (40), Dig (30, defense), X-Scissor (50, only every other turn)
#697. Fossil Bug; Based on the Pokemon Anorith, Credit to Neya; FE: 180; Element: Stone/Air/Steel; Upgrades into Bug Dinosaur; Effect: Battle Armor: Strong against Air instead of weak; Attacks: Scratch (35), Harden (defense), Mud Sport (weaken Thunder attacks by 25), Water Gun (35), Metal Claw (45), Cut (45), Dig (35, defense), Ancientpower (50; atk +5 first use), Fury Cutter (20, +5 per use), Aerial Ace (25, Sanok-level accuracy), Rock Smash (40), Stealth Rock (when opponent switches Orbs, new Orb takes 10 dmg regardless of resistance but not weakness; do Parasite-type FE calculations before the dmg is done), Water Pulse (40, confuse), X-Scissor (60)
#698. Bug Dinosaur; Based on the Pokemon Armaldo, Credit to Neya; FE: 200; Element: Stone/Air/Steel/Dragon; Effect: Battle Armor: Strong against Air instead of weak; Attacks: Scratch (40), Harden (sub-Cushion Jelly-level defense), Mud Sport (weaken Thunder attacks by 35), Water Gun (40), Metal Claw (50), Cut (50), Dig (40, defense), Ancientpower (60, atk +5 first use), Fury Cutter (25, +5 every use), Aerial Ace (30, super-Sanok-level accuracy), Rock Smash (50), Stealth Rock (when opponent switches Orbs, new Orb takes 20 dmg regardless of resistance but not weakness; do Parasite-type FE calculations before the dmg is done), Water Pulse (45, confuse), Toxic (5 this turn, 6 next turn, 7 turn after that, etc; 1 use), Earthquake (60), Hyper Beam (80, 1 turn cooldown), Iron Tail (60), Sandstorm (10 per turn against non-Stone, Earth, and Steel types; double to Air types), Natural Gift (heal 25), Strength (60), Giga Impact (80, 1 turn cooldown; 1 use), X-Scissor (70, 1 turn cooldown; 1 use)
#699. Subspace Grunt Darkling; Based on the Primid from Super Smash Bros. Brawl, Credit to Neya; FE: 75; Element: Shadow/Rahaga; Attacks: Shadow Punch (25), Reform (30), Boomerang (20, hits both in Tag Match), Beam Sword (25), Metal (take half-dmg from next attack)
#700. Supspace Juggernaut Darkmech; Based on Galleom from Super Smash Bros. Brawl, Credit to Neya; FE: 190; Element: Shadow/Steel; Attacks: Quad Jump (15; 4 hits, paralyze), Spinning Slam (30), Puncheom (60), Twin Fist (32; 2 hits), Body Spin (65, confuse selft next turn), Tank Form (take half-dmg next turn can only use Missiles and Rush), Rush (50), Falling Tank (80; only right after Rush; 25% accuracy), Missiles (40), Roar (power up), Collapse (70; 20 self-dmg, cooldown 1 turn), Ultra-Jump (Calix-level dodge, can only use Omega Pound next turn, recharge 8 turns), Omega Pound (100, only right after Ultra-Jump, cooldown 1 turn, backlash half; 1 use), Subspace Self-Destruct (20, summon 5 Darklings, can only be used when Darkmech has less then 11 FE)
#602. Darth Vader; Based on the infamous Star Wars character of the same name, Credit to CTK; FE: 200; Element: Rahaga/Shadow/Steel; Attacks: Lightsaber Slash (20), Force Lightning (50), Force Plague (15 per turn for 4), Force Healing (heal 40; 3 uses), Drain Knowledge (steal an attack from opponent; 1 use), Force Destruction (100; 20 to user, 2 uses), Drain Life (30, heal user by 30), Force Choke (10, paralyze)
#603. Optimus Flare; Based loosely on the Transformer Optimus Prime; FE: 160; Element: Fire/Steel; Attacks: Flare Cannon (20), Iron Punch (15), Body Slam (25), Fireball Spit (30), Semi-Slam (35), Inferno Shot (40), Flare Matrix (90, damages target and user), Flaresword (20, burn)
#604. Megafreeze; Based loosely on the Transformer Megatron; FE: 160; Element: Ice/Steel; Attacks: Hail Gun (20), Claw (15), Body Slam (25), Blizzard (30), Skydive (35), Deepfreeze Cannon (40), Ice-Cold Soul (90, damages user and target), Ice Flail (20, freeze)
#605. Spiriah; FE: 150; Element: Shadow/Air; Upgrades into Makuta Spiriah; Attacks: Rocket Claw (20), Sting (15), Skycannon (15), Shadow Leech (15, heal user, double dmg to Light), Phantoka (power up, Air attacks cause double dmg, take 1/2 dmg from Earth attacks; 1 use), In Hiding (defense), Jutlin (opponent loses 1 weapon/tool and related attack(s); 1 use), Wingblade (30), Glide (25), Panic (40)
#606. Makuta Spiriah; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE at the start of each turn; Attacks: Rocket Claw (20), Sting (15), Skycannon (15), Shadow Leech (15, heal user, double dmg to Light), Phantoka (power up, Air attacks cause double dmg, take 1/2 dmg from Earth attacks; 1 use), In Hiding (defense), Jutlin (opponent loses 1 weapon/tool and related attack(s); 1 use), Wingblade (30), Glide (25), Panic (40), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60), Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#607. Kira; Based on Lucy, Credit to Nk; FE: 200; Element: Psionics/Steel; Effect: Murderous Intent: When FE below 50%, atk +30; Attacks: Vector Punch (20), Vector Slice (30), Vector Smash (40), Slice in Two (40), Headbutt (20, paralyze), Decapitate (instantly defeated opponent with less than 60 FE; 2 uses), Vector Sweep (30, hits both in Tag Match), Mind Crush (10, inflict random effect), Vector Choke (10 for 3), Vector Grip (paralyze for 3, unable to use any of the above moves during that time), Vector Block (defense for 4, unable to use Vector attacks, Slice in Two, Decapitate, or Mind Crush. After 1 turn, regain Vector Punch, Vector Choke, and Mind Crush; after 2 turns, regain Vector Slice and Vector Sweep; after 4 turns regain the rest), Steel Smash (30), Intimidate (paralyze for 2), Dismember (opponent loses one attack; 1 use)
#608. 8-bit Biometal; Based on Rock Man Model a from Rockman ZX Advent; FE: 130; Element: Rahaga; Attacks: 8-bit Buster (20), 8-bit Slide (10, defense), Blast From the 8-bit Past (flip 8 coins; 10x tails; 1 use)
#609. Sword of Berserk; Based on the Thunder Berserk transformation in Ryuusei no Rockman 2; FE: 20; Element: Thunder; Effect: Tribe Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all elements, has host's effect, can use both Spirits' attacks, host's attacks are powered up. Cannot fuse with a Water or Earth Spirit; Attacks: Thunder Slash (20, paralyze), Thunderbolt Blade (flip 3 coins; 40x tails), Cyber Attack (50), EM Wave Pulse (10, confuse), Brother Band (gain an attack from another of your Orbs), Burai Berserk (change to a Shadow only type, lose Brother Band and/or any attack gained from it, power up, gain Burai Slash, using Thunderbolt Blade backlashes half the dmg done), Burai Slash (70; backlash 10; 2 uses)
#610. Shuriken of Shinobi; Based on the Green Shinobi transformation in Ryuusei no Rockman 2; FE: 20; Element: Earth; Effect: Tribe Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all elements, has host's effect, can use both Spirits' attacks, host's attacks are powered up. Cannot fuse with a Thunder or Fire Spirit; Attacks: Shinobi Shuriken (10, hits 3 times), Fuumashippuujin (flip 3 coins; 40x tails), Cyber Attack (50), EM Wave Pulse (10, confuse), Brother Band (gain an attack from another of your Orbs), Burai Shinobi (change to a Shadow only type, lose Brother Band and/or any attack gained from it, power up, gain Burai Slash, using Fuumashippuujin backlashes half the dmg done), Burai Slash (70; backlash 10; 2 uses)
#611. Fossil of Dinosaur; Based on the Fire Dinosaur transformation in Ryuusei no Rockman 2; FE: 20; Element: Fire; Effect: Tribe Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements, has host's effect, can use both Spirits' attacks, host's attacks are powered up. Cannot fuse with an Earth or Water Spirit; Attacks: Dino Cannon (20; in Tag Match, hits both), Genocide Blazer (50, burn), Cyber Attack (50), EM Wave Pulse (10, confuse), Brother Band (gain an attack from another of your Orbs), Burai Dinosaur (change to a Shadow only type, lose Brother Band and/or any attack gained from it, power up, gain Burai Slash, using Genocide Blazer backlashes half the dmg done), Burai Slash (70, backlash 10; 2 uses)
#612. Cybernetic Replica; Based on Neo Metal Sonic from Sonic Heroes; FE: 200; Element: Steel; Attacks: Thunder Destruction (100; 1 use), Evasion (increase dodge chance), Invention (35), Rage (70; 1 turn cooldown), Chaos Control (paralyze for 3), Ring Bomb (40), Inferno Cannon (60), Hammer Smash (30), Fly (defense), Line Cast (50; in Tag Match, hits both), Shuriken (flip 3 coins; 20x tails), Sting (20, poison), Sound Blast (50), ESP (confuse for 5), Data Copy (gain one of your opponent's attacks; 3 uses), Shapeshift (become another Spirit for 3 turns; limited to that form's attacks for the duration)
#613. Memory Rosary; Based on Senna from Bleach: Memories of Nobody; FE: 160; Element: Rahaga/Air; Effect: Contradicting Memories: When confused, atk +10; Attacks: Slash (20), Release (allow Tornado), Tornado (40), Leaf Whirl (confuse opponent), Disappearing Act (defense), Twilight Blast (30), High Places (recover from negative effects), The Blanks' Power (nullify opponent's effect, but lose all FE)
#614. Twilight Takanuva; FE: 200; Element: Rahaga; Attacks: Skycannon (15), Twilight Claw (15, defense-piercing), Lance (25), Twilight Ball (35), Twilight Blast (40), Twilight Trick (45), Twilight Spark (30), Twilight Pulse (55), Avokhii (25 to Light and Shadow types)
#615. Jeune Ange; Designed by me; FE: 200; Element: Water/Light; Effect: Heaven's Blessing: At the beginning of every turn, heal 20 and recover from negative effects; Attacks: Slice-Up (flip 4 coins; 10x tails), Pierce (30, defense-piercing), Curaga (heal 50), Ange Tsubasa (50), Ange Kosen (100; 1 use, backlash half the damage done), Tsunamic Blast (20), Water Ball (15), Flow (25), Flood (30), Tsunami (35), Boil (40, burn), Skipping Stone (40, paralyze), Hypothermia (40, freeze), Waterspout (40, confuse), Avokhii (25 to Shadow and Fire types), Light Blast (30), Holy Water (eliminates any Shadow attack your opponent may have, does 20 dmg for every Shadow attack eliminated)
#616. Straw Hat; Based on Monkey D. Luffy from One Piece; FE: 140; Element: Rahaga/Light; Effect: The Will of D.: When FE drops below 50, power up; Attacks: Gum-Gum Pistol (20), Gum-Gum Bazooka (charge, then 40), Gum-Gum Shield (defense), Gum-Gum Balloon (reflect attack), Gum-Gum Gattling (flip 4 coins; 10x tails), Gum-Gum Finger Net (paralyze), Gum-Gum Whip (30), Gum-Gum Storm (60, must recharge), Gum-Gum Fireworks (60, must recharge, hits both in Tag Matches), Gear (power up, allow Gear Second), Gear Second (power up, but you lose 20 FE at the start of every turn), Gear Third (choose one attack and double its atk power for one use; after using that attack, you lose 30 FE and are unable to attack for 3 turns; 1 use)
#617. Invincible; Based on the Marvel character Iron Man; FE: 140; Element: Steel/Air/Light; Attacks: Power Punch (20), Stabilizer Cannon (30), Chest Cannon (50, user is paralyzed), Flares (10, blind), Flight (defnese), Homing Darts (15, cannot be dodged), Invincible (invincible for 2 turns; 1 use)
#618. Mu Warrior; Based on Burai from Ryuusei no Rockman 2; Upgrades into Mu Survivor; FE: 160; Element: Shadow/Steel; Attacks: Burai Knuckle (flip 4 coins; 10x tails), Burai Burst (20), Burai Arts (40), Power Punch (15), EX Level (allow Burai Slash, Burai Sword, Burai Break, and Denpa Barrier), Burai Slash (30), Burai Sword (35), Burai Break (60; 1 turn cooldown; this attack cannot be used again for 4 turns), Denpa Barrier (defense), SX Level (power up, allow Dream Aura), Dream Aura (cannot be harmed by any attack weaker than 70 for 3 turns; 1 use)
#619. Aura Master; Based on the Pokemon Lucario, Credit to Neya; FE: 200; Element: Steel/Dragon; Effect: Aura: For every 5 dmg Aura Master is down from its maximum, Aura Master's attacks get +1 dmg; Attacks: Claw (25), Force Palm (20, paralyze), Double Team (20, defense), Extremespeed (sub-Calix-lvl defense), Drain Punch (35, heal self by dmg done), Dragon Pulse (45), Aura Sphere (40, Sanok-lvl accuracy), Aura Storm (70; 5 turn recharge), Aura Vision (see an opponent's attack 1 turn ahead of time), Wielder of Aura (100; 1 use; absolutely nothing can stop this, does full damage to Steel types, is always effective, cannot be dodged or blocked; 3 turns after this attack is used, Aura Master must de-fuse or be exchanged)
#620. Zul; Based on Sul from Oban Star Racers, Credit to Zev; FE: 100; Element: Light; Effect: Psy-Boost: Activate this effect like an attack. Take away from your attack power to increase your FE and vice-versa. Cannot be used mor ethan 5 times in the same battle; Attacks: Psy-Blast (45, confuse), Diamond Wave (20, hits 5 times), Diamond Cannon (charge, 65; paralyzes user), Safeguard (prevents any status effect), Protect (negates one attack; cannot be used twice in a row)
#621. O; Based on O from Oban Star Racers, Credit to Zev; FE: 150; Element: Light; Effect: Polymorph: Activate this effect like an attack. Change to Battle Mode, getting more attacks; Attacks: Psy-Blast (45, confuse), Rage Beam (charge, 55), (following attacks can only be used in Battle Mode), Bullet Arm (50, burn), Warstomp (50, paralyze), Meteor Mash (60), Body Slam (65; 15 to user)
#622. Sonic; Based on the Sega mascot of the same name, Credit to Neya; FE: 180; Element: Air/Steel/Rahaga/Light; Upgrades into Super Sonic; Attacks: Spin Dash (30, confuse), Homing Attack (25, Sanok-level accuracy), Spin Charge (powers up Spin Dash), Rail Grind (defense), Rail Sparker (35, Rail Grind must be used in the previous turn for this attack to be available), Omochao Frenzy (50, 5 turn recharge), Chaos Emerald (20, for every Level Sonic gains up to Level 7, this attack does 5 more dmg), Live 'n' Learn (copy one attack from your opponent; 1 use), Spring Jump (defense), Aerial Dive (35, Spring Jump must be used in the previous turn for this attack to be available), Ring Collect (heal 20), Let the Speed to Mend It (30, defense), Gear Ride (defense, 30, enable Zero-G), Zero-G (take 1/4 dmg from Stone and Earth attacks, enables Meteor Smash, extends to allies in Tag Match), Meteor Smash (60, negate the effects of Zero-G, heal 10), Speed Break (defense, 50, recharge 3 turns, requires Pearl Collect), Pearl Collect (heal 10, needed to recharge Speed Break and Time Break), Time Break (defense, enhanced dodge chance and Sanok-level accuracy for the next two turns, decreased dodge chance and highly lowered accuracy for your opponent during that time, Speed Break cannot be used during its effect, recharge 3, requires Pearl Collect), Master Emerald (10, at Level 10 and higher this attack does 60), Endless Possibilities (10, induce a random status effect), Quick Step (enhanced dodge), Speed Drift (next turn combo your previous attack with another), Speed Boost (enhanced evasion, next attack does +10 Steel dmg, requires Ring Collect)
#623. Super Sonic; Based on the Sega character of the same name, Credit to Neya; FE: 200; Element: Air/Steel/Rahaga/Light; Upgrades into Hyper Sonic; Attacks: Spin Dash (35, confuse), Homing Attack (30, Sanok-level accuracy), Spin Charge (powers up Spin Dash), Rail Grind (defense), Rail Sparker (40, Rail Grind must be used in the previous turn for this attack to be available), Omochao Frenzy (55, 5 turn recharge), Chaos Emerald (25, for every Level Sonic gains up to Level 7, this attack does 5 more dmg), Live 'n' Learn (copy one attack from your opponent; 1 use), Spring Jump (defense), Aerial Dive (40, Spring Jump must be used in the previous turn for this attack to be available), Ring Collect (heal 20), Let the Speed to Mend It (35, defense), Gear Ride (defense, 35, enable Zero-G), Zero-G (take 1/4 dmg from Stone and Earth attacks, enables Meteor Smash, extends to allies in Tag Match), Meteor Smash (65, negate the effects of Zero-G, heal 10), Speed Break (defense, 55, recharge 3 turns, requires Pearl Collect), Pearl Collect (heal 10, needed to recharge Speed Break and Time Break), Time Break (defense, enhanced dodge chance and Sanok-level accuracy for the next two turns, decreased dodge chance and highly lowered accuracy for your opponent during that time, Speed Break cannot be used during its effect, recharge 3, requires Pearl Collect), Master Emerald (15, at Level 10 and higher this attack does 65), Endless Possibilities (15, induce a random status effect), Quick Step (enhanced dodge), Speed Drift (next turn combo your previous attack with another), Speed Boost (enhanced evasion, next attack does +10 Steel dmg, requires Ring Collect), Extremespeed (defense; super-Calix-level dodge), Fly (30; sub-Calix-level dodge), Chaos Control (80; 3 turns after this attack is used, Super Sonic must de-fuse or be exchanged)
#624. Hyper Sonic; Based on the Sega character of the same name, Credit to Neya; FE: 240; Element: Air/Steel/Rahaga/Light; Attacks: Spin Dash (40, confuse), Homing Attack (35, Sanok-level accuracy), Spin Charge (powers up Spin Dash), Rail Grind (defense), Rail Sparker (45, Rail Grind must be used in the previous turn for this attack to be available), Omochao Frenzy (60, 5 turn recharge), Chaos Emerald (30, for every Level Sonic gains up to Level 7, this attack does 5 more dmg), Live 'n' Learn (copy one attack from your opponent; 1 use), Spring Jump (defense), Aerial Dive (45, Spring Jump must be used in the previous turn for this attack to be available), Ring Collect (heal 20), Let the Speed to Mend It (40, defense), Gear Ride (defense, 40, enable Zero-G), Zero-G (take 1/4 dmg from Stone and Earth attacks, enables Meteor Smash, extends to allies in Tag Match), Meteor Smash (70, negate the effects of Zero-G, heal 10), Speed Break (defense, 60, recharge 3 turns, requires Pearl Collect), Pearl Collect (heal 10, needed to recharge Speed Break and Time Break), Time Break (defense, enhanced dodge chance and Sanok-level accuracy for the next two turns, decreased dodge chance and highly lowered accuracy for your opponent during that time, Speed Break cannot be used during its effect, recharge 3, requires Pearl Collect), Master Emerald (20, at Level 10 and higher this attack does 70), Endless Possibilities (20, induce a random status effect), Quick Step (enhanced dodge), Speed Drift (next turn combo your previous attack with another), Speed Boost (enhanced evasion, next attack does +10 Steel dmg, requires Ring Collect), Extremespeed (defense; super-Calix-level dodge), Fly (35; sub-Calix-level dodge), Master Control (80; 3 turns after this attack is used, Hyper Sonic must de-fuse or be exchanged), Chaotic Blast (60)
#625. Makuta Teridax; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attack, heal 20 FE at the beginning of every turn; Attacks: Kolhii Staff of Darkness (20), Kolhii Ball of Shadow (25), Shadow Blast (30), Darkness Storm (power up), Darken (15), Blackout (50), Kraakhan (25), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60), Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#626. Kung-Fu Panda; Based on Po from Kung-Fu Panda, Credit to Neya; FE: 200; Element: Dragon/Light/Earth; Effect: Nothing Else Added In: Kung-Fu Panda has no weaknesses or strengths defensivey, and is immune to degenerative damage, self-damage, losing/limiting his attacks, burns, paralysis, poisoning, confusion, freezing, stuns, mind control, sleep, and blinding; Attacks: Panda Punch (30), Belly Reflect (10, reflect physical attacks back at foe), Chopstick Launch (15, confuse), Noodle Bowl (10, heal 15), Pantry Raid (heal 40), Sit On (50), Rocket Cart Smash (60, recharge for 5 turns), Pan Swap (causes opponent to lose an attack; 1 use), Big Jump (defense), Dragon Warrior (power up, allow Scroll Bash, Scroll Reflect, Scroll View, Year of the Panda, and Woo-Shi Finger Hold), Scroll Bash (25), Scroll Reflect (reflect energy attacks), Scroll View (confuse, opponent cannot attack next turn), Year of the Panda (50, +5 for every Dragon Spirit the user currently possesses), Woo-Shi Finger Hold (paralyze, enable Pinky Pushdown; 1 use per 1 use of Dragon Warrior), Pinky Pushdown (instant kill, must be done right after Woo-Shi Finger Hold)
#627. Corvivos; Designed by Neya; FE: 160; Element: Dragon/Light/Shadow; Upgrades into Cuerveracios; Effect: Balance: Only weakness is Steel, only strength is Rahaga; Attacks: Draco Blaster (25), Light Riser (20), Dark Faller (20), Talisman (give Corvivos' Elemental Crest attack the element(s) of your opponent), Elemental Crest (15x the number of Elements used; this attack becomes the Element(s) of your opponent after the use of Talisman; remains that Element(s) until Talisman is used on a different Orb), Golden Wing (25), Onyx Wing (25), Dragon Spin (35), Moon Cutter (30), Morning Horn (10), Evening Horn (10), Draconic Ash Horn (15), Twilight Twinwhip (flip 2 coins; dmg = 15 times 2 to the power of the number of heads), Twayblade Slash (40)
#628. Cuerveracios; Designed by Neya; FE: 240; Element: Dragon/Thunder/Light/Shadow/Air; Effect: Balance: Only weakness is Ice, only strength is Stone; Attacks: Draco Wave (50), Light Ascender (40), Dark Descender (40), Spark Breath (flip 10 coins; 5x heads), Pure Eyebeam (30, Sanok-lvl accuracy if opponent is blind or confused), Corrupt Eyebeam (30, Sanok-lvl accuracy if opponent is poisoned or paralyzed), Crystal Enerbeam (40, freeze; if the opponent is burnt this has Sanok-lvl accuracy), Wind Enerbeam (40, put opponent to sleep; if opponent is frozen this has Sanok-lvl accurcy), Draconic Enerbeam (45, burn; if opponent is asleep this attack has Sanok-lvl accuracy), Solar Wing (45; 20% burn chance, 20% freeze chance), Void Wing (45; 20% blind chance, 20% paralyze chance), Thunder Wing (40, burn, paralyze), Wind Wing (40, freeze, poison), Dragon Wing (60; 60% chance of causing a random extra effect), Light Tackle (50), Shadow Tackle (50), Volt Tackle (55), Wind Tackle (55), Dragon Tackle (60), Wind Dive (35), Class 5 Hurricane (45), Gust Ripple (65; 10 to self), Moon Scimitar (50), Dawn Horn (25), Dusk Horn (25), Cyclone Horn (30), Amp Horn (30), Draconic Pheonix Horn (40, heal 40), Twilight Tetrawhip (flip 4 coins; dmg = 6 times 2 to the power of the number of heads), Twayblade Slash (80)
#629. Pantheon; Designed by Neya and based on his character from the BZPower RPG Tournament of Shadows; FE: 200; Element: Shadow/Light/Air/Steel; Effect: Dome of Vision: Can see all attacks coming; Attacks: ShadowSaber (40), Lightstone Blast (20), Lightstone Slash (30), Thunderang (flip 2 coins; 15x heads; if both attacks are successful, paralyze), Twilight Cannon (50), Shadow Kanohi Spinner Hau (50% chance of containing opponent in energy barrier, ranged attacks do double dmg within the barrier), Shadow Kanohi Spinner Kakama (attack twice the next two turns, recharge for 3 turns afterwards), Shadow Kanohi Spinner Pakari (atk +5; 3 uses), Shadow Kanohi Spinner Avsa (25, heal 25), Shadow Kanohi Spinner Matatu (control the opponent for 2 turns), Shadow Kanohi Spinner Kiril (heal 50, remove negative effects), Betray (15), Fast Jump (defense), Hexa-Stomp (36), Carve (15, enemy loses one attack on first use), Espionage (gain one of your opponent's attacks; 1 use), Laser Vision (50, burn, Sanok-lvl accuracy; 1 use), Shadow Pick (gain an attack from a Shadow Spirit), Power Blade Slash (40, does double damage to Dragon Orbs), Rollout (30, defense), Buzzsaw (40; 50 if the enemy has under 51 FE remaining)
#630. Tenshi San; Based on Sachiel the Third Angel from Neon Genesis Evangelion, Credit to Samuel; FE: 180; Element: Water/Light; Effect: S2 Engine: Dmg taken -50%, heal 15 every turn; Attacks: Cross Beam (30), Dismember (opponent loses one attack; 1 use), Restrain (opponent cannot move next turn, only attack the user can use is Selfdestruct), Selfdestruct (can only be used when FE is 50 or below; dmg = max FE - current FE)
#631. Tenshi Shi; Based on Shamshel the Fourth Angel from NGE, Credit to Samuel; FE: 200; Element: Light; Effect: S2 Engine: Dmg taken -50%, heal 10 FE every turn; Attacks: Energy Whip (20; 40% chance to do double dmg, 40% chance to do 15 extra dmg next turn, these chances cannot overlap), Energy Grab (opponent loses 1 Orb; 1 use)
#632. Tenshi Go; Based on Ramiel the Fifth Angel from NGE, Credit to Samuel; FE: 200; Element: Light/Thunder; Effect: S2 Engine: Dmg taken -50%, heal 10 FE every turn; Attacks: Particle Beam (50; this attack cannot be activated normally, but has a 50% of activating as a counterattack), Drill (30), AT Field (Cushion Jelly-lvl defense; this attack cannot be activated normally, but has a 70% chance to activate as a counterattack)
#633. Tenshi Shichi; Based on Israfel the Seventh Angel from NGE, Credit to Samuel; FE: 200; Element: Light; Effect: S2 Engine: Dmg taken -50%, heal 10 FE every turn; Attacks: Clawswipe (30), Energy Beam (10), Split (divides into two halves for the rest of battle, both halves have 100 FE each, user can attack twice per turn, both halves regenerate 30 FE every turn as long as the other half still has FE left, even if one half has 0 FE it will regenerate if the other half still has FE left, any attack that says it will hit both opponent in a Tag Match will hit both halves, both halves have the S2 Engine effect)
#634. Tenshi Ju; Based on Sahaquiel the Tenth Angel from NGE, Credit to Samuel; FE: 150; Element: Air/Light; Effect: Orbit: This Spirit cannot be attacked, but it loses 10 FE at the beginning of every turn; Attacks: Partial Bombardment (30; 10 to self), Full Bombardment (dmg = remaining FE, if FE is 50 or below dmg = double remaining FE, user loses all FE)
#635. Tenshi Ju-Shi; Based on Zeruel the Fourteenth Angel from NGE, Credit to Samuel; FE: 200; Element: Light; Effect: S2 Engine: Dmg taken -50%, heal 20 FE every turn; Attacks: Cross Beam (50), Decapitate (10, opponent loses 2 attacks; 1 use), Cutter Arms (30, hits twice), Angel of Strength (atk +30)
#636. Geass; Based on the power of Geass from Code Geass; FE: 10; Element: Psionics; Upgrades into Code; Effect: Wicked Eye: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements and attacks of both Spirits, use the host's effect; Attacks: Geass: Command (opponent will obey 1 command; cannot be used on the same Orb twice; cannot be used if you or the opponent is blind), Geass: Telepathy (dodge your opponent's next attack and counterattack with an attack that does 20 or less dmg), Geass: Seal (opponent loses 1 attack; 1 use; cannot be used if you or the target is blind), Geass: Time (paralyze opponent for 2 turns; affects both in Tag Match), Geass: Cancel (remove all effects, negative and positive, from your opponent(s) and, if in a Tag Match, your partner), Geass: Future (increase evasion and accuracy)
#637. Shichiko-Hoju; Based on Reverie Metherlance (Ren) from Elemental Gelade; FE: 20; Element: Air; Effect: Edel Raid: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements and attacks of both Spirits, use the host's effect; Attacks: Slash (20), Euros Loop (20, confuse, hits and affects both in Tag Match), Audos Sword (40), Armor of Wind (defense, 4 turns)
#638. Tahu Newva; FE: 180; Element: Fire/Water; Upgrades into Golden Tahu; Attacks: Ghost Blaster (paralyze for 3), Blade Spin (flip 3 coins; 10x tails), Fire Blast (25), Ground Burner (30), Fireball Spit (35), 5th Degree Burn (40), Mistika (power up, Water attacks have their dmg double, reduce opponent's evasion and accuracy; 1 use), Jet Tackle (40), Smokescreen (40), Hau Nuva (defense), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use)
#639. Bitil; FE: 150; Element: Shadow/Water; Upgrades into Makuta Bitil; Attacks: Slash (15), Ghost Blaster (control opponent for 3 turns), Mistika (power up, Water attacks have their damage doubled, reduce opponent's evasion and accuracy; 1 use), Dagger Throw (10, perfect accuracy), Fierce Warrior (next attack does double damage; 1 use, does half of the original damage to the user), Mohtrek (de-fuse now and re-fuse later; when you re-fuse, you are healed by half of the FE you had when you de-fused, and a clone with the amount of FE you had when you de-fused appears to aid you; initially has 1 use, but every time you defeat one of your opponent's Orbs you gain another use; if Bitil is lost between de-fusion and re-fusion, you cannot revive him to finish the technique), Spikes (flip 3 coins, 10x tails), Glide (25), Time's Army (40), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use)
#640. Onua Newva; FE; 180; Element: Earth/Water; Attacks: Shield (defense), Ghost Blaster (paralyze for 3), Siesmic Punch (25), Tunnel (30), Earth Maze (35, defense for 2), Mistika (power up, Water attacks doubled, opponent's accuracy and evasion are reduced; 1 use), Jet Tackle (40), Swamp Bomb (40), Pakari Nuva (power up), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use)
#641. Krika; FE: 150; Element: Water/Shadow; Upgrades into Makuta Krika; Attacks: Quadro-Stomp (15), Venom Fangs (10, poison), Ghost Blaster (control opponent for 3), Mistika (power up, Water attacks doubled, opponent's accuracy and evasion are reduced; 1 use), Intangible (defense), Crast (opponent cannot come near you for 2 turns), Heat Drain (30, heal self by 30), Skydive (25), Ghost of Misery (40), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use)
#642. Gorast; FE: 150; Element: Water/Shadow; Upgrades into Makuta Gorast; Attacks: Quadro-Claw (15), Wingblade (10, confuse), Ghost Blaster (control for 3), Mistika (power up, Water attacks doubled, opponent's accuracy and evasion are reduced; 1 use), Dismember (opponent loses one attack; 1 use), Felnas (opponent cannot attack for three turns), Stinger (30, heal self by 30), Glide (25), Berserk Warrior (40), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use)
#643. Gali Newva; FE: 180; Element: Water; Attacks: Ghost Blaster (paralyze for 3), Sniper Shot (15, defense), Water Ball (25), Flow (30), Stream Strike (35), Underwater Strike (40), Flood (25), Mistika (power up, water attacks double, opponent's accuracy and evasion are reduced; 1 use), Jet Tackle (40), Mist Crush (40), Kaukau Nuva (disrupts one attack), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use)
#644. Makuta Bitil; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE at the beginning of every turn; Attacks: Slash (15), Ghost Blaster (control opponent for 3 turns), Mistika (power up, Water attacks have their damage doubled, reduce opponent's evasion and accuracy; 1 use), Dagger Throw (10, perfect accuracy), Fierce Warrior (next attack does double damage; 1 use, does half of the original damage to the user), Mohtrek (de-fuse now and re-fuse later; when you re-fuse, you are healed by half of the FE you had when you de-fused, and a clone with the amount of FE you had when you de-fused appears to aid you; initially has 1 use, but every time you defeat one of your opponent's Orbs you gain another use; if Bitil is lost between de-fusion and re-fusion, you cannot revive him to finish the technique), Spikes (flip 3 coins, 10x tails), Glide (25), Time's Army (40), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60),Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#645. Makuta Krika; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE at the beginning of every turn; Attacks: Quadro-Stomp (15), Venom Fangs (10, poison), Ghost Blaster (control opponent for 3), Mistika (power up, Water attacks doubled, opponent's accuracy and evasion are reduced; 1 use), Crast (opponent cannot come near you for 2 turns), Heat Drain (30, heal self by 30), Skydive (25), Ghost of Misery (40), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60), Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#646. Makuta Gorast; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE at the beginning of every turn; Attacks: Quadro-Claw (15), Wingblade (10, confuse), Ghost Blaster (control for 3), Mistika (power up, Water attacks doubled, opponent's accuracy and evasion are reduced; 1 use), Dismember (opponent loses one attack; 1 use), Felnas (opponent cannot attack for three turns), Stinger (30, heal self by 30), Glide (25), Berserk Warrior (40), Closer to the Truth (recover from and become immune to blindness, accuracy reduction, and confusion; prevent your opponent from using another Orb until their current one if defeated; 1 use), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60), Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#647. Miserix; FE: 200; Element: Shadow/Dragon; Upgrades into Makuta Miserix; Effect: Brotherhood Leader: Take half dmg (after applying weakness and resistance) from Makuta Spirits and their pre-upgraded forms; Attacks: Staff Twirl (20), Body Slam (35), Earthquake (30), Tail (25), Dragonbreath (40), Dragonslam (45), Shadow Arm (50), Federation of Fear (summon a Reformed Brutaka, Klakk, Lariska, Takadox, Vezon, Roodaka, or Carapar to aid you; only at Level 10; 1 use)
#648. Makuta Miserix; FE: 200; Element: Shadow; Effect: Corrupt Power: No weakness, -20 from Fire and Ice attacks, heal 20 FE at the beginning of every turn; Attacks: Staff Twirl (20), Body Slam (35), Earthquake (30), Tail (25), Dragonbreath (40), Dragonslam (45), Shadow Arm (50), Federation of Fear (summon a Reformed Brutaka, Klakk, Lariska, Takadox, Vezon, Roodaka, or Carapar to aid you; only at Level 10; 1 use), Shapeshift (become any Shadow Spirit for 3 turns; limited to the attacks of that form for duration), Blackout (50), Stasis Field (paralyze for 3), Vacuum (charge, then 40), Chain Lightning (flip 5 coins; 20x tails), Fear (30, paralyze for 2), Shatter (40), Hunger (absorb 10 atk from your opponent; 1 use), Poison (20 per turn), Anger (opponent can only use damaging techniques for the next three turns), Disintegrate (40), Volt (30), Plasma Blast (30), Black Hole (50), Frequency Pulse (30, confuse for 3), Neutralize (10, paralyze for 2), Telepathy (when your opponent attacks, dodge and use a counterattack(20 or less)), Scream (60),Invulnerability (invulnerable for 3 turns), Reform (40, defense), Dodge (Calix-lvl dodge), Hurricane (60), Rahi Call (summon a Rahi to aid you), Swarm (20), Teleport (defense, 4 turns), Adapt (gain immunity to one attack that has been used against you; 1 use), Illusion (confuse for 4), Intangible (defense, 3 turns), Heat Vision (40), Laser Vision (40), Vine Strangle (30, paralyze), Disruption (opponent loses one block technique), Possess (mind control for 3), Cyclone (40), Accuracy (next 3 attacks have Sanok-lvl accuracy), Chameleon (defense for 5), Silence (opponent cannot attack for 3 turns), Slow (reduce opponent's evasion and accuracy), Confusion (confuse opponent for 5 turns), Sleep (put opponent to sleep for 5)
#649. Psychic Blade; Based on the Protoss Zealot from Starcraft, Credit to Neya; FE: 140; Element: Light/Rahaga; Upgrades into Cybernetic Blade or Psychic Guardian; Effect: Plasma Shielding: Psychic Blade regains 5 FE per turn; Attacks: Psi Slice (20), Psi Slash (30), Teleport (same as #380), Warp Change (25, super-Sanok-lvl accuracy (beats Calix-lvl dodge but not super-Calix-lvl dodge or Cushion Jelly-lvl defense); recharge for 3), Pure Zeal (power up; in Tag Matches, this extends to all other Protoss Spirits)
#650. Cybernetic Blade; Based somewhat loosely on the Protoss Dragoon from Starcraft and the upcoming Protoss Stalker from Starcraft 2, Credit to Neya; FE: 160; Element: Light/Steel/Rahaga; Upgrades into Cybernetic Paladin; Effect: Plasma Shielding: Heal 10 FE per turn; Attacks: Disruption Pulse (30), Singularity Change (power up by 10), Quadro-Stomp (35), Teleport (same as #380), Blink (30, super-Sanok-lvl accuracy, recharge for 2), Energy Pulse (50)
#651. Psychic Guardian; Based on Protoss High Templar from Starcraft, Credit to Neya; FE: 150; Element: Light/Rahaga/Thunder; Upgrades into Kaita Guardian; Effect: Plasma Shielding: Regains 15 FE every turn; Attacks: Psi Ball (15), Psi Bolt (25), Hallucination (creates 2 false clones with 75 FE each that disappear after 5 turns or if they are affected by a special condition; 1 use), Psi Blast (35), Psionic Storm (50, hits all foes in Tag Match), Khaydarin Amulet (heal 25, power up)
#652. Kaita Guardian; Based on Protoss Archon and Dark Archon from Starcraft and Starcraft: Brood War, Credit to Neya; FE: 200; Element: Light/Rahaga/Thunder; Effect: Pure Shielding: Regains 30 FE per turn; Attacks: Psi Whip (40), Psi Blaze (50), Psionic Thunder (60), Psionic Storm (75, does 25 splash damage to other foes in Tag Match), Mind Control (mind control for 5, does 80 self-damage, 1 use), Feedback (does the amount of damage Kaita Guardian has taken this battle divided by 2), Maelstrom (paralyze all non-Steel type foes for 2 turns), Pure Zeal (power up; in Tag Matches this extends to all other Protoss Spirits)
#653. Exo-Keelerak; Credit to Neya; FE: 170; Element: Air/Thunder; Upgrades into Ultra-Keelerak; Effect: Spiked Body: When a Weapon-type or meele attack is used against Exo-Keelerak, the attacker takes 20 Thunder damage; Attacks: Spark Breath (flip 10 coins; 5x heads), Poison Blade (10, +10 per tun), Vortex Cocoon (30, paralyze for 3), Holo Web (40, paralyze for 2), Green Charge (35), Acid Rhotuka (20, +5 per turn), Camo Dodge (defense for 2), Buzzsaw (50)
#654. Ultra-Keelerak; Credit to Neya; FE: 200; Element: Air/Thunder/Dragon; Effect: Matrix Armor: No weaknesses, when a Weapon-type or meele attack is used against Ultra-Keelerak the attacker takes 30 damage, heal 10 FE per turn; Attacks: Spark Kick (roll a 6-sided die. 1=5, 2=15, 3=25, 4=35, 5=45, 6=60), Vortextack (30, +10 per turn), Venom Spin (15, +15 per turn), Blade Fury (flip 1 coin and roll one 6-sided die. 1 and tails=1; 2, 3, or 4 with tails=10; 5 or 6 with tails or 1 with heads=20; 2 or 3 with heads=35; 4 or 5 with heads=50; 6 with heads=75), Acid Rhotuka (35, +5 per turn), Release Matrix (enable Matrix and Twayblade attacks, attack power of all damaging non-Matrix attacks grow by 10 and all degenerative non-Matrix attack effects go up by +5 per turn), Matrix Shield (Cushion Jelly-lvl defense, recharge for 5), Matrix Freeze (20, double to Steel types, freeze), Matrix Laser (55), Matrix Chains (45, +5 per turn), Matrix Hand (50, cause a random status effect), Matrix Rhotuka (20; if this attack connects, then Matrix attacks for the next four turns have Sanok-lvl accuracy), Matrix Lock (opponent loses all attacks that use Keyblades), Twayblade Slash (60), Twayblade Roundhouse (flip 5 coins; 20x tails), Twayblade Charge (50, burn), Twayblade Camoflage (defense, next attack has a +33% chance of paralysis),Twayblade Mimic (35, paralyze), Twayblade Hum (40, confuse), Twayblade Hibernation (20, heal 30, freeze), Twayblade Buzzsaw (60), Twayblade Matrix Slash (100; 1 use)
#655. Santoryu Master; Based on Roronoa Zoro from One Piece, Credit to Keizah; FE: 160; Element: Steel; Effect: Three Sword Style: Power up every third sword attack; Attacks: Slash (15), Treasured Blade (20, power up for 1 turn), Holy Blade (10, heal 10), Cursed Blade (35; 10 to self), Katana Tempest (30), Proto Block (defnese), Steel Cutter (charge, then 30, disable one enemy weapon, double to Steel types, only available at Level 4), Steel Cannon (damage done is equal to the damage Santoryu Master has taken during this battle, only available at Level 6)
#656. Reindeer Chopper; Based on Tony Tony Chopper from One Pice, Credit to Keizah; FE: 120; Element: Ice; Attacks: Snowball (10), Reindeer Tackle (15; 35 when Horn Point is active), Miracle Cure (heal 20, remove all status problems from all of your Orbs), Brain Point (charge this turn, power up the next; if Rumble Ball is active, disable one enemy attack), Walk Point (increase evasion; confuse if Rumble Ball is active), Heavy Point (enable Reindeer Punch and Snow Cannonball), Reindeer Punch (25), Snow Cannonball (35; 10 to self), Rumble Ball (power up for three turns; enable Jumping Point, Arm Point, Guard Point, and Horn Point; 1 use), Jumping Point (evade all physical attacks for one turn (unless it hits multiple enemies); power up next turn), Arm Point (enable Reindeer Rapidfire and Shield Breaker), Reindeer Rapidfire (roll a 6-sided die; dmg=result of roll times 5; confuse if the result is 1, 3 or 5), Shield Breaker (30, cannot be blocked), Guard Point (defense, enemy takes same damage they did to Reindeer Chopper last turn), Horn Point (power up Reindeer Tackle for two turns)
#657. Storm Navigator; Based on Nami from One Piece, Credit to Keizah; FE: 130; Element: Air; Effect: Sixth Sense: Dodge all Air-type moves; Attacks: Staff Twirl (15), Treasure Hunt (learn one enemy attack; 1 use), Hot Orb (5; 15 at Level 1), Cool Orb (5; 15 at Level 4), Lightning Orb (10; 20 at Level 7), Whirlirang (15, hits again next turn), Rain Dance (power up Water, Ice, Thunder, Shadow, and Air attacks; power down Fire, Light, and Stone attacks), Thunder Cloud (only available after all three "Orb" attacks have been used; summon a Storm Cloud with these attacks: Cloud Zapper (40, two turn cooldown for cloud), Cloud Barrier (defense)), Weather Clone (summon three clones, opponent may only attack three Navigators (both clones and Storm Navigator) per turn; only available at Level 9)
#658. Captain Clown; Based on the Buggy the Clown from One Piece, Credit to Keizah; FE: 135; Element: Shadow/Air; Effect: Patchwork Clown: If Captain Clown uses a move with "Chop Chop" in it's name, increase evasion; Attacks: Flying Daggers (flip 5 coins; 5x tails), Chop Chop Choker (stun, 25 next turn unless Captain Clown takes damage), Chop Chop Buzzsaw (15, hits again next turn), Chop Chop Harpoon (20), Chop Chop Festival (split up FE among any number of peices; each piece can only use Chop (15); you can deactivate Chop Chop Festival at any time, but damage done is maintained), Chop Chop Car (increase evasion)
#659. Heatfist; Based on Portgas D. Trace from One Piece, Credit to Keizah; FE: 150; Element: Fire; Effect: Will of D.: When FE drops below 50, power up; Attacks: Fire Blast (15), Heatfist (30, cannot be blocked, one turn cooldown), Fire Vortex (25, stun), Nap (recover 30 FE, sleep for one turn), Fire Mode (non-Water attacks pass through Heatfist, causes 10 dmg to opponent on physical contact, only available at Level 4), Armageddon Fist (50, two turn cooldown, only available at Level 7), Brotherhood of Whitebeard (30)
#660. DMW; Based on the Digital Mind Wave system from Crisis Core: Final Fantasy VII; FE: 10; Element: Psionics; Effect: In My Mind: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements and attacks, use the host's effect. However, after using one of DMW's techniques you cannot use another one for 6 turns; Attacks: Octaslash (flip 8 coins; 10x tails), Rush Assault (40; hits three times; in Tag Match, you can attack a different foe with each hit), Air Strike (40, hits both if Tag Match), Meteor Shots (30, hits both in Tag Match), Healing Wave (heal to full), Lucky Stars (perfect accuracy for next 3 turns),Apocalypse (50, hits both in Tag Match), Megaflare (60), Zantetsuken (instant-kill opponent with 40 FE or less), Rebirth Flame (20, hits both in Tag Match; grants user a Rehabilitate-like status)
#661. Exo-Armor; (A redesigned Exo-Toa, really); FE: 20; Element: Steel; Effect: Armor: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements and attacks*, use the host's effect. (*) Can use all of Exo-Armor's moves, the host cannot use any Fire, Stone, Earth, Ice, Air, or Water attacks, but the rest of the host's techniques are powered up; Attacks: Electro-Rocket (40), Exo-Punch (30, paralyze), Guard (defense for 2)
#662. Devil Ice; Credit to CTK; FE: 175; Element: Shadow/Ice/Rahaga; Upgrades into Shukun Oni Ice; Effect: Fury: For every 25 dmg taken, increase atk power by 10; Attacks: Hadouken (30), Shinku Hadouken (charge, then 50), Taunt (opponent's attack increases by 20, but their accuracy is reduced 75%; lasts three turns), Devil Claws (25, Sanok-lvl accuracy), Inversion Blast (opponent's next attack is reflected with twice the power; 1 use), Siphon Life (10 per turn, heals user by dmg done; lasts 4 turns), Hason (40, burn), Slash A (30), Slash B (50; can only be used after Slash A), Slash C (50; can only be used after Slash B; 10 for 3)
#663. Shukun Oni Ice; Credit to CTK; FE: 200; Element: Shadow/Ice/Rahaga; Effect: Rage of an Oni: For every 25 dmg taken, increase atk power by 20 (does not affect degenerative damage); Attacks: Hadouken (40), Shinku Hadouken (charge, then 60), Hason (50, burn), Demoralizing Roar (take -20 from next attack), Ravage (30; 10 for 5), Master Inversion Blast (opponent's next attack is reflected with twice the power and added to Shukun Oni Ice's list of attacks; 1 use), Death and Decay (25 for 5; can only be used once every 10 turns), Corrupted Healing (every time the opponent tries to heal from now on, they will take half the damage they were meant to be healed by), Ice Block (encases self in block of ice with 60 HP; the user is unable to act while the block of ice is in effect, but for every turn the block is in effect the user regains 20 FE), Slash A (30), Slash B (50; can only be used after Slash A), Slash C (50; can only be used after Slash B; 10 for 3), Death Slash (70; 20 for 5; can only be used after Slash C)
#664. Bomonga Hagah; FE: 160; Element: Earth; Effect: Kanohi Krusher: Immune to all Mask-type techniques; Attacks: Rhotuka (15), Seismic Spear (30), Guard (defense), Earthquake (20), Seismic Punch (15), Mask of Growth (power up, but you are more likely to be hit; you can deactivate this technique whenever you want and reactivate it later)
#665. Crimson Lotus; Based on the Guren Nishiki Knightmare Frame from Code Geass; FE: 130; Element: Steel; Upgrades into Aerial Lotus; Attacks: Claw (15), Knife (10), Radiation Surge (30)
#667. Aerial Lotus; Based on the Guren Kashoshiki Knightmare Frame from Code Geass; FE: 170; Element: Steel/Air; Upgrades into Eighth Lotus; Attacks: Claw (20), Knife (15), Radiation Surge (35), Radiation Cannon (30, burn), EMP Net (paralyze), Radiation Field (10, paralyze; hits and affects all enemies), Radiation Shield (blocks attacks that do 50 dmg or less), Fly (defense, enable Radiation Bomb for 2 turns), Radiation Bomb (50; 1 use), Radiation Tornado (25, confuse)
#668. Eighth Lotus; Based on the Guren Seiten Hakkyokushiki Knightmare Frame from Code Geass; FE: 200; Element: Steel/Air/Rahaga; Effect: Best Knightmare: No weaknesses, take half-damage from other Orbs based on Knightmare Frames (unless they also have the Best Knightmare effect); Attacks: Claw (25), Knife (20), Radiation Surge (40), Radiation Cannon (35, burn), EMP Net (paralyze for 2), Radiation Field (15, paralyze for 2; hits and affects all enemies), Radiation Shield (block all attacks that do 80 dmg or less), Wingblade (30), Fly (Calix-lvl dodge), Radiation Tornado (30, confuse), Rocket Arm Radiation Flare (45, Sanok-lvl accuracy, hits all enemies), Radiation Disk (25, hits twice), Radiation Blazer (90; backlash 30; 1 use), World End (automatically defeats Eighth Lotus, your opponent's current Orb, another of your Orbs, and another of your opponent's Orbs; in Tag Match, all 4 Orbs currently in use are defeated; 1 use)
#669. Lancelot; Based on the Lancelot Knightmare Frame from Code Geass; FE: 130; Element: Steel; Upgrades into White Grim Reaper; Attacks: Slash Harken (10, this attack has enhanced accuracy), Slash (15), Shield (defense), Rifle (20)
#670. White Grim Reaper; Based on the Lancelot Conquista Knightmare Frame from Code Geass; FE: 170; Element: Steel/Air; Upgrades into Albion; Attacks: Slash Harken (15, enhanced accuracy), Slash (20), Shield (defense, extends to allies), Rifle (25), Hadron Cannon (30), Fly (defense, allow F.L.E.I.J.A. for 2 turns), F.L.E.I.J.A. (50; 1 use), Blade Tornado (25, confuse)
#671. Albion; Based on the Lancelot Albion Knightmare Frame from Code Geass; FE: 200; Element: Steel/Air/Rahaga; Effect: Best Knightmare: No weaknesses, take half damage from other Orbs based on Knightmare Frames (unless they also have the Best Knightmare effect); Attacks: Slash Harken (20, enhanced accuracy), Slash (25), Shield (defense; extends in Tag Match), Rifle (30), Hadron Cannon (35), Fly (Calix-lvl dodge), Wingblade (30), Blade Tornado (30, confuse), Feather Shot (45, Sanok-lvl accuracy, hits all in Tag Match), Speed Slash (25, hits twice), Live On (90; backlash 30; 1 use), World End (automattically defeats Albion, your opponent's current Orb, another of your Orbs, and another of your opponent's Orbs; in a Tag Match, all 4 Orbs currently in use are defeated)
#672. Code; Based on the power referred to as the "Code" in Code Geass; FE: 10; Element: Psionics; Effect: Exchange: At the beginning of battle, fuse this Orb with another (but it cannot be merged with Geass, even through a chain). Add FE, keep all Elements and attacks*, and use the host's effect with the additions of being immune to all attacks of the Geass Orb and regenerating 30 FE per turn. *The host must give up one attack during the merging; Attacks: Memory Flash (paralyze), Geass (can only be used in a Tag Match; your partner can now use one of the attacks of the Geass Orb; 1 use)
#673. Empress Tuyet; Credit to Keizah; FE: 140; Element: Water/Shadow; Effect: Nui Stone: Gain FE and effects of all other Toa and ex-Toa in battle (except another Tuyet); Attacks: Betray (20), Tsunamic Blast (25), Black Rain (20, double to Light), Waterspout (45), Kanohi of Intangibility (15; flip a coin; heads=disrupt 2 attacks, tails=reflect one attack), Countdown (only if both you and your opponent have 60 FE or less; each turn that Tuyet is not defeated, your opponent takes 15 dmg and loses one Orb), Toa Empire (summon 2 Toa Orbs from your arsenal; if they are defeated you cannot use them in this battle), Re-Educate (take one of your opponent's Toa Orbs and summon it under your control), Final Judgement (charge, then 50; double dmg to Makuta and Dark Hunters)
#674. Tails; Based on the Sega character of the same name; FE: 150; Element: Water/Air/Steel; Effect: Spare Parts: For every three Steel techniques used, learn a new one for the duration of this battle; Attacks: Spin Dash (20, confuse), Spin Charge (power up Spin Dash), Dive (10), Glide (15, power up if used in succession), Spring Jump (defense), Tailspin (flip 4 coins; 10x tails), Lock On (reduce opponent's evasion), Homing Missile (30, hits both in Tag Match; can only be used after Lock On), Omochao Frenzy (50, recharge for 5), Ring Collect (heal 20), Power Beam (60; 4 turn cooldown)
#675. High-Speed Noise; Based on the Finalized Noise Change Black Ace form from Ryuusei no Rockman 3; FE: 20; Element: Rahaga; Effect: Noise Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements and attacks*, use host's effect. *Host's attacks are powered up, host's dodge moves become Calix-level, and evasiveness is boosted. On the first turn you cannot use any of High-Speed Noise's attacks, but starting on the second turn you begin to gain access to them one per turn in the order they are listed; Attacks: EM Wave Pulse (10, confuse), Brother Band, Cyber Attack (50), Air Shoes (take half damage form Earth attacks), Black End Galaxy (paralyze all foes first turn, second turn deal 50 dmg to all of them)
#676. Powered Noise; Based on the Finalized Noise Change Red Joker form from Ryuusei no Rockman 3; FE: 20; Element: Rahaga; Effect: Noise Force: At the beginning of battle, fuse this Orb with another. Add FE, keep all Elements and attacks*, use host's effect. *Host's attacks are powered up by 20. On the first turn you cannot use any of Powered Noise's attacks, but starting on the second turn you begin to gain access to them one per turn in the order they are listed; Attacks: EM Wave Pulse (10, confuse), Brother Band, Cyber Attack (50), Status Guard (recover from negative status effects), Red Gaia Eraser (charge, then 80 to all)
#677. Akamai Newva; Credit to Neya; FE: 200; Element: Fire/Stone/Earth; Effect: Valor Within the Rocks: Heal 15 when opponent uses an Earth technique; Attacks: Stone Stomp (30), Boulder Bomb (55), Magma Spit (40), Jet Tackle (45), Earth Labyrinth (40, defense for 3), Seismic Punch (55), Dual Ghost Blaster (10; paralyze for 4), Skycannon (15), Ground Burner (40), Shield Clobber (20), Copter Blade Spin (flip 8 coins; 10x tails), Fifth Degree Burn (55), Fireball Spit (45), Blade Spin (flip 4 coins; 20x heads), Adaptive Proto Block (Cushion Jelly-lvl defense), Fire Phantoka (power up, Fire attacks doubled, take half-damage from Air attacks; 1 use), Earth Mistika (power up, Earth attacks doubled, opponent's evasion and accuracy are reduced; 1 use), Rock Valor (power up, opponent loses 3 Air techniques or 1 technique of any kind; 1 use), Aki Nuva (atk+20, extends in Tag Match), Lava Trench (60), Mist Crush (30)
#678. Wairuha Newva; Credit to Neya; FE: 200; Element: Ice/Air/Water; Effect: Wisdom of the Wind: Heal 15 when opponent uses an Air technique; Attacks: Underwater Strike (55), Water Ball (30), Hypothermia (40), Jet Tackle (45), Vortextack (40; add. 10 per turn), Wind Blast (55), Dual Skycannon (35), Ghost Blaster (paralyze for 3), Waterspout (40), Blade Slice (20), Ice Lance (30), Fifth Degree Frostbite (55), Blizzard (45), Super Sniper Shot (20, sub-Calix-lvl defense), Adaptive Proto Block (Cushion Jelly-lvl defense), Wind Phantoka (power up, Air attacks doubled, take half-damage from Earth attacks; 1 use), Water Mistika (power up, Water attacks doubled, opponent's evasion and accuracy are reduced; 1 use), Ice Wisdom (power up, Ice attacks doubled, opponent loses 3 Fire techniqes or 1 technique of any kind; 1 use), Rua Nuva (heal 20, then heal 10 per turn; extends in Tag Match), Thunderstorm (60), Swamp Bomb (30)
#679. Light Bow Angel; Based on Pit from Kid Icarus, Credit to Neya; FE: 140; Element: Light/Air/Steel; Effect: 3 Sacred Treasures: Gains 15 FE and 5 atk for every 3 Ultima-Orbs you own; Attacks: Arrow (20), Gift of Light (heal 25), Fire Arrow (40; only at Level 2), Longbow (50; only at Level 3), Protective Crystals (45, defense; only at Level 4), Angel Ring (30), Wings of Pegasus (immune to Earth attacks, increase evasiveness; only at Level 3), Mirror Shield (reflect; 3 uses), Training (increase evasion and accuracy), Silver Armor (cut dmg taken by 2/5; only at Level 6), Light Arrows (80; 1 use; only at Level 9), Palutena's Army (100; 1 use; only at Level 12)
#680. Vultraz; FE: 130; Element: Shadow; Attacks: Shadow Blast (20), Betray (15), Acid Blade (opponent loses 1 attack; 1 use), Skyfighter (allow Shadow Midak and Whirlwind Manuever), Shadow Midak (30; can only be used every other turn), Whirlwind Manuever (defense), Brothers in Arms (20, double if paired against a Light type), Decibel Bomb (10, hits again next turn)
#681. Mazeka; FE: 130; Element: Ice/Light; Attacks: Freeze (15), Light Blast (20), Ancient Wisdom (power up), Swamp Strider (allow Turret Fire and Quadro-Block), Turret Fire (30; can only be used every other turn), Quadro-Block (defense), Brothers in Arms (20, double if paired against a Shadow type), Future Strength (same as #27)
#682. Lance Dragon; Based on the Dragoon Nobodies from Kingdom Hearts II; FE: 140; Element: Steel/Dragon/Air; Attacks: Stab (10), Wingblade (15), Jump (defense first turn, 30 second turn), Tornado (20), Lance Dance (25)
#683. Falco; Based on the Super Smash Bros. Melee character of the same name, Credit to Neb-X; FE: 170; Element: Air/Rahaga; Effect: Keen Eye: Atk+3; Attacks: Blaster (5), Falco Phantasm (15), Reflector (reflect attack at double strength; 2 uses), Firebird (25), Falco Punch (10; paralyze (twice for the same opponent)), Falco Spin (20), Landmaster (60; 2 uses)
#684. Fox; Based on the Super Smash Bros. Melee character of the same name, Credit to Neb-X; FE: 170; Element: Fire/Rahaga; Effect: Agile: Has greater speed than average; Attacks: Blaster (2), Fox Illusion (15), Reflector (reflect attack with double power; 3 uses), Firebird (25), Fox Punch (5; burn for 3 turns; 2 uses), Fox Smash (10; stun for 2; 2 uses), Fox Kick (20), Landmaster (allow Fire Bullets and Energy Beam), Fire Bullets (20; 2 uses), Energy Beam (50)
#685. Kualus Hagah; FE: 160; Element: Ice; Upgrades into Rahaga Kualus; Effect: Kanohi Krusher: Immune to Mask-type techniques; Attacks: Rhotuka (15), Sub-Zero Spear (30), Guard (defense), Ice Blast (20), Freeze (15, freeze), Mask of Rahi Control (summon a Rahi Spirit to aid you)
#686. Helryx; FE: 160; Element: Water/Light; Effect: First Toa: Immune to mind control, no weaknesses, take half damage from other Toa Spirits (before applying resistance); Attacks: Smash (10), Shield (defense), Light Blast (15), Water Ball (15), Tsunamic Blast (20), Flow (25), Tidal Wave (30), Will of the Order (50; can only be used once every three turns), Draft (summon 2 random Spirits to aid you; you cannot use this technique again until both Spirits are defeated or you use Disband), Disband (only after Draft; the Spirits you summoned to aid you are sent away), Fury (20), Destiny War (120; can only be used against Makuta Orbs and their pre-upgraded forms; hits both target and self; 1 use)
#687. Dragon Ice; Credit to CTK; FE: 170; Element: Ice/Dragon; Effect: Frost Aura: Take -5 dmg from opponent's attacks, and everytime an Ice-type attack is used heal 10 FE; Attacks: Rend (30; 10 for 2), Ice Bolt (30; opponent's atk-5 for 5 turns), Freeze (10; opponent's atk-5 for all Orbs; 1 use), Ice Breath (60; opponent atk-10; 2 uses), Ice Armor (decrease all dmg taken by 5; lasts for 3 turns), Death Chill (next attack does double dmg; 1 use), Chains of Ice (paralyze and opponent's atk-10 for 3 turns; 2 uses), Frozen Talons (40; 5 for 2)
#688. Millennium Earl; Based on the D. Gray-man character of the same name, Credit to CTK; FE: 200; Element: Shadow; Effect: Sadistic Gentlemen: If you defeat an Orb, you can restore its FE and destory a different Orb. This summons a Level 1 Akuma to the field (see below for stats); Attacks: Akuma Summon (summon a Level 1 Akuma; FE: 70, Attack: Bullet Flurry (20, hits all in Tag Match)), Akuma Level Up (sacrifice two Level 1 Akuma to summon a Level 2 Akuma; FE: 140, Attacks: Akuma Poison (20; 5 for 5), Shred and Tear (50), Tokudon (40, cause a random status effect)), Akuma Level Up 2 (sacrifice two Level 2 Akuma to summon a Level 3 Akuma; FE: 180; Attacks: Guard (absorb 50 dmg), Charge (40; 10 for 3), Slash (60)), Akuma Level Up 3 (sacrifice two Level 3 Akuma to summon a Level 4 Akuma; FE: 200; Attacks: Seishou (80), Sadistic Fury (power up for 1 turn; 1 use), Gaidoku (50; 20 for 3)), Lero Smash (20; must be used before any Earl's Blade attacks can be used), Earl's Blade (50; 5 for 5),Cheerful Demeanour (heal 30, opponent's next attack does 20 less dmg; 2 uses), Earl's Blade: Final Strike (100; 1 use; only when opponent has 50% or less FE), Earl's Blade: Akume Poison (30; 20 for 5), Dark Matter Blast (10; after 7 turns the opponent loses all FE; 1 use)
#689. Naraku; Credit to Nk; FE: 200; Element: Fire/Shadow; Effect: Lacerated Armor: When someone attacks Naraku, they have a chance of getting the Lacerated status, which stacks up to 5 times (from this effect); Attacks: Instant Murder (instant-kill; 1 use), Rend (5; causes the Lacerated status, which stacks up to 5 times (from this attack)), Execute (all Laceration effects are removed from the target; dmg = 10x total # of Lacerations), Persevere (all dmg taken -10, atk +15; lsts for 4 turns, unusable for 3 turns after that), Doom Blossom (in anywhere from 1-3 turns, roll a six-sided die; 1, 3, or 5 = 150 to user; 2, 4, or 6 = 150 to opponent; 1 use), Swipe (30), Flame Pillar (20), Incinerate (10; burn for 3), Doom Flare (50; unusable for 2 turns), Immolate (when attacked, the attacker takes 10 dmg; lasts three turns),Demise (40, may cause blind of silence; 1 turn cooldown), Blade Whirlwind (40), Doom Grip (20; opponent's dodge chance reduced 50% for 3 turns), Murderous Intent (become full Shadow type, absorb Shadow attacks, allow Instant Murder and Presence of Death), Presence of Death (summon a Hand of Death, Naraku heals 50 and returns to normal)
#690. Sonic Entity; Credit to Keizah; FE: 170; Element: Rahaga/Shadow; Effect: Sound Barrier: When attacked by a non-Air attack, trigger a Sonic Boom; Attacks: Sonic Boom (15), Dark Sound (20, may paralyze), Feedback (select one enemy attack each turn; this attack becomes a Rahaga version of that attack for this turn), Sonar (decrease enemy evasion), Overload (35, cannot be blocked, reflected, or dodged; not affected by resistance; 2 uses)
#691. Fire Entity; Credit to Keizah; FE: 160; Element: Fire/Shadow; Effect: Fire Body: Burn opponents on physical contact, absorb Fire attacks and power up by 5 when hit by one; Attacks: Fireball Spit (15), Dark Fire (20, may freeze), Hover (dmg from Earth and Stone attacks is halved), Jet Dash (15, increase evasion, power up if used in succession), Overheat (40, burn; 2 uses)
#692. Sphinx; Credit to Keizah; FE: 170; Element: Stone/Light; Attacks: Tomb Crush (20, decrease evasion), Quadro-Stomp (25), Pharaoh Eye (15, copy one technique), Fire Fang (10, burn), Tail Swipe (disable one weapon-based attack), Pyramid Shield (defense, 3-4 turns), Ancient Wisdom (power up)
#693. Ian; Based on the MÄR character of the same name, Credit to Keizah; FE: 150; Element: Steel/Shadow; Effect: Revenge: Attacks do double damage to Spirits associated with mutation; Attacks: Python Chain (15, cannot be dodged by Spirits with 130 or less FE), Claw Blade (20, double to Rahaga types), Octopus Chain (flip 5 (8 at Level 8) coins; 5x heads, recover one Steel attack that has been disabled), Moon Fall (5; hits 5 times, each hit can target a different opponent; no power ups apply), Death Chain (all fighters power down, and each turn they lose 30 FE and one technique), Crushing Weight (disable all healing and Light techniques), Peryunton (summon Peryunton, who has attacks: Demon Claw (40), Skydive (50), Core Burst (70, destroy Peryunton)), ÄRM Break (70; 1 use)
#694. Klakk, Credit to Neya; FE: 160; Element: Light/Dragon; Effect: Screech of Light: All Makuta pre-evolution Orbs excpet Miserix take +10 dmg, all Makuta Orbs except Makuta Miserix take +30 dmg, all Shadow Matoran except Vican become Light element; Attacks: Screech (50, double to Shadow types), Dragon Screech (65), Claw (20), Light Wing (30, double to Stone types), Soar (50), Federation of Fear (summon a Reformed Brutaka, Roodaka, Lariska, Vezon, Takadox, Miserix, or Carapar to aid you; only available at Level 10), Jet Tackle (40)
#695. Purified Vican; Credit to Neya; FE: 135; Element: Air; Attacks: Claw (15), Purify (50 to Shadow types, heal 25; 1 use), Air Blast (25), Prove (power up; 1 use)
#696. Cute Fossil; Based on Neya's concept pre-evolution of the Pokemon Anorith; FE: 160; Element: Stone/Air; Upgrades into Fossil Bug; Effect: Battle Armor: Strong against Air instead of weak; Attacks: Scratch (30), Harden (defense), Mud Sport (weaken Thunder attacks by 15), Water Gun (30), Metal Claw (40), Cut (40), Dig (30, defense), X-Scissor (50, only every other turn)
#697. Fossil Bug; Based on the Pokemon Anorith, Credit to Neya; FE: 180; Element: Stone/Air/Steel; Upgrades into Bug Dinosaur; Effect: Battle Armor: Strong against Air instead of weak; Attacks: Scratch (35), Harden (defense), Mud Sport (weaken Thunder attacks by 25), Water Gun (35), Metal Claw (45), Cut (45), Dig (35, defense), Ancientpower (50; atk +5 first use), Fury Cutter (20, +5 per use), Aerial Ace (25, Sanok-level accuracy), Rock Smash (40), Stealth Rock (when opponent switches Orbs, new Orb takes 10 dmg regardless of resistance but not weakness; do Parasite-type FE calculations before the dmg is done), Water Pulse (40, confuse), X-Scissor (60)
#698. Bug Dinosaur; Based on the Pokemon Armaldo, Credit to Neya; FE: 200; Element: Stone/Air/Steel/Dragon; Effect: Battle Armor: Strong against Air instead of weak; Attacks: Scratch (40), Harden (sub-Cushion Jelly-level defense), Mud Sport (weaken Thunder attacks by 35), Water Gun (40), Metal Claw (50), Cut (50), Dig (40, defense), Ancientpower (60, atk +5 first use), Fury Cutter (25, +5 every use), Aerial Ace (30, super-Sanok-level accuracy), Rock Smash (50), Stealth Rock (when opponent switches Orbs, new Orb takes 20 dmg regardless of resistance but not weakness; do Parasite-type FE calculations before the dmg is done), Water Pulse (45, confuse), Toxic (5 this turn, 6 next turn, 7 turn after that, etc; 1 use), Earthquake (60), Hyper Beam (80, 1 turn cooldown), Iron Tail (60), Sandstorm (10 per turn against non-Stone, Earth, and Steel types; double to Air types), Natural Gift (heal 25), Strength (60), Giga Impact (80, 1 turn cooldown; 1 use), X-Scissor (70, 1 turn cooldown; 1 use)
#699. Subspace Grunt Darkling; Based on the Primid from Super Smash Bros. Brawl, Credit to Neya; FE: 75; Element: Shadow/Rahaga; Attacks: Shadow Punch (25), Reform (30), Boomerang (20, hits both in Tag Match), Beam Sword (25), Metal (take half-dmg from next attack)
#700. Supspace Juggernaut Darkmech; Based on Galleom from Super Smash Bros. Brawl, Credit to Neya; FE: 190; Element: Shadow/Steel; Attacks: Quad Jump (15; 4 hits, paralyze), Spinning Slam (30), Puncheom (60), Twin Fist (32; 2 hits), Body Spin (65, confuse selft next turn), Tank Form (take half-dmg next turn can only use Missiles and Rush), Rush (50), Falling Tank (80; only right after Rush; 25% accuracy), Missiles (40), Roar (power up), Collapse (70; 20 self-dmg, cooldown 1 turn), Ultra-Jump (Calix-level dodge, can only use Omega Pound next turn, recharge 8 turns), Omega Pound (100, only right after Ultra-Jump, cooldown 1 turn, backlash half; 1 use), Subspace Self-Destruct (20, summon 5 Darklings, can only be used when Darkmech has less then 11 FE)