Orbs 901-1000
#901. Golden Frost Armor; Made from combining the Light and Ice Crystals, Credit to Neya; FE: 50; Element: Light/Ice; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Light and Ice attacks, give all host's attacks 15% blind, 15% freeze. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Life Bow (25; 10% blind), Ice Bow (25; 10% blind), Light Lance (25; 10% freeze), Icicle Lance (25; 10% freeze), Golden Dawn Shard (15, perfect accuracy), Cold White Shard (15, perfect accuracy), Ultra Freezer (10; 75% freeze), Light Freezer (10; 40% freeze, 20% blind), Phaser Gaze (10; 75% blind), Ice Laser Gaze (10; 40% blind, 20% freeze), Critical Holy Sniper (80; 50% accuracy), Critical Blizzard Piercing (80; 50% accuracy), Critical Combo: Light Ice Ballista (100; 50% accuracy, double to Shadow and Air; 1 successful use)
#902. Solar Flare Armor; Made from combining the Light and Fire Crystals, Credit to Neya; FE: 50; Element: Light/Fire; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Light and Fire attacks, give all host's attacks 15% blind, 15% burn. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Life Bow (25; 10% blind), Fire Bow (25; 10% blind), Light Sword (25; 10% burn), Blazing Sword (25; 10% burn), Golden Dawn Shard (15, perfect accuracy), Red Hot Shard (15, perfect accuracy), Spontaneous Explosion (10; 75% burn), Light Spontaneous Combustion (10; 40% burn, 20% blind), Phaser Gaze (10; 75% blind), Fire Laser Gaze (10; 40% blind, 20% burn), Critical Holy Sniper (80; 50% accuracy), Critical Furnace Slash (80; 50% accuracy), Critical Combo: Light Fire Inferno Blade Beam (100; 50% accuracy, double to Shadow and Ice; 1 successful use)
#903. Infinite Lancer; Based on General Camus from Fire Emblem: Shadow Dragon, Credit to Neya; FE: 160; Element: Shadow/Steel; Effect: Ultimate Warrior: As long as this Spirit still has "Gradivus" charges, atk+10, additional Light element without additional weakness, and 20/turn regen; Attacks: Lance Stab (20), Impale (35), True Loyalty (atk +10), Gradivus Regen (heal 50; total 10 uses that it shares with Wrath of the Gradivus), Wrath of the Gradivus (60; total 10 uses that it shares with Gradivus Regen)
#904. Undead Cicada; Based on the Pokemon Shedinja, Credit to Neya; FE: 1; Element: Shadow/Air; Effect: Wonder Guard: Only super effective attacks and status effects can damage this Spirit; Attacks: Shadow Ball (30), X-Scissor (40), Swords Dance (atk+10), Dig (35)
#905. BionicleShadowBlades; Credit to Neya; FE: 190; Element: Shadow/Dragon; Attacks: Dark Slash/Laser/Shockwave (30), Dragon Slash/Laser/Shockwave (30), Dark Draco Shield (defense), Dark Draco Slash/Laser/Shockwave (75, double to Rahaga), Dark TwayKey Armor (1/4 dmg this turn, 1/3 next turn, 1/2 turn after that), Komau: Kraakahn (mind control for 2; 3 if target is Light type), Keyblade Slash (50, double to Dragon), Twayblade Slash (50, double to Dragon), TwayKey TwinStrike (100, double to Thunder and Rahaga; 1 use)
#906. Obscura: Assassain Form; Credit to Neya; FE: 210; Element: Shadow/Steel; Effect: Hopeless Battle: When FE runs out restore to full once, then half full once; Attacks: Venom Daggers (poison, opponent loses a turn), Kaminari Assassinate (99), Cable Crusher (30/turn), Obscure (50, opponent loses 1 attack; 2 uses), Death Blow (60; can only be used when it will finish target off, perfect accuracy, target cannot continue, revive, or be exchanged)
#907. Zodiakai: Void; Credit to Neya; FE: 210; Element: Shadow/Rahaga; Effect: Zodiac Apacolypse: Every 12 turns opponent is poisoned and loses 25 FE, while this Spirit can attack thrice if not on cooldown; Attacks: Slash (25), Arthron: Avsa (disable all Water attacks of opponent, gain 2 of those attacks), Shadow Rasengan (60), Zodiac Seal: Darkness Release (enable basic Zodiac Style techniques, Zodiac Nightmare, and Darkness of 12 Years), Zodiac Style: Rooster Drill (50), Zodiac Style: Dragon Rage (45, random extra effect), Zodiac Style: Boar Wrath (42, cannot be dodged), Zodiac Style: Ox Horn (42, defense-piercing), Zodiac Style: Roaring Tiger (decrease opponent's evasion and accuracy), Zodiac Style: Horse Rider (increase dodge chance and accuracy), Zodiac Style: Sheep Armor (defense, third all damage), Zodiac Style: Rabid Dog (flip 3 coins; 25x tails), Zodiac Style: Snakebite (45, poison), Zodiac Style: Rat Gnaw (40, opponent loses 15 atk), Zodiac Style: Monkey Barrel (defense, power up on first use, heal 45), Zodiac Style: Rabbit Stomp (50), Zodiac Nightmare (enable advanced Zodiac techniques and power up Darkness of 12 Years), Advanced Zodiac Style: Cat Claw (55, paralyze for 3), Advanced Zodiac Style: Crab Pincers (65), Advanced Zodiac Style: Tilted Scales (atk up 8, opponent's atk down 8), Advanced Zodiac Style: Draco Mancer (gain 2 Dragon techniques), Advanced Zodiac Style: Lion Roar (65), Advanced Zodiac Style: Swan Dive (30, Sanok-lvl accuracy), Advanced Zodiac Style: Centaur's Bow (30, Sanok-lvl accuracy), Supreme Zodiac Style: Darkness of 12 Years (100; 3 turn cooldown, does full damage to Light Spirits)
#908. Language of Hate; Based loosely on the Pokemon Unown, Credit to Neya; FE: 190; Element: Shadow/Thunder; Note: There are 26 different types of Language of Hate, each with 2 special attacks. An attack that is usable by only one breed will be noted in the sub-category of that Language of Hate's attacks. Attacks without such a note can be used by all Language of Hate; Universal Language of Hate Attacks: Hidden Powers (35), Blade of 451 (50), Dark Curse (20, poison), Ancient Wisdom (power up), Thunder (30); A: Air Constrict (35), Arthron: Avsa (disable all water attacks of the opponent, you gain 2 of those attacks); B: Betray (30), Burai Break (60; 1 turn cooldown; this attack cannot be used again for 4 turns); C: Cutter Arms (flip 5 coins, damage equals 20 times heads), Conquer (same as #234); D: Death and Decay (20 for 4, can only be used once every 7 turns), Dash (95% evasion for 3 turns); E: Exo-Punch (30, paralyze), Earthquake (30, paralyze); F: Force Lightning (50), Federation of Fear; G: Gravity Ball (40), INCOMPLETE FILE; H: Horse Rider (increase dodge chance and accuracy), Hyper Mask (defense, 5, +25 to Shadow, mind control 1 then confuse for 2); I: Ice-Cold Soul (90, damages both user and target), Inferno Fist (60); J: Jet Tackle (45), INCOMPLETE FILE; K: Kaminari Assassinate (99), Knowledge Barrier (take no damage from Visorak, opponent cannot use Hordika, always active); L: Light Blast (40), INCOMPLETE FILE; M: Mistika (always active), INCOMPLETE FILE; N: INCOMPLETE FILE; O: Off-Waves (180, recharge 12 turns), Oblivion Ring (next time you lose FE, opponent takes equal damage); P: Phantoka (always active), INCOMPLETE FILE; Q: Quadro-Block (defense), INCOMPLETE FILE; R: INCOMPLETE FILE; S: Suffering's Beginning (10 for 5), Suffering's End (only when target under Suffering's Beginning and Dark Curse, drain all FE); T: Thunderbolt Blade (flip 3 coins; 40x tails), Twayblade Slash (65); U: Undefeatable (no weakness, always active), INCOMPLETE FILE; V: Vine Strangle (30, paralyze), Volt Tackle (80); W: 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; 5 turns after this attack is used, Language of Hate must de-fuse or be exchanged), Waterspout (45); X: X-Scissor (80), Xradertahhtrw Mask of Wrath (power up); Y: Yin-Yang Avhokii (50 to Shadow, Thunder, and Ice, increase YYK to 5 more than YYA), Yin-Yang Kraakhan (50 to Light, Steel, and Fire, increase YYA to 5 more than YYK); Z: Zamor Spit (20; enemy loses 10 atk first use; mind control opponent for 4 turns), Zantetsuken (instant-kill opponent with 50 FE or less)
#909. Oboro Muramasa; Based on the swords from Muramasa: The Demon Blade; FE: 10; Element: Steel/Shadow; Effect: Oboro Style: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and elements, use host's effect; Attacks: Soul Slash (deals fixed 20 dmg), Block (defense; 5 uses), Soul Drink (make next Soul Slash vampiric), Sword Break (30, defense-piercing, destroy target's weapon on first use), Quick Draw (charge, then 50; perfect accuracy, hits all), Barrier Cut (disable all of the target's techniques of one chosen Element; can only choose an Element you have an Ultima-Orb for; if this Element makes up 75% or more of target's repitoire the effect only lasts 4 turns; 1 use), Disturbance (70, backlash half, 1 use)
#910. Pokeblader; Based loosely on the Pokemon games; FE: 170; Element: Rahaga; Effect: Chronicler's Bond: If fighting alongside a Pocket Monster, you both power up; Attacks: Red Blade (10; 50% chance extra 10 Dragon dmg), Green Blade (10; 50% chance extra 10 Earth dmg), Blue Blade (10; 50% chance extra 10 Ice dmg), Gold Blade (20, can also take on Air properties), Silver Blade (20, can also take on Water properties), Ruby Blade (15, burn), Sapphire Blade (15, freeze), Diamond Blade (25, paralyze for 2), Pearl Blade (25, opponent loses a technique on first use), Blade Fusion (give up normal blades to make a Fusion Blade), Blade Break (undo one Blade Fusion), Yellow Blade (30; 50% chance extra 10 Steel dmg; fusion of Red, Green, and Blue Blades), Crystal Blade (40, can also take on Ice properties; fusion of Gold and Silver Blades), Emerald Blade (30, confuse; fusion of Sapphire and Ruby Blades), Platinum Blade (50 next turn; fusion of Diamond and Pearl Blades), FireRed Blade (40; 50% chance extra 10 Dragon dmg, burn; fusion of Red and Emerald Blades), LeafGreen Blade (40; 50% chance extra 10 Earth dmg, poison; fusion of Green and Emerald Blades), HeartGold Blade (70, backlash half; fusion of Gold and Platinum Blades), SoulSilver Blade (70, backlash half; fusion of Silver and Platinum Blades)
#911. Exdeath; Based on the Final Fantasy V villain of the same name; FE: 200; Element: Shadow; Effect: The Laws of the Universe Mean Nothing: No weakness, when silenced can still use physical attacks, when FE runs out you can restore it to full after 10 turns and with 9 Ultima-Orbs one time, 25% immunity to status effects; Attacks: Slash (10), Barrier (defense, counter with Slash), Reaper's Sword (insta-kill a target with 40 FE or less), Influence (mind control for 2; 1 use per Spirit), Crystal Shatter (destroy one of the foe's Ultima-Orbs for the duration of this battle; backlash 25 is the opponent's active Spirit does not have that Element, 50 if it does; 1 use), Banish (instantly destroy one of the opponent's inactive Spirits; 1 use, 1 turn cooldown), Firaga (30), Blizzaga (30), Thundaga (30), Holy (50), Level 3 Flare (60, only hits if target's Level is divisible by 3), Meteor Shower (40, hits all in Tag Match, 30% chance of hitting twice in a duel), Quake (40, hits all in Tag Match), Vacuum Wave (25), Reverse Polarity (opponent must switch with one of their inactive Spirits; 1 use), Gravity (dmg=25% of target's current FE), Dispel (undo a target's power-ups; 1 use), Swallowed by the Void (ends the match in a tie; 1 use)
#912. Protectivalkyrie; Based loosely on Ruri Matsuri from Shuffle!; FE: 180; Element: Light; Effect: Experimental Paladin III: Nullify an ally's weakness by taking it on yourself; Attacks: Slash (20), Heal (restore 50 FE to self or ally), Cloaking (defense), Protect (take hit for ally), Honor (recover from negative effects), Purify (heal ally of negative effects), Empower (power up ally), Guidance (increase ally's accuracy), Fortify (increase ally's defense), Alert (increase ally's evasion), Paladin's Sword: Fast Strike (10, enhanced accuracy), Paladin's Sword: Low Sweep (10, defense-piercing), Paladin's Sword: Mighty Slash (40, lower accuracy), Paladin's Sword: Trinity Attack (flip 3 coins; 30x tails), Baptism (if the opponent has any Shadow techniques, remove them and deal 30 dmg), Judgment's Crusader (atk and defense up, gain an extra attack per turn for each ally nearby, all power ups given to your allies are stronger, allow following techniques), Redemption (revive a fallen Orb), Paladin's Sword: Judgment Strike A: Revelation (50, more powerful the more you have strengthened your allies, allows next move) Paladin's Sword: Judgment Strike B: Retribution (50, more powerful the more weaknesses you have taken on, can only be used if it follows the previous move)
#913. Queen of Blades; Based on Infested Kerrigan from the Starcraft series, Credit to Neya; FE: 230; Element: Shadow/Earth/Psionics; Effect: Queen of the Universe: Effective attacks against this Spirit deal 75% normal damage, this Spirit's effective attacks do 125% normal damage, regen 10/turn; Attacks: Claws (30), Bladewings (30), Great Claws (40), Mind Games (evasion up permanently; 1 use), Ensnare (10, paralyze), Infestation (gain attack from opponent), Telepathy (Calix-lvl dodge), Cloaking (evasion up for 5 turns; 5 uses), Zerg Rush (summon 12 Zerglings with Earth element and 20 FE, attacks Bite (10), Claw (10), and Burrow (defense, then 5); 3 uses, 1 turn cooldown then 6 turn recharge), Zerg Swarm (summon 8 Hydralisks with the Earth/Steel element and 30 FE, attacks Swift Spines (5, hits twice) and Infected Claws (10); 3 uses, 1 turn cooldown then 8 turn recharge), Zerg Barrage (summon 4 Mutalisks with the Earth/Air element and 50 FE, attacks Wing of Darkness (15)and Glaive Wurm (12, then 6, then 2); 3 uses, 1 turn cooldown then 12 turn recharge), Zerg Might (summon 1 Ultralisk with the Earth/Dragon element and 100 FE, attacks Iron Tusks (25)and Kaiser Blades (35); 3 uses, 1 turn cooldown then 18 turn recharge), Consume (heal 10, if a Zerg is on the field you can kill it to restore additional FE equal to its current FE), Usurp (20, absorb), Parasite (20, you have Sank-lvl accuracy for the next 5 turns), Lockdown (remove 4 of the enemy's Steel and Thunder attacks, or 2 of any type), Evolution (heal 30 or atk up 10), Psionic Storm (80, hits everything on the field including Zerg but excluding Queen of Blades)
#914. Exo-Sand; Credit to Keizah; FE: 150; Element: Steel/Earth; Effect: Weak to Water, resistant to Stone and Earth; Attacks: (Solid Form, default, can be returned to at any time) Drill (10, reduce target's defense), Spike Sword (20, chance of poisoning), Chains (25),Rhotuka (20), Sand Form (activate like an attack, heal 5/turn, boosted defense, following attacks), Sandstorm (5 for 3, each hit reduces defense (1/2 Drill)), Reform (15, defense), Sand Cobra (15, poison chance), Sand Cocoon (paralyze, 30 next turn), Antlion (10 for 3, disable an attack on the third hit), Shapeshift (allow Solid Form attacks while in Sand Form for 4 turns, all Earth attacks treated as Steel for duration; 1 use),King Cobra (40, poison chance, 1 turn cooldown, only available during Shapeshift; 1 use)
#915. Moonlight Kaita; Credit to Keizah; FE: 180; Element: Rahaga/Light/Shadow; Effect: Reflection: Attacks have a 20% chance of missing; Attacks: Sword of Krakha (20, copy an attack on the first 3 uses), Shield of Krakha (defense, disable an attack on the first 3 uses), Full Moon (5x own FE/opponent's FE), New Moon (5x opponent's FE/own FE), Lunar Shield (defense for 3), Lunar Armor (boosted defense and attack for 5 turns; 2 uses), Silver Avohkii (30), Mask of Krakha (transform into any Spirit with less than 180 FE, FE remains the same, limited to those attacks, elements, and effect of the selected Spirit, wears off in 6 turns; 1 use)
#916. Shiva Cycle; Based on Gestalt Mode Shiva in Final Fantasy XIII; FE: 170; Element: Ice/Steel; Effect: Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, keep this Spirit's attacks and one long range attack from the pilot, add 10% of the pilot's FE to this Orb's FE; Attacks: Wheelie (20), Spinfreeze (30, hits all in Tag, if target is paralyzed you can prolong their paralysis an additional turn, unless this paralysis was caused by this attack), Icicle Drift (15, higher paralyze chance), Ice Ramp (defense, 10 next turn), Diamond Dust (70, backlash half, Shiva Cycle is dismissed after this attack and cannot be used again this match, driver is left to fight on their own with FE equal to what Shiva Cycle's FE was upon dismissal)
#917. Exo-Bordakh; Original design; FE: 150; Element: Rahaga; Attacks: Kanoka Launch (20), Keyblade Slash (15), Protect (defense against a physical attack), Reflect (reflect a non-physical attack), Black Magic (25, randomly switches between Fire, Ice, Thunder, and Water), Cura (heal 30), Bio (25, poison), Dia (30 to Shadow), Hikari Cannon (flip 4 coins; 10x tails), Ruin (25), Curse (inflict a random negative effect for 2 turns)
#918. Exo-Pahrak; Original design; FE: 140; Element: Stone/Steel; Upgrades into Exo-Pahrak: Kal Titan; Effect: Kinship: Power up if another Bohrok-related Spirit is in battle; Attacks: Power Punch (10), Krana Eject (mind control opponent for 3), Stone Blast (20), Electro-Rocket (20, stun), Head Bash (30; 50% chance of 10 backlash), Stone Ball (25, defense; if used more than once every three turns user becomes confused for 2), Clean It All (dmg=current FE, opponent loses one attack, user then has a random negative status effect for the rest of the battle; 1 use)
#919. Infernape; Based on the Pokemon of the same name; FE: 140; Element: Fire; Effect: Blaze: When FE falls below half, power up; Attacks: Mach Punch (10, Sanok-lvl accuracy), Flamethrower (20), Close Combat (50, lower own defenses; 3 uses), Fire Wheel (20)
#920. Exo-Pahrak Kal Titan; Original design; FE: 200; Element: Stone/Steel; Effect: Nuva Symbol Fall-Back Program: When FE falls below half, power up by 20, but 3 turns after this begins your defense falls; Attacks: Power Punch (15), Krana Eject, Stone Blast (25), Plasma Blast (25), Head Bash (30), Vacuum Strangle (paralyze),Body Slam (30), Rockslide (30), Plasma Wave (30), Silver Shield (defense for 2), Sterling Silver Cannon (50), Vacuum Metal Saber (disable Power Punch and Vacuum Strangle, enable Saber Slash, Drilling Strike, Kal Crush, and Gahdok), Saber Slash (40), Drilling Strike (45, defense-piercing; 1 use), Hover (immune to Earth for 3), Kal Crush (60, backlash 10, breaks Vacuum Metal Saber; 1 use), Cahdok (25; 1 use), Gahdok (25; 1 use), Bahrag's Reign (70, most be used immediately after a Cahdok/Gahdok combo, hits user as well as target, does extra 20 damage if Krana Eject was used on target, lower target's attack power and accuracy, Kal Titan will then only be able to use Power Punch, Stone Blast, and Plasma Blast; 1 use)
#921. Earth Apprentice; Based on Terra from Kingdom Hearts: Birth by Sleep; FE: 180; Element: Steel/Shadow; Attacks: Keyblade Slash (30), Command Style Level 1 (change the Element of Keyblade Slash to any element from the basic ring (Fire, Stone, Jungle, etc.) for 3 turns, but the next time you are hit by an attack that this element is weak to you will take double damage; enable Command Style Level 2 and Blade Charge while this is active), Command Style Level 2 (change the Element of Keyblade Slash to any element from the second ring (Rahaga, Dragon, Psionics, etc) for 3 turns, but the next time you are hit by an attack that this element is weak to you will take double damage; 4 uses), Fatal Mode (power up Keyblade Slash for 3 turns, enable Command Style Level 2 and Blade Charge during this time), Blade Charge (make Keyblade Slash defense-piercing for 3 turns; 2 uses), Ultima Cannon (50; 1 use), Dimension Link (gain an attack from another Spirit you possess; 1 use), Dark Firaga (30, may burn), Solo Arcanum (flip 3 coins; 30x heads; 1 use), Aerial Break (15, possible dodge), Dark Haze (30), Limit Storm (30, stronger if FE less than 25%), Gaia Break (40), Cure (heal 10), Guard (defense), Black Volley (flip 5 coins; 10x tails), Meteor Burst (40, possible 5 backlash), Aerial Slam (20, paralyze), Keyblade Vehicle (defense, possible 15 damage), Seal (opponent loses one attack; 1 use)
#922. Air Apprentice; Based on Ventus from Kingdom Hearts: Birth by Sleep; FE: 180; Element: Steel/Light; Attacks: Keyblade Slash (30), Command Style Level 1 (change the Element of Keyblade Slash to any element from the basic ring (Fire, Stone, Jungle, etc.) for 3 turns, but the next time you are hit by an attack that this element is weak to you will take double damage; enable Command Style Level 2 and Wing Blade while this is active), Command Style Level 2 (change the Element of Keyblade Slash to any element from the second ring (Rahaga, Dragon, Psionics, etc) for 3 turns, but the next time you are hit by an attack that this element is weak to you will take double damage; 4 uses), Speed Rave (increase dodge chance for three turns, enable Command Style Level 2 and Wing Blade during this time), Wing Blade (enable Keyblade Slash to hit twice for 3 turns; 2 uses), Dimension Link (gain an attack from another Spirit you possess; 1 use), Holy (50; 1 use), Strike Raid (20, hits again next turn), Cura (heal 20), Tornado (40), Last Arcanum (flip 3 coins; 30x heads; 1 use), Holy Rise (30, heal 10), Aeroga (30), Zero Graviga (paralyze for 3), Freeze Raid (20, freeze), Multi Vortex (40, flip 3 coins, extra 5x tails), Magnet Spiral (30, cannot be dodged), Tornado Strike (25; flip 3 coins, additional hit for each heads, each hit can have a different target), Keyblade Vehicle (defense, possible 15 damage), Seal (opponent loses one attack; 1 use)
#923. Water Apprentice; Based on Aqua from Kingdom Hearts: Birth by Sleep; FE: 180; Element: Steel/Light; Attacks: Keyblade Slash (30), Command Style Level 1 (change the Element of Keyblade Slash to any element from the basic ring (Fire, Stone, Jungle, etc.) for 3 turns, but the next time you are hit by an attack that this element is weak to you will take double damage; enable Command Style Level 2 and Ghost Drive while this is active), Command Style Level 2 (change the Element of Keyblade Slash to any element from the second ring (Rahaga, Dragon, Psionics, etc) for 3 turns, but the next time you are hit by an attack that this element is weak to you will take double damage; 4 uses), Magic Wish (turn Keyblade Slash into a long-range attack for 3 turns, enable Command Style Level 2 and Ghost Drive during that time), Ghost Drive (increase evasion and accuracy for 3 turns; 2 uses), Dimension Link (gain an attack from another Spirit you possess; 1 use), Curaga (heal 30), Megaflare (40), Atomos Break (50; 1 use), Rainbow Shower (roll a 6-sided die; dmg=resultx10), Magic Hour (flip 3 coins; 30x heads; 1 use), Black Magic (25, randomly switch between Fire, Ice, Thunder, and Air), Detonate Chaser (25, cannot be dodged), Time Splicer (20, may hit twice), Reflect Blitz (30), Thundaga Shot (40), Glacial Arts (30, hits all), Reflect (defense, possible reflect damage), Keyblade Vehicle (defense, possible 15 damage), Seal (opponent loses one attack; 1 use)
#924. Shadow Apprentice; Based on Vanitas from Kingdom Hearts: Birth by Sleep; FE: 180; Element: Steel/Shadow; Attacks: Keyblade Slash (30), Counter (dodge and hit with Keyblade Slash, cannot act next turn), Shockwave (20), Lightning Wall (30, paralyze), Blizzard (20), Fireball (20, enhanced accuracy), Dark Rise (defense, 30 next turn), Key Surf (15, defense), Flame Shower (40), Dark Obelisk (50; 1 use), Shadow Fissure (30, may blind), Sliding Cut (25, enhanced accuracy), Blizzard Combo (roll a 6-sided die; dmg=result x10), Dark Whirlwind (40), Status Blade (inflict a random status effect), Soul Eater (give up 30 FE to do fixed 30 damage), Possess (only when health below 25%; take away one of your opponent's inactive Spirit and use it to heal Shadow Apprentice to full and power up its attacks; 1 use), Seal (opponent loses one attack; 1 use)
#925. Keyblade Samurai; Based on Master Eraqus from Kingdom Hearts: Birth by Sleep; FE: 180; Element: Steel/Light; Upgrades into Sentiment of Light when defeated by a Shadow Spirit; Attacks: Keyblade Slash (30), Orb Army (create four Light Orbs with 25 FE that can attack for 10 Light dmg; 3 uses), Chains of Light (30), Keyblade Dash (20, defense-piercing), Sonic Blade (flip 3 coins; 20x tails), Keyblade Combo (flip 2 coins; 30x tails), Phantom Keyblades (20, may hit twice), Light Blast (15), Counter (5, defense), Flame Pillars (40), Laser Ring (40), Master (summon another Spirit that has a Keyblade to aid you; only 1 at a time), Master's Strike (70, backlash half; 1 use), Seal (opponent loses one attack; 1 use)
#926. Dark Keyblade Master; Based on Master Xehanort from Kingdom Hearts: Birth by Sleep; FE: 180; Element: Steel/Shadow; Upgrades into Sentiment of Darkness when defeated by a Light Spirit; Attacks: Keyblade Slash (30), Keyblade Combo (50, only directly after Keyblade Slash), Blizzard (30), Shadow Blast (15), Shadow Tower (30), Earth Pillar (30, paralyze), Keyblade Tornado (40), Summon Guardian (call Shield of Darkness to aid you; 1 use), Possess (merge with one of your opponent's inactive Spirits; Dark Keyblade Master's attacks powered up, can keep 3 attacks from host, overwrite effect and Elements, add 10% of host's FE to Dark Keyblade Master's max and heal to full; only when FE under 25%; 1 use), Shadow Fissure (30, may blind), Chain Shadow Blast (flip 3 coins; 15x tails), Keyblade Thrust (25, defense-piercing), Freeze (freeze for 2), Darkness Storm (60, backlash half; 1 use), Keyblade Crush (20, paralyze, may hit twice), Seal (opponent loses one attack; 1 use)
#927. William Furno; Based on the Hero Factory character of the same name; FE: 140; Element: Fire; Upgrades into Furno 2.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Fire Blast (10), Shooter Slash (15), Fire Kick (20), Blaze Cutter (25), Prove (power up)
#928. Natalie Breez; Based on the Hero Factory character of the same name; FE: 140; Element: Air; Upgrades into Breez 2.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Boomerang (10, may hit again next turn), Homing Boomerang (15, cannot be dodged),Link (gain an attack from a Rahi Spirit; 1 at a time), Cycletack (20, add. 5 per turn), Agility Slash (25)
#929. Mark Surge; Based on the Hero Factory character of the same name; FE: 140; Element: Thunder; Upgrades into Surge 2.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Lightning Burst (10), Lightning Shield (defense), Shield Punch (15), Quick Kick (20), Storm Shot (25)
#930. Preston Stormer; Based on the Hero Factory character of the same name; FE: 140; Element: Ice; Upgrades into Stormer 2.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Ice Blade (10), Arm Improvement (gain a 10 damage attack that would have been super-effective against the last Spirit you defeated; 1 use), Grappling Spear (15, may pierce defense), Saw Blade (20), Alpha Glacier (25)
#931. Jimmi Stringer; Based on the Hero Factory character of the same name; FE: 140; Element: Rahaga; Upgrades into Stringer 3.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Sound Cannon (10), Rock Kick (15), Cannon Crush (20), Deafen (silence for 2), Chorus Cannon (25)
#932. Duncan Bulk; Based on the Hero Factory character of the same name; FE: 140; Element: Steel; Upgrades into Bulk 3.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Metal Blaster (10), Exploding Sphere (15), Power Punch (20), Armor (defense), Tank Rush (25)
#933. XPlode; Based on the Hero Factory character of the same name; FE: 160; Element: Fire; Effect: Spiked Body: Direct contact poisons opponent, attack do -10 to Bionicle Spirits and Technic Ancestors; Attacks: Spiked Sword (10), Meteor Blaster (15), Shoulder Ram (20), Projectile Rain (25), Minion (summon Rotor)
#934. Corroder; Based on the Hero Factory character of the same name; FE: 160; Element: Air; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Horn (10), Claw Swipe (20), Corrosive Spit (opponent loses 1 attack; 1 use), Meteor Blaster (15), Claw Shockwave (25)
#935. Meltdown; Based on the Hero Factory character of the same name; FE: 160; Element: Jungle; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Tentacle Whip (10), Meteor Blaster (15), Radioactive Sludge Shooter (20), Sludge Dunk (reduce opponent's dodge chance), Sludge Tsunami (25)
#936. Rotor; Based on the Hero Factory character of the same name; FE: 160; Element: Air; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Gas Gun (10), Meteor Blaster (15), Copter Blade (20), Fly (defense), Whirlwind Slicer (25)
#937. Thunder; Based on the Hero Factory character of the same name; FE: 160; Element: Steel; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Crusher Claw (10), Meteor Blaster (15), Sphere Tackle (20), Headbutt (paralyze), Thundering Crush (25)
#938. Von Nebula; Based on the Hero Factory character of the same name; FE: 160; Element: Shadow; Effect: Ultimate Villain: Take -10 from Shadow, attacks do -10 to Bionicle Spirits and Technic Ancestors; Attacks: Staff Twirl (10), Shadow Bolt (15), Crushing Hatred (20), Black Hole (25), Intimidate (paralyze)
#939. Furno Bike; Based on the Hero Factory set of the same name; FE: 130; Element: Steel/Fire; Effect: Personal Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 10% of the pilot's FE to Furno Bike's FE, keep this Spirit's techniques and one long-range technique from the pilot (unless the pilot is William Furno, in which case all techniques from the pilot are added to the techniques of Furno Bike); Attacks: Dash (defense), Plasma Blasters (15), Furno Charge (30)
#940. Drop Ship; Based on the Hero Factory set of the same name; FE: 120; Element: Steel/Air; Effect: Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 10% of the pilot's FE to Drop Ship's FE, keep this Spirit's techniques and one long-range technique from the pilot; Attacks: Force Ball Shooter (15), Hero Drop Off (summon a Hero Factory hero to aid you; only 1 at a time), Evasive Maneuver (defense)
#941. Iron Prisoner; Based on the boss of the same name from Kingdom Hearts: Birth by Sleep; FE: 170; Element: Shadow/Steel/Fire; Attacks: Lasers (10), Slam (15), Fire Slam (15), Cage (paralyze for 3), Dark Rise (20), Release 1 (allow following up through Release 2), Hammer Smash (20), Hammer Storm (flip 3 coins; 20x heads), Release 2 (allow following up through Release 3), Exploding Smash (25), Spinning Hammer (25), Release 3 (power up and allow following), Vacuum (paralyze, allow Flame Burst next turn only), Flame Burst (50), Fire Waves (40), Hammer Crush (40), Master of the Arena (defense, 60 damage, backlash one-third; 1 use, hits all), Mirage (defense)
#942. Vapor; Based on the Hero Factory villain of the same name; FE: 160; Element: Water; Upgrades into Vapor 2.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Vapor Blast (10), Meteor Blaster (15), Corrosive Vapor (opponent loses 1 attack; 1 use), Blaster Punch (20), Mist Strangler (25)
#943. RoboTops; Based on the fusion of Torch, Ski, Scuba, and Turbo; FE: 170; Element: Fire/Water/Ice/Steel; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Disk (20), Quick Kick (25), Flame Cannon (25), Avalanche (25), Tsunami (25), Headbutt (30), Armor (defense)
#944. UltraRex; Based on the fusion of Jet, Amazon, Electro, and Granite; FE: 170; Element: Air/Thunder/Jungle/Stone; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Disk (20), Disk Tornado (25), Spark Breath (25), Rockslide (25), Thorn Cannon (25), Dragonbreath (30), Intimidation (paralyze)
#945. Dynamo; Based on the fusion of Blaster, Flare, and Spark; FE: 160; Element: Shadow/Fire/Thunder; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Disk (20), Shadow Stomp (25), Flare Storm (25), Gatling Spark (25), Disk Windmill (30), Status Blast (inflict a random negative status effect)
#946. Fusion Gladiator; Based on the fusion of Power and Onyx; FE: 150; Element: Light/Earth; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Lasers (10), Shield (defense), Seismic Stomp (15), Wheel Launch (20), Wheel Slash (25), Lightquake (30)
#947. Snow Dune; Based on the fusion of Frost and Dust; FE: 150; Element: Ice/Earth; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Spears (10), Snowstorm (15), Wheel Launch (20), Sand Blizzard (25), Quicksand (paralyze), Desert Glacier (30)
#948. Forest Fire; Based on the fusion of Lava and Swamp; FE: 150; Element: Fire/Jungle; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Slash (10), Flamethrower (15), Wheel Launch (20), Vine Whip (25), Leaf Whirl (confuse), Forest Blazer (30)
#949. Glass Jungle; Based on the fusion of Lava, Dust, and Swamp; FE: 160; Element: Fire/Earth/Jungle; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Wheel Launch (20), Flaming Charge (25), Sandstorm (25), Poison Axe (25, poison), Glass Storm (paralyze), Glass Blade Jungle (30)
#950. Solar Tundra; Based on the fusion of Power, Onyx, and Frost; FE: 160; Element: Light/Earth/Ice; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Wheel Launch (20), Laser Pulse (25), Quake Slam (25), Wheel Blizzard (25), Flash (blind), Run Over (30)
#951. Frozen Bog; Based on the fusion of Onyx, Dust, Frost, and Swamp; FE: 170; Element: Earth/Ice/Jungle; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Wheel Launch (20), Quake Slam (25), Sandstorm (25), Wheel Avalanche (25), Poison Stab (25, poison), Barrier (defense), Charge (30)
#952. Gladiator Tank; Based on the fusion of Power, Onyx, Swamp, Frost, and Dust; FE: 180; Element: Earth/Light/Ice/Jungle; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Slash (10), Shield (defense), Wheel Launch (20), Sand Tsunami (30), Quake Charge (30), Frost Blades (30), Solar Burst (30), Vine Net (paralyze), Wood Spear (30), Wheel Stinger (40), Swamp Bomb (25, may blind), Flash Freeze (25, may freeze)
#953. RoboRider Nui; Based on the fusion of Power, Onyx, Swamp, Frost, Dust, and Lava; FE: 190; Element: Earth/Light/Ice/Fire/Jungle; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Ice Claw (10), Laser Claw (10), Wheel Launch (20), Side Blades (10), Sandstorm (25, lower accuracy for 3), Fissure (25, paralyze), Plasma Burst (25, blind), Flaming Wheels (25, burn for 3), Blizzard Breath (25, freeze), Thorn Whip (25, poison for 3), Desert Geyser (40), Run Over (40), Solar Blazer (40), Lava Tsunami (40), Glacier Tackle (40), Wood Storm (40), Nui Guard (defense), Cyber Attack (55)
#954. Chiara; FE: 140; Element: Thunder; Attacks: Weapon (10), Volt (15), Thunder Kick (20), Thunderstorm (25), Electrify (give any combatant the Elec Body effect; 1 use)
#955. Orde; FE: 140; Element: Psionics; Attacks: Weapon (10), Telepathy (dodge and counter with weapon), Psybeam (15), Telekinesis (20), Brainstorm (25)
#956. Zaria; FE: 140; Element: Steel; Attacks: Weapon (10), Power Punch (15), Blades (20), Armor Constrict (25), Hold (paralyze)
#957. Exo-Panrahk; Original design; FE: 180; Element: Shadow; Effect: Fragmenting Armor: When hit with a physical attack, the attacker may take 15 damage. When FE below 50%, this becomes a sure thing; Attacks: Power Punch (10), Fragment Fist: Jab (30), Fragment Fist: Uppercut (20, destroy mask, if no mask confuse), Fragment Fist: Bash (10, destroy a shield or weapon; 1 use), Fragment Field (defense), Arm Spines (20), Fragment Feet (defend against an Earth attack, possible 10 to attacker), Kraata Throw (mind control for 3), Fragment Fist: Shockwave (15, hits all), Fragment (20), Staff of Fragmentation (power up all Fragmentation abilites, enable Staff Twirl, Fragment Spear techniques, and Xi Cannon), Staff Twirl (15), Fragment Spear: Thrust (40), Fragment Spear: Swipe (30, disable a technique; 1 use), Fragment Spear: Block (defense against a physical attack, possible 10 to attacker), Fragment Spear: Storm (flip 5 coins; 10x tails), Xi Cannon (50), Shadow Kraata (power up; at the beginning of battle flip a coin, heads=you can use this technique, tails=you cannot; 1 use)
#958. Exo-Gahlok Kal Voyager; Credit to Keizah; FE: 200; Element: Rahaga; Effect: Infinity Break: If an opponent's attack misses, EGKV learns it; Attacks: Fusion Ring (20; flip a coin, heads=Fire, tails=Ice, double damage disrupts an enemy attack for 3), Cloud Ring (20; flip a coin, heads=Air, tails=Water, double damage confuses), Gaia Ring (20; flip a coin, heads=Stone, tails=Earth, double damage paralyzes), Kaita Unseal (disable Fusion Ring, Cloud Ring, and Gaia Ring and enable Ja Wheel and Vo Wheel for 3), Ja Wheel (30, treat as Water/Ice/Air), Vo Wheel (30, treat as Fire/Stone/Earth), Lightning Rod (25; flip a coin, heads=Steel, tails=Thunder, double damage stuns), Trick of Twilight (30; flip a coin, heads=Light, tails=Shadow, double damage blinds), Summoning (35; flip a coin, heads=Dragon, double damage brings a Rahi to the field for 1 turn), Card Dance (roll a die, dmg=10x result), Cahdok (25; 1 use), Gahdok (25; 1 use), Bahrag's Wager (every turn flip a coin; if heads halve opponent's FE, if tails halve your own FE; skip coin toss on all other attacks and treat them as dual-elemental; 1 use)
#959. Garland; Based on the Final Fantasy character of the same name; FE: 200; Element: Steel/Shadow; Effect: Predecessor: Take half damage from all Final Fantasy and Kingdom Hearts Spirits, unless they also have Predecessor; Attacks: Slash (20), Knock Down (40, paralyze), Twin Swords (15, usually hits twice), Chain Cast (10, enhanced accuracy), Lance Drill (30, defense-piercing), Blaze (35), Earthquake (35), Cyclone (35), Tsunami (35), Guard (defense), Bravery Attack (10; steal 10 atk from opponent for one turn), Dissidia (prevent Orb swapping for both you and opponent, when either Spirit falls both combatants must pick new Orbs; 1 use), Betray (15), Chaos Smash (30), Return to Nobility (only after 10 turns have elapsed, change Shadow Element to Light, lose Shadow-type moves, become immune to paralysis, power up every other attack, change Corrupted Honor to Honor, enable Soul of Chaos; 1 use), Soul of Chaos (70, backlash 1/4, end Return to Nobility; 1 use), Corrupted Honor (recover from negative status effects and inlfict them on the opponent; during Return to Nobility this is a Light-type move and you will recover but not inflict), Flare (paralyze; if successful, 50 next turn)
#960. HERO (Hero Essence Retaining Orb) Model 2010; Original design; FE: 150; Element: Light/Steel; Upgrades into HERO Model 2011; Effect: Rise of the Rookies: When fighting alongside a Spirit classified as a Technic Descendant, nullify the Technic Descendant effect; Attacks: Arm Improvement (gain a 10 dmg attack that would have been super-effective against the last Spirit you fought; 1 use), Arm Cannon (10; change at will between Fire, Thunder, Rahaga, and Steel), Homing Boomerang (15, cannot be dodged), Ice Blade (15), Hero Core Charge (power up), Hero Cell (defense), Hero Flare (25, randomly switches between Fire, Air, Thunder, Steel, Rahaga, and Ice), Essence Retrieval (choose the Element of the next Hero Flare), Hero Blade (35, can only be used if it will finish the target), Core Corruption (disable Light techniques, enable all following techniques; lasts 5 turns), Meteor Blaster (20), Betray (15), Villain Flare (25; randomly switches between Fire, Air, Jungle, Steel, and Water), Black Hole (25)
#961. Demon Hunter; Based on Adell from Disgaea 2; FE: 200; Element: Fire; Effect: Willpower: When FE below 50%, boost attack power by 25%; Attacks: Punch (10), Crimson Flame (25), Soaring Fire (35, hits all), Vulcan Blaze (45), Triple Strike (10, hits 3 times), Tiger Charge (20, enhance accuracy), Lion's Roar (30), King of Beasts (25, opponent cannot use close-range moves next turn), Rising Dragon (40), Big Bang (50), No Way Out (70; backlash half, 1 use)
#962. Exo-Skrall Master Warrior; Original design; FE: 140; Element: Steel/Stone; Upgrades into Exo-Skrall Elite Guard; Attacks: Slash (20; 30 when FE at or below 50), Saw Shield Throw (15, defense-piercing, if opponent has a shield this breaks it), Shield (defense), Thornax Rifle (15, enhanced accuracy), Lance (20; 25% chance to do double damage), Axe (30, lower accuracy), Power Punch (15; 10 when FE at or below 50), Speed Slash (20), Scythe (flip a coin, heads=miss, tails=25 and flip another coin, heads=paralyze), Chain Flail (20, may cause target to lose a move once per battle), Teachings of the Master (only when FE at or below 50; allow your next Spirit to use one of ESMW's weapons; 1 use)
#963. Exo-Skrall Elite Guard; Original design; FE: 170; Element: Stone; Upgrades into Exo-Skrall Absolute Commander; Attacks: Power Punch (20), Black Spike Style: Weak Palm (10, confuse), Boulder Blast (30), Black Spike Style: Rising Mountain (25, paralyze), Black Spike Style: Flying Fang (35, defense-piercing, if the opponent has a shield this breaks it), Black Spike Style: Echo of the Peaks (45; use twice in a row for more damage, but then you must take 1 round cooldown), Black Spike Style: Eruption (30, burn), Black Spike Style: Atmosphere Pierce (30, freeze), Black Spike Style: Descent into the Valley (30, confuse), Rockslide (40), Black Spike Style Secret Technique: Cataclysm (50, may backlash half, chance of backlash increases with use; 4 uses), Black Spike Style Secret Technique: White Quartz (heal 30, recover from negative effects; 4 uses), Teachings of the Black Spikes (only if FE is at or below 50% and cannot use White Quartz, pick a Black Spike technique to teach to your next Spirit, cannot be a Secret Technique; 1 use)
#964. Exo-Skrall Absolute Commander; Original design; FE: 200; Element: Stone/Shadow; Effect: Chess Master's Defense: For every summoned unit take -5 damage (after applying resistance and weakness), but you will always take at least 5 damage; Attacks: Power Punch (20), Slash (20), Thornax Rifle (15, enhanced accuracy), Shield (defense), Rockslide (40), Black Spike Style: Echo of the Peaks (45), Armory (use a random one of Exo-Skrall Master Warrior's weapons), Meditate (use a random one of Exo-Skrall Elite Guard's Black Spike Style techniques, cannot be a Secret Technique), Will of the Empire (50, stronger when summoned units are on the field), Pawn's Assault (20, summon a Skrall), Rook's Charge (30, summon a Stronius), Knight's Armory (25, flip 3 coins, +5 per heads; summon an Exo-Skrall Master Warrior), Bishop's Technique (40; 75% chance to inflict a negative status effect, summon an Exo-Skrall Elite Guard), Queen's Banishment (50, extra to female Spirits, summon a Tuma), King's Advisor (40, summon an Exo-Skrall Absolute Commander without chess-based techniques), Checkmate (70; only after all other chess moves have been used, can only be used if it will finish the target; backlash half; if opponent still has more Spirits left, you can give up an extra 30 FE to destroy one and/or another 5 FE to summon a Baterra; 1 use)
#965. Chronicler 10; Original design; FE: 150; Element: Rahaga; Upgrades into Chronicler 11; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2010 Bionicle; Attacks: Slash (10), Chronicle (gain one of the opponent's techniques; 1 use), Fire Blast (20), Advanced Heat Vision (40, user blind next turn), Power Punch (20), Light Blast (20), Wind Blast (20), Tsunamic Blast (20), Star Armor (absorb Light attacks for duration, allow Star Slash (30, piercing, 1 use) and Star Shield (Cushion Jelly-level defense, 1 use), wears off when both techniques have been used; 1 use), Golden Armor (destroy all opposing Rahkshi, gain 20 damage move from each and increase your own FE by 10 for each one destroyed; 1 use), Gravity Beam (20), Reign of Shadows (poison Light types and power up Shadow types for the rest of this battle; 1 use), Volt (20), Metal Punch (20), Mind Blast (20), Destiny Fulfilled (deal damage to opponent based on how many Spirits based on Bionicle sets are owned by all participants; 10 damage per Spirit; backlash half if damage over 50; Spirits based on Bionicle sets cannot be used for the rest of this battle; 1 use)
#966. Heat; Credit to PeriodicTable; FE: 90; Element: Fire; Upgrades into Burn; Attacks: Emanate (10, cannot be dodged)
#967. Burn; Credit to PeriodicTable; FE: 120; Element: Fire; Upgrades into Flame; Attacks: Emanate (15, cannot be dodged), Scorch (10, can be used twice in one turn)
#968. Flame; Credit to PeriodicTable; FE: 140; Element: Fire; Upgrades into Furno; Attacks: Emanate (20, cannot be dodged), Scorch (10, hits twice), Spark Chaingun (25)
#969. Furno; Credit to PeriodicTable; FE: 170; Element: Fire; Upgrades into White Infurno; Attacks: Emanate (20, cannot be dodged), Scorch (10, hits twice), Spark Chaingun (30), Blaze Claw (30, can take on Steel properties)
#970. White Infurno; Credit to PeriodicTable; FE: 200; Element: Fire; Attacks: Emanate (25, cannot be dodged), Scorch (20, hits twice), Spark Chaingun (35), Blaze Claw (35, can take on Steel properties), White Infurno (40), Calix (dodge; 1 use)
#971. Chill; Credit to PeriodicTable; FE: 90; Element: Ice; Upgrades into Cold; Attacks: Chilling Wind (15, small freeze chance), Ice Breaker (5, triple to frozen foes)
#972. Cold; Credit to PeriodicTable; FE: 120; Element: Ice; Upgrades into Snow; Attacks: Chilling Wind (20, small freeze chance), Ice Breaker (5, triple to frozen foes), Frost Bite (15, can take on Steel properties)
#973. Snow; Credit to PeriodicTable; FE: 140; Element: Ice; Upgrades into Freeze; Attacks: Chilling Wind (20, small freeze chance), Ice Breaker (10, triple to frozen foes), Frost Bite (20, can take on Steel properties), Snow Whirl (defense)
#974. Freeze; Credit to PeriodicTable; FE: 170; Element: Ice; Upgrades into Deep-Freeze; Attacks: Chilling Wind (20, small freeze chance), Ice Breaker (15, triple to frozen foes), Frost Bite (25, can take on Steel properties), Snow Whirl (defense), Freeze (5, freeze)
#975. Deep-Freeze; Credit to PeriodicTable; FE: 200; Element: Ice; Attacks: Chilling Wind (25, small freeze chance), Ice Breaker (15, triple to frozen foes), Frost Bite (35, can take on Steel properties), Snow Whirl (defense), Freeze (5, freeze), Deep-Freeze (45), Ruru (35 to Shadow)
#976. Breeze; Credit to PeriodicTable; FE: 90; Element: Air; Upgrades into Gust; Attacks: Swirling Defenses (defense), Wind Slice (15)
#977. Gust; Credit to PeriodicTable; FE: 120; Element: Air; Upgrades into Gale; Attacks: Swirling Defenses (defense), Wind Slice (20), Windmill Kick (15, foe's next move more likely to miss)
#978. Gale; Credit to PeriodicTable; FE: 140; Element: Air; Upgrades into Storm; Attacks: Swirling Defenses (defense), Wind Slice (20), Windmill Kick (15, foe's next move more likely to miss), Gale Grinder (15, extra 5 next turn)
#979. Storm; Credit to PeriodicTable; FE: 170; Element: Air; Upgrades into Hurricane; Effect: Soaring Strength: Take -10 damage from impact-based attacks; Attacks: Swirling Defenses (defense), Wind Slice (25), Windmill Kick (20, foe's next move more likely to miss), Gale Grinder (15, extra 10 next turn)
#980. Hurricane; Credit to PeriodicTable; FE: 200; Element: Air; Effect: Soaring Strength: Take -10 damage from impact-based attacks; Attacks: Swirling Defenses (defense), Wind Slice (30), Windmill Kick (25, foe's next move more likely to miss), Gale Grinder (20, extra 10 next turn), Hurricane (45), Mask of Fusion (temporary double strength against fusions)
#981. Dew; Credit to PeriodicTable; FE: 100; Element: Water; Upgrades into Current; Attacks: Out of the Blue (10, enhanced accuracy), Mist Surround (enemy accuracy down for 2)
#982. Current; Credit to PeriodicTable; FE: 120; Element: Water; Upgrades into Wave; Attacks: Out of the Blue (10, enhaned accuracy), Mist Surround (enemy accuracy down for 2), Flowing Attack (10; 33% chance to hit twice)
#983. Wave; Credit to PeriodicTable; FE: 140; Element: Water; Upgrades into Tidal; Attacks: Out of the Blue (20, enhanced accuracy), Mist Surround (enemy accuracy down for 2), Flowing Attack (15; 33% chance to hit twice), Rip Tide (25)
#984. Tidal; Credit to PeriodicTable; FE: 170; Element: Water; Upgrades into Tsunami; Attacks: Out of the Blue (25, enhanced accuracy), Mist Surround (enemy accuracy down for 2), Flowing Attack (20; 33% chance to hit twice), Rip Tidal (30)
#985. Tsunami; Credit to PeriodicTable; FE: 200; Element: Water; Attacks: Out of the Blue (30, enhanced accuracy), Mist Surround (enemy accuracy down for 2), Flowing Attack (30; 33% chance of hitting twice), Rip Tidal (35), Tsunami (50), Mask of Element Swap (change all attacks to an Element foe is weak to; 1 use)
#986. Static; Credit to PeriodicTable; FE: 90; Element: Thunder; Upgrades into Shock; Effect: Electric Kamikaze: Can double strength for a match, but take 10 damage each time you attack; Attacks: Static Field (15)
#987. Shock; Credit to PeriodicTable; FE: 120; Element: Thunder; Upgrades into Jolt; Effect: Electric Kamikaze: Can double strength for a match, but take 15 damage each time you attack; Attacks: Shock Field (20), Power Armor (defense for 2)
#988. Jolt; Credit to PeriodicTable; FE: 140; Element: Thunder; Upgrades into Volt; Effect: Electric Kamikaze: Can double strength for a match, but take 15 damage each time you attack; Attacks: Jolt Field (25), Power Armor (defense for 2), Steel Shredder (20, extra 5 next turn)
#989. Volt; Credit to PeriodicTable; FE: 170; Element: Thunder; Upgrades into Lightning; Effect: Electric Kamikaze: Can double strength for a match, but take 15 damage each time you attack; Attacks: Volt Field (30), Power Armor (defense for 2), Steel Shredder (20, extra 5 next turn), High Voltage (25; can combine with another attack next turn, but this will cause 25 self-damage)
#990. Lightning; Credit to PeriodicTable; FE: 200; Element: Thunder; Effect: Electric Kamikaze: Can double strength for a match, but take 20 damage each time you attack; Attacks: Electro Field (40), Power Armor (defense for 2), Steel Shredder (30, extra 10 next turn), High Voltage (25; can combine with another attack next turn, but this will cause 25 self-damage), Lightning (45), Kiril (heal 20; 3 uses)
#991. Copper; Credit to PeriodicTable; FE: 90; Element: Steel; Upgrades into Bronze; Effect: Conductor: Immune to Thunder; Attacks: Shrapnel (15), Copper Defense (defense)
#992. Bronze; Credit to PeriodicTable; FE: 120; Element: Steel/Earth; Upgrades into Iron; Effect: Conductor: Immune to Thunder; Attacks: Shrapnel (20), Bronze Defense (defense), Terra Blade (15, extra 10 to Fire)
#993. Iron; Credit to PeriodicTable; FE: 140; Element: Steel/Stone; Upgrades into Steel; Effect: Conductor: Immune to Thunder; Attacks: Shrapnel (25), Iron Defense (defense), Petrified Blade (15, extra 10 to Water), Iron Weaponry (20, take -5 from next attack)
#994. Steel; Credit to PeriodicTable; FE: 170; Element: Steel/Ice; Upgrades into Protosteel; Effect: Conductor: Immune to Thunder; Attacks: Shrapnel (30), Steel Defense (defense), Frozen Blade (20, extra 15 to Air), Iron Weaponry (20, take -10 from next attack), Metal Might (10, power up)
#995. Protosteel; Credit to PeriodicTable; FE: 200; Element: Steel/Thunder; Effect: Conductor: Immune to Thunder; Attacks: Shrapnel (35), Protosteel Defense (defense), Electron Blade (25, extra 20 to Dragon), Iron Weaponry (25, take -10 from next attack), Metal Might (15, power up), Protosteel Shards (25, enemy accuracy down next turn), Akaku (recover from negative effects)
#996. Pebble; Credit to PeriodicTable; FE: 80; Element: Stone; Upgrades into Clay; Effect: Strength of Stone: No weakness; Attacks: Abrasion (10, +5 each use)
#997. Clay; Credit to PeriodicTable; FE: 120; Element: Stone; Upgrades into Rock; Effect: Strength of Stone: No weakness; Attacks: Abrasion (10, +5 each use), Clay Blast (15)
#998. Rock; Credit to PeriodicTable; FE: 140; Element: Stone; Upgrades into Boulder; Effect: Strength of Stone: No weakness; Attacks: Abrasion (10, +5 each use), Clay Blast (20), Crushing Tackle (15, extra 10 to Ice)
#999. Boulder; Credit to PeriodicTable; FE: 170; Element: Stone; Upgrades into Landslide; Effect: Strength of Stone: No weakness; Attacks: Abrasion (10, +5 each use), Clay Blast (25), Crushing Tackle (15, extra 15 to Ice), Petrified Armor (defense for 2)
#1000. Bionic Warrior; Original design; FE: 190; Element: Rahaga; Upgrades into Ikhav Warrior; Effect: Technic Knight: No weakness, if allied with a Spirit based on a Technic set they power up; Attacks: Keyblade Slash (30), Seal (opponent loses 1 attack; 1 use), Star Armor (absorb Light attacks for duration, allow Star Slash (30, piercing, 1 use) and Star Shield (Cushion Jelly-level defense, 1 use), wears off when both techniques have been used; 1 use), Glatorian (attack power +10, take -10 from attacks; lasts 3 turns, during that time you can only use offensive techniques, after this you cannot use another Orb until this one is defeated; 1 use), Kakama (attack twice next turn), Otaku (summon a random Anime Spirit; only 1 at a time), Ancestor Summoning (summon a random Technic Ancestor; only 1 at a time), Keyblade Vehicle (defense, possible 15), Spear of Light (30; 50% chance to pierce defense), Spellblade (50, can change Element at will), Guard (defense), Cura (heal 30), Power Punch (30), Bullet of Honor (40), Honor (recover from negative effects), Kick of the Typhoon (30), Strangle (paralyze, enable Flip next turn only), Flip (60, user has low evasion next turn), Bridge the Generation Gap (merge with a Technic Ancestor on the field, keep all Elements, gain 10 FE, only one at a time, gain Disk/Wheel Launch and one other technique)
#902. Solar Flare Armor; Made from combining the Light and Fire Crystals, Credit to Neya; FE: 50; Element: Light/Fire; Effect: Gemini Bond/Dual Energy: At the beginning of battle merge this Spirit with another. Add FE, keep all Elements and attacks, power up host's Light and Fire attacks, give all host's attacks 15% blind, 15% burn. Cannot be removed from host in any way. If all Crystal Armors are present then no component Spirit of the fusion can be deactivated; Attacks: Life Bow (25; 10% blind), Fire Bow (25; 10% blind), Light Sword (25; 10% burn), Blazing Sword (25; 10% burn), Golden Dawn Shard (15, perfect accuracy), Red Hot Shard (15, perfect accuracy), Spontaneous Explosion (10; 75% burn), Light Spontaneous Combustion (10; 40% burn, 20% blind), Phaser Gaze (10; 75% blind), Fire Laser Gaze (10; 40% blind, 20% burn), Critical Holy Sniper (80; 50% accuracy), Critical Furnace Slash (80; 50% accuracy), Critical Combo: Light Fire Inferno Blade Beam (100; 50% accuracy, double to Shadow and Ice; 1 successful use)
#903. Infinite Lancer; Based on General Camus from Fire Emblem: Shadow Dragon, Credit to Neya; FE: 160; Element: Shadow/Steel; Effect: Ultimate Warrior: As long as this Spirit still has "Gradivus" charges, atk+10, additional Light element without additional weakness, and 20/turn regen; Attacks: Lance Stab (20), Impale (35), True Loyalty (atk +10), Gradivus Regen (heal 50; total 10 uses that it shares with Wrath of the Gradivus), Wrath of the Gradivus (60; total 10 uses that it shares with Gradivus Regen)
#904. Undead Cicada; Based on the Pokemon Shedinja, Credit to Neya; FE: 1; Element: Shadow/Air; Effect: Wonder Guard: Only super effective attacks and status effects can damage this Spirit; Attacks: Shadow Ball (30), X-Scissor (40), Swords Dance (atk+10), Dig (35)
#905. BionicleShadowBlades; Credit to Neya; FE: 190; Element: Shadow/Dragon; Attacks: Dark Slash/Laser/Shockwave (30), Dragon Slash/Laser/Shockwave (30), Dark Draco Shield (defense), Dark Draco Slash/Laser/Shockwave (75, double to Rahaga), Dark TwayKey Armor (1/4 dmg this turn, 1/3 next turn, 1/2 turn after that), Komau: Kraakahn (mind control for 2; 3 if target is Light type), Keyblade Slash (50, double to Dragon), Twayblade Slash (50, double to Dragon), TwayKey TwinStrike (100, double to Thunder and Rahaga; 1 use)
#906. Obscura: Assassain Form; Credit to Neya; FE: 210; Element: Shadow/Steel; Effect: Hopeless Battle: When FE runs out restore to full once, then half full once; Attacks: Venom Daggers (poison, opponent loses a turn), Kaminari Assassinate (99), Cable Crusher (30/turn), Obscure (50, opponent loses 1 attack; 2 uses), Death Blow (60; can only be used when it will finish target off, perfect accuracy, target cannot continue, revive, or be exchanged)
#907. Zodiakai: Void; Credit to Neya; FE: 210; Element: Shadow/Rahaga; Effect: Zodiac Apacolypse: Every 12 turns opponent is poisoned and loses 25 FE, while this Spirit can attack thrice if not on cooldown; Attacks: Slash (25), Arthron: Avsa (disable all Water attacks of opponent, gain 2 of those attacks), Shadow Rasengan (60), Zodiac Seal: Darkness Release (enable basic Zodiac Style techniques, Zodiac Nightmare, and Darkness of 12 Years), Zodiac Style: Rooster Drill (50), Zodiac Style: Dragon Rage (45, random extra effect), Zodiac Style: Boar Wrath (42, cannot be dodged), Zodiac Style: Ox Horn (42, defense-piercing), Zodiac Style: Roaring Tiger (decrease opponent's evasion and accuracy), Zodiac Style: Horse Rider (increase dodge chance and accuracy), Zodiac Style: Sheep Armor (defense, third all damage), Zodiac Style: Rabid Dog (flip 3 coins; 25x tails), Zodiac Style: Snakebite (45, poison), Zodiac Style: Rat Gnaw (40, opponent loses 15 atk), Zodiac Style: Monkey Barrel (defense, power up on first use, heal 45), Zodiac Style: Rabbit Stomp (50), Zodiac Nightmare (enable advanced Zodiac techniques and power up Darkness of 12 Years), Advanced Zodiac Style: Cat Claw (55, paralyze for 3), Advanced Zodiac Style: Crab Pincers (65), Advanced Zodiac Style: Tilted Scales (atk up 8, opponent's atk down 8), Advanced Zodiac Style: Draco Mancer (gain 2 Dragon techniques), Advanced Zodiac Style: Lion Roar (65), Advanced Zodiac Style: Swan Dive (30, Sanok-lvl accuracy), Advanced Zodiac Style: Centaur's Bow (30, Sanok-lvl accuracy), Supreme Zodiac Style: Darkness of 12 Years (100; 3 turn cooldown, does full damage to Light Spirits)
#908. Language of Hate; Based loosely on the Pokemon Unown, Credit to Neya; FE: 190; Element: Shadow/Thunder; Note: There are 26 different types of Language of Hate, each with 2 special attacks. An attack that is usable by only one breed will be noted in the sub-category of that Language of Hate's attacks. Attacks without such a note can be used by all Language of Hate; Universal Language of Hate Attacks: Hidden Powers (35), Blade of 451 (50), Dark Curse (20, poison), Ancient Wisdom (power up), Thunder (30); A: Air Constrict (35), Arthron: Avsa (disable all water attacks of the opponent, you gain 2 of those attacks); B: Betray (30), Burai Break (60; 1 turn cooldown; this attack cannot be used again for 4 turns); C: Cutter Arms (flip 5 coins, damage equals 20 times heads), Conquer (same as #234); D: Death and Decay (20 for 4, can only be used once every 7 turns), Dash (95% evasion for 3 turns); E: Exo-Punch (30, paralyze), Earthquake (30, paralyze); F: Force Lightning (50), Federation of Fear; G: Gravity Ball (40), INCOMPLETE FILE; H: Horse Rider (increase dodge chance and accuracy), Hyper Mask (defense, 5, +25 to Shadow, mind control 1 then confuse for 2); I: Ice-Cold Soul (90, damages both user and target), Inferno Fist (60); J: Jet Tackle (45), INCOMPLETE FILE; K: Kaminari Assassinate (99), Knowledge Barrier (take no damage from Visorak, opponent cannot use Hordika, always active); L: Light Blast (40), INCOMPLETE FILE; M: Mistika (always active), INCOMPLETE FILE; N: INCOMPLETE FILE; O: Off-Waves (180, recharge 12 turns), Oblivion Ring (next time you lose FE, opponent takes equal damage); P: Phantoka (always active), INCOMPLETE FILE; Q: Quadro-Block (defense), INCOMPLETE FILE; R: INCOMPLETE FILE; S: Suffering's Beginning (10 for 5), Suffering's End (only when target under Suffering's Beginning and Dark Curse, drain all FE); T: Thunderbolt Blade (flip 3 coins; 40x tails), Twayblade Slash (65); U: Undefeatable (no weakness, always active), INCOMPLETE FILE; V: Vine Strangle (30, paralyze), Volt Tackle (80); W: 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; 5 turns after this attack is used, Language of Hate must de-fuse or be exchanged), Waterspout (45); X: X-Scissor (80), Xradertahhtrw Mask of Wrath (power up); Y: Yin-Yang Avhokii (50 to Shadow, Thunder, and Ice, increase YYK to 5 more than YYA), Yin-Yang Kraakhan (50 to Light, Steel, and Fire, increase YYA to 5 more than YYK); Z: Zamor Spit (20; enemy loses 10 atk first use; mind control opponent for 4 turns), Zantetsuken (instant-kill opponent with 50 FE or less)
#909. Oboro Muramasa; Based on the swords from Muramasa: The Demon Blade; FE: 10; Element: Steel/Shadow; Effect: Oboro Style: At the beginning of battle, combine this Spirit with another. Add FE, keep all attacks and elements, use host's effect; Attacks: Soul Slash (deals fixed 20 dmg), Block (defense; 5 uses), Soul Drink (make next Soul Slash vampiric), Sword Break (30, defense-piercing, destroy target's weapon on first use), Quick Draw (charge, then 50; perfect accuracy, hits all), Barrier Cut (disable all of the target's techniques of one chosen Element; can only choose an Element you have an Ultima-Orb for; if this Element makes up 75% or more of target's repitoire the effect only lasts 4 turns; 1 use), Disturbance (70, backlash half, 1 use)
#910. Pokeblader; Based loosely on the Pokemon games; FE: 170; Element: Rahaga; Effect: Chronicler's Bond: If fighting alongside a Pocket Monster, you both power up; Attacks: Red Blade (10; 50% chance extra 10 Dragon dmg), Green Blade (10; 50% chance extra 10 Earth dmg), Blue Blade (10; 50% chance extra 10 Ice dmg), Gold Blade (20, can also take on Air properties), Silver Blade (20, can also take on Water properties), Ruby Blade (15, burn), Sapphire Blade (15, freeze), Diamond Blade (25, paralyze for 2), Pearl Blade (25, opponent loses a technique on first use), Blade Fusion (give up normal blades to make a Fusion Blade), Blade Break (undo one Blade Fusion), Yellow Blade (30; 50% chance extra 10 Steel dmg; fusion of Red, Green, and Blue Blades), Crystal Blade (40, can also take on Ice properties; fusion of Gold and Silver Blades), Emerald Blade (30, confuse; fusion of Sapphire and Ruby Blades), Platinum Blade (50 next turn; fusion of Diamond and Pearl Blades), FireRed Blade (40; 50% chance extra 10 Dragon dmg, burn; fusion of Red and Emerald Blades), LeafGreen Blade (40; 50% chance extra 10 Earth dmg, poison; fusion of Green and Emerald Blades), HeartGold Blade (70, backlash half; fusion of Gold and Platinum Blades), SoulSilver Blade (70, backlash half; fusion of Silver and Platinum Blades)
#911. Exdeath; Based on the Final Fantasy V villain of the same name; FE: 200; Element: Shadow; Effect: The Laws of the Universe Mean Nothing: No weakness, when silenced can still use physical attacks, when FE runs out you can restore it to full after 10 turns and with 9 Ultima-Orbs one time, 25% immunity to status effects; Attacks: Slash (10), Barrier (defense, counter with Slash), Reaper's Sword (insta-kill a target with 40 FE or less), Influence (mind control for 2; 1 use per Spirit), Crystal Shatter (destroy one of the foe's Ultima-Orbs for the duration of this battle; backlash 25 is the opponent's active Spirit does not have that Element, 50 if it does; 1 use), Banish (instantly destroy one of the opponent's inactive Spirits; 1 use, 1 turn cooldown), Firaga (30), Blizzaga (30), Thundaga (30), Holy (50), Level 3 Flare (60, only hits if target's Level is divisible by 3), Meteor Shower (40, hits all in Tag Match, 30% chance of hitting twice in a duel), Quake (40, hits all in Tag Match), Vacuum Wave (25), Reverse Polarity (opponent must switch with one of their inactive Spirits; 1 use), Gravity (dmg=25% of target's current FE), Dispel (undo a target's power-ups; 1 use), Swallowed by the Void (ends the match in a tie; 1 use)
#912. Protectivalkyrie; Based loosely on Ruri Matsuri from Shuffle!; FE: 180; Element: Light; Effect: Experimental Paladin III: Nullify an ally's weakness by taking it on yourself; Attacks: Slash (20), Heal (restore 50 FE to self or ally), Cloaking (defense), Protect (take hit for ally), Honor (recover from negative effects), Purify (heal ally of negative effects), Empower (power up ally), Guidance (increase ally's accuracy), Fortify (increase ally's defense), Alert (increase ally's evasion), Paladin's Sword: Fast Strike (10, enhanced accuracy), Paladin's Sword: Low Sweep (10, defense-piercing), Paladin's Sword: Mighty Slash (40, lower accuracy), Paladin's Sword: Trinity Attack (flip 3 coins; 30x tails), Baptism (if the opponent has any Shadow techniques, remove them and deal 30 dmg), Judgment's Crusader (atk and defense up, gain an extra attack per turn for each ally nearby, all power ups given to your allies are stronger, allow following techniques), Redemption (revive a fallen Orb), Paladin's Sword: Judgment Strike A: Revelation (50, more powerful the more you have strengthened your allies, allows next move) Paladin's Sword: Judgment Strike B: Retribution (50, more powerful the more weaknesses you have taken on, can only be used if it follows the previous move)
#913. Queen of Blades; Based on Infested Kerrigan from the Starcraft series, Credit to Neya; FE: 230; Element: Shadow/Earth/Psionics; Effect: Queen of the Universe: Effective attacks against this Spirit deal 75% normal damage, this Spirit's effective attacks do 125% normal damage, regen 10/turn; Attacks: Claws (30), Bladewings (30), Great Claws (40), Mind Games (evasion up permanently; 1 use), Ensnare (10, paralyze), Infestation (gain attack from opponent), Telepathy (Calix-lvl dodge), Cloaking (evasion up for 5 turns; 5 uses), Zerg Rush (summon 12 Zerglings with Earth element and 20 FE, attacks Bite (10), Claw (10), and Burrow (defense, then 5); 3 uses, 1 turn cooldown then 6 turn recharge), Zerg Swarm (summon 8 Hydralisks with the Earth/Steel element and 30 FE, attacks Swift Spines (5, hits twice) and Infected Claws (10); 3 uses, 1 turn cooldown then 8 turn recharge), Zerg Barrage (summon 4 Mutalisks with the Earth/Air element and 50 FE, attacks Wing of Darkness (15)and Glaive Wurm (12, then 6, then 2); 3 uses, 1 turn cooldown then 12 turn recharge), Zerg Might (summon 1 Ultralisk with the Earth/Dragon element and 100 FE, attacks Iron Tusks (25)and Kaiser Blades (35); 3 uses, 1 turn cooldown then 18 turn recharge), Consume (heal 10, if a Zerg is on the field you can kill it to restore additional FE equal to its current FE), Usurp (20, absorb), Parasite (20, you have Sank-lvl accuracy for the next 5 turns), Lockdown (remove 4 of the enemy's Steel and Thunder attacks, or 2 of any type), Evolution (heal 30 or atk up 10), Psionic Storm (80, hits everything on the field including Zerg but excluding Queen of Blades)
#914. Exo-Sand; Credit to Keizah; FE: 150; Element: Steel/Earth; Effect: Weak to Water, resistant to Stone and Earth; Attacks: (Solid Form, default, can be returned to at any time) Drill (10, reduce target's defense), Spike Sword (20, chance of poisoning), Chains (25),Rhotuka (20), Sand Form (activate like an attack, heal 5/turn, boosted defense, following attacks), Sandstorm (5 for 3, each hit reduces defense (1/2 Drill)), Reform (15, defense), Sand Cobra (15, poison chance), Sand Cocoon (paralyze, 30 next turn), Antlion (10 for 3, disable an attack on the third hit), Shapeshift (allow Solid Form attacks while in Sand Form for 4 turns, all Earth attacks treated as Steel for duration; 1 use),King Cobra (40, poison chance, 1 turn cooldown, only available during Shapeshift; 1 use)
#915. Moonlight Kaita; Credit to Keizah; FE: 180; Element: Rahaga/Light/Shadow; Effect: Reflection: Attacks have a 20% chance of missing; Attacks: Sword of Krakha (20, copy an attack on the first 3 uses), Shield of Krakha (defense, disable an attack on the first 3 uses), Full Moon (5x own FE/opponent's FE), New Moon (5x opponent's FE/own FE), Lunar Shield (defense for 3), Lunar Armor (boosted defense and attack for 5 turns; 2 uses), Silver Avohkii (30), Mask of Krakha (transform into any Spirit with less than 180 FE, FE remains the same, limited to those attacks, elements, and effect of the selected Spirit, wears off in 6 turns; 1 use)
#916. Shiva Cycle; Based on Gestalt Mode Shiva in Final Fantasy XIII; FE: 170; Element: Ice/Steel; Effect: Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, keep this Spirit's attacks and one long range attack from the pilot, add 10% of the pilot's FE to this Orb's FE; Attacks: Wheelie (20), Spinfreeze (30, hits all in Tag, if target is paralyzed you can prolong their paralysis an additional turn, unless this paralysis was caused by this attack), Icicle Drift (15, higher paralyze chance), Ice Ramp (defense, 10 next turn), Diamond Dust (70, backlash half, Shiva Cycle is dismissed after this attack and cannot be used again this match, driver is left to fight on their own with FE equal to what Shiva Cycle's FE was upon dismissal)
#917. Exo-Bordakh; Original design; FE: 150; Element: Rahaga; Attacks: Kanoka Launch (20), Keyblade Slash (15), Protect (defense against a physical attack), Reflect (reflect a non-physical attack), Black Magic (25, randomly switches between Fire, Ice, Thunder, and Water), Cura (heal 30), Bio (25, poison), Dia (30 to Shadow), Hikari Cannon (flip 4 coins; 10x tails), Ruin (25), Curse (inflict a random negative effect for 2 turns)
#918. Exo-Pahrak; Original design; FE: 140; Element: Stone/Steel; Upgrades into Exo-Pahrak: Kal Titan; Effect: Kinship: Power up if another Bohrok-related Spirit is in battle; Attacks: Power Punch (10), Krana Eject (mind control opponent for 3), Stone Blast (20), Electro-Rocket (20, stun), Head Bash (30; 50% chance of 10 backlash), Stone Ball (25, defense; if used more than once every three turns user becomes confused for 2), Clean It All (dmg=current FE, opponent loses one attack, user then has a random negative status effect for the rest of the battle; 1 use)
#919. Infernape; Based on the Pokemon of the same name; FE: 140; Element: Fire; Effect: Blaze: When FE falls below half, power up; Attacks: Mach Punch (10, Sanok-lvl accuracy), Flamethrower (20), Close Combat (50, lower own defenses; 3 uses), Fire Wheel (20)
#920. Exo-Pahrak Kal Titan; Original design; FE: 200; Element: Stone/Steel; Effect: Nuva Symbol Fall-Back Program: When FE falls below half, power up by 20, but 3 turns after this begins your defense falls; Attacks: Power Punch (15), Krana Eject, Stone Blast (25), Plasma Blast (25), Head Bash (30), Vacuum Strangle (paralyze),Body Slam (30), Rockslide (30), Plasma Wave (30), Silver Shield (defense for 2), Sterling Silver Cannon (50), Vacuum Metal Saber (disable Power Punch and Vacuum Strangle, enable Saber Slash, Drilling Strike, Kal Crush, and Gahdok), Saber Slash (40), Drilling Strike (45, defense-piercing; 1 use), Hover (immune to Earth for 3), Kal Crush (60, backlash 10, breaks Vacuum Metal Saber; 1 use), Cahdok (25; 1 use), Gahdok (25; 1 use), Bahrag's Reign (70, most be used immediately after a Cahdok/Gahdok combo, hits user as well as target, does extra 20 damage if Krana Eject was used on target, lower target's attack power and accuracy, Kal Titan will then only be able to use Power Punch, Stone Blast, and Plasma Blast; 1 use)
#921. Earth Apprentice; Based on Terra from Kingdom Hearts: Birth by Sleep; FE: 180; Element: Steel/Shadow; Attacks: Keyblade Slash (30), Command Style Level 1 (change the Element of Keyblade Slash to any element from the basic ring (Fire, Stone, Jungle, etc.) for 3 turns, but the next time you are hit by an attack that this element is weak to you will take double damage; enable Command Style Level 2 and Blade Charge while this is active), Command Style Level 2 (change the Element of Keyblade Slash to any element from the second ring (Rahaga, Dragon, Psionics, etc) for 3 turns, but the next time you are hit by an attack that this element is weak to you will take double damage; 4 uses), Fatal Mode (power up Keyblade Slash for 3 turns, enable Command Style Level 2 and Blade Charge during this time), Blade Charge (make Keyblade Slash defense-piercing for 3 turns; 2 uses), Ultima Cannon (50; 1 use), Dimension Link (gain an attack from another Spirit you possess; 1 use), Dark Firaga (30, may burn), Solo Arcanum (flip 3 coins; 30x heads; 1 use), Aerial Break (15, possible dodge), Dark Haze (30), Limit Storm (30, stronger if FE less than 25%), Gaia Break (40), Cure (heal 10), Guard (defense), Black Volley (flip 5 coins; 10x tails), Meteor Burst (40, possible 5 backlash), Aerial Slam (20, paralyze), Keyblade Vehicle (defense, possible 15 damage), Seal (opponent loses one attack; 1 use)
#922. Air Apprentice; Based on Ventus from Kingdom Hearts: Birth by Sleep; FE: 180; Element: Steel/Light; Attacks: Keyblade Slash (30), Command Style Level 1 (change the Element of Keyblade Slash to any element from the basic ring (Fire, Stone, Jungle, etc.) for 3 turns, but the next time you are hit by an attack that this element is weak to you will take double damage; enable Command Style Level 2 and Wing Blade while this is active), Command Style Level 2 (change the Element of Keyblade Slash to any element from the second ring (Rahaga, Dragon, Psionics, etc) for 3 turns, but the next time you are hit by an attack that this element is weak to you will take double damage; 4 uses), Speed Rave (increase dodge chance for three turns, enable Command Style Level 2 and Wing Blade during this time), Wing Blade (enable Keyblade Slash to hit twice for 3 turns; 2 uses), Dimension Link (gain an attack from another Spirit you possess; 1 use), Holy (50; 1 use), Strike Raid (20, hits again next turn), Cura (heal 20), Tornado (40), Last Arcanum (flip 3 coins; 30x heads; 1 use), Holy Rise (30, heal 10), Aeroga (30), Zero Graviga (paralyze for 3), Freeze Raid (20, freeze), Multi Vortex (40, flip 3 coins, extra 5x tails), Magnet Spiral (30, cannot be dodged), Tornado Strike (25; flip 3 coins, additional hit for each heads, each hit can have a different target), Keyblade Vehicle (defense, possible 15 damage), Seal (opponent loses one attack; 1 use)
#923. Water Apprentice; Based on Aqua from Kingdom Hearts: Birth by Sleep; FE: 180; Element: Steel/Light; Attacks: Keyblade Slash (30), Command Style Level 1 (change the Element of Keyblade Slash to any element from the basic ring (Fire, Stone, Jungle, etc.) for 3 turns, but the next time you are hit by an attack that this element is weak to you will take double damage; enable Command Style Level 2 and Ghost Drive while this is active), Command Style Level 2 (change the Element of Keyblade Slash to any element from the second ring (Rahaga, Dragon, Psionics, etc) for 3 turns, but the next time you are hit by an attack that this element is weak to you will take double damage; 4 uses), Magic Wish (turn Keyblade Slash into a long-range attack for 3 turns, enable Command Style Level 2 and Ghost Drive during that time), Ghost Drive (increase evasion and accuracy for 3 turns; 2 uses), Dimension Link (gain an attack from another Spirit you possess; 1 use), Curaga (heal 30), Megaflare (40), Atomos Break (50; 1 use), Rainbow Shower (roll a 6-sided die; dmg=resultx10), Magic Hour (flip 3 coins; 30x heads; 1 use), Black Magic (25, randomly switch between Fire, Ice, Thunder, and Air), Detonate Chaser (25, cannot be dodged), Time Splicer (20, may hit twice), Reflect Blitz (30), Thundaga Shot (40), Glacial Arts (30, hits all), Reflect (defense, possible reflect damage), Keyblade Vehicle (defense, possible 15 damage), Seal (opponent loses one attack; 1 use)
#924. Shadow Apprentice; Based on Vanitas from Kingdom Hearts: Birth by Sleep; FE: 180; Element: Steel/Shadow; Attacks: Keyblade Slash (30), Counter (dodge and hit with Keyblade Slash, cannot act next turn), Shockwave (20), Lightning Wall (30, paralyze), Blizzard (20), Fireball (20, enhanced accuracy), Dark Rise (defense, 30 next turn), Key Surf (15, defense), Flame Shower (40), Dark Obelisk (50; 1 use), Shadow Fissure (30, may blind), Sliding Cut (25, enhanced accuracy), Blizzard Combo (roll a 6-sided die; dmg=result x10), Dark Whirlwind (40), Status Blade (inflict a random status effect), Soul Eater (give up 30 FE to do fixed 30 damage), Possess (only when health below 25%; take away one of your opponent's inactive Spirit and use it to heal Shadow Apprentice to full and power up its attacks; 1 use), Seal (opponent loses one attack; 1 use)
#925. Keyblade Samurai; Based on Master Eraqus from Kingdom Hearts: Birth by Sleep; FE: 180; Element: Steel/Light; Upgrades into Sentiment of Light when defeated by a Shadow Spirit; Attacks: Keyblade Slash (30), Orb Army (create four Light Orbs with 25 FE that can attack for 10 Light dmg; 3 uses), Chains of Light (30), Keyblade Dash (20, defense-piercing), Sonic Blade (flip 3 coins; 20x tails), Keyblade Combo (flip 2 coins; 30x tails), Phantom Keyblades (20, may hit twice), Light Blast (15), Counter (5, defense), Flame Pillars (40), Laser Ring (40), Master (summon another Spirit that has a Keyblade to aid you; only 1 at a time), Master's Strike (70, backlash half; 1 use), Seal (opponent loses one attack; 1 use)
#926. Dark Keyblade Master; Based on Master Xehanort from Kingdom Hearts: Birth by Sleep; FE: 180; Element: Steel/Shadow; Upgrades into Sentiment of Darkness when defeated by a Light Spirit; Attacks: Keyblade Slash (30), Keyblade Combo (50, only directly after Keyblade Slash), Blizzard (30), Shadow Blast (15), Shadow Tower (30), Earth Pillar (30, paralyze), Keyblade Tornado (40), Summon Guardian (call Shield of Darkness to aid you; 1 use), Possess (merge with one of your opponent's inactive Spirits; Dark Keyblade Master's attacks powered up, can keep 3 attacks from host, overwrite effect and Elements, add 10% of host's FE to Dark Keyblade Master's max and heal to full; only when FE under 25%; 1 use), Shadow Fissure (30, may blind), Chain Shadow Blast (flip 3 coins; 15x tails), Keyblade Thrust (25, defense-piercing), Freeze (freeze for 2), Darkness Storm (60, backlash half; 1 use), Keyblade Crush (20, paralyze, may hit twice), Seal (opponent loses one attack; 1 use)
#927. William Furno; Based on the Hero Factory character of the same name; FE: 140; Element: Fire; Upgrades into Furno 2.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Fire Blast (10), Shooter Slash (15), Fire Kick (20), Blaze Cutter (25), Prove (power up)
#928. Natalie Breez; Based on the Hero Factory character of the same name; FE: 140; Element: Air; Upgrades into Breez 2.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Boomerang (10, may hit again next turn), Homing Boomerang (15, cannot be dodged),Link (gain an attack from a Rahi Spirit; 1 at a time), Cycletack (20, add. 5 per turn), Agility Slash (25)
#929. Mark Surge; Based on the Hero Factory character of the same name; FE: 140; Element: Thunder; Upgrades into Surge 2.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Lightning Burst (10), Lightning Shield (defense), Shield Punch (15), Quick Kick (20), Storm Shot (25)
#930. Preston Stormer; Based on the Hero Factory character of the same name; FE: 140; Element: Ice; Upgrades into Stormer 2.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Ice Blade (10), Arm Improvement (gain a 10 damage attack that would have been super-effective against the last Spirit you defeated; 1 use), Grappling Spear (15, may pierce defense), Saw Blade (20), Alpha Glacier (25)
#931. Jimmi Stringer; Based on the Hero Factory character of the same name; FE: 140; Element: Rahaga; Upgrades into Stringer 3.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Sound Cannon (10), Rock Kick (15), Cannon Crush (20), Deafen (silence for 2), Chorus Cannon (25)
#932. Duncan Bulk; Based on the Hero Factory character of the same name; FE: 140; Element: Steel; Upgrades into Bulk 3.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Metal Blaster (10), Exploding Sphere (15), Power Punch (20), Armor (defense), Tank Rush (25)
#933. XPlode; Based on the Hero Factory character of the same name; FE: 160; Element: Fire; Effect: Spiked Body: Direct contact poisons opponent, attack do -10 to Bionicle Spirits and Technic Ancestors; Attacks: Spiked Sword (10), Meteor Blaster (15), Shoulder Ram (20), Projectile Rain (25), Minion (summon Rotor)
#934. Corroder; Based on the Hero Factory character of the same name; FE: 160; Element: Air; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Horn (10), Claw Swipe (20), Corrosive Spit (opponent loses 1 attack; 1 use), Meteor Blaster (15), Claw Shockwave (25)
#935. Meltdown; Based on the Hero Factory character of the same name; FE: 160; Element: Jungle; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Tentacle Whip (10), Meteor Blaster (15), Radioactive Sludge Shooter (20), Sludge Dunk (reduce opponent's dodge chance), Sludge Tsunami (25)
#936. Rotor; Based on the Hero Factory character of the same name; FE: 160; Element: Air; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Gas Gun (10), Meteor Blaster (15), Copter Blade (20), Fly (defense), Whirlwind Slicer (25)
#937. Thunder; Based on the Hero Factory character of the same name; FE: 160; Element: Steel; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Crusher Claw (10), Meteor Blaster (15), Sphere Tackle (20), Headbutt (paralyze), Thundering Crush (25)
#938. Von Nebula; Based on the Hero Factory character of the same name; FE: 160; Element: Shadow; Effect: Ultimate Villain: Take -10 from Shadow, attacks do -10 to Bionicle Spirits and Technic Ancestors; Attacks: Staff Twirl (10), Shadow Bolt (15), Crushing Hatred (20), Black Hole (25), Intimidate (paralyze)
#939. Furno Bike; Based on the Hero Factory set of the same name; FE: 130; Element: Steel/Fire; Effect: Personal Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 10% of the pilot's FE to Furno Bike's FE, keep this Spirit's techniques and one long-range technique from the pilot (unless the pilot is William Furno, in which case all techniques from the pilot are added to the techniques of Furno Bike); Attacks: Dash (defense), Plasma Blasters (15), Furno Charge (30)
#940. Drop Ship; Based on the Hero Factory set of the same name; FE: 120; Element: Steel/Air; Effect: Vehicle: At the beginning of battle, fuse this Orb with another. Keep all Elements, use the pilot's effect, add 10% of the pilot's FE to Drop Ship's FE, keep this Spirit's techniques and one long-range technique from the pilot; Attacks: Force Ball Shooter (15), Hero Drop Off (summon a Hero Factory hero to aid you; only 1 at a time), Evasive Maneuver (defense)
#941. Iron Prisoner; Based on the boss of the same name from Kingdom Hearts: Birth by Sleep; FE: 170; Element: Shadow/Steel/Fire; Attacks: Lasers (10), Slam (15), Fire Slam (15), Cage (paralyze for 3), Dark Rise (20), Release 1 (allow following up through Release 2), Hammer Smash (20), Hammer Storm (flip 3 coins; 20x heads), Release 2 (allow following up through Release 3), Exploding Smash (25), Spinning Hammer (25), Release 3 (power up and allow following), Vacuum (paralyze, allow Flame Burst next turn only), Flame Burst (50), Fire Waves (40), Hammer Crush (40), Master of the Arena (defense, 60 damage, backlash one-third; 1 use, hits all), Mirage (defense)
#942. Vapor; Based on the Hero Factory villain of the same name; FE: 160; Element: Water; Upgrades into Vapor 2.0; Effect: Technic Descendant: Attacks do -10 damage to Bionicle Spirits and Technic Ancestors; Attacks: Vapor Blast (10), Meteor Blaster (15), Corrosive Vapor (opponent loses 1 attack; 1 use), Blaster Punch (20), Mist Strangler (25)
#943. RoboTops; Based on the fusion of Torch, Ski, Scuba, and Turbo; FE: 170; Element: Fire/Water/Ice/Steel; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Disk (20), Quick Kick (25), Flame Cannon (25), Avalanche (25), Tsunami (25), Headbutt (30), Armor (defense)
#944. UltraRex; Based on the fusion of Jet, Amazon, Electro, and Granite; FE: 170; Element: Air/Thunder/Jungle/Stone; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Disk (20), Disk Tornado (25), Spark Breath (25), Rockslide (25), Thorn Cannon (25), Dragonbreath (30), Intimidation (paralyze)
#945. Dynamo; Based on the fusion of Blaster, Flare, and Spark; FE: 160; Element: Shadow/Fire/Thunder; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Disk (20), Shadow Stomp (25), Flare Storm (25), Gatling Spark (25), Disk Windmill (30), Status Blast (inflict a random negative status effect)
#946. Fusion Gladiator; Based on the fusion of Power and Onyx; FE: 150; Element: Light/Earth; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Lasers (10), Shield (defense), Seismic Stomp (15), Wheel Launch (20), Wheel Slash (25), Lightquake (30)
#947. Snow Dune; Based on the fusion of Frost and Dust; FE: 150; Element: Ice/Earth; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Spears (10), Snowstorm (15), Wheel Launch (20), Sand Blizzard (25), Quicksand (paralyze), Desert Glacier (30)
#948. Forest Fire; Based on the fusion of Lava and Swamp; FE: 150; Element: Fire/Jungle; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Slash (10), Flamethrower (15), Wheel Launch (20), Vine Whip (25), Leaf Whirl (confuse), Forest Blazer (30)
#949. Glass Jungle; Based on the fusion of Lava, Dust, and Swamp; FE: 160; Element: Fire/Earth/Jungle; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Wheel Launch (20), Flaming Charge (25), Sandstorm (25), Poison Axe (25, poison), Glass Storm (paralyze), Glass Blade Jungle (30)
#950. Solar Tundra; Based on the fusion of Power, Onyx, and Frost; FE: 160; Element: Light/Earth/Ice; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Wheel Launch (20), Laser Pulse (25), Quake Slam (25), Wheel Blizzard (25), Flash (blind), Run Over (30)
#951. Frozen Bog; Based on the fusion of Onyx, Dust, Frost, and Swamp; FE: 170; Element: Earth/Ice/Jungle; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Wheel Launch (20), Quake Slam (25), Sandstorm (25), Wheel Avalanche (25), Poison Stab (25, poison), Barrier (defense), Charge (30)
#952. Gladiator Tank; Based on the fusion of Power, Onyx, Swamp, Frost, and Dust; FE: 180; Element: Earth/Light/Ice/Jungle; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Slash (10), Shield (defense), Wheel Launch (20), Sand Tsunami (30), Quake Charge (30), Frost Blades (30), Solar Burst (30), Vine Net (paralyze), Wood Spear (30), Wheel Stinger (40), Swamp Bomb (25, may blind), Flash Freeze (25, may freeze)
#953. RoboRider Nui; Based on the fusion of Power, Onyx, Swamp, Frost, Dust, and Lava; FE: 190; Element: Earth/Light/Ice/Fire/Jungle; Effect: Ancestor Fusion: At the beginning of battle choose to either use Technic Ancestor or eliminate weaknesses; Attacks: Ice Claw (10), Laser Claw (10), Wheel Launch (20), Side Blades (10), Sandstorm (25, lower accuracy for 3), Fissure (25, paralyze), Plasma Burst (25, blind), Flaming Wheels (25, burn for 3), Blizzard Breath (25, freeze), Thorn Whip (25, poison for 3), Desert Geyser (40), Run Over (40), Solar Blazer (40), Lava Tsunami (40), Glacier Tackle (40), Wood Storm (40), Nui Guard (defense), Cyber Attack (55)
#954. Chiara; FE: 140; Element: Thunder; Attacks: Weapon (10), Volt (15), Thunder Kick (20), Thunderstorm (25), Electrify (give any combatant the Elec Body effect; 1 use)
#955. Orde; FE: 140; Element: Psionics; Attacks: Weapon (10), Telepathy (dodge and counter with weapon), Psybeam (15), Telekinesis (20), Brainstorm (25)
#956. Zaria; FE: 140; Element: Steel; Attacks: Weapon (10), Power Punch (15), Blades (20), Armor Constrict (25), Hold (paralyze)
#957. Exo-Panrahk; Original design; FE: 180; Element: Shadow; Effect: Fragmenting Armor: When hit with a physical attack, the attacker may take 15 damage. When FE below 50%, this becomes a sure thing; Attacks: Power Punch (10), Fragment Fist: Jab (30), Fragment Fist: Uppercut (20, destroy mask, if no mask confuse), Fragment Fist: Bash (10, destroy a shield or weapon; 1 use), Fragment Field (defense), Arm Spines (20), Fragment Feet (defend against an Earth attack, possible 10 to attacker), Kraata Throw (mind control for 3), Fragment Fist: Shockwave (15, hits all), Fragment (20), Staff of Fragmentation (power up all Fragmentation abilites, enable Staff Twirl, Fragment Spear techniques, and Xi Cannon), Staff Twirl (15), Fragment Spear: Thrust (40), Fragment Spear: Swipe (30, disable a technique; 1 use), Fragment Spear: Block (defense against a physical attack, possible 10 to attacker), Fragment Spear: Storm (flip 5 coins; 10x tails), Xi Cannon (50), Shadow Kraata (power up; at the beginning of battle flip a coin, heads=you can use this technique, tails=you cannot; 1 use)
#958. Exo-Gahlok Kal Voyager; Credit to Keizah; FE: 200; Element: Rahaga; Effect: Infinity Break: If an opponent's attack misses, EGKV learns it; Attacks: Fusion Ring (20; flip a coin, heads=Fire, tails=Ice, double damage disrupts an enemy attack for 3), Cloud Ring (20; flip a coin, heads=Air, tails=Water, double damage confuses), Gaia Ring (20; flip a coin, heads=Stone, tails=Earth, double damage paralyzes), Kaita Unseal (disable Fusion Ring, Cloud Ring, and Gaia Ring and enable Ja Wheel and Vo Wheel for 3), Ja Wheel (30, treat as Water/Ice/Air), Vo Wheel (30, treat as Fire/Stone/Earth), Lightning Rod (25; flip a coin, heads=Steel, tails=Thunder, double damage stuns), Trick of Twilight (30; flip a coin, heads=Light, tails=Shadow, double damage blinds), Summoning (35; flip a coin, heads=Dragon, double damage brings a Rahi to the field for 1 turn), Card Dance (roll a die, dmg=10x result), Cahdok (25; 1 use), Gahdok (25; 1 use), Bahrag's Wager (every turn flip a coin; if heads halve opponent's FE, if tails halve your own FE; skip coin toss on all other attacks and treat them as dual-elemental; 1 use)
#959. Garland; Based on the Final Fantasy character of the same name; FE: 200; Element: Steel/Shadow; Effect: Predecessor: Take half damage from all Final Fantasy and Kingdom Hearts Spirits, unless they also have Predecessor; Attacks: Slash (20), Knock Down (40, paralyze), Twin Swords (15, usually hits twice), Chain Cast (10, enhanced accuracy), Lance Drill (30, defense-piercing), Blaze (35), Earthquake (35), Cyclone (35), Tsunami (35), Guard (defense), Bravery Attack (10; steal 10 atk from opponent for one turn), Dissidia (prevent Orb swapping for both you and opponent, when either Spirit falls both combatants must pick new Orbs; 1 use), Betray (15), Chaos Smash (30), Return to Nobility (only after 10 turns have elapsed, change Shadow Element to Light, lose Shadow-type moves, become immune to paralysis, power up every other attack, change Corrupted Honor to Honor, enable Soul of Chaos; 1 use), Soul of Chaos (70, backlash 1/4, end Return to Nobility; 1 use), Corrupted Honor (recover from negative status effects and inlfict them on the opponent; during Return to Nobility this is a Light-type move and you will recover but not inflict), Flare (paralyze; if successful, 50 next turn)
#960. HERO (Hero Essence Retaining Orb) Model 2010; Original design; FE: 150; Element: Light/Steel; Upgrades into HERO Model 2011; Effect: Rise of the Rookies: When fighting alongside a Spirit classified as a Technic Descendant, nullify the Technic Descendant effect; Attacks: Arm Improvement (gain a 10 dmg attack that would have been super-effective against the last Spirit you fought; 1 use), Arm Cannon (10; change at will between Fire, Thunder, Rahaga, and Steel), Homing Boomerang (15, cannot be dodged), Ice Blade (15), Hero Core Charge (power up), Hero Cell (defense), Hero Flare (25, randomly switches between Fire, Air, Thunder, Steel, Rahaga, and Ice), Essence Retrieval (choose the Element of the next Hero Flare), Hero Blade (35, can only be used if it will finish the target), Core Corruption (disable Light techniques, enable all following techniques; lasts 5 turns), Meteor Blaster (20), Betray (15), Villain Flare (25; randomly switches between Fire, Air, Jungle, Steel, and Water), Black Hole (25)
#961. Demon Hunter; Based on Adell from Disgaea 2; FE: 200; Element: Fire; Effect: Willpower: When FE below 50%, boost attack power by 25%; Attacks: Punch (10), Crimson Flame (25), Soaring Fire (35, hits all), Vulcan Blaze (45), Triple Strike (10, hits 3 times), Tiger Charge (20, enhance accuracy), Lion's Roar (30), King of Beasts (25, opponent cannot use close-range moves next turn), Rising Dragon (40), Big Bang (50), No Way Out (70; backlash half, 1 use)
#962. Exo-Skrall Master Warrior; Original design; FE: 140; Element: Steel/Stone; Upgrades into Exo-Skrall Elite Guard; Attacks: Slash (20; 30 when FE at or below 50), Saw Shield Throw (15, defense-piercing, if opponent has a shield this breaks it), Shield (defense), Thornax Rifle (15, enhanced accuracy), Lance (20; 25% chance to do double damage), Axe (30, lower accuracy), Power Punch (15; 10 when FE at or below 50), Speed Slash (20), Scythe (flip a coin, heads=miss, tails=25 and flip another coin, heads=paralyze), Chain Flail (20, may cause target to lose a move once per battle), Teachings of the Master (only when FE at or below 50; allow your next Spirit to use one of ESMW's weapons; 1 use)
#963. Exo-Skrall Elite Guard; Original design; FE: 170; Element: Stone; Upgrades into Exo-Skrall Absolute Commander; Attacks: Power Punch (20), Black Spike Style: Weak Palm (10, confuse), Boulder Blast (30), Black Spike Style: Rising Mountain (25, paralyze), Black Spike Style: Flying Fang (35, defense-piercing, if the opponent has a shield this breaks it), Black Spike Style: Echo of the Peaks (45; use twice in a row for more damage, but then you must take 1 round cooldown), Black Spike Style: Eruption (30, burn), Black Spike Style: Atmosphere Pierce (30, freeze), Black Spike Style: Descent into the Valley (30, confuse), Rockslide (40), Black Spike Style Secret Technique: Cataclysm (50, may backlash half, chance of backlash increases with use; 4 uses), Black Spike Style Secret Technique: White Quartz (heal 30, recover from negative effects; 4 uses), Teachings of the Black Spikes (only if FE is at or below 50% and cannot use White Quartz, pick a Black Spike technique to teach to your next Spirit, cannot be a Secret Technique; 1 use)
#964. Exo-Skrall Absolute Commander; Original design; FE: 200; Element: Stone/Shadow; Effect: Chess Master's Defense: For every summoned unit take -5 damage (after applying resistance and weakness), but you will always take at least 5 damage; Attacks: Power Punch (20), Slash (20), Thornax Rifle (15, enhanced accuracy), Shield (defense), Rockslide (40), Black Spike Style: Echo of the Peaks (45), Armory (use a random one of Exo-Skrall Master Warrior's weapons), Meditate (use a random one of Exo-Skrall Elite Guard's Black Spike Style techniques, cannot be a Secret Technique), Will of the Empire (50, stronger when summoned units are on the field), Pawn's Assault (20, summon a Skrall), Rook's Charge (30, summon a Stronius), Knight's Armory (25, flip 3 coins, +5 per heads; summon an Exo-Skrall Master Warrior), Bishop's Technique (40; 75% chance to inflict a negative status effect, summon an Exo-Skrall Elite Guard), Queen's Banishment (50, extra to female Spirits, summon a Tuma), King's Advisor (40, summon an Exo-Skrall Absolute Commander without chess-based techniques), Checkmate (70; only after all other chess moves have been used, can only be used if it will finish the target; backlash half; if opponent still has more Spirits left, you can give up an extra 30 FE to destroy one and/or another 5 FE to summon a Baterra; 1 use)
#965. Chronicler 10; Original design; FE: 150; Element: Rahaga; Upgrades into Chronicler 11; Effect: Nostalgic Bond: Power up when in a Tag Match alongside a Spirit based on a 2010 Bionicle; Attacks: Slash (10), Chronicle (gain one of the opponent's techniques; 1 use), Fire Blast (20), Advanced Heat Vision (40, user blind next turn), Power Punch (20), Light Blast (20), Wind Blast (20), Tsunamic Blast (20), Star Armor (absorb Light attacks for duration, allow Star Slash (30, piercing, 1 use) and Star Shield (Cushion Jelly-level defense, 1 use), wears off when both techniques have been used; 1 use), Golden Armor (destroy all opposing Rahkshi, gain 20 damage move from each and increase your own FE by 10 for each one destroyed; 1 use), Gravity Beam (20), Reign of Shadows (poison Light types and power up Shadow types for the rest of this battle; 1 use), Volt (20), Metal Punch (20), Mind Blast (20), Destiny Fulfilled (deal damage to opponent based on how many Spirits based on Bionicle sets are owned by all participants; 10 damage per Spirit; backlash half if damage over 50; Spirits based on Bionicle sets cannot be used for the rest of this battle; 1 use)
#966. Heat; Credit to PeriodicTable; FE: 90; Element: Fire; Upgrades into Burn; Attacks: Emanate (10, cannot be dodged)
#967. Burn; Credit to PeriodicTable; FE: 120; Element: Fire; Upgrades into Flame; Attacks: Emanate (15, cannot be dodged), Scorch (10, can be used twice in one turn)
#968. Flame; Credit to PeriodicTable; FE: 140; Element: Fire; Upgrades into Furno; Attacks: Emanate (20, cannot be dodged), Scorch (10, hits twice), Spark Chaingun (25)
#969. Furno; Credit to PeriodicTable; FE: 170; Element: Fire; Upgrades into White Infurno; Attacks: Emanate (20, cannot be dodged), Scorch (10, hits twice), Spark Chaingun (30), Blaze Claw (30, can take on Steel properties)
#970. White Infurno; Credit to PeriodicTable; FE: 200; Element: Fire; Attacks: Emanate (25, cannot be dodged), Scorch (20, hits twice), Spark Chaingun (35), Blaze Claw (35, can take on Steel properties), White Infurno (40), Calix (dodge; 1 use)
#971. Chill; Credit to PeriodicTable; FE: 90; Element: Ice; Upgrades into Cold; Attacks: Chilling Wind (15, small freeze chance), Ice Breaker (5, triple to frozen foes)
#972. Cold; Credit to PeriodicTable; FE: 120; Element: Ice; Upgrades into Snow; Attacks: Chilling Wind (20, small freeze chance), Ice Breaker (5, triple to frozen foes), Frost Bite (15, can take on Steel properties)
#973. Snow; Credit to PeriodicTable; FE: 140; Element: Ice; Upgrades into Freeze; Attacks: Chilling Wind (20, small freeze chance), Ice Breaker (10, triple to frozen foes), Frost Bite (20, can take on Steel properties), Snow Whirl (defense)
#974. Freeze; Credit to PeriodicTable; FE: 170; Element: Ice; Upgrades into Deep-Freeze; Attacks: Chilling Wind (20, small freeze chance), Ice Breaker (15, triple to frozen foes), Frost Bite (25, can take on Steel properties), Snow Whirl (defense), Freeze (5, freeze)
#975. Deep-Freeze; Credit to PeriodicTable; FE: 200; Element: Ice; Attacks: Chilling Wind (25, small freeze chance), Ice Breaker (15, triple to frozen foes), Frost Bite (35, can take on Steel properties), Snow Whirl (defense), Freeze (5, freeze), Deep-Freeze (45), Ruru (35 to Shadow)
#976. Breeze; Credit to PeriodicTable; FE: 90; Element: Air; Upgrades into Gust; Attacks: Swirling Defenses (defense), Wind Slice (15)
#977. Gust; Credit to PeriodicTable; FE: 120; Element: Air; Upgrades into Gale; Attacks: Swirling Defenses (defense), Wind Slice (20), Windmill Kick (15, foe's next move more likely to miss)
#978. Gale; Credit to PeriodicTable; FE: 140; Element: Air; Upgrades into Storm; Attacks: Swirling Defenses (defense), Wind Slice (20), Windmill Kick (15, foe's next move more likely to miss), Gale Grinder (15, extra 5 next turn)
#979. Storm; Credit to PeriodicTable; FE: 170; Element: Air; Upgrades into Hurricane; Effect: Soaring Strength: Take -10 damage from impact-based attacks; Attacks: Swirling Defenses (defense), Wind Slice (25), Windmill Kick (20, foe's next move more likely to miss), Gale Grinder (15, extra 10 next turn)
#980. Hurricane; Credit to PeriodicTable; FE: 200; Element: Air; Effect: Soaring Strength: Take -10 damage from impact-based attacks; Attacks: Swirling Defenses (defense), Wind Slice (30), Windmill Kick (25, foe's next move more likely to miss), Gale Grinder (20, extra 10 next turn), Hurricane (45), Mask of Fusion (temporary double strength against fusions)
#981. Dew; Credit to PeriodicTable; FE: 100; Element: Water; Upgrades into Current; Attacks: Out of the Blue (10, enhanced accuracy), Mist Surround (enemy accuracy down for 2)
#982. Current; Credit to PeriodicTable; FE: 120; Element: Water; Upgrades into Wave; Attacks: Out of the Blue (10, enhaned accuracy), Mist Surround (enemy accuracy down for 2), Flowing Attack (10; 33% chance to hit twice)
#983. Wave; Credit to PeriodicTable; FE: 140; Element: Water; Upgrades into Tidal; Attacks: Out of the Blue (20, enhanced accuracy), Mist Surround (enemy accuracy down for 2), Flowing Attack (15; 33% chance to hit twice), Rip Tide (25)
#984. Tidal; Credit to PeriodicTable; FE: 170; Element: Water; Upgrades into Tsunami; Attacks: Out of the Blue (25, enhanced accuracy), Mist Surround (enemy accuracy down for 2), Flowing Attack (20; 33% chance to hit twice), Rip Tidal (30)
#985. Tsunami; Credit to PeriodicTable; FE: 200; Element: Water; Attacks: Out of the Blue (30, enhanced accuracy), Mist Surround (enemy accuracy down for 2), Flowing Attack (30; 33% chance of hitting twice), Rip Tidal (35), Tsunami (50), Mask of Element Swap (change all attacks to an Element foe is weak to; 1 use)
#986. Static; Credit to PeriodicTable; FE: 90; Element: Thunder; Upgrades into Shock; Effect: Electric Kamikaze: Can double strength for a match, but take 10 damage each time you attack; Attacks: Static Field (15)
#987. Shock; Credit to PeriodicTable; FE: 120; Element: Thunder; Upgrades into Jolt; Effect: Electric Kamikaze: Can double strength for a match, but take 15 damage each time you attack; Attacks: Shock Field (20), Power Armor (defense for 2)
#988. Jolt; Credit to PeriodicTable; FE: 140; Element: Thunder; Upgrades into Volt; Effect: Electric Kamikaze: Can double strength for a match, but take 15 damage each time you attack; Attacks: Jolt Field (25), Power Armor (defense for 2), Steel Shredder (20, extra 5 next turn)
#989. Volt; Credit to PeriodicTable; FE: 170; Element: Thunder; Upgrades into Lightning; Effect: Electric Kamikaze: Can double strength for a match, but take 15 damage each time you attack; Attacks: Volt Field (30), Power Armor (defense for 2), Steel Shredder (20, extra 5 next turn), High Voltage (25; can combine with another attack next turn, but this will cause 25 self-damage)
#990. Lightning; Credit to PeriodicTable; FE: 200; Element: Thunder; Effect: Electric Kamikaze: Can double strength for a match, but take 20 damage each time you attack; Attacks: Electro Field (40), Power Armor (defense for 2), Steel Shredder (30, extra 10 next turn), High Voltage (25; can combine with another attack next turn, but this will cause 25 self-damage), Lightning (45), Kiril (heal 20; 3 uses)
#991. Copper; Credit to PeriodicTable; FE: 90; Element: Steel; Upgrades into Bronze; Effect: Conductor: Immune to Thunder; Attacks: Shrapnel (15), Copper Defense (defense)
#992. Bronze; Credit to PeriodicTable; FE: 120; Element: Steel/Earth; Upgrades into Iron; Effect: Conductor: Immune to Thunder; Attacks: Shrapnel (20), Bronze Defense (defense), Terra Blade (15, extra 10 to Fire)
#993. Iron; Credit to PeriodicTable; FE: 140; Element: Steel/Stone; Upgrades into Steel; Effect: Conductor: Immune to Thunder; Attacks: Shrapnel (25), Iron Defense (defense), Petrified Blade (15, extra 10 to Water), Iron Weaponry (20, take -5 from next attack)
#994. Steel; Credit to PeriodicTable; FE: 170; Element: Steel/Ice; Upgrades into Protosteel; Effect: Conductor: Immune to Thunder; Attacks: Shrapnel (30), Steel Defense (defense), Frozen Blade (20, extra 15 to Air), Iron Weaponry (20, take -10 from next attack), Metal Might (10, power up)
#995. Protosteel; Credit to PeriodicTable; FE: 200; Element: Steel/Thunder; Effect: Conductor: Immune to Thunder; Attacks: Shrapnel (35), Protosteel Defense (defense), Electron Blade (25, extra 20 to Dragon), Iron Weaponry (25, take -10 from next attack), Metal Might (15, power up), Protosteel Shards (25, enemy accuracy down next turn), Akaku (recover from negative effects)
#996. Pebble; Credit to PeriodicTable; FE: 80; Element: Stone; Upgrades into Clay; Effect: Strength of Stone: No weakness; Attacks: Abrasion (10, +5 each use)
#997. Clay; Credit to PeriodicTable; FE: 120; Element: Stone; Upgrades into Rock; Effect: Strength of Stone: No weakness; Attacks: Abrasion (10, +5 each use), Clay Blast (15)
#998. Rock; Credit to PeriodicTable; FE: 140; Element: Stone; Upgrades into Boulder; Effect: Strength of Stone: No weakness; Attacks: Abrasion (10, +5 each use), Clay Blast (20), Crushing Tackle (15, extra 10 to Ice)
#999. Boulder; Credit to PeriodicTable; FE: 170; Element: Stone; Upgrades into Landslide; Effect: Strength of Stone: No weakness; Attacks: Abrasion (10, +5 each use), Clay Blast (25), Crushing Tackle (15, extra 15 to Ice), Petrified Armor (defense for 2)
#1000. Bionic Warrior; Original design; FE: 190; Element: Rahaga; Upgrades into Ikhav Warrior; Effect: Technic Knight: No weakness, if allied with a Spirit based on a Technic set they power up; Attacks: Keyblade Slash (30), Seal (opponent loses 1 attack; 1 use), Star Armor (absorb Light attacks for duration, allow Star Slash (30, piercing, 1 use) and Star Shield (Cushion Jelly-level defense, 1 use), wears off when both techniques have been used; 1 use), Glatorian (attack power +10, take -10 from attacks; lasts 3 turns, during that time you can only use offensive techniques, after this you cannot use another Orb until this one is defeated; 1 use), Kakama (attack twice next turn), Otaku (summon a random Anime Spirit; only 1 at a time), Ancestor Summoning (summon a random Technic Ancestor; only 1 at a time), Keyblade Vehicle (defense, possible 15), Spear of Light (30; 50% chance to pierce defense), Spellblade (50, can change Element at will), Guard (defense), Cura (heal 30), Power Punch (30), Bullet of Honor (40), Honor (recover from negative effects), Kick of the Typhoon (30), Strangle (paralyze, enable Flip next turn only), Flip (60, user has low evasion next turn), Bridge the Generation Gap (merge with a Technic Ancestor on the field, keep all Elements, gain 10 FE, only one at a time, gain Disk/Wheel Launch and one other technique)