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Super Smash Bros.: Card Smash! is a fangame for the Wii U. It basically turns the usual gameplay of SSB into a card game.

Gameplay

In a match, fights are fought from between 2 players to 8 players. The battle mode can also be set into team battles if there are enough players (only supports 2v2, 3v3 and 4v4). A player fights using one "fighter" card and a deck of 50 cards.

Before starting a match, players have to pick up a card each. Whoever gets a Smash logo on a card will get the first turn. In case of having more than 2 players, after the first-turn player, the next turns will be played in a clockwise pattern (P1 (if getting the first turn) -> P2 -> P3, for example). During the first turn, the player can only set up to two cards as "energy" (required for using action cards) and cannot perform any attack even if an action card requires no energy or there's a support card in your hand.

In every beginning of a turn, one player draws several cards from his/her own deck until his/her hand is full (5 cards). If the player is unable to fill up his/her hand at this phase, that player will instantly lose no matter what, even if the player still keeps a full hand, which normally will cause the current top card on his/her deck will be automatically turned into energy. After this phase is done, the player then proceeds to the attacking phase.

Performing moves is done by spending some "energy" to use the action cards. Action cards can be either used for offense or defense. The offense ones are divided into "normal" and "special" cards, while the defense ones are divided into "shield" and "dodge" cards. Offensive cards are obviously used to inflict damage to another fighter, while the defensive cards can only be used when an opponent is about to perform an action, be it attacking or using support cards. There's also another type of action card, which is called "ability". "Ability" cards are only associated with certain fighters and tend to have a unique effect. Once you've done using action/support cards in this phase, the player may move on to the energy phase, which unlike the very first turn, the player may turn as many cards as he/she wants into energy.

To defeat an opponent, there are two ways. The first and the most obvious one is by knocking out the opponent's fighter by reducing his/her health to 0. The second way is by forcing the opponent to run out of cards so that he/she will be unable to draw a full hand, causing him/her to lose.

Card list

Fighters

Regular

  1. Mario
  2. Yoshi
  3. Wario
  4. Mr. Game and Watch
  5. Donkey Kong
  6. Link
  7. Samus
  8. Pit
  9. Marth
  10. Kirby
  11. Little Mac
  12. Fox
  13. Pikachu
  14. Duck Hunt
  15. R.O.B.
  16. Ness
  17. Captain Falcon
  18. Villager
  19. Olimar
  20. Wii Fit Trainer

Post-credits

  1. Luigi
  2. Peach
  3. Bowser
  4. Rosalina and Luma
  5. Bowser Jr.
  6. Diddy Kong
  7. Zelda
  8. Sheik
  9. Ganondorf
  10. Toon Link
  11. Zero Suit Samus
  12. Palutena
  13. Ike
  14. Robin
  15. King Dedede
  16. Meta Knight
  17. Falco
  18. Charizard
  19. Lucario
  20. Jigglypuff
  21. Greninja
  22. Dr. Mario
  23. Dark Pit

Action cards

Mario

Name Type Energy cost Damage Notes
Right Punch Normal 0 2 The three cards can be comboed with each other to deal extra damage.
Left Punch Normal 0 1
Forward Kick Normal 0 4
Plumber Kick Normal 2 7 Inflicts 1 damage to Mario if the attack connects.
Uppercut Normal 3 5 N/A
Fireball Special 2 4 Affected fighter will not be able to attack in the next turn if the attack connects.
Fast Fireball Special 2 2 N/A
Cape Special 4 7 N/A
Run Ability 0 N/A Combo this with a "normal" attack card. Makes that attack unable to be dodged.
F.L.U.D.D. Ability 3 N/A All opponents can't attack in their next turn.
Super Jump Dodge 1 N/A Dodges both types of attacks.
Double Jump Dodge 2 N/A Dodges "normal" attacks, then makes Mario's "normal" attacks deal twice the damage in the next turn. Also gives Mario "levitated" status.

Yoshi

Name Type Energy cost Damage Notes
Left-Right Kicks Normal 1 1 N/A
Dashing Kick Normal 2 2 N/A
Tail Swipe Normal 5 5 N/A
Tail Flick Normal 7 8 Inflicts half the damage if this attack is dodged.
Egg Lay Special 3 2 Cannot be dodged.
Lick Special 3 4 N/A
Egg Launch Special 4 2 Damages all participating fighters except the user.
Egg Roll Special 4 6 N/A
Heavy Egg Roll Special 5 8 N/A
Yoshi Dance Ability 3 N/A Pick one card from discards and add to your hand.
Egg Shield Shield 3 N/A Deflects damage from "special" attacks. Special effects from those attacks are still applied to Yoshi himself, however.
High Jump Dodge 3 N/A Dodges both types of attacks.

Wario

Name Type Energy cost Damage Notes
Double Punch Normal 3 2 Affected fighter will not be able to attack in the next turn if the attack connects.
Power Punch Normal 3 3 N/A
Palm Push Normal 4 5 N/A
Button Pusher Normal 5 5 Affected fighter will not be able to attack in the next turn if the attack connects.
Sliding Tackle Normal 5 6 N/A
Wario Wack Normal 6 9 N/A
Knock-out Headbutt Normal 7 16 N/A
Body Spin Normal 8 6 Damages all participating fighters except the user.
Garlic Breath Special 6 6 Damages all participating fighters except the user (also affects allies). Does not affect "levitated" fighters.
Wario-Man Ability 2 N/A Wario's "normal" attacks will do double the damage in the next turn only. Also makes Wario unable to be hit until that turn.
Shield Shield 2 N/A Takes 5 less damage from "normal" attacks.
Jump In Shield 1 N/A Takes damage from attacks aimed at allies (team battle exclusive).

Mr. Game and Watch

Name Type Energy cost Damage Notes
Rapid Jab Normal 1 3 N/A
Forward Tilt Normal 2 5 Cannot be dodged.
Up Tilt Normal 2 5 Opponent will lose 1 energy if this attack connects.
Down Tilt Normal 4 6 N/A
Dash Attack Normal 5 6 Opponent will lose 3 energy if this attack connects.
Chef Special 3 2 Opponent will lose 3 energy if this attack connects.
XXL Chef Special 4 2 Opponent will lose all energy if this attack connects.
Short-Order Chef Special 4 4 N/A
Octopus Ability 1 N/A Allows this fighter's user to look at an opponent's hand in that turn.
Taunt Ability 0 N/A Opponents can only attack this fighter in the next turn.
Sit and Sigh Ability 4 N/A Skip an opponent's next turn.
Dodge Dodge 1 N/A Dodges both types of attacks, only if the attack costs 2 energy or more.

Donkey Kong

Name Type Energy cost Damage Notes
Neutral Combo Normal 0 1 N/A
Outstretched Head Normal 1 2 N/A
Hand Swipe Normal 2 4 Inflicts 1 damage on Donkey Kong if this attack connects.
Giant Punch Special 0 1 Giant Punch cards can be used multiple times in a single turn.
Lightning Punch Special 1 2 Lightning Punch cards can be used multiple times in a single turn.
Storm Punch Special 3 3 The damage can be split among multiple opponents.
Headbutt Special 4 10 Cannot be dodged.
Jumping Headbutt Special 4 1 Opponent will lose all energy if this attack connects.
DK Beat Ability 1 N/A Opponents cannot attack this fighter in the next turn.
Eat Banana Ability 2 N/A Recovers 3 health. Can also be used on an ally.
Chopper Kong Dodge 0 N/A Dodges both types of attacks, only if the attack costs 1 energy or more.
Double Jump Dodge 1 N/A Dodges "normal" attacks, then makes Donkey Kong's "normal" attacks deal twice the damage in the next turn. Also gives Donkey Kong "levitated" status.

Link

Name Type Energy cost Damage Notes
Triple Swing Normal 2 3 N/A
Overhand Swipe Normal 2 6 Inflicts 1 damage on Link if the attack connects.
Ground Swipe Normal 3 6 Cannot damage "levitated" fighters.
Vertical Swing Normal 4 4 N/A
Running Slash Normal 5 6 Affected fighter will not be able to attack in the next turn if the attack connects.
Two-Handed Swing Normal 5 7 N/A
Triple Slash Normal 6 9 Inflicts 3 damage on Link if this attack connects.
Hero's Bow Special 3 4 Affected fighter will not be able to attack in the next turn if the attack connects.
Power Bow Special 3 4 N/A
Ambush Ability 1 N/A Combo this with any "normal" attacks. Makes that attack unable to be dodged.
Stay Shielded Shield 1 N/A Takes 3 less damage from "normal" attacks.
Whirling Leap Dodge 2 N/A Dodges both types of attacks.

Samus

Name Type Energy cost Damage Notes
Grapple and Pummel Normal 2 2 Cannot be shielded.
Forward Smash Normal 2 3 N/A
Neutral Attack Normal 3 2 Cannot be dodged.
Cover Fire Normal 3 4 N/A
Dash Attack Normal 6 9 N/A
Charge Shot Special 4 4 Affected fighter will not be able to attack in the next turn if the attack connects.
Dense Charge Shot Special 4 5 N/A
Vampire Grapple Beam Special 6 4 Heals Samus by the amount of damage inflicted.
Missile Special 6 8 Inflicts half the damage if this attack is dodged.
Taunt Ability 3 N/A During that turn only, opponents cannot use "dodge" cards.
Charge Up Ability 1 N/A This fighter can use as many action cards as she possibly can.
Counter Attack Shield 3 N/A Deflects half of "normal" attacks back to the attacker. Special effects can still be applied on Samus herself, however.

Pit

Name Type Energy cost Damage Notes
Dash Attack Normal 1 4 Inflicts 2 damage on Pit if this attack connects.
Forward Tilt Normal 2 3 N/A
Up Tilt Normal 3 4 Inflicts half the damage if this attack is dodged.
Powerful Hit Normal 3 6 Inflicts 2 damage on Pit if this attack connects.
Back Throw Normal 4 5 Affected fighter will not be able to attack in the next turn if the attack connects.
Up Smash Normal 4 6 N/A
Forward Smash Normal 4 8 Inflicts 2 damage on Pit if this attack connects.
Swords Normal 6 10 N/A
Three Sacred Treasures Special 3 2 Inflicts damage on all opponents.
Taunt Ability 0 N/A Discard one card, then draw two cards.
Threatening Pose Ability 0 N/A Forces an opponent to discard a card from his/her hand.
Power of Flight Dodge 0 N/A Dodges both types of attacks, only if the attack costs 2 energy or more.

Marth

Name Type Energy cost Damage Notes
Two Slashes Normal 0 2 N/A
Upward Sword Swipe Normal 1 2 N/A
Sword Swing Normal 2 2 Cannot be dodged.
Sword Poke Normal 2 3 N/A
Diagonal Slash Normal 3 4 Inflicts 1 damage on Marth if this attack connects.
Spinning Swing Normal 4 6 Inflicts half the damage if this attack is dodged.
Shield Breaker Special 2 4 Opponent will lose 1 energy if this attack connects.
Storm Thrust Special 3 4 Damages all opponents.
Assault Dash Special 4 4 N/A
Shield Shield 0 N/A Takes 3 less damage from attacks.
Hide Shield 1 N/A Forces an opponent to inflict damage on a chosen ally if he/she is about to attack Marth (team battle exclusive).
Dolphin Jump Dodge 1 N/A Dodges both types of attacks.

Kirby

Name Type Energy cost Damage Notes
Flurry of Punches Normal 2 2 Inflicts half the damage if this attack is dodged.
Spinning Forward Kick Normal 2 2 N/A
Inhale-Exhale Special 2 3 N/A
Ice Breath Special 3 6 Inflicts half the damage if this attack is dodged.
Jumping Inhale-Exhale Special 4 8 Inflicts half the damage if this attack is dodged.
Giant Hammer Special 4 5 Damages all opponents. Does not affect "levitated" fighters.
Hammer Flip Special 5 15 N/A
Wave Cutter Special 6 10 Damages all opponents. Does not affect "levitated" fighters.
Kirby Dance Ability 1 N/A Choose one card from your discard pile, then move it to the bottom of your deck.
Shield Shield 1 N/A Takes 3 less damage from attacks.
Jump Dodge 0 N/A Dodges "normal" attacks.
Dodge Dodge 0 N/A Dodges "special" attacks.

Little Mac

Name Type Energy cost Damage Notes
Rapid Punches Normal 1 1 Cannot be shielded.
Swinging Overhead Punch Normal 1 2 N/A
Two Jabs Normal 2 4 Two Jabs cards can be used multiple times in a single turn.
Fist Swipe Normal 3 4 Affected fighter will not be able to attack in the next turn if the attack connects.
Punch Normal 4 8 N/A
Straight Lunge Special 3 4 N/A
Fire Spin Lunge Special 4 4 Inflicts half the damage if this attack is dodged.
Tornado Uppercut Special 5 5 Damages opponents' "levitated" fighters.
Triumph Ability 0 N/A Moves an opponent's entire hand to the bottom of the deck. He/she then draws 4 cards.
Giga Mac Ability 1 N/A Combo this with any "normal" attack cards. The attack will deal double the damage.
Shield Shield 0 N/A Halves damage inflicted on Little Mac.
Dodge Dodge 1 N/A Dodges "special" attacks.

Fox

Name Type Energy cost Damage Notes
Rapid Kick Normal 2 3 Rapid Kick cards can be used multiple times in a single turn.
Kick Normal 2 3 Inflicts 2 damage on Fox.
Fast Scorpion Kick Normal 3 6 Inflicts 2 damage on Fox.
Tail Swipe Normal 5 4 Opponent will lose all energy if this attack connects.
Jump Kick Normal 5 6 N/A
Blaster Special 2 2 N/A
Impact Blaster Special 3 3 Cannot be dodged.
Charge Blaster Special 3 4 N/A
Fox Illusion Special 6 8 N/A
Shield Shield 2 N/A Nullifies "normal" attacks, causing them to deal 0 damage.
Jump In Shield 2 N/A Takes damage from attacks aimed at allies (team battle exclusive).
Flying Fox Dodge 3 N/A Dodges both types of attacks.

Pikachu

Name Type Energy cost Damage Notes
Headbutt Normal 1 1 N/A
Pika Kick Normal 2 4 N/A
Tail Smack Normal 2 5 Inflicts 1 damage on Pikachu if this attack connects.
Tail Sweep Normal 3 6 Inflicts half the damage if this attack is dodged.
Thunder Jolt Special 0 0 Discard as many cards in your hand as you want. The number of discarded cards will be the damage for this attack.
Thunder Wave Special 1 2 N/A
ThunderShock Special 2 3 Opponent will lose 2 energy if this attack connects.
Skull Bash Special 3 6 Cannot be dodged.
Thunder Special 3 4 Damages all opponents.
Sacrifice Ability 0 N/A Knocks out Pikachu to revive a KO'd ally fighter. That fighter will not be able to attack for that turn only. (team battle exclusive)
Self-Generation Ability 2 N/A This fighter can use as many action cards as it possibly can.
Shield Shield 1 N/A Nullifies attacks, causing them to deal 0 damage.

Duck Hunt

Name Type Energy cost Damage Notes
Duck Peck Normal 1 1 N/A
Forward Duck Normal 2 2 Can be comboed with each other for extra damage. A combo will deal 8 damage.
Duck's Wing Attack Normal 3 3 Opponent will lose 1 energy if this attack connects.
Duck Swing Normal 3 4 Inflicts half the damage if this attack is dodged.
Dog-Duck Dash Normal 5 5 Opponent will lose 5 energy if this attack connects.
Trick Shot Special 3 9 Can only be used if Duck Hunt's health is 2 or less.
High-Explosive Shot Special 4 4 Inflicts half the damage if this attack is dodged.
Zigzag Shot Special 5 8 N/A
Duck Assist Ability 0 N/A Can either give Duck Hunt the "levitated" status or remove it, depending on Duck Hunt's current status.
Handstand and Bark Ability 1 N/A Pick a "dodge" card from your discard pile and put it on your hand.
Duck Jump Dodge 0 N/A Dodges both types of attacks, only if the attack costs 2 energy or more.
Super Duck Jump Dodge 1 N/A Dodges both types of attacks.

R.O.B.

Name Type Energy cost Damage Notes
Up Tilt Normal 1 2 Inflicts half the damage if this attack is dodged.
Down Smash Normal 1 3 Inflicts 1 damage on R.O.B. if this attack connects.
Up Smash Normal 2 2 Deals twice the damage to "levitated" fighters.
Back Air Normal 4 3 Damages all opponents' "levitated" fighters.
Up Throw Normal 4 5 Cannot be dodged.
S3 Normal 4 6 N/A
Robo Beam Special 3 1 Opponent will lose all energy if this attack connects.
Piercing Robo Beam Special 4 4 Cannot be dodged.
Raise Arms Ability 0 N/A Can use multiple support cards in that turn.
Show Emotion Ability 0 N/A This fighter cannot take damage in the next turn only.
Shield Shield 0 N/A Takes 2 less damage from "normal" attacks.
Robo Burner Dodge 1 N/A Dodges both types of attacks, only if the attack costs 2 energy or more.

Ness

Name Type Energy cost Damage Notes
Punch and Kick Normal 0 2 N/A
Forward Kick Normal 1 2 N/A
Upward Push Normal 2 3 Upward Push cards can be used multiple times in a single turn.
Crouch Kick Normal 2 2 Cannot damage "levitated" fighters.
PSI Sparks Normal 3 4 Cannot damage "levitated" fighters.
PK Flash Special 3 2 Opponent will lose 3 energy if this attack connects.
Rising PK Flash Special 4 2 Opponent will lose 5 energy if this attack connects.
Vampire PSI Vacuum Special 6 3 Heals Ness by the amount of damage inflicted.
Charge Up PSI Ability 0 N/A Combo this with any offensive action cards. Reduces that action card's energy cost by 2.
Concentrate Ability 2 N/A Causes Ness's "normal" attacks to deal twice the damage in the next turn only. The effect can wear off early if he gets damaged.
Shield Shield 0 N/A Nullifies "normal" attacks, but cuts Ness's current health in half.
PSI Magnet Shield 1 N/A Takes 2 less damage from attacks.

Captain Falcon

Name Type Energy cost Damage Notes
Roundhouse Kick Normal 3 4 Deals twice the damage to "levitated" fighters.
Punch Normal 3 3 Can be comboed with each other. A combo will deal 10 damage.
Axe Kick Normal 3 5 Cannot be blocked.
Sweep Kick Normal 4 6 Inflicts half the damage if this attack is dodged.
Shoulder Ram Normal 5 6 Affected fighter will not be able to attack in the next turn if the attack connects.
Burning Elbow Lunge Normal 6 10 Inflicts half the damage if this attack is dodged.
Spinning Double Hop-Kick Normal 7 11 N/A
Blue Falcon Special 5 5 Damages all participating fighters except the user (also affects allies in team battles).
Retreat Ability 0 N/A Can only use Call after using this move.
Call Ability 0 N/A Can only be used after using Retreat. Switches Captain Falcon with Ganondorf. During that same turn only, the newly-called Ganondorf cannot attack.
Shield Shield 2 N/A Takes 2 less damage from "normal" attacks.
Dodge Dodge 2 N/A Dodges both types of attacks, only if the attack costs 2 energy or more.

Villager

Name Type Energy cost Damage Notes
Boxing Gloves Normal 4 6 Inflicts half the damage if the attack is dodged.
Potted Sapling Drop Normal 4 6 N/A
Combo Normal 4 8 Must be comboed with Boxing Gloves and Potted Sapling Drop. The two attacks involved will not require any energy. This attack give damage to all opponents.
Fountain Firework Normal 5 5 Damages all opponents' "levitated" fighters.
Umbrella Swing Normal 5 4 Affected fighter will not be able to attack in the next turn if the attack connects.
Waving Stick Normal 5 5 N/A
Pull Weed Normal 7 8 N/A
Bowling Ball Drop Normal 8 14 Inflicts half the damage if this attack is dodged.
Timber Special 4 3 Damages all opponents. Does not affect "levitated" fighters.
Grab and Up Throw Ability 0 N/A Causes a fighter to gain "levitated" status.
Shield Shield 0 N/A Takes 3 less damage from "normal" attacks.
Balloon Trip Dodge 2 N/A Dodges "normal" attacks. Doubles Villager's damage output in the next turn.

Olimar

Name Type Energy cost Damage Notes
Upward Pikmin Normal 1 2 N/A
White Pikmin Smash Normal 2 4 Cannot damage "levitated" fighters.
Powerful Punch Normal 3 3 Cannot be dodged.
Down Tilt Normal 3 5 N/A
Down Air Normal 3 8 Can only be used if Olimar's health is 2 or less.
Forward Aerial Normal 4 8 Deals 3 damage to Olimar instead if the attack is dodged.
Pikmin Throw Special 4 5 Cannot be dodged.
Speedy Pikmin Special 4 7 N/A
Pikmin Pluck Ability 0 N/A Until next turn, all attacks that can lower the energy become ineffective.
Hardy Pikmin Pluck Ability 0 N/A Makes Olimar's "special" attacks deal double the damage in the next turn only. The effect can wear off early if he gets damaged.
Shield Shield 0 N/A Takes 3 less damage from "special" attacks.
Pikmin Meatshield Shield 0 N/A Takes 3 less damage from "normal" attacks.

Wii Fit Trainer

Name Type Energy cost Damage Notes
Sideways Leg Lift Normal 2 2 N/A
Gate Pose Normal 3 3 N/A
Dancer Pose Normal 4 4 Inflicts half the damage if this attack is dodged.
Forward Palm Strikes Normal 5 8 Deals 2 damage to Wii Fit Trainer instead if this attack is dodged.
Risky Palm Strikes Normal 6 10 Deals 3 damage to Wii Fit Trainer instead if this attack is dodged.
Sun Salutation Special 2 1 Opponent will lose 1 energy if this attack connects.
Enriched Sun Salutation Special 5 1 Opponent will lose all energy if this attack connects.
Volatile Breathing Special 7 4 Damages all participating fighters (including allies in team battles). Does not affect "levitating" fighters.
Deep Breathing Ability 0 N/A In the next turn only, all opponents cannot damage any of your allies (team battle exclusive).
Footstool Jump Base Shield 1 N/A Gives a chosen ally the "levitate" status.
Shield Shield 1 N/A Takes 3 less damage from "normal" attacks.
Counter Shield 4 N/A Deflects damage from a "normal" attack back to the attacker. Special effects can still be applied to Wii Fit Trainer herself, however.

Support cards

Fighter-related

Name Type Energy cost Notes
Follow Elec Man Dodge 0 Dodges both types of attacks, but at the cost of reducing your energy count to 0.
Victini's Victory Star Ability 1 Doubles damage output. Can only be used if the fighter's health is 2 or less.
You Can Do It Shield 2 If the incoming attack can KO the fighter, this card will leave the affected fighter with 1 HP in order to survive. Can only be used once (once per fighter in team battles).
Xerneas's Geomancy Ability 2 Combo this with any offensive action cards. This will add extra 2 damage to that attack.
Follow Magnus Dodge 1 Dodges attacks that can hit multiple targets (solo) or entire team (team battle).
Electrode Ability 0 If your deck is at 0 cards, this will triple the damage output of all attacks.
Andross Ability 0 KOs either your own or an ally's fighter. The amount of health left will be the number of cards taken from your deck and turned into energy. Cannot be used if there's not enough cards in the deck. (team battle exclusive)
Summon Goldeen Shield 0 Affected fighter will take double the damage from a "normal" attack. After that, for one turn, that fighter's damage output will be tripled.
Tingle Ability 1 If you're the only surviving team member, your fighter may use as many action cards as he/she possibly can. (team battle exclusive)
Summon Mew Ability 1 For that turn only, the fighter cannot use "shield" and "dodge" action cards, but at the next turn, the fighter's damage output will be doubled.
Metroid Ability 0 An opponent cannot attack in the next turn.
Swirlix's Cotton Spore Ability 1 Combo this with any offensive action cards. The attack will be unable to be dodged by defensive cards requiring 0 energy.
Ashley Ability 1 Attacks that can lower energy will be ineffective.

Player-related

Note: This is the only category to contain "field"-type cards. "Field" cards affect the entire game area, but there can be only one at a time. If another "field" card is used, it will replace the previous one.

Name Type Energy cost Notes
Bob-omb Normal 1 Does 1 damage. Cannot be used to knock out a fighter.
Energy Tank Ability 0 Heals your fighter by one health point.
Hammer Ability 3 Turns five top cards in your deck into energy. You cannot play other cards in that turn after using this.
Porky Minch Field 1 User draws one card per turn.
Doc Louis Field 2 Increases damage output by one.
Back Shield Field 2 Reduces "special" attacks' damage output by 2.
Isabelle Field 3 All cards will cost one less energy.
Excitebike Field 3 Can only use attacks that deal more than 3 damage.
POW Block Field 4 Top 2 cards in a player's deck are discarded every time that player begins his/her turn.
Timmy and Tommy Nookling Ability 0 Return one card into your deck, shuffle the deck, then draw one card.
Yellow Wollywog Ability 5 All players' energy count becomes 0.
Ultimate Chimera Ability 4 If you're the only surviving team member, this will turn all remaining cards in your deck into energy (team battle exclusive).
Phosphora Ability 2 Revives your KO'd fighter (team battle exclusive). That fighter cannot immediately attack after using this.
Daisy (Baseball) Ability 0 Turn energy back into cards and return them to your deck. Shuffle your deck afterwards.
Majora's Mask Ability 0 Inflicts 1 damage to your fighter. Draw one card.
Super Mushroom Ability 2 Allows your fighter to perform another attack in that turn.
Ghosts Field 2 All "post-credits" fighters cannot dodge attacks from "regular" fighters.
Chain Chomp Field 3 Increases energy cost required for cards.
Proto Man Field 3 All fighters cannot use "ability" moves.
Snorlax Field 3 Can only use attacks that deal less than 4 damage.
Bus to the City Field 3 All "levitated" fighters lose this status.
X Bomb Field 4 After each attacking phase, a player's fighter will take 1 damage.
Rocket Belt Ability 0 Combo this with another player-related card that costs 3 energy or less. That card will be used without spending energy.
Darkrai Ability 1 An opponent cannot attack in the next turn.
Poison Mushroom Ability 1 An opponent loses one energy.
Metal Box Ability 1 Discard all cards, then draw a full hand.
Substitute Doll Shield 0 Prevents an opponent's "field" card from activating.
Mecha-Fiora Field 2 Increases damage output of all "special" moves by 2.
Great Fox Field 3 Gives all participating fighters "levitated" status.
Dillon Field 3 A player can only turn 2 cards into energy.
Tetra Field 4 After the final phase, the player discards his/her entire hand.
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