Out of Universe thread (FF and Nintendo)

Buret0
Buret0 Posts: 1,591
edited October 2015 in Speculation and Concepts
Edit: (So I essentially went and created a whole new game for Final Fantasy Puzzle Quest... information starts on page 3... I'll do a third post summary of the information eventually)

Okay, so after repeated errors in referring to the Fantastic Four as FF4 by a certain poster on this board, leading to quick Final Fantasy IV jokes, I made this post asking the developer to start talks to make Final Fantasy Puzzle Quest and Smash Bros. Puzzle Quest. viewtopic.php?f=7&t=31898&start=20#p393827

Naturally, this got my creative juices flowing and I started thinking of FF and Nintendo characters that I would like to see in those respective games.

I'm going to post one character per post and then spoiler tag them all in the second post of this thread. If anyone else wants to contribute and offer alternatives, I'll have a spot in the third post where I'll post contributions from other forum members.

New status effects:
Like Stun, these are status effects that are caused/granted for a certain number of turns.

Invincible - When invincible, all damage is negated.
Morph Ball - Reduces all damage by half, causes all tile match damage to become 1, using most abilities cancels this status.
Giant - Match damage is multiplied by 5.

My idea to replace team-up tiles for SBPQ:
My idea is to replace team-up tiles with coin tiles. The coin tiles could then be spent during the match to buy items (with damage scaled to the level of the enemy you are fighting) and any leftovers could be banked to unlock character packs or to buy roster slots.

Here are the items that I'm currently thinking of from what I loved in SSB Melee (which I spent maybe five years getting 100% completion in):

25 Coins - Home-run Bat - Deals [99 damage times average level of the enemy] to enemy.
16 Coins - Maxim Tomato - Heals current player by [37 health times average level of the enemy].
15 Coins - Fire Flower - Deals [1.5 damage times average enemy level] to the current target 10 times.
15 Coins - Beam Sword - Deals [25 Damage times average enemy level] to target and then [10 Damage times average enemy level] to the entire enemy team.
14 Coins - Motion-Sensor Bomb - Places a trap tile, when matched it deals [55 damage times average enemy level] to the player who made the match.
13 Coins - Poké Ball - Summons a random pokemon to use a random 5 cover ability (@ average enemy level)
11 Coins - Starman - Grants entire team [Invincible] status for two turns.
11 Coins - Freezie - Stuns the target for 3 turns.
11 Coins - Warp Star - Clears a vertical column of tiles, gathering AP and doing 5 times normal tile damage.
9 Coins - Super Scope - Randomly place 15 Attack tiles of strength [0.25 times average enemy level].
8 Coins - Super Mushroom - Grants [Giant] status to whole team for 5 turns.
8 Coins - Green Shell - Clears a horizontal column of tiles, gathering AP and doing normal tile damage.
8 Coins - Red Shell - Deals [10 damage times average enemy level] to current target.
5 Coins - Food - Heals [3.5 health times average enemy level] to your entire team.

Now, the store will only have three items in it, randomly selected, but it is possible for the same item to be in the store multiple times. Both you and the enemy are buying from the same store, so you can't wait forever to buy that power item you were looking for. Items you buy are used instantly, so there is some strategy involved in when to buy.

Also, once the store is empty, it randomly adds one more item to its supply, so the store will always have at least something in it.

As I said, the coins that you collect and do not spend will be the equivalent of banking Hero Points in MPQ. As such, there is a daily limit of banking 50 coins in this way, which can be used for purchasing card packs, opening roster slots, unlocking special event stages, and powering up your characters.
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Comments

  • Buret0
    Buret0 Posts: 1,591
    edited August 2015
    Reserved for Buret0 character posts.

    Smash Bros:

    Link 1*:
    Link (Zelda 2)
    1 Star Rarity (Common)
    At Max Level: HP: 2754 Tile Damage: 8/27/24/7/31/7/3.5x

    Thunder Spell - 12 greentile.png AP
    Deals 45 damage to the target.
    Level Upgrades
      Level 2: Deals 50 damage to the target. Level 3: Deals 55 damage to the target. Level 4: Deals 65 damage to the target. Level 5: Deals 80 damage to the target.
    Max Level
      Level 3: Deals 605 damage to the target. Level 4: Deals 715 damage to the target. Level 5: 880 damage to the target.


    Down Thrust - 6 redtile.png AP
    Deals 31 damage, then adds a Bounce tile to the board. At the start of each turn do 8 damage for each friendly bounce tile on the board.
    Level Upgrades
      Level 2: At the start of each turn do 10 damage for each friendly
    Bounce tile on the board.
    Level 3: Deals 34 damage before any bonus damage.
    Level 4: At the start of each turn do 12 damage for each friendly Bounce tile on the board.
    Level 5: At the start of each turn do 15 damage for each friendly Bounce tile on the board.
    Max Level
      Level 3: 380 / 80 damage Level 4: 380 / 90 damage Level 5: 380 / 120 damage


    Boomerang - 8 bluetile.png AP
    Stuns the target for 1 turn.
    Level Upgrades
      Level 2: Stuns the target for 2 turns. Level 3: Costs 1 fewer Blue AP to fire. Level 4: Stuns the target for 3 turns or downs an enemy with less than 15% max health. Level 5: Costs 1 fewer Blue AP to fire.
    Max Level
      Level 3: Costs 7 AP, stuns 2 turns. Level 4: Costs 7 AP, stuns 3 turns or downs an enemy with less than 15% max health. Level 5: Costs 6 AP, stuns 3 turns or downs an enemy with less than 15% max health.

    Tanooki Mario 1*:
    Tanooki Mario (SMB3)
    1 Star Rarity (Common)
    At Max Level: HP: 2754 Tile Damage: 24/8/7/7/27/31/3.5x

    Statue - 12 blacktile.png AP
    Tanooki Mario changes into a statue, dropping on the nearest enemy dealing X damage, and randomly places a black statue tile on the board. While this tile is in play, Tanooki Mario tanks all direct damage and gains Invincible status. Each turn all friendly statue tiles in play consume 3 blacktile.png AP, if you do not have enough, all friendly statue tiles on the board are destroyed.
    Level Upgrades
      Level 2: Deals X damage to the target. Level 3: Deals X damage to the target. Level 4: Deals X damage to the target and statue tiles consume 2
    blacktile.png AP per turn.
    Level 5: Deals X damage to the target and stuns the target for 1 turn.
    Max Level
      Level 3: Deals X damage to the target. Level 4: Deals X damage to the target and statue tiles consume 2
    blacktile.png AP per turn.
    Level 5: Deals X damage to the target, stuns the target for 1 turn, and statue tiles consume 2 blacktile.png AP per turn.

    Tail Flip - 6 greentile.png AP
    Stuns the target for 1 turn and deals X damage if target has more than 75% of max health.
    Level Upgrades
      Level 2: Stuns the target for 1 turn and deals X damage if target has more than 65% of max health. Level 3: Stuns the target for 1 turn and deals X damage if target has more than 55% of max health. Level 4: Stuns the target for 1 turn and deals X damage if target has more than 45% of max health. Level 5: Stuns the target for 1 turn and deals X damage to the target.
    Max Level
      Level 3: X damage Level 4: X damage Level 5: X damage


    Fly - 8 yellowtile.png AP
    Tanooki Mario takes a running start and flies through the air. Gains [Airborne] status for 3 turns. Upon landing, deals X damage to a random enemy.

    Level Upgrades
      Level 2: Deals X damage to a random enemy. Level 3: Airborne for 1 less turn, deals X damage to a random enemy. Level 4: Deals X damage to two random enemies. Level 5: Deals X damage to all enemies.
    Max Level
      Level 3: Deals X damage to a random enemy. Level 4: Deals X damage to two random enemies. Level 5: Deals X damage to all enemies.

    Samus Aran 1*:
    1* Samus = Original Metroid (Morph Ball/Bomb, Ice Beam, Missile) (Purple/Blue/Red)

    Samus Aran (Metroid)
    1 Star Rarity (Common)
    At Max Level: HP: 2754 Tile Damage: 8/24/27/31/7/8/3.5x

    Morph Ball - 8 purpletile.png AP
    Gain [Morph Ball] status for 3 turns. While in Morph Ball status, Samus' match damage for all colors is reduced to 1 and all damage taken by Samus is reduced by half. Becomes Bomb.

    Level Upgrades
      Level 2: Gain Morph Ball status for 4 turns. Level 3: Gain Morph Ball status for 5 turns. Level 4: Costs 7
    purpletile.png AP.
    Level 5: Costs 6 purpletile.png AP.

    Bomb - 5 purpletile.png AP
    Place a 4 turn Bomb CD tile on any purpletile.png tile. When the CD reaches 0, deal X damage.

    Level Upgrades
      Level 2: Place a 4 turn Bomb CD tile on any
    purpletile.png tile. When the CD reaches 0, deal X damage.
    Level 3: Place a 3 turn Bomb CD tile on any purpletile.png tile. When the CD reaches 0, deal X damage.
    Level 4: Place a 3 turn Bomb CD tile on any basic tile. When the CD reaches 0, deal X damage.
    Level 5: Place a 2 turn Bomb CD tile on any basic tile. When the CD reaches 0, deal X damage.

    Ice Beam - 6 bluetile.png AP
    Removes Morph Ball status. Deals X damage and stuns an enemy for 1 turn, has no effect on stunned enemies.
    Level Upgrades
      Level 2: Deals X damage and stuns an enemy for 1 turn, has no effect on stunned enemies. Level 3: Deals X damage and stuns an enemy for 1 turn, has no effect on stunned enemies. Level 4: Deals X damage and stuns an enemy for 2 turns, has no effect on stunned enemies. Level 5: Costs 9
    bluetile.png AP. Deals X damage and stuns an enemy for 3 turns.

    Missile - 8 redtile.png AP
    Removes Morph Ball status. Deals X damage to all enemies. Deals an additional Y damage to stunned enemies.
    Level Upgrades
      Level 2: Deals X damage to all enemies. Deals an additional Y damage to stunned enemies. Level 3: Deals X damage to all enemies. Deals an additional Y damage to stunned enemies. Level 4: Deals X damage to all enemies. Deals an additional Y damage to stunned enemies. Level 5: Deals X damage to all enemies. Deals an additional Y damage to stunned enemies.

    Bowser 1*:
    1* Bowser = SMB3 Bowser (Smash/Breathe Fire/Shell) (Black/Red/Green)

    Bowser (SMB3)
    1 Star Rarity (Common)
    At Max Level: HP: 2754 Tile Damage: 8/27/7/7/24/31/3.5x

    Smash - 12 blacktile.png AP
    Bowser leaps into the air and crushes everything beneath him. Does X damage and Y AoE damage.
    Level Upgrades
      Level 2: Deals X+ damage to the target and Y damage to the other members of the enemy party. Level 3: Deals X damage to the target and Y+ damage to the other members of the enemy party. Level 4: Deals X+ damage to the target and Y damage to the other members of the enemy party. Level 5: Deals X+ damage to the target and Y+ damage to the other members of the enemy party.

    Breathe Fire - 6 redtile.png AP
    Bowser breathes fire, burning his victim and dealing extra damage each turn. Deals X damage and adds a Y strength red attack tile.
    Level Upgrades
      Level 2: Deals +X damage and adds a Y strength red attack tile. Level 3: Deals X damage and adds a +Y strength red attack tile. Level 4: Deals +X damage and adds a Y strength red attack tile. Level 5: Deals ++X damage and adds a +Y strength red attack tile.

    Spiked Shell - 7 greentile.png AP
    Randomly place 1 strength X attack tile and 1 strength Y protect tile.
    Level Upgrades
      Level 2: Randomly place 1 strength +X attack tile and 1 strength +Y protect tile. Level 3: Randomly place 1 strength +X attack tile and 1 strength +Y protect tile. Level 4: Randomly place 1 strength X attack tile and 2 strength Y protect tiles. Level 5: Randomly place 2 strength X attack tile and 3 strength Y protect tiles.

    Donkey Kong 1*:
    1* Donkey Kong = Arcade Donkey Kong (Fire Barrel/Oil Barrel) (Red/Black) (40 cap)

    Donkey Kong (Arcade)
    1 Star Rarity (Common)
    At Max Level: HP: 2222 Tile Damage: 7/27/6/6/6/24/3.5x

    Fire Barrel - 6 redtile.png AP
    DK's barrels ignite and chase after his enemies. Deals X damage and transforms all friendly Barrel tiles into attack tiles of strength Y.
    Level Upgrades
      Level 2: Deals +X damage and transforms all friendly
    Barrel tiles into attack tiles of strength Y.
    Level 3: Deals +X damage and transforms all friendly Barrel tiles into attack tiles of strength Y.
    Level 4: Deals X damage and transforms all friendly Barrel tiles into attack tiles of strength +Y.
    Level 5: Deals +X damage and transforms all friendly Barrel tiles into attack tiles of strength +Y.

    Barrel Roll - 6 blacktile.png AP
    Donkey Kong rolls a barrel of oil at his opponents. Deals X damage to the enemy team and randomly converts a basic tile into a friendly Barrel tile.
    Level Upgrades
      Level 2: Deals +X damage to the enemy team and randomly converts a basic tile into a friendly
    Barrel tile.
    Level 3: Deals +X damage to the enemy team and randomly converts a basic tile into a friendly Barrel tile.
    Level 4: Deals X damage to the enemy team and choose a basic tile to convert into a friendly Barrel tile.
    Level 5: Deals X damage to the enemy team and choose 2 basic tiles to convert into friendly Barrel tiles.

    Pikachu 1*:
    1* Pikachu = Pokémon Yellow (Thunderbolt/Thunder Shock/Agility) (Yellow/Green/Purple)

    Pikachu (Pokémon Yellow)
    1 Star Rarity (Common)
    At Max Level: HP: 2754 Tile Damage: 31/8/7/24/27/7/3.5x

    Thunderbolt - 7 yellowtile.png AP
    Pikachu powers up his electric current and releases a massive attack on the enemy. Deals X damage to all enemies for every yellowtile.png tile on the board.
    Level Upgrades
      Level 2: Deals +X damage to all enemies for every
    yellowtile.png tile on the board.
    Level 3: Deals +X damage to all enemies for every yellowtile.png tile on the board.
    Level 4: Deals +X damage to all enemies for every yellowtile.png tile on the board.
    Level 5: Deals +X damage to all enemies for every yellowtile.png tile on the board.

    Thunder Shock - 9 greentile.png AP
    Deals X damage and stuns the target for 1 turn.
    Level Upgrades
      Level 2: Deals +X damage and stuns the target for 1 turn. Level 3: Deals +X damage and stuns the target for 2 turns. Level 4: Deals +X damage and stuns the target for 2 turns. Level 5: Deals +X damage and stuns the target for 4 turns.

    Agility - 9 purpletile.png AP
    Pikachu becomes a battery, powering himself up to get faster for his next attack. Randomly converts 3 non-yellow basic tiles into yellowtile.png tiles.
    Level Upgrades
      Level 2: Randomly converts 4 non-yellow basic tiles into
    yellowtile.png tiles.
    Level 3: Randomly converts 5 non-yellow basic tiles into yellowtile.png tiles.
    Level 4: Randomly converts 6 non-yellow basic tiles into yellowtile.png tiles.
    Level 5: Randomly converts 8 non-yellow basic tiles into yellowtile.png tiles.

    1* Yoshi:
    1* Yoshi = Super Smash Bros. Yoshi (Eat+Spit/Egg Toss/Boing!) (Green/Blue/Red)

    Yoshi (Super Smash Bros.)
    1 Star Rarity (Common)
    At Max Level: HP: 2754 Tile Damage: 7/24/27/8/31/7/3.5x

    Egg Toss - 6 greentile.png AP
    Yoshi pops out an egg and tosses it at the enemy. Later levels create special eggs. Deals X damage.
    Level Upgrades
      Level 2: Deals +X damage. Level 3: Deals +X damage and randomly creates a strength Y special tile or explodes and deals Z damage to the enemy team. Level 4: Deals +X damage and randomly creates a strength +Y special tile or explodes and deals +Z damage to the enemy team. Level 5: Deals +X damage and randomly creates a strength +Y special tile or explodes and deals +Z damage to the enemy team.

    Eat and Spit - 7 bluetile.png AP
    Yoshi swallows an enemy whole and lays him into an egg! Stuns target for 1 turn.
    Level Upgrades
      Level 2: Stuns target for 1 turn and randomly destroys an enemy strike tile. Level 3: Stuns target for 2 turns and randomly destroys an enemy strike tile. Level 4: Stuns target for 2 turns and randomly destroys 2 enemy special tiles. Level 5: Stuns target for 2 turns and randomly destroys 3 enemy special or CD tiles.

    Boing! - 8 redtile.png AP
    Yoshi jumps in the air and smashes down on his enemies. Gains [Airborne] status for 2 turns and deals X damage to the enemy when he lands.
    Level Upgrades
      Level 2: Gains [Airborne] status for 2 turns and deals +X damage to the enemy when he lands. Level 3: Gains [Airborne] status for 2 turns and deals +X damage to the enemy when he lands. Level 4: Gains [Airborne] status for 2 turns and deals +X damage to the enemy when he lands. Level 5: Gains [Airborne] status for 2 turns and deals -X damage to the enemy team when he lands.

    2* Yoshi:
    2* Yoshi = Super Mario World Yoshi (Sacrifice/Shell/Spit) (Green/Yellow/Red)

    Yoshi and Mario (Super Mario World)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Shell - 5 greentile.png AP
    Yoshi swallows a shell. Randomly place a Shell tile on a basic redtile.pngbluetile.png or greentile.png tile on the board.
    Level Upgrades
      Level 2: Randomly place a
    Shell tile on a basic redtile.pngbluetile.png or greentile.png tile on the board and gain +X health.
    Level 3: Randomly place a Shell tile on a basic redtile.pngbluetile.png or greentile.png tile on the board and gain +X health.
    Level 4: Randomly place a Shell tile on a basic redtile.pngbluetile.png or greentile.png tile on the board and gain +X health.
    Level 5: Choose a basic redtile.pngbluetile.png or greentile.png tile to place a Shell on the board and gain X health.

    Sacrifice - (passive)
    Mario realizes that Yoshi isn't going to make it, and takes off leaving Yoshi to his fate. If Yoshi and Mario would take lethal damage and the team has more than 10 yellowtile.png AP, drain 9 yellowtile.png AP, reduce Yoshi and Mario's health in half, and gain [Invincible] status for one turn.
    Level Upgrades
      Level 2: If Yoshi and Mario would take lethal damage and the team has more than 9
    yellowtile.png AP, drain 8 yellowtile.png AP, reduce Yoshi and Mario's health in half, and gain [Invincible] status for one turn.
    Level 3: If Yoshi and Mario would take lethal damage and the team has more than 9 yellowtile.png AP, drain 8 yellowtile.png AP, reduce Yoshi and Mario's health by 1/4, and gain [Invincible] status for one turn.
    Level 4: If Yoshi and Mario would take lethal damage and the team has more than 8 yellowtile.png AP, drain 7 yellowtile.png AP, reduce Yoshi and Mario's health by 1/4, and gain [Invincible] status for one turn.
    Level 5: If Yoshi and Mario would take lethal damage and the team has more than 8 yellowtile.png AP, drain 7 yellowtile.png AP, reduce Yoshi and Mario's health by 1/4, and gain [Invincible] status for two turns.

    Spit - 7 redtile.png AP
    Yoshi fires off a shell at his enemies, ability changes depending on the color of the tile the shell is on. Choose a shell tile on the board to destroy. Green shell deals X damage, Red shell deals Y damage to the enemy team, Blue shell deals Z damage and stuns the target for 1 turn.
    Level Upgrades
      Level 2: Green shell deals +X damage, Red shell deals +Y damage to the enemy team, Blue shell deals +Z damage and stuns the target for 1 turn. Level 3: Green shell deals +X damage, Red shell deals +Y damage to the enemy team, Blue shell deals +Z damage and stuns the target for 1 turn. Level 4: Green shell deals +X damage, Red shell deals +Y damage to the enemy team, Blue shell deals +Z damage and stuns the target for 1 turn. Level 5: Green shell deals ++X damage, Red shell deals ++Y damage to the enemy team, Blue shell deals Z damage and stuns the target for 3 turns.

    Link 2*:
    2* Link = Classic Legend of Zelda 8 Bit era Link. (Red/Blue/Green)

    Red Ring Link (Legend of Zelda)
    1 Star Rarity (Common)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Magical Sword - 12 redtile.png AP
    Link fires an attack at his enemies. Does X damage to the target and destroys a random row (gathering AP) if Link's health is above 90%.
    Level Upgrades
      Level 2: Does X damage to the target and destroys a random row (gathering AP) if Link's health is above 85%. Level 3: Does +X damage to the target and destroys a random row (gathering AP) if Link's health is above 85%. Level 4: Does X damage to the target and destroys a chosen row (gathering AP) if Link's health is above 80%. Level 5: Does +X damage to the target and destroys a chosen row (gathering AP) if Link's health is above 70%.

    Magical Boomerang - 6 bluetile.png AP
    Link throws his boomerang, gathering up AP from the tiles it hits. Randomly enters the board from one of the edges destroying 5 blocks in a crescent pattern gathering AP.
    Level Upgrades
      Level 2: Enters the board from the tile of your choice destroying 5 blocks in a crescent pattern gathering AP. Level 3: Enters the board from the tile of your choice destroying 6 blocks in a crescent pattern gathering AP. Level 4: Randomly destroys a row or column, gathering 8 AP. Level 5: Destroys a row of your choice, gathering 8 AP.

    Bomb - 7 greentile.png AP
    Link drops a bomb on the board. Randomly place a 2 turn Bomb CD tile on the board. When the CD reaches 0, destroys surrounding tiles (no AP) and deals X damage to the enemy.
    Level Upgrades
      Level 2: Randomly place a 2 turn Bomb CD tile on the board. When the CD reaches 0, destroys surrounding tiles (no AP) and deals +X damage to the enemy. Level 3: Randomly place a 2 turn Bomb CD tile on the board. When the CD reaches 0, destroys surrounding tiles (no AP) and deals +X damage to the enemy. Level 4: Randomly place a 1 turn Bomb CD tile on the board. When the CD reaches 0, destroys surrounding tiles (no AP) and deals X damage to the enemy. Level 5: Randomly place 2 1 turn Bomb CD tiles on the board. When the CD reaches 0, destroys surrounding tiles (no AP) and deals X damage to the enemy.

    Mario 2*:
    Mario (Super Mario World)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Fire Flower (passive)
    Mario fills the board with fireballs. At the start of your turn, if you have more than 5 redtile.png AP, randomly place a redtile.png attack tile of strength X.
    Level Upgrades
      Level 2: At the start of your turn, if you have more than 4
    redtile.png AP, randomly place a redtile.png attack tile of strength +X.
    Level 3: At the start of your turn, if you have more than 4 redtile.png AP, randomly place a redtile.png attack tile of strength +X.
    Level 4: At the start of your turn, if you have more than 3 redtile.png AP, randomly place a redtile.png attack tile of strength X.
    Level 5: At the start of your turn, if you have more than 2 redtile.png AP, randomly place a redtile.png attack tile of strength +X.

    Cape Power - 6 purpletile.png AP
    Mario flies into the sky and dive bombs the enemy. Mario gains [Airborne] status for 2 turns, upon landing does X damage to the enemy.
    Level Upgrades
      Level 2: Mario gains [Airborne] status for 2 turns, upon landing does +X damage to the enemy. Level 3: Mario gains [Airborne] status for 2 turns, upon landing does +X damage to the enemy. Level 4: Mario gains [Airborne] status for 2 turns, upon landing does +X damage to the enemy. Level 5: Mario gains [Airborne] status for 1 turn, upon landing does +X damage to the enemy.

    Power Up - 6 yellowtile.png AP
    Mario hits a question mark block and obtains a random power-up. Mario gains either [Giant] or [Invincible] status for 1 turn, regains X health, or gains 3 coin AP.
    Level Upgrades
      Level 2: Mario gains either [Giant] or [Invincible] status for 1 turn, regains +X health, or gains 4 coin AP. Level 3: Mario gains both [Giant] and [Invincible] status for 1 turn, regains +X health, or gains 4 coin AP. Level 4: Mario gains both [Giant] and [Invincible] status for 2 turns, regains +X health, or gains 5 coin AP. Level 5: Mario gains [Giant] and [Invincible] status for 2 turns, regains -X health, and gains 4 coin AP.

    Samus Aran 2*:
    Samus Aran (Super Metroid)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Screw Attack 8 yellowtile.png AP
    Samus spins through the enemy and anything in her way. Destroys 12 random basic or enemy tiles and deals that damage to the entire enemy team.
    Level Upgrades
      Level 2: Samus spins through the enemy and anything in her way. Destroys 14 random basic or enemy tiles and deals that damage to the entire enemy team. Level 3: Samus spins through the enemy and anything in her way. Destroys 16 random basic or enemy tiles and deals that damage to the entire enemy team. Level 4: Samus spins through the enemy and anything in her way. Destroys 18 random basic or enemy tiles and deals that damage to the entire enemy team. Level 5: Samus spins through the enemy and anything in her way. Destroys 24 random basic or enemy tiles and deals that damage to the entire enemy team.

    Power Bomb - 12 redtile.png AP
    Samus drops a timed bomb that unleashes a massive explosion on her enemies. Randomly places a 5 turn CD tile on one of the four center tiles (basic tiles only). When the CD reaches 0 it destroys the entire board and deals X damage to the entire enemy team.
    Level Upgrades
      Level 2: Randomly places a 4 turn CD tile on one of the four center tiles (basic tiles only). When the CD reaches 0 it destroys the entire board and deals X damage to the entire enemy team. Level 3: Randomly places a 4 turn CD tile on one of the four center tiles (basic tiles only). When the CD reaches 0 it destroys the entire board and deals +X damage to the entire enemy team. Level 4: Randomly places a 3 turn CD tile on one of the four center tiles (basic tiles only). When the CD reaches 0 it destroys the entire board and deals X damage to the entire enemy team. Level 5: Randomly places a 2 turn CD tile on one of the four center tiles (basic tiles only). When the CD reaches 0 it destroys the entire board and deals +X damage to the entire enemy team.

    Wave Beam - 7 purpletile.png AP
    Samus fires her Wave Beam clearing a sine wave pattern from the board. Clears a wave pattern of tiles from the board, doing damage, but not generating AP.
    Level Upgrades
      Level 2: Costs 6
    purpletile.png AP. Clears a wave pattern of tiles from the board, doing damage, but not generating AP.
    Level 3: Costs 7 purpletile.png AP. Clears 2 wave pattern of tiles from the board, doing damage, but not generating AP.
    Level 4: Costs 6 purpletile.png AP. Clears a wave pattern of tiles from the board, doing damage and generating AP.
    Level 5: Costs 9 purpletile.png AP. Clears 2 wave pattern of tiles from the board, doing damage and generating AP.

    Levels 1, 2, and 4:
    bluetile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.png
    bluetile.pngredtile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.png
    redtile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.png
    bluetile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.pngredtile.png
    bluetile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.png

    Levels 3 and 5:
    bluetile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.png
    bluetile.pngredtile.pngbluetile.pngredtile.pngbluetile.pngredtile.pngbluetile.pngredtile.png
    redtile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.png
    bluetile.pngredtile.pngbluetile.pngredtile.pngbluetile.pngredtile.pngbluetile.pngredtile.png
    bluetile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.png

    2* Kirby:
    2* Kirby = Kirby's Adventure (Inhale/Tornado/Sword) (purple/blue/green)

    Kirby (Kirby's Adventure)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Inhale 10 purpletile.png AP
    Kirby inhales the first thing in front of him and copies its abilities. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities. This ability reverts to Inhale if Kirby takes damage.
    Level Upgrades
      Level 2: 9
    purpletile.png AP. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities.
    Level 3: 8 purpletile.png AP. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities.
    Level 4: 7 purpletile.png AP. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities.
    Level 5: 6 purpletile.png AP. Kirby stuns the enemy for 2 turns and Inhale randomly turns into a copy of one of that enemy's abilities.

    Tornado - 12 bluetile.png AP
    Kirby transforms into a wind storm and smashes through the enemy. Deals X damage to all enemies.
    Level Upgrades
      Level 2: Deals +X damage to all enemies. Level 3: Deals +X damage to all enemies. Level 4: Deals +X damage to all enemies and stuns the first enemy for 1 turn. Level 5: Deals +X damage to all enemies and stuns all enemies for 1 turn.

    Sword Transformation - 8 greentile.png AP
    Kirby transforms into a legendary sword elf, granting additional damage on his attacks. Place a strength X strike tile on any basic redtile.png tile and Kirby gains [Giant] status for 2 turns.
    Level Upgrades
      Level 2: Place a strength +X strike tile on any basic
    redtile.png tile and Kirby gains [Giant] status for 2 turns.
    Level 3: Place a strength X strike tile on any basic redtile.png tile and Kirby gains [Giant] status for 3 turns.
    Level 4: Place a strength +X strike tile on any basic redtile.png tile and Kirby gains [Giant] status for 3 turns.
    Level 5: Place a strength +X strike tile on any basic tile and Kirby gains [Giant] status for 4 turns.

    3* Kirby:
    Kirby (Super Smash Bros Melee)
    3 Star Rarity (???)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Inhale 9 purpletile.png AP
    Kirby inhales the first thing in front of him and copies its abilities. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities. This ability reverts to Inhale if Kirby takes damage greater than 5% of Kirby's max health.
    Level Upgrades
      Level 2: 8
    purpletile.png AP. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities.
    Level 3: 7 purpletile.png AP. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities.
    Level 4: 6 purpletile.png AP. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities.
    Level 5: 5 purpletile.png AP. Kirby stuns the enemy for 2 turns and Inhale randomly turns into a copy of one of that enemy's abilities.

    Stone - 9 yellowtile.png AP
    Kirby turns into a stone and drops on his enemy. Deals X damage, places 2 strength Y protect tiles on random yellow basic tiles, and stuns Kirby for 2 turns.
    Level Upgrades
      Level 2: Deals +X damage, places 2 strength Y protect tiles on random yellow basic tiles, and stuns Kirby for 2 turns. Level 3: Deals +X damage, places 2 strength +Y protect tiles on random yellow basic tiles, and stuns Kirby for 2 turns. Level 4: Deals +X damage, places 3 strength Y protect tiles on random yellow basic tiles, and stuns Kirby for 2 turns. Level 5: Deals +X damage, places 3 strength +Y protect tiles on random yellow basic tiles, and stuns Kirby for 1 turn.

    Vulcan Jab - 8 redtile.png AP
    Kirby unleashes a torrent of punches at the enemy. Deals X damage to the enemy 3 times.
    Level Upgrades
      Level 2: Deals +X damage to the enemy 3 times. Level 3: Deals X damage to the enemy 4 times. Level 4: Deals +X damage to the enemy 4 times. Level 5: Deals +X damage to the enemy 5 times.

    Bowser 2*:
    Bowser (Super Smash Bros. Melee)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Bowser Air Bomb 13 blacktile.png AP
    Bowser leaps into the air and smashes through the middle of the board. Destroys the two middle columns of tiles and deals X damage to all enemies.
    Level Upgrades
      Level 2: Destroys the two middle columns of tiles and deals +X damage to all enemies. Level 3: Destroys the two middle columns of tiles and deals +X damage to all enemies. Level 4: Destroys the two middle columns of tiles and deals +X damage to all enemies. Level 5: Destroys the four middle columns of tiles and deals +X damage to all enemies.

    Grab and Claw - 9 greentile.png AP
    Bowser grabs the nearest enemy and tears into him. Randomly places a Grab 3 turn CD tile on a basic greentile.png tile. Every turn, if a friendly Grab CD is in play, randomly place 1 attack tile of strength X.
    Level Upgrades
      Level 2: Randomly places a
    Grab 3 turn CD tile on a basic greentile.png tile. Every turn, if a friendly Grab CD is in play, randomly place 1 attack tile of strength +X.
    Level 3: Randomly places a Grab 3 turn CD tile on a basic greentile.png tile. Every turn, if a friendly Grab CD is in play, randomly place 2 attack tiles of strength X.
    Level 4: Randomly places 2 Grab 3 turn CD tiles on basic greentile.png tiles. Every turn, if a friendly Grab CD is in play, randomly place 2 attack tiles of strength +X.
    Level 5: Randomly places 2 Grab 4 turn CDs tile on basic greentile.png tiles. Every turn, if a friendly Grab CD is in play, randomly place 3 attack tile of strength -X.

    Breathe Fire - 8 redtile.png AP
    Bowser unleashes a column of flame against the closest enemy, which slowly gets weaker. Deal X damage, add 3 strength Y attack tiles, and add a 3 turn Cooling CD tile. Every turn, for every friendly Cooling CD tile is in play, randomly destroy 1 friendly attack tile.
    Level Upgrades
      Level 2: Deal +X damage, add 4 strength Y attack tiles, and add a 3 turn Cooling CD tile. Every turn, for every friendly Cooling CD tile in play, randomly destroy 1 friendly attack tile. Level 3: Deal +X damage, add 5 strength Y attack tiles, and add a 4 turn Cooling CD tile. Every turn, for every friendly Cooling CD tile in play, randomly destroy 1 friendly attack tile. Level 4: Deal +X damage, add 5 strength +Y attack tiles, and add a 4 turn Cooling CD tile. Every turn, for every friendly Cooling CD tile in play, randomly destroy 1 friendly attack tile. Level 5: Deal +X damage, add 6 strength +Y attack tiles, and add a 3 turn Cooling CD tile. Every turn, for every friendly Cooling CD tile in play, randomly destroy 1 friendly attack tile.

    Mega Man 2*:
    2* Mega Man = Mega Man 2 (Mega Buster/Leaf Shield/Metal Blade) (Blue/Green/Black)

    Mega Man (Mega Man 2)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Mega Buster - 5 bluetile.png AP
    Mega Man rapid fires his arm cannon, dealing a bit of damage in quick succession before powering up his charged shot. Deals X damage 3 times. If you have at least 5 redtile.png AP, drains 5 redtile.png AP and also deals Y damage to the enemy team.
    Level Upgrades
      Level 2: Deals +X damage 3 times. If you have at least 5
    redtile.png AP, drains 5 redtile.png AP and also deals +Y damage to the enemy team.
    Level 3: Deals X damage 4 times. If you have at least 5 redtile.png AP, drains 5 redtile.png AP and also deals +Y damage to the enemy team.
    Level 4: Deals +X damage 4 times. If you have at least 5 redtile.png AP, drains 5 redtile.png AP and also deals +Y damage to the enemy team.
    Level 5: Deals +X damage 4 times. If you have at least 4 redtile.png AP, drains 4 redtile.png AP and also deals +Y damage to the enemy team.

    Leaf Shield - 12 greentile.png AP
    Mega Man throws out his leaf shield to damage any enemies that get close to him. Choose a basic greentile.png tile to turn into a friendly Leaf Shield tile. If Mega Man receives damage while a friendly Leaf Shield tile is in play, deal X damage.
    Level Upgrades
      Level 2: If Mega Man receives damage while a friendly
    Leaf Shield tile is in play, deal +X damage.
    Level 3: If Mega Man receives damage while a friendly Leaf Shield tile is in play, deal X damage and add a greentile.png strike tile of strength Y.
    Level 4: If Mega Man receives damage while a friendly Leaf Shield tile is in play, deal +X damage and add a greentile.png strike tile of strength +Y.
    Level 5: If Mega Man receives damage while a friendly Leaf Shield tile is in play, deal +X damage and add 2 greentile.png strike tiles of strength Y.

    Metal Blade - 7 blacktile.png AP
    Mega Man throws his Metal Blade, tearing through the board and the enemy team. Destroys a random line of eight tiles and deals X damage to the enemy team.
    Level Upgrades
      Level 2: Destroys a random line of tiles and deals +X damage to the enemy team. Level 3: Destroys a random line of tiles and deals +X damage to the enemy team. Level 4: Destroys a random line of tiles and deals +X damage to the enemy team. Level 5: Costs 6
    blacktile.png AP. Destroys a random line of tiles and deals +X damage to the enemy team.

    2* Zelda:
    Princess Zelda (Legend of Zelda)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Magical Sleep (Passive)
    While Zelda's mind is locked in a trance, her spirit emerges to bless the land. At the start of any turn where Zelda is stunned, gain 1 AP of every color.
    Level Upgrades
      Level 2: At the start of any turn where Zelda is stunned, gain 1 AP of every color and [True Heal] X damage. Level 3: At the start of any turn where Zelda is stunned, gain 1 AP of every color and [True Heal] +X damage. Level 4: At the start of any turn where Zelda is stunned, gain 1 AP of every color and [True Heal] +X damage. Level 5: At the start of any turn where Zelda is stunned, gain 1 AP of every color and [True Heal] +X damage.

    Triforce - (passive)
    Zelda assembles the triforce and bestows its powers on heroes. If at the start of your turn you have at least 6 AP of all 6 colors: Zelda consumes 5 AP in four random colors, deals X damage to the enemy, creates a random special tile of strength Y, stuns the enemy for 1 turn, heals her team for Z damage, and randomly converts 6 coin tiles into a tile of each color.
    Level Upgrades
      Level 2: If at the start of your turn you have at least 6 AP of all 6 colors: Zelda consumes 5 AP in four random colors, deals +X damage to the enemy, creates a random special tile of strength +Y, stuns the enemy for 1 turn, heals her team for +Z damage, and randomly converts 6 coin tiles into a tile of each color.. Level 3: If at the start of your turn you have at least 6 AP of all 6 colors: Zelda consumes 4 AP in four random colors, deals +X damage to the enemy, creates a random special tile of strength +Y, stuns the enemy for 1 turn, heals her team for +Z damage, and randomly converts 6 coin tiles into a tile of each color. Level 4: If at the start of your turn you have at least 6 AP of all 6 colors: Zelda consumes 5 AP in three random colors, deals +X damage to the enemy, creates 2 random special tiles of strength Y, stuns the enemy for 2 turns, heals her team for +Z damage, and randomly converts 6 coin tiles into a tile of each color. Level 5: If at the start of your turn you have at least 6 AP of all 6 colors: Zelda consumes 4 AP in three random colors, deals +X damage to the enemy, creates 3 random special tiles of strength +Y, stuns the enemy for 3 turns, heals her team for +Z damage, and randomly converts 6 coin tiles into a tile of each color.

    Sacrifice - 10 greentile.png AP
    Princess Zelda realizes that her plans will be thwarted if she isn't willing to sacrifice herself. Zelda takes damage equal to half of her current life and is stunned for 5 turns. Deals damage equal to half of her sacrificed life to all enemies.
    Level Upgrades
      Level 2: Zelda takes damage equal to half of her current life and is stunned for 4 turns. Deals damage equal to half of her sacrificed life to all enemies. Level 3: Zelda takes damage equal to half of her current life and is stunned for 6 turns. Deals damage equal to 65% of her sacrificed life to all enemies. Level 4: Zelda takes damage equal to a quarter of her current life and is stunned for 4 turns. Deals damage equal to 3/4 of her sacrificed life to all enemies. Level 5: Zelda takes damage equal to a quarter of her current life and is stunned for 3 turns. Deals damage equal to her sacrificed life to all enemies.

    3* Zelda/Shiek:
    Zelda (Ocarina of Time)
    3 Star Rarity (???)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Nayru's Love - (passive)
    Zelda deflects incoming attacks and counters against her enemies. When Zelda receives match damage and she has at least 6 purpletile.png AP: drain 6 purpletile.png AP, deal X damage, and gain [Invincible] status for one turn.
    Level Upgrades
      Level 2: When Zelda receives match damage and she has at least 6
    purpletile.png AP: drain 5 purpletile.png AP, deal X damage, and gain [Invincible] status for one turn.
    Level 3: When Zelda receives match damage and she has at least 6 purpletile.png AP: drain 5 purpletile.png AP, deal +X damage, and gain [Invincible] status for one turn.
    Level 4: When Zelda receives match damage and she has at least 6 purpletile.png AP: drain 4 purpletile.png AP, deal X damage, and gain [Invincible] status for one turn.
    Level 5: When Zelda receives match damage and she has at least 5 purpletile.png AP: drain 4 purpletile.png AP, deal +X damage, and gain [Invincible] status for two turns.

    Farore's Wind - 12 bluetile.png AP
    Zelda spins around and teleports through her enemies. Deals X damage to the enemy team.
    Level Upgrades
      Level 2: Deals +X damage to the enemy team. Level 3: Deals +X damage to the enemy team. Level 4: Deals +X damage to the enemy team. Level 5: Deals +X damage to the enemy team and stuns them for 1 turn.

    Transform - 3 blacktile.png AP
    Zelda transforms into her alter ego Shiek. Zelda is transformed into an equivalent level Shiek character with 1 cover in each ability.
    Level Upgrades
      Level 2: Zelda is transformed into an equivalent level Shiek character with 2 covers in each ability. Level 3: Zelda is transformed into an equivalent level Shiek character with 3 covers in each ability. Level 4: Zelda is transformed into an equivalent level Shiek character with 4 covers in each ability. Level 5: Zelda is transformed into an equivalent level Shiek character with 5 covers in each ability.

    Shiek (Ocarina of Time)
    3 Star Rarity (???)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Needle Storm - 12 blacktile.png AP
    Shiek gathers together her needles and aims a devastating attack at the enemy's vitals. Deals X damage and drains all AP in a random color.
    Level Upgrades
      Level 2: Deals +X damage and drains all AP in a random color. Level 3: Deals +X damage and drains all AP in the enemy's strongest color. Level 4: Deals +X damage and drains all AP in the enemy's strongest color. Level 5: Deals ++X damage and drains all AP in the enemy's largest color pool.

    Vanish - 8 bluetile.png AP
    Shiek vanishes is a cloud of smoke, hiding from her enemies. Grants [Invisibility] status for 2 turns.
    Level Upgrades
      Level 2: Grants [Invisibility] status for 3 turns. Level 3: Grants [Invisibility] status for 3 turns and [True Heals] X damage. Level 4: Grants [Invisibility] status for 4 turns and [True Heals] X damage. Level 5: Grants [Invisibility] status for 5 turns. [True Heals] +X damage

    Transform - 3 purpletile.png AP
    Shiek transforms into her alter ego Zelda. Shiek is transformed into an equivalent level Zelda character with 1 cover in each ability.
    Level Upgrades
      Level 2: Shiek is transformed into an equivalent level Zelda character with 2 covers in each ability. Level 3: Shiek is transformed into an equivalent level Zelda character with 3 covers in each ability. Level 4: Shiek is transformed into an equivalent level Zelda character with 4 covers in each ability. Level 5: Shiek is transformed into an equivalent level Zelda character with 5 covers in each ability.

    2* Luigi
    Luigi (Super Mario 2)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    High Jump (passive)
    Luigi senses danger and tries to escape. If Luigi takes damage from an ability he gains [Airborne] status for 5 turns. At the start of any turn where Luigi is Airborne, he heals X damage. Upon landing, Luigi deals X damage.
    Level Upgrades
      Level 2: If Luigi takes damage from an ability he gains [Airborne] status for 6 turns. At the start of any turn where Luigi is Airborne, he heals X damage. Upon landing, Luigi deals XX damage. Level 3: If Luigi takes damage from an ability he gains [Airborne] status for 6 turns. At the start of any turn where Luigi is Airborne, he heals +X damage. Upon landing, Luigi deals XX damage. Level 4: If Luigi takes damage from an ability he gains [Airborne] status for 4 turns. At the start of any turn where Luigi is Airborne, he heals +X damage. Upon landing, Luigi deals XX damage. Level 5: If Luigi takes damage from any source he gains [Airborne] status for 4 turns. At the start of any turn where Luigi is Airborne, he heals +X damage. Upon landing, Luigi deals XX damage.

    POW Block - 10 blacktile.png AP
    Luigi struggles to pick up a POW block and then smashes it on the ground. Place a 5 turn POW Block CD tile on any basic tile. When the CD reaches 0, deal X damage to the enemy team and randomly destroy 12 tiles.
    Level Upgrades
      Level 2: Place a 5 turn POW Block CD tile on any basic tile. When the CD reaches 0, deal +X damage to the enemy team and randomly destroy 16 tiles. Level 3: Place a 5 turn POW Block CD tile on any basic tile. When the CD reaches 0, deal +X damage to the enemy team and randomly destroy 16 basic or enemy special tiles. Level 4: Place a 4 turn POW Block CD tile on any basic tile. When the CD reaches 0, deal +X damage to the enemy team and randomly destroy 20 basic or enemy special tiles. Level 5: Place a 3 turn POW Block CD tile on any basic tile. When the CD reaches 0, deal +X damage to the enemy team and randomly destroy 24 basic or enemy special tiles.

    Magic Potion - 6 purpletile.png AP
    Luigi struggles to pick up a Magic Potion and then smashes it on the ground. Place a 5 turn Magic Potion CD tile on any basic tile. When the CD reaches 0, randomly convert all coin tiles into basic tiles of other colors and then convert 12 tiles into coin tiles.
    Level Upgrades
      Level 2: Place a 5 turn Magic Potion CD tile on any basic tile. When the CD reaches 0, randomly convert all coin tiles into basic tiles of all colors except your strongest color and then convert 12 tiles into coin tiles. Level 3: Place a 5 turn Magic Potion CD tile on any basic tile. When the CD reaches 0, randomly convert all coin tiles into basic tiles of three random colors and then convert 16 tiles into coin tiles. Level 4: Place a 4 turn Magic Potion CD tile on any basic tile. When the CD reaches 0, randomly convert all coin tiles into basic tiles of two random colors and then convert 16 tiles into coin tiles. Level 5: Place a 3 turn Magic Potion CD tile on any basic tile. When the CD reaches 0, convert all coin tiles into basic tiles in your team's strongest color and then convert 16 tiles into coin tiles.

    The bagman of this game. Poor Luigi.

    2* Toad:
    Toad (NES version)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Another Castle (passive)
    Toad informs whomever might have killed him that the princess was in another castle. If Toad has at least 11 yellowtile.png AP when he is [Downed], he [True Heals] 10% health and consumes 10 yellowtile.png AP.
    Level Upgrades
      Level 2: If Toad has at least 11
    yellowtile.png AP when he is [Downed], he [True Heals] 20% health and consumes 10 yellowtile.png AP.
    Level 3: If Toad has at least 11 yellowtile.png AP when he is [Downed], he [True Heals] 30% health and consumes 10 yellowtile.png AP.
    L
  • Buret0
    Buret0 Posts: 1,591
    edited August 2015
    Reserved for Final Fantasy Puzzle Quest information.
  • Buret0
    Buret0 Posts: 1,591
    edited August 2015
    In this post I'll talk about some upcoming characters that I'm going to design and why. The actual design of those characters will follow. I'll start with those that need to be available at the start of the game, the 1*s who will likely also have multiple * levels for different eras.

    Feel free to contribute by reminding me of cool characters that I forgot/should add and maybe what star level they should be (or multiple star levels if you have multiple ideas).

    Smash Bros Puzzle Quest (SBPQ) characters:
    Link(s):

    1* Link = Zelda 2: Adventures of Link era (Done)
    2* Link = Classic Legend of Zelda 8 Bit era Link (Done)
    3* Link = Ocarina of Time (N64/Wii style) Link (Ocarina Song move set?)
    4* Link = Link to the Past era Link.
    5* Link? = TBD

    https://www.youtube.com/watch?v=8OydCKdKlbM

    Mario:

    1* Mario = SMB3 Tanooki Suit (Done)
    2* Mario = 16 Bit Mario (Done)
    3* Mario = Mario Sunshine
    4* Mario = Mario 64

    Luigi:

    2* Luigi = SMB2 Luigi (Done)
    3* Luigi = Smash Bros Luigi (green/red/black)
    4* Luigi = Ghost Vacuum Luigi (green/black/blue)

    Toad:

    2* Toad = NES Toad (Done)

    Samus Aran:

    1* Samus = Original Metroid (Done)
    2* Samus = Super Metroid (Done)
    3* Samus = Zero Suit Samus (Long Beam, Morph Ball/Bomb, Charge Beam) (Blue/Purple/Black)
    4* Samus = Metroid Prime?

    Bowser:

    1* Bowser = SMB3 Bowser (Done)
    2* Bowser = Smash Bros. Bowser (Done)
    3* Bowser = Mario RPG Bowser?
    4* Bowser = Mario 64 Bowser?

    Donkey Kong:

    1* Donkey Kong = Arcade Donkey Kong (Done)
    3* Donkey Kong = DK Country Kong (Slap/Barrel Throw/Animal Friends) (Red/Blue/Green)

    Pikachu:

    1* Pikachu = Pokémon Yellow (done)
    3* Pikachu = Lazy Pikachu?

    Yoshi:

    1* Yoshi = Super Smash Bros. Yoshi (Done)
    2* Yoshi = Super Mario World Yoshi (Done)

    Fox McCloud:

    2* Fox = Star Fox Adventures (Freeze Staff/Staff Swing/Projectile Staff) (Blue/Green/Red)
    3* Fox = Smash Bros Fox (Reflect Damage/Quick Blaster/Fire Fox) (Blue/Yellow/Red)

    Mega Man:

    2* Mega Man = Mega Man 2 (Done)
    3* Mega Man = Mega Man X
    4* Mega Man = Mega Man Legends

    Kirby:

    2* Kirby = Kirby's Adventure (Done)
    3* Kirby = Smash Bros Kirby (Done)

    Peach:

    2* Peach = Princess Toadstool (purple/yellow/blue)
    3* Peach = SSBM Peach (purple/yellow/blue)

    Daisy:

    3* Daisy = Female characters? Throw Daisy in! (yellow/red/blue)

    Zelda:

    2* Zelda = Princess Zelda (Done)
    3* Zelda = Zelda/Shiek (Done)

    Captain Falcon:

    2* Captain Falcon = Smash Bros Cap (purple/red/blue) (battery/punch/strike tiles)
    3* Captain Falcon = Lazy Cap (purple/red/blue) (battery/punch/strike tiles)
    4* Captain Falcon = SSBM Cap (red/black/blue) (punch/kick/battery)

    Ice Climbers:

    3* Ice Climbers = SSBM Climbers (blue/green/yellow) (Ice Attack/Animal Attack/Life Line)

    Little Mac:

    3* Little Mac = Punch Out! (Black/Red/Green) (Uppercut/Jab/Training)

    Roy:

    3* Roy = SSBM Roy (Done)

    Ness:

    2* Ness = SSBM Ness (PK Thunder/PK fire/PSI Magnet) (yellow/red/blue)
    3* Ness = Earthbound Ness

    Charmander:

    3* Charmander = Pokémon Red Charmander (Red/Purple/Black) (Flamethrower/Fire Spin/Rage)
    4* Charmander = Pokémon Stadium Charizard (Red/Yellow/Black) (Inferno/Scary Face/Dragon Rage)

    Bulbasaur:

    3* Bulbasaur = Pocket Monsters Green Bulbasaur (Green/Blue/Yellow)
    4* Bulbasaur = Pokémon Stadium Venusaur (Green/Black/Yellow)

    Squirtle:

    3* Squirtle = Pokémon Blue Squirtle (Blue/Purple/Black)
    4* Blastoise = Pokémon Stadium Blastoise (Blue/Yellow/Purple)


    Non-Playable Story Bosses:
    Master Hand
    Crazy Hand
    Gannon
    Ultron Donkey Kong (maybe)?
    Dr. Wily? (Might be playable)

    Goons:
    Goomba - (Headbutt/Multiply) (Red/Black)
    Koopa - (Shell (line clear)/Bounce (Attack Tile)) (Green/Red)
    Hammer Bros. - (Hammer/Counter) (Black/Green)
    Lakitu - (Spawn Spiny/Fishing Hook) (Yellow/Red)

    Goriya - (Boomerang/Grumble Grumble) (Blue/Purple)
    Moblin - (Spear Throw/Stab) (Black/Red)
    Octorok - (Spin/Shoot) (Blue/Red)
    Wizzrobe - (Disappear/Magic) (Blue/Black)

    Dodongo - Protect Tiles
    Wallmaster - Destroy friendly specials
    Like-Like - Attack tiles and destroy protect tiles
    Keese - Kamakazi
    Bubble - Stuns
    Darknut - Steel Armor

    Final Fantasy Puzzle Quest:
    Coming soon, but for now I'm thinking:

    Rydia, Kain, Cecil, Rosa, Palom, Porem, Tellah, Golbez, Edward (Bagward) (FFIV)
    Terra, Locke, Celes, Edgar, Sabin, Gogo, Ultros, Kefka, Shadow (FFVI)
    Cloud, Sephiroth, Aerith, Barret, Red XIII, Vincent, Cid, Rufus (FFVII)
    Squall, Rinoa, Laguna, Quistis, Seifer, Edea (FFVIII)
    Zidane, Garnet, Vivi, Kuja (FFIX)
    Tidus, Lulu, Yuna, Rikku, Wakka, Auron, Jecht (FFX)
    Vaan, Ashe, Basche, Al-Cid, Gabranth (FFXII)
    Lightning, Serah, Snow, Sazh, Hope, Fang, Vanille, Noel, Caius (FFXIII series)
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
  • Buret0
    Buret0 Posts: 1,591
    Malcrof wrote:

    Just finished my FF series first cast run. Obviously lots to do with design work there.
  • Buret0
    Buret0 Posts: 1,591
    Link (Zelda 2)
    1 Star Rarity (Common)
    At Max Level: HP: 2754 Tile Damage: 8/27/24/7/31/7/3.5x

    Thunder Spell - 12 greentile.png AP
    Deals 45 damage to the target.
    Level Upgrades
      Level 2: Deals 50 damage to the target. Level 3: Deals 55 damage to the target. Level 4: Deals 65 damage to the target. Level 5: Deals 80 damage to the target.
    Max Level
      Level 3: Deals 605 damage to the target. Level 4: Deals 715 damage to the target. Level 5: 880 damage to the target.


    Down Thrust - 6 redtile.png AP
    Deals 31 damage, then adds a Bounce tile to the board. At the start of each turn do 8 damage for each friendly bounce tile on the board.
    Level Upgrades
      Level 2: At the start of each turn do 10 damage for each friendly
    Bounce tile on the board.
    Level 3: Deals 34 damage before any bonus damage.
    Level 4: At the start of each turn do 12 damage for each friendly Bounce tile on the board.
    Level 5: At the start of each turn do 15 damage for each friendly Bounce tile on the board.
    Max Level
      Level 3: 380 / 80 damage Level 4: 380 / 90 damage Level 5: 380 / 120 damage


    Boomerang - 8 bluetile.png AP
    Stuns the target for 1 turn.
    Level Upgrades
      Level 2: Stuns the target for 2 turns. Level 3: Costs 1 fewer Blue AP to fire. Level 4: Stuns the target for 3 turns or downs an enemy with less than 15% max health. Level 5: Costs 1 fewer Blue AP to fire.
    Max Level
      Level 3: Costs 7 AP, stuns 2 turns. Level 4: Costs 7 AP, stuns 3 turns or downs an enemy with less than 15% max health. Level 5: Costs 6 AP, stuns 3 turns or downs an enemy with less than 15% max health.
  • Buret0
    Buret0 Posts: 1,591
    Tanooki Mario (SMB3)
    1 Star Rarity (Common)
    At Max Level: HP: 2754 Tile Damage: 24/8/7/7/27/31/3.5x

    Statue - 12 blacktile.png AP
    Tanooki Mario changes into a statue, dropping on the nearest enemy dealing X damage, and randomly places a black statue tile on the board. While this tile is in play, Tanooki Mario tanks all direct damage and gains Invincible status. Each turn all friendly statue tiles in play consume 3 blacktile.png AP, if you do not have enough, all friendly statue tiles on the board are destroyed.
    Level Upgrades
      Level 2: Deals X damage to the target. Level 3: Deals X damage to the target. Level 4: Deals X damage to the target and statue tiles consume 2
    blacktile.png AP per turn.
    Level 5: Deals X damage to the target and stuns the target for 1 turn.
    Max Level
      Level 3: Deals X damage to the target. Level 4: Deals X damage to the target and statue tiles consume 2
    blacktile.png AP per turn.
    Level 5: Deals X damage to the target, stuns the target for 1 turn, and statue tiles consume 2 blacktile.png AP per turn.

    Tail Flip - 6 greentile.png AP
    Stuns the target for 1 turn and deals X damage if target has more than 75% of max health.
    Level Upgrades
      Level 2: Stuns the target for 1 turn and deals X damage if target has more than 65% of max health. Level 3: Stuns the target for 1 turn and deals X damage if target has more than 55% of max health. Level 4: Stuns the target for 1 turn and deals X damage if target has more than 45% of max health. Level 5: Stuns the target for 1 turn and deals X damage to the target.
    Max Level
      Level 3: X damage Level 4: X damage Level 5: X damage


    Fly - 8 yellowtile.png AP
    Tanooki Mario takes a running start and flies through the air. Gains [Airborne] status for 3 turns. Upon landing, deals X damage to a random enemy.

    Level Upgrades
      Level 2: Deals X damage to a random enemy. Level 3: Airborne for 1 less turn, deals X damage to a random enemy. Level 4: Deals X damage to two random enemies. Level 5: Deals X damage to all enemies.
    Max Level
      Level 3: Deals X damage to a random enemy. Level 4: Deals X damage to two random enemies. Level 5: Deals X damage to all enemies.
  • Buret0
    Buret0 Posts: 1,591
    1* Samus = Original Metroid (Morph Ball/Bomb, Ice Beam, Missile) (Purple/Blue/Red)

    Samus Aran (Metroid)
    1 Star Rarity (Common)
    At Max Level: HP: 2754 Tile Damage: 8/24/27/31/7/8/3.5x

    Morph Ball - 8 purpletile.png AP
    Gain [Morph Ball] status for 3 turns. While in Morph Ball status, Samus' match damage for all colors is reduced to 1 and all damage taken by Samus is reduced by half. Becomes Bomb.

    Level Upgrades
      Level 2: Gain Morph Ball status for 4 turns. Level 3: Gain Morph Ball status for 5 turns. Level 4: Costs 7
    purpletile.png AP.
    Level 5: Costs 6 purpletile.png AP.

    Bomb - 5 purpletile.png AP
    Place a 4 turn Bomb CD tile on any purpletile.png tile. When the CD reaches 0, deal X damage.

    Level Upgrades
      Level 2: Place a 4 turn Bomb CD tile on any
    purpletile.png tile. When the CD reaches 0, deal X damage.
    Level 3: Place a 3 turn Bomb CD tile on any purpletile.png tile. When the CD reaches 0, deal X damage.
    Level 4: Place a 3 turn Bomb CD tile on any basic tile. When the CD reaches 0, deal X damage.
    Level 5: Place a 2 turn Bomb CD tile on any basic tile. When the CD reaches 0, deal X damage.

    Ice Beam - 6 bluetile.png AP
    Removes Morph Ball status. Deals X damage and stuns an enemy for 1 turn, has no effect on stunned enemies.
    Level Upgrades
      Level 2: Deals X damage and stuns an enemy for 1 turn, has no effect on stunned enemies. Level 3: Deals X damage and stuns an enemy for 1 turn, has no effect on stunned enemies. Level 4: Deals X damage and stuns an enemy for 2 turns, has no effect on stunned enemies. Level 5: Costs 9
    bluetile.png AP. Deals X damage and stuns an enemy for 3 turns.

    Missile - 8 redtile.png AP
    Removes Morph Ball status. Deals X damage to all enemies. Deals an additional Y damage to stunned enemies.
    Level Upgrades
      Level 2: Deals X damage to all enemies. Deals an additional Y damage to stunned enemies. Level 3: Deals X damage to all enemies. Deals an additional Y damage to stunned enemies. Level 4: Deals X damage to all enemies. Deals an additional Y damage to stunned enemies. Level 5: Deals X damage to all enemies. Deals an additional Y damage to stunned enemies.
  • Buret0
    Buret0 Posts: 1,591
    Guys, just hire me to make this game for you. If you don't work out the deal with Nintendo or Square, I'll just slightly change all of the character names to be generics, like "Red Plumber Sibling", "Female Bounty Hunter", and "Yellow Lightning Rat."

    And the name of the game will be "Similar Popular Console Characters Puzzle Quest."
  • GundamY
    GundamY Posts: 182
    You know, I always wondered when they'll make a DC counterpart for this game?

    I'm no DC fanboy, but at least I can enjoy their TV series like "Smallville", "Gotham", "Arrow", and "The Flash"
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
    Buret0 wrote:
    Guys, just hire me to make this game for you. If you don't work out the deal with Nintendo or Square, I'll just slightly change all of the character names to be generics, like "Red Plumber Sibling", "Female Bounty Hunter", and "Yellow Lightning Rat."

    And the name of the game will be "Similar Popular Console Characters Puzzle Quest."

    Make a Skylanders Puzzle Quest, and $$ falls from the heavens.
  • Buret0
    Buret0 Posts: 1,591
    Bowser (SMB3)
    1 Star Rarity (Common)
    At Max Level: HP: 2754 Tile Damage: 8/27/7/7/24/31/3.5x

    Smash - 12 blacktile.png AP
    Bowser leaps into the air and crushes everything beneath him. Does X damage and Y AoE damage.
    Level Upgrades
      Level 2: Deals X+ damage to the target and Y damage to the other members of the enemy party. Level 3: Deals X damage to the target and Y+ damage to the other members of the enemy party. Level 4: Deals X+ damage to the target and Y damage to the other members of the enemy party. Level 5: Deals X+ damage to the target and Y+ damage to the other members of the enemy party.

    Breathe Fire - 6 redtile.png AP
    Bowser breathes fire, burning his victim and dealing extra damage each turn. Deals X damage and adds a Y strength red attack tile.
    Level Upgrades
      Level 2: Deals +X damage and adds a Y strength red attack tile. Level 3: Deals X damage and adds a +Y strength red attack tile. Level 4: Deals +X damage and adds a Y strength red attack tile. Level 5: Deals ++X damage and adds a +Y strength red attack tile.

    Spiked Shell - 7 greentile.png AP
    Randomly place 1 strength X attack tile and 1 strength Y protect tile.
    Level Upgrades
      Level 2: Randomly place 1 strength +X attack tile and 1 strength +Y protect tile. Level 3: Randomly place 1 strength +X attack tile and 1 strength +Y protect tile. Level 4: Randomly place 1 strength X attack tile and 2 strength Y protect tiles. Level 5: Randomly place 2 strength X attack tile and 3 strength Y protect tiles.
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
    For the FF ones, remember enemies are weak against certain elements, and resistant to others.. need to work that mechanic in somehow.
  • Buret0
    Buret0 Posts: 1,591
    edited August 2015
    1* Donkey Kong = Arcade Donkey Kong (Fire Barrel/Oil Barrel) (Red/Black) (40 cap)

    Donkey Kong (Arcade)
    1 Star Rarity (Common)
    At Max Level: HP: 2222 Tile Damage: 21/27/6/6/6/24/3.5x

    Fire Barrel - 6 redtile.png AP
    DKs barrels ignite and chase after his enemies. Deals X damage and transforms all friendly Barrel tiles into attack tiles of strength Y.
    Level Upgrades
      Level 2: Deals +X damage and transforms all friendly
    Barrel tiles into attack tiles of strength Y.
    Level 3: Deals +X damage and transforms all friendly Barrel tiles into attack tiles of strength Y.
    Level 4: Deals X damage and transforms all friendly Barrel tiles into attack tiles of strength +Y.
    Level 5: Deals +X damage and transforms all friendly Barrel tiles into attack tiles of strength +Y.

    Barrel Roll - 6 blacktile.png AP
    Donkey Kong rolls a barrel of oil at his opponents. Deals X damage to the enemy team and randomly converts a basic tile into a friendly Barrel tile.
    Level Upgrades
      Level 2: Deals +X damage to the enemy team and randomly converts a basic tile into a friendly
    Barrel tile.
    Level 3: Deals +X damage to the enemy team and randomly converts a basic tile into a friendly Barrel tile.
    Level 4: Deals X damage to the enemy team and choose a basic tile to convert into a friendly Barrel tile.
    Level 5: Deals X damage to the enemy team and choose 2 basic tiles to convert into friendly Barrel tiles.
  • Buret0
    Buret0 Posts: 1,591
    Buret0 wrote:
    Barrel Roll - 6 blacktile.png AP
    Deals X damage to the enemy team and randomly converts a basic tile into a friendly Barrel tile.
    Level Upgrades
      Level 2: Deals +X damage to the enemy team and randomly converts a basic tile into a friendly
    Barrel tile.
    Level 3: Deals +X damage to the enemy team and randomly converts a basic tile into a friendly Barrel tile.
    Level 4: Deals X damage to the enemy team and choose a basic tile to convert into a friendly Barrel tile.
    Level 5: Deals X damage to the enemy team and choose 2 basic tiles to convert into friendly Barrel tiles.

    I might also make barrel roll a CD timer. Put a 1-3 CD timer on the board that spawns barrels. Then maybe another 1 turn CD timer that converts 1-3 barrels into attack tiles for the fire move. If you let DK's CD tiles get out of hand, you're suddenly going to be faced with a whole mess of attack tiles. Seems like when playing the game and suddenly you are dealing with a whole bunch of barrels coming at you from above, the side, and below.

    Maybe make the act of putting the CD timer out do X damage and put a Y turn CD timer out?
  • Buret0
    Buret0 Posts: 1,591
    Buret0 wrote:
    I might also make barrel roll a CD timer. Put a 1-3 CD timer on the board that spawns barrels. Then maybe another 1 turn CD timer that converts 1-3 barrels into attack tiles for the fire move. If you let DK's CD tiles get out of hand, you're suddenly going to be faced with a whole mess of attack tiles. Seems like when playing the game and suddenly you are dealing with a whole bunch of barrels coming at you from above, the side, and below.

    Maybe make the act of putting the CD timer out do X damage and put a Y turn CD timer out?

    I thought about a method of having the barrels start at the top and then working their way down the board to the bottom where they would become really strong attack tiles, but having the barrels drop one row per turn would take a long time. It would be cool, but I like the way it is now I think better.
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
    Buret0 wrote:
    Buret0 wrote:
    I might also make barrel roll a CD timer. Put a 1-3 CD timer on the board that spawns barrels. Then maybe another 1 turn CD timer that converts 1-3 barrels into attack tiles for the fire move. If you let DK's CD tiles get out of hand, you're suddenly going to be faced with a whole mess of attack tiles. Seems like when playing the game and suddenly you are dealing with a whole bunch of barrels coming at you from above, the side, and below.

    Maybe make the act of putting the CD timer out do X damage and put a Y turn CD timer out?

    I thought about a method of having the barrels start at the top and then working their way down the board to the bottom where they would become really strong attack tiles, but having the barrels drop one row per turn would take a long time. It would be cool, but I like the way it is now I think better.

    Gah, you just stole my Ultron Prime type Donkey Kong post i was writing...

    DK goes back to the core of Nintendo, back to the Atari days. It was where we first met Mario as well. He deserves special treatment!
  • Buret0
    Buret0 Posts: 1,591
    edited August 2015
    1* Pikachu = Pokémon Yellow (Thunderbolt/Thunder Shock/Agility) (Yellow/Green/Purple)

    Pikachu (Pokémon Yellow)
    1 Star Rarity (Common)
    At Max Level: HP: 2754 Tile Damage: 31/8/7/24/27/7/3.5x

    Thunderbolt - 7 yellowtile.png AP
    Pikachu powers up his electric current and releases a massive attack on the enemy. Deals X damage to all enemies for every yellowtile.png tile on the board.
    Level Upgrades
      Level 2: Deals +X damage to all enemies for every
    yellowtile.png tile on the board.
    Level 3: Deals +X damage to all enemies for every yellowtile.png tile on the board.
    Level 4: Deals +X damage to all enemies for every yellowtile.png tile on the board.
    Level 5: Deals +X damage to all enemies for every yellowtile.png tile on the board.

    Thunder Shock - 9 greentile.png AP
    Deals X damage and stuns the target for 1 turn.
    Level Upgrades
      Level 2: Deals +X damage and stuns the target for 1 turn. Level 3: Deals +X damage and stuns the target for 2 turns. Level 4: Deals +X damage and stuns the target for 2 turns. Level 5: Deals +X damage and stuns the target for 4 turns.

    Agility - 9 purpletile.png AP
    Pikachu becomes a battery, powering himself up to get faster for his next attack. Randomly converts 3 non-yellow basic tiles into yellowtile.png tiles.
    Level Upgrades
      Level 2: Randomly converts 4 non-yellow basic tiles into
    yellowtile.png tiles.
    Level 3: Randomly converts 5 non-yellow basic tiles into yellowtile.png tiles.
    Level 4: Randomly converts 6 non-yellow basic tiles into yellowtile.png tiles.
    Level 5: Randomly converts 8 non-yellow basic tiles into yellowtile.png tiles.
  • Buret0
    Buret0 Posts: 1,591
    Malcrof wrote:
    Gah, you just stole my Ultron Prime type Donkey Kong post i was writing...

    DK goes back to the core of Nintendo, back to the Atari days. It was where we first met Mario as well. He deserves special treatment!

    I will give him his own prologue story. icon_e_smile.gif

    I just don't want to make 1* characters really complicated... this is the player's first introduction to the game, you want to have some classic characters to get them hooked, but you don't want the characters to be their best iterations, since you are trying to get most people transitioned from 1* land to 2* land by the time they are done the prologue missions. Depending on how hard people play and how much story you put in, you might see them selling off their 1*s in a couple of weeks.

    But I also don't want to make him too complicated because I suspect that you will be seeing a lot of him as a villain (turned hero) on the other side of the story missions. I'm thinking Bowser, Donkey Kong, and Gannon as the main prologue villains. So the 1* characters in the story need to be (at a minimum) Mario and Link. They get help from some of the other famous heroes (also represented as 1*s) to get people hooked into the game. It also introduces some of the 2* versions... like you run some missions with Mario, you get Yoshi coming in for a couple of missions, then for the boss you get the 2* version that is Mario riding Yoshi.

    Obviously goons in the Mario/Bowser/Donkey Kong story missions are going to be goombas, koopas, and hammer bros. Link's goons will probably be Moblins, octoroks, and wizzrobes... though I might also have Gannon summon CD tiles like Kingpin to represent different monsters like wallmasters (destroy all enemy special tiles, like a dungeon reset).
  • Buret0
    Buret0 Posts: 1,591
    1* Yoshi = Super Smash Bros. Yoshi (Eat+Spit/Egg Toss/Boing!) (Green/Blue/Red)

    Yoshi (Super Smash Bros.)
    1 Star Rarity (Common)
    At Max Level: HP: 2754 Tile Damage: 7/24/27/8/31/7/3.5x

    Egg Toss - 6 greentile.png AP
    Yoshi pops out an egg and tosses it at the enemy. Later levels create special eggs. Deals X damage.
    Level Upgrades
      Level 2: Deals +X damage. Level 3: Deals +X damage and randomly creates a strength Y special tile or explodes and deals Z damage to the enemy team. Level 4: Deals +X damage and randomly creates a strength +Y special tile or explodes and deals +Z damage to the enemy team. Level 5: Deals +X damage and randomly creates a strength +Y special tile or explodes and deals +Z damage to the enemy team.

    Eat and Spit - 7 bluetile.png AP
    Yoshi swallows an enemy whole and lays him into an egg! Stuns target for 1 turn.
    Level Upgrades
      Level 2: Stuns target for 1 turn and randomly destroys an enemy strike tile. Level 3: Stuns target for 2 turns and randomly destroys an enemy strike tile. Level 4: Stuns target for 2 turns and randomly destroys 2 enemy special tiles. Level 5: Stuns target for 2 turns and randomly destroys 3 enemy special or CD tiles.

    Boing! - 8 redtile.png AP
    Yoshi jumps in the air and smashes down on his enemies. Gains [Airborne] status for 2 turns and deals X damage to the enemy when he lands.
    Level Upgrades
      Level 2: Gains [Airborne] status for 2 turns and deals +X damage to the enemy when he lands. Level 3: Gains [Airborne] status for 2 turns and deals +X damage to the enemy when he lands. Level 4: Gains [Airborne] status for 2 turns and deals +X damage to the enemy when he lands. Level 5: Gains [Airborne] status for 2 turns and deals -X damage to the enemy team when he lands.