Out of Universe thread (FF and Nintendo)
Comments
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Samurai
3 Star Rarity (???)!Mineuchi 5 AP
This character hits the enemy with the back of his blade, dealing minimal damage and causing a stun. Stuns the enemy for 1 turn and deals X damage.
Level Upgrades
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Level 2: Stuns the enemy for 1 turn and deals +X damage.
Level 3: Stuns the enemy for 1 turn and deals +X damage.
Level 4: Stuns the enemy for 1 turn and deals +X damage.
Level 5: Stuns the enemy for 1 turn and deals +X damage.
!Gil Toss 7 AP
The Samurai throws your hard earned money at the enemy! Consumes 1 AP in every color and deals X damage for every AP consumed.
Level Upgrades
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Level 2: Consumes 1 AP in every color and deals +X damage for every AP consumed.
Level 3: Consumes 1 AP in every color and deals +X damage for every AP consumed.
Level 4: Consumes 2 AP in every color and deals +X damage for every AP consumed.
Level 5: Consumes 2 AP in every color and deals +X damage for every AP consumed.
Shirahadori (passive)
This character has a natural ability to evade enemy attacks. Has a 10% chance of avoiding damage from any source.
Level Upgrades
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Level 2: Has a 15% chance of avoiding damage from any source.
Level 3: Has a 20% chance of avoiding damage from any source.
Level 4: Has a 25% chance of avoiding damage from any source.
Level 5: Has a 30% chance of avoiding damage from any source.
!Hone Blades 10 AP
The Samurai spends his turn strengthening his team's blades. Stuns the character for 1 turn. Adds 3 strike tiles of strength X to the board.
Level Upgrades
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Level 2: Stuns the character for 1 turn. Adds 4 strike tiles of strength X to the board.
Level 3: Stuns the character for 1 turn. Adds 5 strike tiles of strength X to the board.
Level 4: Stuns the character for 1 turn. Adds 6 strike tiles of strength X to the board.
Level 5: Stuns the character for 1 turn. Adds 7 strike tiles of strength X to the board.
Blue Mage
3 Star Rarity (???)A character that is in the Blue Mage or Azure Adept class has the chance to observe and learn monster abilities and blue magic. Any other class must have the "Observe" passive equipped to learn them. Only someone in the Blue Mage or Azure Adept classes can learn level 6 or 7 Blue magic.
!Blue1 5 AP
Cast a level 1 Blue spell at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1 Blue spell at +2 MP cost.
Level 3: Cast a level 1 Blue spell at +1 MP cost.
Level 4: Cast a level 1 Blue spell at its regular MP cost.
Level 5: Cast a level 1 Blue spell at -1 MP cost.
Observe (passive)
Learn any level 1-2 Blue spells used.
Level Upgrades
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Level 2: Learn any level 1-3 Blue spells used.
Level 3: Learn any level 1-5 Blue spells used.
Level 4: Learn any level 1-5 Blue spells used. Gain 1
Level 5: Learn any level 1-5 Blue spells used. Gain 1 AP and 2 MP when a Blue spell is used.
!Blue2 5 AP
Cast a level 1 or 2 Blue spell at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1 or 2 Blue spell at +2 MP cost.
Level 3: Cast a level 1 or 2 Blue spell at +1 MP cost.
Level 4: Cast a level 1 or 2 Blue spell at its regular MP cost.
Level 5: Cast a level 1 or 2 Blue spell at -1 MP cost.
!Blue3 5 AP
Cast a level 1-3 Blue spell at +3 MP cost.
Level Upgrades
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Level 2: Cast a level 1-3 Blue spell at +2 MP cost.
Level 3: Cast a level 1-3 Blue spell at +1 MP cost.
Level 4: Cast a level 1-3 Blue spell at its regular MP cost.
Level 5: Cast a level 1-3 Blue spell at -1 MP cost.
Bard
3 Star Rarity (???)Each song has an initial MP cost and an MP cost to keep the song playing. Level 1 songs are known from the beginning of the game, but higher level songs must be learned. Songs are not considered spells when considering the effects of Quick/Slow/Haste.
Resonance (passive)
When this character makes a match, randomly destroy another tile, does not gain AP.
Level Upgrades
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Level 2: When this character makes a match, randomly destroy 2 tiles, does not gain AP.
Level 3: When this character makes a match, randomly destroy 3 tiles, does not gain AP.
Level 4: When this character makes a match, randomly destroy another tile, gain AP.
Level 5: When this character makes a match, randomly destroy 2 tiles, gain AP.
!Sing 5 AP
Destroy all friendly Sing tiles. Choose a level 1 song (pay its MP cost) and place a 3 turn Sing CD tile. While this tile is in play that song's effects persist as long as you can pay the per turn MP cost (all levels).
Level Upgrades
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Level 2: Choose a level 1 or 2 song and place a 3 turn Sing CD tile. While this tile is in play that song's effects persist.
Level 3: Choose a level 1-3 song and place a 3 turn Sing CD tile. While this tile is in play that song's effects persist.
Level 4: Choose a level 1-4 song and place a 4 turn Sing CD tile. While this tile is in play that song's effects persist.
Level 5: Choose a level 1-5 song and place a 4 turn Sing CD tile. While this tile is in play that song's effects persist.
Song List:
Level 1:-
Armor Aria - X MP, X MP/turn - Damage received from enemy abilities reduced to 50%
Blade Ballad - X MP, X MP/turn - Damage dealt by to enemies by abilities increased to 150%
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Champion Chant - X MP, X MP/turn - Whenever any party member takes damage add a strength X protect tile
Demon's Dirge - X MP, X MP/turn - Whenever any party member takes damage add a strength X attack tile
Energy Elegy - X MP, X MP/turn - Whenever any party member takes damage gain 1 AP in every color
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Final Fugue - X MP, X MP/turn - Deals X damage for every downed character (friendly or enemy)
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Gorgon's Glee - X MP, X MP/turn - Stuns the party for 1 turn upon casting. Whenever your party deals damage, stun the damaged enemy for 1 turn.
Harpy's Harmony - X MP, X MP/turn - Stuns the party for 1 turn upon casting. Whenever you deal damage, deal X damage to the damaged enemy.
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Imminent Interlude - X MP, X MP/turn - While this song is in effect, the enemy team is stunned.
!Requiem 7 AP
Randomly place a 2 turn Requiem CD tile for every downed character. When the CD reaches 0, deal X damage.
Level Upgrades
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Level 2: Randomly place a 2 turn Requiem CD
Level 3: Randomly place a 2 turn Requiem CD tile for every downed character. When the CD reaches 0, deal +X damage.
Level 4: Randomly place a 1 turn Requiem CD tile for every downed character. When the CD reaches 0, deal +X damage.
Level 5: Randomly place a 1 turn Requiem CD tile for every downed character. When the CD reaches 0, deal +X damage.
!Harpsichord 10 AP
The Bard lugs around the worst instrument known to man, upon playing it all enemies and allies must cover their ears. Stuns for 2 turns and damages for X all other characters in play.
Level Upgrades
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Level 2: Stuns for 2 turns and damages for +X all other characters in play.
Level 3: Stuns for 2 turns and damages for +X all other characters in play.
Level 4: Stuns for 3 turns and damages for X all other characters in play.
Level 5: Stuns for 3 turns and damages for +X all other characters in play.
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Dancer
3 Star Rarity (???)The Dancer is a beautiful and agile warrior, capable of mesmerizing enemies to get in close for surprise attacks.
Mesmerize (passive)
While this character has at least 11 MP, the (passive) abilities of all enemies are disabled. Does not work against monsters.
Level Upgrades
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Level 2: While this character has at least 10 MP, the (passive) abilities of all enemies are disabled.
Level 3: While this character has at least 9 MP, the (passive) abilities of all enemies are disabled.
Level 4: While this character has at least 7 MP, the (passive) abilities of all enemies are disabled.
Level 5: While this character has at least 6 MP, the (passive) abilities of all enemies are disabled.
!Dance 5 AP
Destroy all friendly Dance tiles. Choose a level 1 dance (pay its MP cost) and place a 3 turn Dance CD tile. While this tile is in play that dance's effects persist as long as you can pay the per turn MP cost (all levels).
Level Upgrades
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Level 2: Choose a level 1 or 2 dance and place a 3 turn Dance CD tile. While this tile is in play that dance's effects persist.
Level 3: Choose a level 1-3 dance and place a 3 turn Dance CD tile. While this tile is in play that dance's effects persist.
Level 4: Choose a level 1-4 dance and place a 4 turn Dance CD tile. While this tile is in play that dance's effects persist.
Level 5: Choose a level 1-5 dance and place a 4 turn Dance CD tile. While this tile is in play that dance's effects persist.
Dance List:
Level 1:-
Angelic Allemande - X MP, X MP/turn - Restore X health to all allies
Bullet Ballet - X MP, X MP/turn - Destroy 5 random tiles, dealing damage to the enemy
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Cannon Can-Can - X MP, X MP/turn - Destroy 2 2x2 tile groupings, dealing damage to all enemies
Demented Disco - X MP, X MP/turn - Each turn inflict a random [Mind] status on your enemies
Entropic Electric Slide - X MP, X MP/turn - Each time an enemy makes a match, drain 2 random AP
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First Flamenco - X MP, X MP/turn - Deal X damage for every non-downed character
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Gifted Grind - X MP, X MP/turn - Each time this character makes a match, steal two random AP.
Heavenly Hip Hop - X MP, X MP/turn - Grants your entire party the Reraise status
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Improv - X MP, 0 MP/turn - Each turn perform a random dance with 0 MP upkeep.
!Seduction 10 AP
The dancer uses charms to move in close and hit the enemy's weak spot. Stun the target for 1 turn, deal X damage, and place a critical tile anywhere on the board.
Level Upgrades
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Level 2: Stun the target for 1 turn, deal +X damage, and place a critical tile anywhere on the board.
Level 3: Stun the target for 1 turn, deal +X damage, and place a critical tile anywhere on the board.
Level 4: Stun the target for 2 turns, deal X damage, and place a critical tile anywhere on the board.
Level 5: Stun the target for 2 turns, deal +X damage, and place a critical tile anywhere on the board.
Charm (passive)
When this character deals match damage, has a 35% chance of inflicting the [Confused] status on the enemy.
Level Upgrades
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Level 2: When this character deals match damage, has a 40% chance of inflicting the [Confused] status on the enemy.
Level 3: When this character deals match damage, has a 45% chance of inflicting the [Confused] status on the enemy.
Level 4: When this character deals damage, has a 45% chance of inflicting the [Confused] status on the enemy.
Level 5: When this character deals damage, has a 50% chance of inflicting the [Confused] status on the enemy.
Gambler
3 Star Rarity (???)Capable of inflicting tremendous damage... or very little damage, it is all RNG with this character.
!Spell Roulette 5 AP
Cast a random level 1 Black spell for 0 MP... but the target could be anyone!
Level Upgrades
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Level 2: Cast a random level 1 or 2 Black spell for 0 MP... but the target could be anyone!
Level 3: Cast a random level 1-3 Black spell for 0 MP... but the target could be anyone!
Level 4: Cast a random level 1-4 Black spell for 0 MP... but the target could be anyone!
Level 5: Cast a random level 1-5 Black spell for 0 MP... but the target could be anyone!
!Cut 7 AP
Pull a card from a magic deck, the effects vary based on the card drawn. 60% chance of a negative effect.
Level Upgrades
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Level 2: 55% chance of a negative effect.
Level 3: 50% chance of a negative effect.
Level 4: 45% chance of a negative effect.
Level 5: 40% chance of a negative effect.
Card List:
Ace - Deal X damage to all enemies
King - Deal X damage to all enemies and allies (negative)
Queen - Deal X damage to a random enemy
Jack - Deal X damage to a random enemy and friendly (negative)
10 - Restore X health to all allies
9 - Restore X health to all allies and enemies (negative)
8 - Remove all negative status effects from all allies and enemies (negative)
7 - Remove all negative status effects from allies
6 - Deal X damage to all allies (negative)
5 - Deal X damage to a random ally (negative)
4 - Random ally gains a random beneficial status
3 - Random character gains a random status effect (negative)
2 - Random ally gains a random negative status effect (negative)
Joker - Randomly down one enemy and ally (negative)
!Plinko 5 AP
Choose a basic tile in the top row. That tile is destroyed and a proximate basic tile in the row below it is destroyed, this effect continues to the bottom of the board.
Level Upgrades
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Level 2: Choose a basic tile in the top row. That tile is destroyed and a proximate basic tile in the row below it is destroyed, this effect continues to the bottom of the board. Deal damage for each destroyed tile.
Level 3: Choose a tile in the top row. That tile is destroyed and a proximate tile in the row below it is destroyed, this effect continues to the bottom of the board. Deal damage for each destroyed tile.
Level 4: Choose a tile in the top row. That tile is destroyed and a proximate tile in the row below it is destroyed, this effect continues to the bottom of the board. Deal damage and gain AP for each destroyed tile.
Level 5: Choose a tile in the top row. That tile is destroyed and a proximate tile in the row below it is destroyed, this effect continues to the bottom of the board. Deal damage and gain AP for each destroyed tile, gain double AP for any special tiles destroyed.
!Dice 7 AP
Deal X damage to the enemy, plus or minus 60%.
Level Upgrades
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Level 2: Deal +X damage to the enemy, plus or minus 65%
Level 3: Deal +X damage to the enemy, plus or minus 70%.
Level 4: Deal +X damage to the enemy, plus or minus 75%.
Level 5: Deal +X damage to the enemy, plus or minus 100%.
Saboteur
3 Star Rarity (???)The saboteur is a master of traps, making moving the board very dangerous for opponents.
!Thin Ice 6 AP
Randomly place a trap tile on one basic tile. If the enemy matches this tile, deal X damage and stun the enemy for 2 turns.
Level Upgrades
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Level 2: Randomly place a trap tile on one
Level 3: Randomly place a trap tile on one basic or enemy special tile. If the enemy matches this tile, deal +X damage and stun the enemy for 2 turns.
Level 4: Place a trap tile on one basic tile. If the enemy matches this tile, deal +X damage and stun the enemy for 3 turns.
Level 5: Place a trap tile on one basic or enemy special tile. If the enemy matches this tile, deal +X damage and stun the enemy for 3 turns.
!Gas Attack 5 AP
Randomly place a trap tile on one basic tile. If the enemy matches this tile, deal X damage and poison the enemy for 2 turns.
Level Upgrades
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Level 2: Randomly place a trap tile on one
Level 3: Randomly place a trap tile on one basic or enemy special tile. If the enemy matches this tile, deal +X damage and poison the enemy for 2 turns.
Level 4: Place a trap tile on one basic tile. If the enemy matches this tile, deal +X damage and poison the enemy for 3 turns.
Level 5: Place a trap tile on one basic or enemy special tile. If the enemy matches this tile, deal +X damage and poison the enemy for 3 turns.
!Bombs 14 AP
Randomly place 3 Bomb trap tiles on basic tiles. If the enemy matches any of these tiles, destroy all friendly trap tiles in play and deal X damage for each.
Level Upgrades
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Level 2: Randomly place 3 Bomb trap tiles on
Level 3: Randomly place 3 Bomb trap tiles on basic tiles. If the enemy matches any of these tiles, destroy all friendly trap tiles in play and deal +X damage for each.
Level 4: Randomly place 4 Bomb trap tiles on basic tiles. If the enemy matches any of these tiles, destroy all friendly trap tiles in play and deal +X damage for each.
Level 5: Randomly place 4 Bomb trap tiles on basic tiles. If the enemy matches any of these tiles, destroy all friendly trap tiles in play and deal +X damage for each.
!Electric Field 10 AP
Randomly place 2 Electric Field trap tiles on basic tiles. If the enemy matches an Electric Field trap tile, drain 4 AP in that color and deal X damage.
Level Upgrades
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Level 2: Randomly place 2 Electric Field trap tiles on basic tiles. If the enemy matches an Electric Field trap tile, drain 4 AP in that color and deal +X damage.
Level 3: Randomly place 2 Electric Field trap tiles on basic tiles. If the enemy matches an Electric Field trap tile, drain 4 AP in that color and deal +X damage.
Level 4: Randomly place 2 Electric Field trap tiles on basic tiles. If the enemy matches an Electric Field trap tile, drain all AP in that color and deal +X damage.
Level 5: Randomly place 2 Electric Field trap tiles on basic tiles. If the enemy matches an Electric Field trap tile, drain all AP in that color and deal +X damage.
Synergist
3 Star Rarity (???)The Synergist is a master of boosting effect magic using hidden runes placed on the board.
!Healing Circle 7 AP
Randomly place a trap tile on one basic tile. At the start of your turn, if a friendly Healing Circle tile is in play, your party regains X health.
Level Upgrades
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Level 2: Randomly place a trap tile on one
Level 3: Randomly place a trap tile on one basic tile. At the start of your turn, if a friendly Healing Circle tile is in play, your party regains +X health.
Level 4: Randomly place a trap tile on one basic tile. At the start of your turn, if a friendly Healing Circle tile is in play, your party regains +X health.
Level 5: Randomly place a trap tile on one basic tile. At the start of your turn, if a friendly Healing Circle tile is in play, your party regains +X health.
!Shield Spell 5 AP
Randomly place a trap tile on one basic tile. At the start of your turn, if there is a friendly Shield Spell trap tile in play, randomly place a strength X protect tile on a basic tile.
Level Upgrades
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Level 2: Randomly place a trap tile on one
Level 3: Randomly place a trap tile on one basic tile. At the start of your turn, if there is a friendly Shield Spell trap tile in play, randomly place a strength +X protect tile on a basic tile.
Level 4: Randomly place a trap tile on one basic tile. At the start of your turn, if there is a friendly Shield Spell trap tile in play, randomly place a strength +X protect tile on a basic tile.
Level 5: Randomly place a trap tile on one basic tile. At the start of your turn, if there is a friendly Shield Spell trap tile in play, randomly place a strength +X protect tile on a basic tile.
!Immunity Circle 5 AP
Randomly place 2 Immunity Circle trap tiles on basic tiles. While there are at least 3 Immunity Circle trap tiles are in play, your party is immune to negative status effects, if 2 are in play, you are immune.
Level Upgrades
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Level 2: Randomly place 2 Immunity Circle trap tiles on
Level 3: Place 2 Immunity Circle trap tiles on basic tiles. While there are at least 3 Immunity Circle trap tiles are in play, your party is immune to negative status effects, if 1 is in play, you are immune.
Level 4: Place 3 Immunity Circle trap tiles on basic tiles. While there are at least 3 Immunity Circle trap tiles are in play, your party is immune to negative status effects, if 1 is in play, you are immune.
Level 5: Place 3 Immunity Circle trap tiles on basic tiles. While there are at least 2 Immunity Circle trap tiles are in play, your party is immune to negative status effects, if 1 is in play, you are immune.
!Necromantic Field 7 AP
Randomly place 2 Necromatic Field trap tiles on basic tiles. While there are at least 4 Necromatic Field trap tiles are in play, your party may not drop below 1 HP, if 3 are in play, you may not drop below 1 HP.
Level Upgrades
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Level 2: Randomly place 2 Necromatic Field trap tiles on
Level 3: Place 2 Necromatic Field trap tiles on basic tiles. While there are at least 3 Necromatic Field trap tiles are in play, your party may not drop below 1 HP, if 2 are in play, you may not drop below 1 HP.
Level 4: Place 3 Necromatic Field trap tiles on basic tiles. While there are at least 3 Necromatic Field trap tiles are in play, your party may not drop below 1 HP, if 2 are in play, you may not drop below 1 HP.
Level 5: Place 3 Necromatic Field trap tiles on basic tiles. While there are at least 3 Necromatic Field trap tiles are in play, your party may not drop below 1 HP, if 1 is in play, you may not drop below 1 HP.0 -
Buret0 wrote:
Gambler
3 Star Rarity (???)
Capable of inflicting tremendous damage... or very little damage, it is all RNG with this character.
!Spell Roulette 5 AP
Cast a random level 1 Black spell for 0 MP... but the target could be anyone!
Level Upgrades
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Level 2: Cast a random level 1 or 2 Black spell for 0 MP... but the target could be anyone!
Level 3: Cast a random level 1-3 Black spell for 0 MP... but the target could be anyone!
Level 4: Cast a random level 1-4 Black spell for 0 MP... but the target could be anyone!
Level 5: Cast a random level 1-5 Black spell for 0 MP... but the target could be anyone!
!Cut 7 AP
Pull a card from a magic deck, the effects vary based on the card drawn. 60% chance of a negative effect.
Level Upgrades
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Level 2: 55% chance of a negative effect.
Level 3: 50% chance of a negative effect.
Level 4: 45% chance of a negative effect.
Level 5: 40% chance of a negative effect.
Card List:
Ace - Deal X damage to all enemies
King - Deal X damage to all enemies and allies (negative)
Queen - Deal X damage to a random enemy
Jack - Deal X damage to a random enemy and friendly (negative)
10 - Restore X health to all allies
9 - Restore X health to all allies and enemies (negative)
8 - Remove all negative status effects from all allies and enemies (negative)
7 - Remove all negative status effects from allies
6 - Deal X damage to all allies (negative)
5 - Deal X damage to a random ally (negative)
4 - Random ally gains a random beneficial status
3 - Random character gains a random status effect (negative)
2 - Random ally gains a random negative status effect (negative)
Joker - Randomly down one enemy and ally (negative)
!Plinko 5 AP
Choose a basic tile in the top row. That tile is destroyed and a proximate basic tile in the row below it is destroyed, this effect continues to the bottom of the board.
Level Upgrades
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Level 2: Choose a basic tile in the top row. That tile is destroyed and a proximate basic tile in the row below it is destroyed, this effect continues to the bottom of the board. Deal damage for each destroyed tile.
Level 3: Choose a tile in the top row. That tile is destroyed and a proximate tile in the row below it is destroyed, this effect continues to the bottom of the board. Deal damage for each destroyed tile.
Level 4: Choose a tile in the top row. That tile is destroyed and a proximate tile in the row below it is destroyed, this effect continues to the bottom of the board. Deal damage and gain AP for each destroyed tile.
Level 5: Choose a tile in the top row. That tile is destroyed and a proximate tile in the row below it is destroyed, this effect continues to the bottom of the board. Deal damage and gain AP for each destroyed tile, gain double AP for any special tiles destroyed.
!Dice 7 AP
Deal X damage to the enemy, plus or minus 60%.
Level Upgrades
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Level 2: Deal +X damage to the enemy, plus or minus 65%
Level 3: Deal +X damage to the enemy, plus or minus 70%.
Level 4: Deal +X damage to the enemy, plus or minus 75%.
Level 5: Deal +X damage to the enemy, plus or minus 100%.
Move this mechanic into MPQ immediately. I would love a chaos character.0 -
Geomancer
3 Star Rarity (???)!Geomancy 5 AP
Consumes 8 MP. Select a basic tile to replace with a 3 turn Geomancy CD tile of the same color. When this CD reaches 0 its effects differ depending on the color of the tile.
- Tombstone - Place 2 Death Sentence trap tiles, if an enemy matches, inflict 7 turn [Death Sentence]
- Tidal Wave - Deal X damage to all enemies
- Poison Cloud - Deal X damage for each tile
- Metamorph - Randomly turn all tiles of one color into another
- Earthquake - Destroy all and tiles
- Holy Ground - Heal your party for X and randomly place a 1 turn Geomancy CD tile on a basic tile
Level Upgrades
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Level 2: Consumes 7 MP. Select a basic tile to replace with a 3 turn Geomancy CD tile of the same color. When this CD reaches 0 its effects differ depending on the color of the tile.
Level 3: Consumes 6 MP. Select a basic tile to replace with a 3 turn Geomancy CD tile of the same color. When this CD reaches 0 its effects differ depending on the color of the tile.
Level 4: Consumes 6 MP. Select a basic tile to replace with a 2 turn Geomancy CD tile of the same color. When this CD reaches 0 its effects differ depending on the color of the tile.
Level 5: Consumes 5 MP. Select a basic tile to replace with a 2 turn Geomancy CD tile of the same color. When this CD reaches 0 its effects differ depending on the color of the tile.
!Detect Traps (passive)
All enemy trap tiles are visible. Each turn remove 1 enemy trap tile, ignoring its effects.
Level Upgrades
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Level 2: All enemy trap tiles are visible. Each turn destroy 1 enemy trap tile, ignoring its effects.
Level 3: All enemy trap tiles are visible. Each turn remove 2 enemy trap tiles, ignoring their effects.
Level 4: All enemy trap tiles are visible. Each turn destroy 2 enemy trap tiles, ignoring their effects.
Level 5: All enemy trap tiles are visible. Each turn destroy 2 enemy trap tiles, ignoring their effects and gaining AP.
!Rampant Growth 7 AP
This character has the ability to control the effects of the land. Choose a basic tile to replace with a 5 turn Rampant Growth tile of the same color. Each turn, each Rampant Growth tile provides you with 1 AP of the color tile each is on. When the CD reaches 0, randomly replace 4 basic tiles with tiles of the color the CD tile was on.
Level Upgrades
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Level 2: Choose a basic tile to replace with a 4 turn Rampant Growth tile of the same color. Each turn, each Rampant Growth tile provides you with 1 AP of the color tile each is on. When the CD reaches 0, randomly replace 5 basic tiles with tiles of the color the CD tile was on.
Level 3: Choose a basic tile to replace with a 3 turn Rampant Growth of the same color. Each turn, each Rampant Growth tile provides you with 1 AP of the color tile each is on. When the CD reaches 0, randomly replace 6 basic tiles with tiles of the color the CD tile was on.
Level 4: Choose a basic tile to replace with a 2 turn Rampant Growth of the same color. Each turn, each Rampant Growth tile provides you with 1 AP of the color tile each is on. When the CD reaches 0, randomly replace 6 basic tiles with tiles of the color the CD tile was on.
Level 5: Choose a basic tile to replace with a 2 turn Rampant Growth of the same color. Each turn, each Rampant Growth tile provides you with 1 AP of the color tile each is on. When the CD reaches 0, randomly replace 8 basic tiles with tiles of the color the CD tile was on.
Will of the Land (passive)
At the start of your turn, if you have at least 4 AP in every color, your party members each gains 3 MP.
Level Upgrades
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Level 2: At the start of your turn, if you have at least 4 AP in every color, your party members each gains 4 MP.
Level 3: At the start of your turn, if you have at least 4 AP in every color, your party members each gains 5 MP.
Level 4: At the start of your turn, if you have at least 3 AP in every color, your party members each gains 5 MP.
Level 5: At the start of your turn, if you have at least 2 AP in every color, your party members each gains 5 MP.
Beastmaster
3 Star Rarity (???)Transform into certain powerful monsters, but lose control.
Automatic Transformation (passive)
At the start of a battle, automatically transform into a random level 1 Monster.
Level Upgrades
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Level 2: At the start of a battle, automatically transform into a random level 1 or 2 Monster.
Level 3: At the start of a battle, automatically transform into a random level 1-3 Monster.
Level 4: At the start of a battle, automatically transform into a random level 2-4 Monster.
Level 5: At the start of a battle, automatically transform into a random level 2-5 Monster.
!Control 8 AP
40% chance of inflicting a monster with [Control] status, only a 10% chance against characters.
Level Upgrades
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Level 2: 45% chance of inflicting a monster with [Control] status, only a 15% chance against characters.
Level 3: 50% chance of inflicting a monster with [Control] status, only a 15% chance against characters.
Level 4: 55% chance of inflicting a monster with [Control] status, only a 15% chance against characters.
Level 5: 60% chance of inflicting a monster with [Control] status, only a 20% chance against characters.
Any creature inflicted with [Control] status will gather AP for your team and do match and ability damage to the enemy. If an enemy under [Control] status receives damage from any source, it has a 50% chance of clearing the status. While using [Control], your character is stunned. Curing the [Stun] status breaks the [Control]. You gain the benefit of passive abilities that creature or character possesses, but using active abilities still consumes from your own AP pool (however, MP is consumed from the creature or character).
!Whip 5 AP
Deal X damage, deals an extra Y damage to Monsters.
Level Upgrades
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Level 2: Deal +X damage, deals an extra +Y damage to Monsters.
Level 3: Deal +X damage, deals an extra Y damage to Monsters.
Level 4: Deal X damage, deals an extra +Y damage to Monsters.
Level 5: Deal +X damage, deals an extra +Y damage to Monsters.
!Transform 7 AP
Choose a level 1 Monster to transform into for 5 turns. Each monster consumes a different amount of MP, running out of MP ends the transformation.
Level Upgrades
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Level 2: Choose a level 1-2 Monster to transform into for 5 turns.
Level 3: Choose a level 1-3 Monster to transform into for 5 turns.
Level 4: Choose a level 1-4 Monster to transform into for 5 turns.
Level 5: Choose a level 1-5 Monster to transform into for 5 turns.
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Buret0 wrote:Malcrof wrote:Move this mechanic into MPQ immediately. I would love a chaos character.
5* Carnage or Scarlet Witch?
To be honest, Plinko is how Hexbolt should work.
Whats wrong with 4* Chaos himself, if the celestials are coming to MPQ, some verbiage tweaking could make that his moveset.0 -
Necromancer
3 Star Rarity (???)A note about the [Zombie] status. If all characters in your party are in (a) [Downed]; (b) [Petrify]; or (c) [Zombie] status, you lose the match, just as if all of your party was downed. While you are in [Zombie] status you can no longer gain or lose health and every turn you will randomly deal damage to a non-zombie enemy or friendly character. If a character recovers from [Zombie] status, that character comes back with only a fraction of normal health.
!Necromancy 5 AP
Consumes 5 MP. Remove all downed characters from play. Randomly place a 3 turn Necromancy CD tile on tiles for each downed character removed in this way. When a Necromancy CD tile reaches 0 it becomes an attack tile of strength X.
Level Upgrades
-
Level 2: Consumes 5 MP. Remove all downed characters from play. Randomly place a 3 turn Necromancy CD tile on
Level 3: Consumes 5 MP. Remove all downed characters from play. Randomly place a 3 turn Necromancy CD tile on tiles for each downed character removed in this way. When a Necromancy CD tile reaches 0 it becomes an attack tile of strength +X.
Level 4: Consumes 5 MP. Remove all downed characters from play. Randomly place a 2 turn Necromancy CD tile on tiles for each downed character removed in this way. When a Necromancy CD tile reaches 0 it becomes an attack tile of strength X.
Level 5: Consumes 5 MP. Remove all downed characters from play. Randomly place a 2 turn Necromancy CD tile on tiles for each downed character removed in this way. When a Necromancy CD tile reaches 0 it becomes an attack tile of strength +X.
Zombification (passive)
When this character is downed, gain [Zombie] status for 5 turns. Returns to life with 5% health.
Level Upgrades
-
Level 2: When this character is downed, gain [Zombie] status for 5 turns. Return to life with 10% health.
Level 3: When this character is downed, gain [Zombie] status for 5 turns. Return to life with 15% health.
Level 4: When this character is downed, gain [Zombie] status for 3 turns. Return to life with 10% health.
Level 5: When this character is downed, gain [Zombie] status for 3 turns. Return to life with 15% health.
!Corpseyard 7 MP AP
Randomly adds 1 MP tile to every grouping of 2 or more MP tiles.
Level Upgrades
-
Level 2: Randomly adds 1 MP tile to every grouping of 2 or more MP tiles. Gain X health.
Level 3: Randomly adds 1 MP tile to every grouping of 2 or more MP tiles. Gain +X health.
Level 4: Randomly adds 1 MP tile to every grouping or stand alone MP tiles.
Level 5: Randomly adds 1 MP tile to every grouping or stand alone MP tiles. Gain +X health.
Blight (passive)
At the start of your turn, randomly replace 1 or tile with a tile.
Level Upgrades
-
Level 2: At the start of your turn, randomly replace 1
Level 3: At the start of your turn, randomly replace 1 tile with a tile and gain 2 MP.
Level 4: At the start of your turn, randomly replace 2 tiles with 2 tiles and gain 1 MP.
Level 5: At the start of your turn, randomly replace 2 tiles with 2 tiles and gain 2 MP.
Pictomancer
3 Star Rarity (???)Use magic to draw out enemy powers.
!Sketch 5 AP
Choose a target and an active ability on that target. Consume MP equal to the AP cost of that ability. Randomly place a 3 turn Sketch CD tile on a basic tile. When the CD reaches 0, the chosen ability triggers against the enemy. The CD then resets back to 3.
Level Upgrades
-
Level 2: Randomly place a 3 turn Sketch CD tile on a basic
Level 3: Randomly place a 2 turn Sketch CD tile on a basic tile. When the CD reaches 0, the chosen ability triggers against the enemy. The CD then resets back to 2.
Level 4: Place a 2 turn Sketch CD tile on a basic tile. When the CD reaches 0, the chosen ability triggers against the enemy. The CD then resets back to 2.
Level 5: Place a 2 turn Sketch CD tile on any basic tile. When the CD reaches 0, the chosen ability triggers against the enemy. The CD then resets back to 2.
!Fake Mustache 8 AP
This character disguises as one of the enemies, making the enemies sometimes attack the replicated character instead. Destroy all Disguise tiles. Choose a basic tile to become a Disguise tile. While this tile is in play, this character is disguised as a random enemy and 35% of the time, direct damage done to this character is dealt to the copied character instead.
Level Upgrades
-
Level 2: 40% chance of damaging wrong character.
Level 3: 50% chance damaging wrong character.
Level 4: 55% chance.
Level 5: 60% chance.
!Mix Palette 8 AP
Choose four different tile colors. All basic tiles of those colors are randomly swapped.
Level Upgrades
-
Level 2: Choose three different tile colors. All basic tiles of those colors are randomly swapped.
Level 3: Choose two different tile colors. All basic tiles of those colors are swapped.
Level 4: Choose three different tile colors. All tiles of those colors are randomly swapped.
Level 5: Choose two different tile colors. All tiles of those colors are randomly swapped.
!Prismatic Brush 7 AP
Consumes 1 MP for every tile on the board. Deal X damage for every 4 and tile on the board.
Level Upgrades
-
Level 2: Consumes 1 MP for every
Level 3: Consumes 1 MP for every tile on the board. Deal X damage for every 3 and tile on the board.
Level 4: Consumes 1 MP for every 2 tiles on the board. Deal X damage for every 3 and tile on the board.
Level 5: Consumes 1 MP for every 2 tile on the board. Deal +X damage for every 3 and tile on the board.0 -
I'm really happy with the way these two worked out.
Commando
3 Star Rarity (???)Commandos are primarily used to chain multiple attacks together. The more times they attack in a row, the more damage they will do. If a character is set to the Commando class, the following ability is always active:
Chain (passive)
When this character deals match damage (a) do X damage times the total count of all Chain CD tiles in play; (b)increase the count on all Chain CD tiles by 2; and (c) put a 2 turn Chain CD tile on a random basic tile. If any other character does match damage, neutralize a random Chain CD tile.
Powerchain (passive)
Do X damage if there are no Chain CD tiles in play. If class is not set to Commando, add a 2 turn Chain CD tile.
Level Upgrades
-
Level 2: Do +X damage if there are no Chain CD tiles in play.
Level 3: Do +X damage if there are no Chain CD tiles in play.
Level 4: Do +X damage if there are no Chain CD tiles in play.
Level 5: Do +X damage if there are no Chain CD tiles in play.
Adrenaline (passive)
When this character has more than 90% max HP and does damage, increase the damage done by 10%.
Level Upgrades
-
Level 2: When this character has more than 85% max HP and does damage, increase the damage done by 15%.
Level 3: When this character has more than 80% max HP and does damage, increase the damage done by 20%.
Level 4: When this character has more than 75% max HP and does damage, increase the damage done by 25%.
Level 5: When this character has more than 70% max HP and does damage, increase the damage done by 30%.
Deathblow (passive)
If the sum of all Chain CD tiles is greater than 7 when this character does match damage, 50% chance of instantly downing a target below 25% max health. Destroys all Chain CD tiles if successful.
Level Upgrades
-
Level 2: If the sum of all Chain CD tiles is greater than 7 when this character does match damage, 50% chance of instantly downing a target below 30% max health. Destroys all Chain CD tiles if successful.
Level 3: If the sum of all Chain CD tiles is greater than 7 when this character does match damage, 50% chance of instantly downing a target below 35% max health. Destroys all Chain CD tiles if successful.
Level 4: If the sum of all Chain CD tiles is greater than 6 when this character does match damage, 55% chance of instantly downing a target below 40% max health. Destroys all Chain CD tiles if successful.
Level 5: If the sum of all Chain CD tiles is greater than 6 when this character does match damage, 55% chance of instantly downing a target below 45% max health. Destroys all Chain CD tiles if successful.
!Smite 14 AP
Destroy all Chain CD tiles to do X damage to one enemy (where X increases based on the level of the character, the count of all destroyed Chain CD tiles, and the number of CD tiles destroyed) and Y damage to all other enemies.
Level Upgrades
-
Level 2: Increase X and Y.
Level 3: Increase X and Y.
Level 4: Vastly increase X based on the number of CD tiles.
Level 5: Vastly increase X based on the number of CD tiles.
Ravager
3 Star Rarity (???)Ravagers are primarily used to overwhelm and quickly defeat a specific enemy. When used in conjunction with Commandos, they are able to quickly raise the Chain counts. If a character is set to the Ravager class, the following ability is always active:
Overwhelm (passive)
When this character deals non-match damage and there are no Chain CD tiles in play, create a 1 turn Chain CD tile. If there are Chain CD tiles already in play: (a) increase the count on all Chain CD tiles by 2. If any character other than a Commando deals match damage, neutralize one Chain CD tile, this does not stack with the Commando.
Fearsiphon (passive)
Whenever any character uses any ability, randomly place a 2 turn Fearsiphon CD tile on any basic tile of the color of the ability just used. When the CD reaches 0, gain 1 AP of the type consumed.
Level Upgrades
-
Level 2: 2 turn CD, gain 1 AP of the type consumed and 1 MP.
Level 3: 2 turn CD, gain 1 AP of the type consumed and 2 MP.
Level 4: 1 turn CD, gain 2 AP of the type consumed and 2 MP.
Level 5: 1 turn CD, gain 2 AP of the type consumed and 3 MP.
Vigor (passive)
When this character has more than 90% max HP and is damaged, decrease the damage done by 30%.
Level Upgrades
-
Level 2: When this character has more than 85% max HP and is damaged, decrease the damage done by 35%.
Level 3: When this character has more than 80% max HP and is damaged, decrease the damage done by 40%.
Level 4: When this character has more than 75% max HP and is damaged, decrease the damage done by 45%.
Level 5: When this character has more than 70% max HP and is damaged, decrease the damage done by 50%.
!Ravage 8 AP
Deal X damage in the enemy's weakest color. If you have at least 8 MP, consume 8 MP and that damage is dealt to all enemies instead.
Level Upgrades
-
Level 2: Deal +X damage in the enemy's weakest color. If you have at least 8 MP, consume 8 MP and that damage is dealt to all enemies instead.
Level 3: Deal +X damage in the enemy's weakest color. If you have at least 8 MP, consume 8 MP and that damage is dealt to all enemies instead.
Level 4: Deal X damage in the enemy's weakest color. If you have at least 6 MP, consume 6 MP and that damage is dealt to all enemies instead.
Level 5: Deal +X damage in the enemy's weakest color. If you have at least 6 MP, consume 6 MP and that damage is dealt to all enemies instead.
!Cold Blood 14 AP
Destroy all Chain CD tiles to do X damage to one enemy (where X increases based on the level of the character, the count of all destroyed Chain CD tiles, and the number of CD tiles destroyed).
Level Upgrades
-
Level 2: Increase X.
Level 3: Increase X.
Level 4: Vastly increase X based on the count of CD tiles.
Level 5: Vastly increase X based on the count of CD tiles.
0 -
Ranger
4 Star Rarity (???)The ranger is the master Archer class. He attacks from out of sight and provides backup to his frontline allies. When he is able to take the time to line up a shot, he deals critical damage and can chain multiple critical shots together.
Arrow Rain 14 AP
Put between 3 and up to 8 CD tiles on basic tiles. The more CD tiles you put in play the longer the CDs. When the CDs reach 0, deal X damage to a random enemy.
Level Upgrades
-
Level 2: +X.
Level 3: +X.
Level 4: +X, shorter CDs.
Level 5: +X.
Backup (passive)
When another party member does match damage, this character also does match damage.
Level Upgrades
-
Level 2: If the match is in this character's weakest two colors, do damage as though the third strongest color was matched.
Level 3: If the match is in the character's weakest three colors, do damage as though the third strongest color was matched.
Level 4: If the match is in this character's weakest four weakest colors, do damage as though the second strongest color was matched.
Level 5: Always do damage as though the strongest color was matched.
Hidden Shot (passive)
Consumes 5 MP. Whenever this character matches a critical tile, randomly place a 3 turn Hidden Shot CD tile on a basic tile. When the CD reaches 0, this tile turns into a critical tile.
Level Upgrades
-
Level 2: Randomly place a 2 turn Hidden Shot CD tile on a basic tile. When the CD reaches 0, this tile turns into a critical tile.
Level 3: Place a 2 turn Hidden Shot CD tile on a basic tile. When the CD reaches 0, this tile turns into a critical tile.
Level 4: Randomly place 2 3-turn Hidden Shot CD tiles on basic tiles.
Level 5: Place 2 2-turn Hidden Shot CD tiles on basic tiles.
Piercing Shot (passive)
Consumes 5 MP. When you make a match, deal X damage to all enemies.
Level Upgrades
-
Level 2: Consumes 5 MP. When you make a match, deal +X damage to all enemies.
Level 3: Consumes 5 MP. When you make a match, deal +X damage to all enemies.
Level 4: Consumes 3 MP. When you make a match, deal X damage to all enemies.
Level 5: Consumes 3 MP. When you make a match, deal +X damage to all enemies.
Viking
4 Star Rarity (???)Vikings are warriors with high health that are difficult to take down. Their faith in the Norse Gods allow them to sometimes unleash tremendous powers. The highest level Vikings have access to the seeds of the world tree, which can open portals to the nine realms... with varying effects.
Summon Thor 10 AP
Consumes 9 MP. Deal X damage to the enemy and then X damage to all enemies.
Level Upgrades
-
Level 2: Consumes 8 MP. Deal X damage to the enemy and then X damage to all enemies.
Level 3: Consumes 7 MP. Deal +X damage to the enemy and then X damage to all enemies.
Level 4: Consumes 6 MP. Deal X damage to the enemy and then X damage to all enemies.
Level 5: Consumes 5 MP. Deal +X damage to the enemy and then X damage to all enemies.
!Summon Loki 7 AP
Consumes 9 MP. All enemy strike tiles become friendly protect tiles and all enemy protect tiles become friendly strike tiles.
Level Upgrades
-
Level 2: Consumes 8 MP. All enemy strike tiles become friendly protect tiles and all enemy protect tiles become friendly strike tiles.
Level 3: Consumes 7 MP. All enemy strike tiles become friendly protect tiles and all enemy protect tiles become friendly strike tiles.
Level 4: Consumes 7 MP. All enemy strike tiles become friendly protect tiles and all enemy protect tiles become friendly strike tiles. Neutralize two random enemy CD tiles.
Level 5: Consumes 6 MP. All enemy strike tiles become friendly protect tiles and all enemy protect tiles become friendly strike tiles. Neutralize all enemy CD tiles.
!Summon Freyja 8 AP
Creates a random strike or protect tile of strength X.
Level Upgrades
-
Level 2: Creates a random strike or protect tile of strength +X.
Level 3: Creates a random strike or protect tile of strength +X.
Level 4: Place a strike or protect tile of strength +X.
Level 5: Place a strike or protect tile of strength +X.
!Yggradsil 14 AP
Scatter the seeds of the world tree. Randomly place 6 5-turn Seed CD tiles. If anyone matches a Seed tile, randomly place a 5-turn Seed tile. When the CDs reach 0, the portal opens to one of the nine realms.
Midgard - Human Realm - The portal opens back to itself and does nothing.
Asgard - Warrior God Realm - The portal opens to the arena of the Gods, does X enemy party damage
Vanaheim - Healing God Realm - The portal opens on the feast of the Gods, heals X party damage
Jotunheim - Giant Realm - The portal opens on a rampaging giant, damages everyone by X.
Alfheim - Light Elves Realm - The portal opens on a passing light elf, heals everyone by X.
Hel - Realm of the Dead - The portal opens on the Queen of Hel, casts 7-turn [Countdown] on all characters or reduces existing [Countdown] by 1.
Nioavellir - Dwarven Realm - The portal opens on the golden halls, grants 2 AP in all colors.
Niflheim - Ice Element - The portal opens on the original ice realm, deals damage to enemy.
Muspelheim - Fire Element - The portal opens on the original fire realm, deals damage to enemy.
Level Upgrades
-
Level 2: Matched CD tiles create 4-turn CDs.
Level 3: Matched CD tiles create 3-turn CDs.
Level 4: Creates 9 CD tiles.
Level 5: Creates 4-turn CD tiles.
0 -
Machinist
4 Star Rarity (???)The Machinist is a master of mechanical devices. At lower levels, he uses the [Oil] status to soak the enemy in a flammable liquid that ignites when the enemy receives damage. At higher levels, he can deploy Magitek Armor to increase his power. At the highest level he downs his entire party to power up the ultimate machine: Bravo Weapon.
Grease Touch (passive)
When this character deals match damage, adds 3-turn [Oil] status to the enemy.
Level Upgrades
-
Level 2: When this character deals match damage, adds 4-turn [Oil] status to the enemy.
Level 3: When this character deals match damage, adds 5-turn [Oil] status to the enemy.
Level 4: When this character deals match damage, adds 7-turn [Oil] status to the enemy.
Level 5: When this character deals match damage, adds 10-turn [Oil] status to the enemy.
!Auto Cannon 7 AP
Place a 3 turn Auto Cannon CD tile on any basic tile. When the CD reaches 0, deal X damage to all enemies and reset the CD to 3 turns.
Level Upgrades
-
Level 2: Place a 3 turn Auto Cannon CD tile on any basic
Level 3: Place a 2 turn Auto Cannon CD tile on any basic tile. When the CD reaches 0, deal +X damage to all enemies and reset the CD to 3 turns.
Level 4: Place a 2 turn Auto Cannon CD tile on any basic tile. When the CD reaches 0, deal X damage to all enemies and reset the CD to 2 turns.
Level 5: Place a 1 turn Auto Cannon CD tile on any basic tile. When the CD reaches 0, deal +X damage to all enemies and reset the CD to 2 turns.
Magitek Armor 9 AP
Requires minimum 5 MP. Consumes all MP. Gain [Magitek] status for turns equal to the MP consumed. Doubles your maximum and current health. Ignores all other status change effects. Downs the character when [Magitek] status reaches 0 turns.
Level Upgrades
-
Level 2: Doubles your maximum health, current health, and match damage.
Level 3: Doubles your maximum health, current health, and match damage. Add 2 turns to the [Magitek] status.
Level 4: Doubles your maximum health, current health, and match damage and adds 20% to all other damage. Add 3 turns to the [Magitek] status.
Level 5: Doubles your maximum health and match damage and adds 20% to all other damage. Heals 100% of current health. Add 3 turns to the [Magitek] status.
Bravo Weapon 16 AP
Pilot the giant mech: Bravo Weapon. Sacrifice 100% of all party health. Bravo Weapon has double the maximum health of the sacrificed health and is healed to full. Bravo weapon's match damage is equal to double the sum of all party match damage. Ignores all status change effects. Bravo Weapon has no AP abilities.
Level Upgrades
-
Level 2: Consumes 5 MP at the start of your turn to deal X damage to all enemies.
Level 3: Consumes 5
Level 4: Consumes 5 AP at the start of your turn to heal 5% of maximum health.
Level 5: Bravo Weapon's match damage is equal to triple the sum of all party match damage.
Gunner
4 Star Rarity (???)The Gunner class is a master of the ranged attack, using a basic rifle as standard issue, but capable of using more powerful weapons. Anyone in the Gunner class gains the following passive ability:
Armor Piercing (passive)
Ignore all protect tiles and passive abilities when dealing damage, so long as a friendly strike tile is present.
Sniper Rifle 10 AP
Deal X damage. Has a 10% chance of automatically downing an enemy with more than 50% health and a 40% chance of automatically downing an enemy with 50% or less health.
Level Upgrades
-
Level 2: Deal +X damage. Has a 10% chance of automatically downing an enemy with more than 50% health and a 40% chance of automatically downing an enemy with 50% or less health.
Level 3: Deal X damage. Has a 15% chance of automatically downing an enemy with more than 50% health and a 45% chance of automatically downing an enemy with 50% or less health.
Level 4: Deal +X damage. Has a 15% chance of automatically downing an enemy with more than 60% health and a 45% chance of automatically downing an enemy with 60% or less health.
Level 5: Deal +X damage. Has a 20% chance of automatically downing an enemy with more than 60% health and a 50% chance of automatically downing an enemy with 60% or less health.
!Machine Gun 7 AP
Deals a spray of damage at the enemy party. Randomly place 5 2-turn Machine Gun CD tiles. When the CD reaches 0, deal X damage to a random enemy.
Level Upgrades
-
Level 2: Randomly place 6 2-turn Machine Gun CD tiles. When the CD reaches 0, deal X damage to a random enemy.
Level 3: Randomly place 7 2-turn Machine Gun CD tiles. When the CD reaches 0, deal X damage to a random enemy.
Level 4: Randomly place 8 2-turn Machine Gun CD tiles. When the CD reaches 0, deal X damage to a random enemy.
Level 5: Randomly place 9 2-turn Machine Gun CD tiles. When the CD reaches 0, deal X damage to a random enemy.
!Flamethrower 14 AP
Deals X damage to all enemies.
Level Upgrades
-
Level 2: Deals +X
Level 3: Deals +X damage to all enemies.
Level 4: Deals +X damage to all enemies.
Level 5: Deals +X damage to all enemies.
!Rocket Launcher 14 AP
Randomly place a 3-turn Rocket CD tile on a basic tile. When the CD reaches 0, neutralize the CD tile and turn all 8 tiles around the tile into 1-turn Explosion tiles. When an Explosion tile reaches 0, deal X damage to all enemies.
Level Upgrades
-
Level 2: Deal +X damage.
Level 3: Deal +X damage.
Level 4: 2-turn Rockets. Deal +X damage.
Level 5: Deal +X damage.
0 -
Mmmmm... Bravo Weapon....0
-
Freelancer
4 Star Rarity (???)The Freelancer is a unique class in that it doesn't have any abilities of its own. Instead, characters who gain levels in this class and continue to use this class are able to equip a broader variety of abilities.
Level 1 - Characters in the Freelancer class can equip a character ability to the class ability slot.
Level 2 - Characters in the Freelancer class can equip abilities into the third slot that conflict with the first slot.
Level 3 - Characters in the Freelancer class can equip abilities into the third slot that conflict with the second slot.
Level 4 - Characters in the Freelancer class can equip level 5 class abilities in the third ability slot, if the character has mastered all abilities in that class.
Alchemist
4 Star Rarity (???)The Alchemist is the Master Chemist class. While a character is in the Alchemist class gain the following passive ability:
Ether (passive)
At the start of each turn, a random party member recovers 5 MP.
!XPotion 8 AP
Target character regains 40% health.
Level Upgrades
-
Level 2: Target character regains 45% health.
Level 3: Target character regains 50% health.
Level 4: Target character regains 55% health.
Level 5: Target character regains 60% health.
!Elixer 10 AP
This character recovers 40% max health and MP.
Level Upgrades
-
Level 2: This character recovers 45% max health and MP.
Level 3: This character recovers 50% max health and MP.
Level 4: This character recovers 55% max health and MP.
Level 5: This character recovers 60% max health and MP.
!Phoenix Pinion 11 AP
Revive a downed character with 30% health.
Level Upgrades
-
Level 2: Revive a downed character with 35% health.
Level 3: Revive a downed character with 40% health.
Level 4: Revive a downed character with 45% health.
Level 5: Revive a downed character with 50% health.
!Megalixer 14 AP
All party regains 40% max health and MP.
Level Upgrades
-
Level 2: All party regains 45% max health and MP.
Level 3: All party regains 50% max health and MP.
Level 4: All party regains 55% max health and MP.
Level 5: All party regains 60% max health and MP.
0 -
Up to this point there is a decent distribution of skills.
In the level 1-4 classes there are the following color distributions:
red - 27 (17.3%)
black - 24 (15.4%)
blue - 32 (20.5%)
green - 27 (17.3%)
purple - 29 (18.6%)
yellow - 17 (10.9%)
Yellow is the holy power, mostly concerned with life and healing. It makes sense to have those abilities be more rare in a game where you don't want the matches to involve two parties who just sit there healing.
Blue is the most predominant because I designed many of the passive abilities to be in the blue power to prevent too many passive abilities from being equipped to the same character. Blue also has many of the abilities in the Blue Mage and Ravager class (representing a big chunk of the blue abilities).0 -
Boss Monster Enemy list (as ideas come):
Hydra - Done
Ultros - Done
Gilgamesh - Done
Omega - Done
Minor Bosses:
Garland -Level 1. Nothing but physical attacks every turn.
Kraken - Level 4. Physical attacks, lightning attacks, 8 tentacles. Weak against lightning.
Lich - Level 4. Undead, weak to holy and fire. Physical attacks have a chance to stun. Casts random level 4 magic. Auto-haste when below 50% health.
Phantom Train - Level 2. Undead, weak to holy and fire. Uses [Countdown], random physical attacks, and lv5 Doom.
Shinryu
Tiamat
Vampire
Final bosses in games:
Chaos (FF I)
Emperor of Palamecia (FF II)
Cloud of Darkness (FF III)
Zeromus (FF IV)
Exdeath (FF V)
Neo Exdeath (FF V)
Kefka (FF VI)
Jenova (FF VII)
Sephiroth (FF VII)
Ultimecia (FF VIII)
Kuja (FF IX)
Necron (FF IX)
Sin (FF X)
Yu Yevon (FF X)
The Undying (FF XII)
Orphan (FF XIII)
Jet Bahamut (FF XIII)
Chaos Bahamut (FF XIII)
Bhunivelze (FF XIII-3)
Ultima the High Seraph (FF Tactics)0 -
HydraLevel 5 Monster
Elemental Affinity:-
Absorb:
Strong:
Neutral:
Weak:
Each turn the Hydra generates 2 AP and 2 MP.
Tidal Wave (passive)
Consumes 7 AP. Randomly place a 3-turn Tidal Wave CD tile. When the CD reaches 0, do X damage to all enemies and allies.
Hydra Heads (passive)
When this creature receives damage greater than 5% of remaining health and has at least 4 MP, consume 4 MP and place a Hydra Head tile on a random or tile. If a Hydra Head is destroyed, randomly place 2 Hydra Heads. Each turn Hydra Heads each deal X damage to random enemies. If Hydra is damaged by element, neutralize 1 random Hydra Head.
Tail Swipe (passive)
Each turn this creature randomly destroys a row of tiles, dealing no damage or gaining AP.0 -
UltrosLevel 3 Monster
Elemental Affinity:-
Absorb:
Strong:
Neutral:
Weak:
Each turn Ultros generates 2 AP and 2 MP.
Grab (passive)
Consumes 3 AP. At the start of his turn Ultros randomly damages and stuns an enemy for 2 turns.
Counter (passive)
When this creature receives magic damage, place a 1-turn Acid Rain tile on a tile. When the CD reaches 0, deal X damage to the enemy party and remove all positive status effects.
When this creature receives any other damage, place a 1-turn Ink tile on a tile. When the CD reaches 0, deal X damage and 50% chance of causing 5-turn [Blind].
Tentacle (passive)
Each turn, consume 3 MP to place 4 3-turn Tentacle CD tiles on random basic tiles. When the CD reaches 0, deal X damage to a random enemy.0 -
GilgameshLevel 6 Monster
History: Gilgamesh has appeared in a number of Final Fantasy games. The lore is, each Gilgamesh is not distinct, but rather the same Gilgamesh appears in the games, traveling from dimension to dimension. Gilgamesh is shown in the series to be a collector of rare and powerful swords; in particular, he seems fixated on finding "the true" Excalibur. In some games he is shown as owning replicas (of varying quality) of the true swords. In the series, Gilgamesh is known to get stronger the weaker he gets, often casting protect/shell/haste when he gets serious. He is known to be able to use white magic, blue magic, and has even been seen using Dragoon jump attacks while wielding a lance.
In this game, Gilgamesh's main attack is to reach into the rift to pull out four swords from his collection and to throw them out on the battlefield. Gilgamesh looks at each of them, chooses one, and expertly attacks you with it, sending the others back into the rift. Knocking away the CD tile for his swords is going to be difficult, as you need to destroy all of them to prevent his attack. Each of his swords has a unique effect, so you don't know what to expect when a CD reaches 0.
His Rift Traveler ability will cause him to cast Protect/Shell/Haste if you deal damage equal to more than 10% of his current life, so as he gets lower on HP he becomes more and more likely to buff his status. This will make him far more dangerous, as his Famous Sword 'the Chicken Knife' can deal lethal damage when he gets low on HP.
Finally, in order to represent his adaptability and to give a nod to his FF V appearance, Gilgamesh has the ability to go [Airborne] in order to allow himself time to build up his AP and MP while he is unable to be harmed.
Appearances: FF I: Dawn of Souls and other remakes; FF IV: The After Years; FF V; FF IV; FF VIII; FF IX; FF XI; FF XII; FF XII-RW; FF XIII-2; FF XIV; FF Type-0; Dissidia; and Dissidia 012.
I wager that he will make an appearance in the upcoming FF VII HD remake.
Elemental Affinity:-
Absorb: None
Strong:
Neutral: None
Weak: None
Each turn Gilgamesh generates 3 AP, 3 AP, and 3 MP.
Sword Selection (passive)
Gilgamesh grabs a selection of his swords from the rift and throws them onto the battlefield. After choosing one to attack with, he sends the others back into the rift.
Consumes 4 AP. Place 4 3-turn Famous Sword tiles on basic tiles. When the CD reaches 0, destroy all friendly Famous Sword tiles and 12.5% chance of each of the following: Excalipoor, deals 1 damage; Excalibur, deals X damage; Zantetsuken, inflicts 7 turn [Countdown] on the party; Nagatina, deals Y damage to the party; Masamune, deals Y damage and heals for Y; Gengi Blade, deals Y damage and inflicts a negative status effect; Tournesol, deals Y damage to a random enemy and steals 3 random AP; and Chicken Knife, deals Z damage and deals more damage the lower Gilgamesh's HP. The CD on these swords is affected by [Haste] status.
Rift Traveler (passive)
When this creature receives damage greater than 10% of his current health, consume 9 MP to grant 5 turn Haste/Protect/Shell.
Dragoon (passive)
At the start of each turn, consume 6 AP to gain 1-turn [Airborne] status. When he lands, deal X damage to a random character.
Gilgamesh ΩLevel 7 Monster
History: Gilgamesh has traveled to many dimensions and has finally found the swords he was looking for. Get ready to face his ultimate form.
Elemental Affinity:-
Absorb: None
Strong:
Neutral: None
Weak: None
Each turn Gilgamesh generates 4 AP, 4 AP, and 4 MP.
Sword Selection (passive)
Gilgamesh grabs a selection of his swords from the rift and throws them onto the battlefield. After choosing one to attack with, he sends the others back into the rift.
Consumes 4 AP. Place 4 3-turn Famous Sword tiles on basic tiles of the same random color. When the CD reaches 0, destroy all friendly Famous Sword tiles of the same color and 12.5% chance of each of the following: Neo Excalibur, deals X damage; Zantetsuken, inflicts 7 turn [Countdown] on the party; Buster Sword, deals Y damage 8 times to random enemies; Kain's Lance, 1 turn [Airborne], deals X to random on landing; Lion Heart, Deals Y damage to an enemy for every basic tile on the board; Masamune, target gains 2-turn [Airborne] and then receives X damage on landing; Caladbolg, deal Y damage to all enemies and place a strength Z strike tile; and Chaos' Revenge, deal Y damage to all enemies and inflict 2-turn stun.
Rift Traveler (passive)
When this creature receives damage greater than 5% of his current health, consume 9 MP to grant 5 turn Haste/Protect/Shell.
Gengi Gear (passive)
At the start of each turn, consume 2 AP to place 3 1-turn Gengi tiles. When the CD reaches 0, place a random strength X strike, attack, or protect tile on a basic tile.
Tip:
Every turn Gilgamesh will be putting out 8 CD tiles. That's way too may to chase down. He will also be very difficult to kill if you allow him to build up his MP, casting 5-turn Haste/Protect/Shell almost any time you deal big damage. He's also resistant (50%) to all elemental attacks.
Bringing in someone with Dark Knight type skills will allow you to manage his MP. Alternatively, use abilities that allow you to dispel positive status effects.
As for his CD tiles, you might need someone with excellent board destruction abilities. The other alternative is to allow his CD tiles to go off giving Gilgamesh a bunch of Strike and Protect tiles that you can steal or mass dispel. Someone with the ability to cast Slow will give you more time to manage the CD tiles, just make sure that he can't cast Haste to counter.
Trap tiles will be useless... Gilgamesh will likely overwrite your traps with his CD tiles and he doesn't make a match unless his CD tiles disappear forcing the board to match.
Someone with major offense skills will be a huge bonus. Skills like Always Berserk Character will take one of your characters out, but if you equip the Dark Knight skill Dark Sword to that character, you will be able to do good damage every turn while draining 3-5 MP. Someone like Squall with the Gunblade passive would be a good bet, especially if he is set to the Freelancer class and has mastered it.
With match damage coming in every turn and Gilgamesh's MP neutered, you can then deal with his CD tiles. A Time Mage will be able to cast level 2 Slow to give you an extra turn to deal with the tiles and will be able to use the Distort spell to rearrange the board. Black Mages can do non-elemental damage to avoid Gilgamesh's elemental resistances, but they are unlikely going to be able to survive long if any swords hit. Instead you can bring in a healer to keep the party buffed with protect and healing. The Bard skill Resonance would also help to break through the enemy tiles.
The Viking skill Summon Loki at the highest level will allow you to steal strike and protect tiles and neutralize all enemy CD tiles (7 AP and 6 MP). If paired with something that allows you to generate AP and/or MP, you could very easily manage this battle.
If you have made it all the way to the final incarnation of Gilgamesh, you are already an elite player. Figuring out how to defeat him shouldn't be a challenge for you. A lucky board never hurts either.0 -
OmegaLevel 7 Monster
History: This is the Final Fantasy V version of Omega. An optional boss monster, Omega's only weakness is the lightning element, represented in this game as tiles. Omega absorbs all non-physical damage dealt to him from any non-lightning element. In game, this means that match damage from any color tile except for will be absorbed by Omega. MP tiles are neutral and can be freely matched. However, Omega will counter any damage received with a 6 MP gravity spell that instantly reduces the attacker's current HP by 1/2. Every four turns, Omega will gather up enough AP to use its status inducing Encircle. In FFV, Encircle would instantly remove a character from the battle with no chance of reviving. In this game, Encircle might remove you from battle, Confuse you, kill anyone with a level at multiples of 5, or cast a 5-turn Protect/Shell/Reflect. Omega's abilities can be countered by draining or stealing his AP and MP. It will be far more difficult to prevent Atomic Ray, meaning that you are going to need to keep the party healed and have a way of dealing with the Haste status, as that will lead to 0-turn CD tiles for all of Omega's future Omega Rays.
Defeating Omega is optional. He will be used as the boss for some of the highest level bonus spells, abilities, classes, and characters.
Elemental Affinity:-
Absorb:
Strong: None
Neutral: None
Weak:
Each turn Omega generates 3 AP, 3 AP, and 3 MP.
Omega Ray (passive)
Consumes 4 AP. Place 2 1-turn Heat Ray tiles on basic tiles. When the CD reaches 0, Omega blasts the enemy with atomic energy, dealing X damage to the party and casting 2-turn Haste on itself.
Counter (passive)
When this creature receives damage, consume 6 MP and reduce the attacker's HP by 1/2 of its current HP.
Omega Program (passive)
At the start of each turn, consume 12 AP to deal one of the following at 25% chance each: Encircle, remove a random enemy from battler; Confuse, 5-turn [Confuse] status; 1-turn CD Level 5 Death on the enemy party; or 5-turn Shell/Protect/Reflect.0 -
Garland (I)Level 1 Monster
History: The first boss fight in the first Final Fantasy game. Garland was once a Royal Knight who ended up turning evil, kidnapping the princess, and trying to kill the Warriors of Light. He died at the Chaos Shrine, commencing an infinite time loop whereby the elemental fiends sent him to the past (to become Chaos) and he (as Chaos) created the four elemental fiends and sent them to the future. In this game, this is the weaker first incarnation of Garland (before Chaos). He has slow, basic attacks, but if he isn't defeated quickly, the four elemental fiends will create a time distortion to restart the battle.
Elemental Affinity:-
Absorb: None
Strong: None
Neutral:
Weak: None
Each turn Garland generates 2 AP, 1 and AP, and 1 MP.
Charge (passive)
Consumes 3 AP. Place a 2-turn Charge tile on a basic tile. When the CD reaches 0, Garland deals X damage to the enemy.
Magic (passive)
Consumes 5 MP. Place a 2-turn Magic tile on a basic tile. When the CD reaches 0, Garland casts a random level 2 Black spell on the enemy party.
Time Loop (passive)
Consumes 15 and AP. At the start of his turn, Garland restarts the current battle.0 -
The boss Monsters of FF I:
Lich (I)Level 3 Boss Monster
History: The Fiend of Earth. In the original Final Fantasy game, Lich was draining the power of the Earth crystal. Even when people thought it was the Vampire, they knew it was the Lich. In the original game, Lich was undead, making him weak to Fire and Holy attacks. His physical attacks could stun and he cast spells like Ice2. When fighting him 2000 years in the past, he added some much more powerful attacks.
Elemental Affinity:-
Absorb:
Strong: None
Neutral:
Weak:
Each turn Lich generates 2 AP, 2 AP, and 2 MP.
Lich Attack (passive)
Consumes 4 AP. Stun the target for 1 turn and deal X damage.
Lich Magic (passive)
Consumes 4 AP and 2 MP. Place a 2-turn Lich Magic CD tile on a random basic tile. When the CD reaches 0, casts a level 4 black spell or a level 6 black spell if below 25% health.
Lich (II)Level 4 Boss Monster
History: The Fiend of Earth. The 2000 years in the past version has added some much more powerful attacks.
Elemental Affinity:-
Absorb:
Strong: None
Neutral:
Weak:
Each turn Lich generates 2 AP, 2 AP, and 2 MP.
Lich Attack (passive)
Consumes 4 AP. Stun the target for 1 turn and deal X damage.
Lich Magic (passive)
Consumes 4 AP and 2 MP. Place a 2-turn Lich Magic CD tile on a random basic tile. When the CD reaches 0, casts a level 4 black spell or a level 6 black spell if below 50% health.
Chaos Distortion (passive)
Consumes 8 MP. Casts 3-turn [Haste] and [Slowga].
Marilith (I)Level 3 Boss Monster
History: The Fiend of Fire. In the original Final Fantasy game, Marilith, aka Kary, was draining the power of the Fire crystal in Gurgu Volcano. In the original game, Kary was weak to Ice attacks. Her physical attacks could stun and she cast spells like Fire2. When fighting her 2000 years in the past, she added some much more powerful attacks.
Elemental Affinity:-
Absorb:
Strong: None
Neutral:
Weak:
Each turn Marilith generates 2 AP, 2 AP, and 2 MP.
Marilith Sweep (passive)
Consumes 4 AP. Deals X damage to the enemy party, 50% chance to stun any targets for 1 turn.
Fire Magic (passive)
Consumes 4 AP and 2 MP. Place a 2-turn Fire Magic CD tile on a random basic tile. When the CD reaches 0, casts a level 3, 4, or 5 black spell or a level 6 black spell if below 25% health.
Marilith (II)Level 4 Boss Monster
History: The Fiend of Fire. The 2000 years in the past version has added some much more powerful attacks.
Elemental Affinity:-
Absorb:
Strong: None
Neutral:
Weak:
Each turn Marilith generates 3 AP, 2 AP, and 2 MP.
Marilith Sweep (passive)
Consumes 4 AP. Deals X damage to the enemy party, 60% chance to stun any targets for 1 turn.
Fire Magic (passive)
Consumes 4 AP and 1 MP. Place a 2-turn Fire Magic CD tile on a random basic tile. When the CD reaches 0, casts a level 3, 4, or 5 black spell or a level 6 black spell if below 50% health.
Chaos Distortion (passive)
Consumes 8 MP. Casts 3-turn [Haste] and [Slowga].
Kraken (I)Level 3 Boss Monster
History: The Fiend of Water. In the original Final Fantasy game, Kraken was draining the power of the Water crystal. In the original game, Kraken was weak to Lightning. He used Ink to blind his targets and his physical attacks could hit up to 8 times. When fighting him 2000 years in the past, he added some much more powerful attacks.
Elemental Affinity:-
Absorb:
Strong: None
Neutral:
Weak:
Each turn Kraken generates 2 AP, 2 AP, and 2 MP.
Kraken Tentacles (passive)
Consumes 4 AP. Randomly place 4 Kraken Tentacle 2-turn CD tiles on basic tiles. When the CD reaches 0, deal X damage to a random target with a 50% chance of doing X damage to that target a second time. If Kraken is below 25% health, automatically do the second attack.
Kraken Ink (passive)
Consumes 2 AP and 1 MP. 50% chance of 3-turn [Blind] on a random target.
Kraken (II)Level 4 Boss Monster
History: The Fiend of Water. The 2000 years in the past version has added some much more powerful attacks.
Elemental Affinity:-
Absorb:
Strong: None
Neutral:
Weak:
Each turn Kraken generates 3 AP, 2 AP, and 2 MP.
Kraken Tentacles (passive)
Consumes 4 AP. Randomly place 4 Kraken Tentacle 2-turn CD tiles on basic tiles and a 3-turn Kraken Magic on a tile. When the CD reaches 0 on a Kraken Tentacle tile, deal X damage to a random target with a 50% chance of doing X damage to that target a second time. If Kraken is below 50% health, automatically do the second attack. When the CD reaches 0 on a Kraken Magic tile, cast a level 5 black spell.
Kraken Ink (passive)
Consumes 2 AP and 1 MP. 50% chance of 3-turn [Blind] on a random target.
Chaos Distortion (passive)
Consumes 8 MP. Casts 3-turn [Haste] and [Slowga].
Tiamat (I)Level 3 Boss Monster
History: The Fiend of Air. In the original Final Fantasy game, Tiamat was draining the power of the Air crystal in the floating tower. In the original game, Tiamat had no elemental weaknesses and was resistant to fire, ice, lightning, and earth magic. She cast lightning, poison, ice, and fire magics and had a powerful attack. When fighting her 2000 years in the past, she added some much more powerful attacks.
Elemental Affinity:-
Absorb:
Strong:
Neutral:
Weak: None
Each turn Tiamat generates 2 AP, 2 AP, and 2 MP.
Tiamat Venom (passive)
Consumes 4 AP. Deals X damage to the enemy and adds 2-turn [Poison] status.
Tiamat Magic (passive)
Consumes 4 AP and 2 MP. Place a 2-turn Tiamat Magic CD tile on a random basic tile. When the CD reaches 0, casts a 4 black spell or a level 6 black spell if below 25% health.
Tiamat (II)Level 4 Boss Monster
History: The Fiend of Air. The 2000 years in the past version has added some much more powerful attacks.
Elemental Affinity:-
Absorb:
Strong:
Neutral:
Weak: None
Each turn Tiamat generates 3 AP, 3 AP, and 3 MP.
Tiamat Venom (passive)
Consumes 4 AP. Deals X damage to the enemy and adds 4-turn [Poison] status.
Tiamat Magic (passive)
Consumes 4 AP and 1 MP. Place a 2-turn Tiamat Magic CD tile on a random basic tile. When the CD reaches 0, casts a 4 black spell or a level 6 black spell if below 50% health.
Chaos Distortion (passive)
Consumes 8 MP. Casts 3-turn [Haste] and [Slowga].
ChaosLevel 5 Boss Monster
History: The reborn Garland, pulled back through time by 2000 years. Exploiting a rift in time, the only way to prevent history from forever repeating itself is to destroy him in the past. In the game, Garland cast Fire 3, Ice 3, Lightning 3, Tornado, Inferno, Swirl, and Crack. In game, he casts a great many powerful spells, and can even ignore [Reflect] status.
Elemental Affinity:-
Absorb:
Strong:
Neutral:
Weak: None
Each turn Chaos generates 3 AP, 3 AP, 3 AP, 3 AP, 3 AP, and 3 MP.
Elemental Power (passive)
Consumes 4 AP, 4 AP, 4 AP, and 4 AP. Randomly place 4 3-turn Elemental Power CD tiles on a and tile. When the CD reaches 0, cast a level 6 black spell of the element the CD tile was on.
Chaos Magic (passive)
Consumes 4 AP and 1 MP. Place a 2-turn Chaos Magic CD tile on a random basic tile. When the CD reaches 0, casts a random level 6 black spell or a random level 7 black spell if below 40% health. These spells ignore [Reflect] status.
Chaos Distortion (passive)
Consumes 8 MP. Remove all positive status effects from the enemy party.0
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