ABILITY LIST
<Flight>
If the unit directly across cannot block <Flight>, attack the Hero directly. Blocks attacks from units with <Flight>.
<Rush>
Speeds up first attack after card played.
<Heavy Pierce>
After defeating an enemy unit through attack damage, the attack damage dealt to that unit will also be dealt to the enemy Hero.
<Agility>
Doubles attack gauge speed.
<Slow>
Halves attack gauge speed.
<Crush>
Deal damage when attacking without taking damage from counters.
<Combo>
Deal damage twice when attacking.
<Shield>
Nullifies damage taken. (One time only)
<Veil>
Prevents targeting by an opponent's Action Cards and Hero Art.
<Revenge>
Once per game, when this unit is destroyed, return it to the deck instead of placing it in your Graveyard.
When the unit is returned to the deck, reduce its original MP cost by half.
Costs are rounded up.
When the unit is returned to the deck, reduce its original MP cost by half.
Costs are rounded up.
<Spillover>
Once per attack, deal damage to adjacent units of the unit that was attacked equal to half of the damage dealt to that unit.
<Anti-Air>
Blocks attacks from units with <Flight>.
<Indestructible>
Nullifies destroy effects. (Will be destroyed if HP reaches 0.)
<Ascended>
This card can be played on top of a friendly unit.
The overlapped unit is destroyed, and the unit played gains the <Ascended> status.
Cannot be placed on units with <Indestructible>.
The overlapped unit is destroyed, and the unit played gains the <Ascended> status.
Cannot be placed on units with <Indestructible>.
<Memory>
Effects activate if the number of Action Cards used in the battle is equal to or greater than the displayed number.
If it's on a Unit Card, effects activate if the number of Action Cards used in the battle is equal to or greater than the displayed number at the time the unit is placed on the field.
If it's on a Unit Card, effects activate if the number of Action Cards used in the battle is equal to or greater than the displayed number at the time the unit is placed on the field.
<∞ Revenge>
When this unit is destroyed, return it to the deck instead of placing it in your Graveyard. This effect can be activated an infinite number of times.
When the unit is returned to the deck, reduce its original MP cost by half. Costs are rounded up.
If the original card gaining this effect didn't have the <∞ Revenge> ability, the gained ability becomes <Revenge>.
When the unit is returned to the deck, reduce its original MP cost by half. Costs are rounded up.
If the original card gaining this effect didn't have the <∞ Revenge> ability, the gained ability becomes <Revenge>.
<5 Revenge>
5 times per game, when this unit is destroyed, return it to the deck instead of placing it in your Graveyard.
When the unit is returned to the deck, reduce its original MP cost by half. Costs are rounded up.
If the original card gaining this effect didn't have the <5 Revenge> ability, the gained ability becomes <Revenge>.
When the unit is returned to the deck, reduce its original MP cost by half. Costs are rounded up.
If the original card gaining this effect didn't have the <5 Revenge> ability, the gained ability becomes <Revenge>.
Halt
While halted, the target will be unable to attack or counter.
If the target were to be attacked, they will not counter, and their attack gauge cannot be reset.
If the target were to be attacked, they will not counter, and their attack gauge cannot be reset.
MP Boost
Increases MP charge speed.
Art Charge
Gain Art Points.
Lock
Locks a slot. Units cannot be placed on a slot while it is locked.
Seal
Nullifies all abilities and effects on a unit. Units can still gain effects after being sealed.
Pierce Damage
After defeating an enemy unit, any excess damage is dealt to the enemy Hero.
Explore
The specified card not in your deck is newly found and added to your EX Pocket.
<Growth>
Gains Growth Points equal to MP cost of friendly unit played from hand. Levels up after a set amount of GP.
Evidence
Consumed when activating unit abilities and <Present> effects.
<Present>
An effect that activates upon consuming the designated amount of Evidence.
This effect does not activate if you do not have enough Evidence.
This effect does not activate if you do not have enough Evidence.
<Quest>
You'll level up when you fulfill the required conditions.
<Faith>
Upon dying, give 1 random Unit Card with <Faith> in your hand or EX Pocket +1/+1.
If there are no Unit Cards with <Faith> in your hand or EX Pocket, this effect does not activate.
If there are no Unit Cards with <Faith> in your hand or EX Pocket, this effect does not activate.
<Coordination>
An effect that activates only when the designated amount of other friendly units or more are on the field.
<Unleash>
Gains the <Unleash> status when your Hero's Life is less than or equal to the number indicated.
<Immolate>
When the HP of a unit with <Immolate> is 4 or less, it gains the <Immolate> status.
You may play a unit on top of a unit with the <Immolate> status. The played unit gains the specified effect for 1 Attack. The overlapped unit is destroyed.
Units cannot be played on top of a unit that has both the <Immolate> status and <Indestructible>.
You may play a unit on top of a unit with the <Immolate> status. The played unit gains the specified effect for 1 Attack. The overlapped unit is destroyed.
Units cannot be played on top of a unit that has both the <Immolate> status and <Indestructible>.
<Invasion>
Pay the required MP to Ready a card from your hand in your EX Pocket.
Unit Cards that have the Ready status will be placed onto the field and activate their effects after 13 seconds.
If none of your board slots are empty, they will be sent to your Graveyard.
Unit Cards that have the Ready status will be placed onto the field and activate their effects after 13 seconds.
If none of your board slots are empty, they will be sent to your Graveyard.
<Specialist>
When a card with this skill is placed on the field, this skill's effects will activate if the unit in front fulfills the listed conditions.
Mark of Akatsuki
A mark engraved by Mother Computer Akatsuki.
<Burn>
Effects activate if the number of your cards removed in the battle is equal to or greater than the displayed number.
If it's on a Unit Card, effects activate if the number of your cards removed in the battle is equal to or greater than the displayed number at the time the unit is placed on the field.
If it's on a Unit Card, effects activate if the number of your cards removed in the battle is equal to or greater than the displayed number at the time the unit is placed on the field.
<Frenzy>
When played, a Unit Card in your deck, hand, or EX Pocket with an MP cost that is 1 higher than this unit's and <Frenzy> will become <Frenzied>. Give that card +1 Attack equal to half this unit's MP. (Rounded down.)
<Frenzied>
<Frenzied> by the <Frenzy> effect.
A <Frenzied> unit cannot be <Frenzied> again.
A <Frenzied> unit cannot be <Frenzied> again.
<Energy>
Effects activate whenever 5 or more Energy Points are accumulated.
Energy Points return to 0 when an effect is activated.
Energy Points return to 0 when an effect is activated.
<Overload>
This will not be added to your hand.
If there are cards with <Overload> in your deck at the start of the battle, MP Charge Speed -5% for each of those cards (60 seconds).
If there are cards with <Overload> in your deck at the start of the battle, MP Charge Speed -5% for each of those cards (60 seconds).
When played
Triggered when using MP to summon a card from your hand or EX Pocket. Does not trigger when summoned by other effects.
Attacking
Triggered when the attack gauge reaches 100%.
The effect is activated before Attack Damage is dealt.
The effect is activated before Attack Damage is dealt.
Death
Triggered when it is destroyed such as when its HP reaches 0.
Resonate
Triggered when an Action Card is used.
The effect can be activated during Active Response.
The effect can be activated during Active Response.
Decimate
Triggered when defeating an enemy unit with an attack or counter.
When exploring
Activates when an ally explores.
Taking damage
Activates when the target takes damage.
Destroyed by Damaging Effect
Activates when the player who controls the card with this effect destroys a unit through damaging effects.
(Excluding <Spillover> damage.)
(Excluding <Spillover> damage.)