Steals the ability of the first enemy it faces and disables the abilities of the enemy’s cards for one turn.
+ Great for countering potent cards− Can be useless against some cards with White Panther being one of them
Damage: 1.8KHP: 3.7K
During play, this card slashes the enemy with the highest attack and inflicts bleeding, dealing 10% of this card’s damage per turn for two turns.
+ Good performance against slightly stronger cards− Quickly loses steam after the entry turn.
Damage: 1.4KHP: 2.8K
25% chance to make the opponent attack the next card in their party, dealing 40% damage.
+ A solid choice for Infinite Tower and PvP.− Nothing in particular, until replaced by stronger cards.
Damage: 1.4KHP: 2.8K
After an enemy attacks this card 3 times, their damage is lowered by 90%.
+ Excellent for Raids, Story, and modes where you face a single card.− An easy prey in PvP and Infinite Tower modes.
Damage: 1.4KHP: 2.8K
Lighting up the battlefield on entry, burning foes for 15% of their maximum HP each turn while this card is active.
+ Great in the first position when paired up with good support cards, and solid in all game modes.− Poor against opponents that can disable its ability or one-shot it.
Damage: 1.2KHP: 2.4K
Foes are permanently burned for 5% of their maximum HP if they enter the combat after this card is eliminated.
+ Good power but highly situational.− Usable only in Raids.
Damage: 1.1KHP: 2.2K
Boosts the HP and damage of ally cards by 25% after this card is eliminated.
+ Great support when played first.− Not a definite problem solver.
Damage: 980HP: 1.9K
Gains 100% more HP and damage whenever she gets stunned. The power is not stackable.
+ An OP card against cards with a lot of stuns.− Highly unpredictable and not 100% reliable.
Damage: 980HP: 1.9K
Summons a rib cage that protects the card for two turns on entry.
+ Eliminate one card, taking no damage at all.− Nothing in particular, it does what it does.
Damage: 704HP: 1.4K
Turns 40% of the damage dealt into HP after attacking the enemy.
+ Fantastic healing ability.− Not the best attacker out there.
Damage: 704HP: 1.4K
10% base chance to dodge attacks.For every 15% HP this card loses, the dodge chance increases by 5%.
+ Great for multiple attackers, but highly situational.− It is too dangerous to wait for the ability to take the full effect.
Damage: 572HP: 1.1K
Turns back the first attack of an opponent, dealing 30% of the original damage.
+ Great for Raids primarily.− Damage could be higher.
Damage: 490HP: 980
For every Elite Shadow Knight alive in your party besides this one, attack an additional time and deal 20% more damage per attack.
+ Devastating if you have several units.− Requires planning and strategy.
Damage: 464HP: 928
During a Harvest Moon Cycle, gains 100% more damage and HP.
+ Brutal during the Harvest Moon Cycle.− Underperforming during the other Moon Cycles.
Damage: 464HP: 928
Get damage equal to 100% of your lost HP.
+ Good comeback opportunity.− Not much else.
Damage: 434HP: 868
25% chance to warp time and heal back damage from the last attack after every turn.
+ It can survive for a long time, if you are lucky enough.− Useless against cards that reduce RNG odds.
Damage: 398HP: 796
Boosts the damage of all ally cards by 15% while in the party.
+ Excellent support card, but only when it is first in the party.− Highly situational.
Damage: 377HP: 753
Freezes foes for two turns when eliminated.
+ Good for Story and Raids− Only OK and nothing more.
Damage: 363HP: 726
Attacks again for every Shadow Knight alive in your party besides this one.
+ Like its Elite counterpart, devastating if you have several units.− Requires planning and strategy.
Damage: 363HP: 726
5% chance to deal one-shot damage.
+ Literally deadly if you are lucky.− The chance is way too low.
Damage: 363HP: 726
Heals friends by 10% of their maximum HP after being attacked while in the party.
+ Usable support card.− Low healing potential.
Damage: 341HP: 682
30% chance to disable the opponent’s ability for two turns after attacking.
+ Excellent supporting debuff power.− Useless if the ability fails to activate.
Damage: 323HP: 646
On every attack damages the enemy’s entire party by 5% of their maximum HP.
+ Brilliant against weaker cards..− Ineffective against mighty foes.
Damage: 286HP: 572
Once can revive to 50% HP after a fatal hit and gain 50% damage until defeated.
+ Quite powerful in all game modes.− Requires careful planning.
Damage: 286HP: 572
25% chance to dodge an attack and counterattack, dealing 30% of this card’s damage.
+ Good dodge potential.− Weak counterattack.
Damage: 277HP: 554
Once has a 50% chance to revive back to full HP when defeated.
+ Fantastic when the ability kicks in.− Low offense damage.
Damage: 257HP: 514
20% chance to dodge an attack every turn.
+ Nothing in particular.− Low dodge chance.
Damage: 257HP: 514
After attacking, form the field and damage opponents for 10% of their maximum HP upon entering.
+ Can be good against many opponents.− Useless against single-card modes.
Damage: 232HP: 464
Weakens the opponent, causing the next attack to deal 50% more damage.
+ A good pick against equally strong cards.− Rarely usable against tough cards.
Damage: 232HP: 464
Blocks attacks that deal less than 25% of your maximum HP.
+ Highly effective versus weaker cards and when paired up with damage reduction effects.− Useless against stronger cards.
Damage: 213HP: 426
The next attack deals 75% more damage if this card was stunned in any way.
+ Great damage boost.− Extremely situational.
Damage: 195HP: 389
Grants a 50% chance to reduce opponent RNG skill chances by half after attacking.
+ Offers a highly usable power.− Only effective when attacking first.
Damage: 186HP: 372
10% chance to burn the opponent’s party for two turns, dealing damage equal to 5% of their maximum HP to each of them.
+ Decent lasting damage.− Low damage AND proc chance.
Damage: 176HP: 352
Takes 10% more damage from enemy attacks.
+ Nothing.− Everything.
Damage: 176HP: 352
After each attack, command the opponent to damage themselves for 20% of their current damage.
+ Great for Raids and high HP enemies.− Nothing in particular.
Damage: 168HP: 336
Does a follow-up attack that deals damage equal to 20% of the opponent’s maximum HP, excluding NPCs.
+ Excellent in PvP− Useless for everything else.
Damage: 159HP: 317
Instantly defeat the opponent after three successful attacks, ineffective on NPCs.
+ Reliable in PvP.− Useless against NPCs.
Damage: 142HP: 284
20% chance to freeze time, skipping the opponent’s next two turns.
+ Devastating, if you are lucky.− It all boils down to sheer luck.
Damage: 140HP: 280
Enter rage mode and gain 20% more damage and HP on entry.
+ Consistent and usable buffs.− Nothing spectacular.
Damage: 134HP: 268
Applies two turns of black flames to an opponent, dealing unstackable damage equal to 10% of their maximum HP, excluding NPCs.
+ Long-term unstackable damage.− Usable only in PvP modes.
Damage: 119HP: 238
Has a 30% chance to release a burst of wind, dealing 20% extra damage and healing for 10% of maximum HP.
+ Nothing special.− Weak and unreliable.
Damage: 109HP: 217
75% chance to dodge the first attack on entry.
+ Usable if attacking first.− Lack of serious firepower.
Damage: 88HP: 176
Attacks two times in a row and takes damage equal to 20% of maximum HP each turn.
+ Superb against weak cards that you can one-shot with two consecutive attacks.− Ineffective against mighty enemies.
Damage: 80HP: 160
Increases damage and HP by 25% after defeating an opponent.
+ Quite powerful if enabled to snowball.− Requires careful planning and luck.
Damage: 72HP: 143
Have a 30% chance to summon a lightning bolt, boosting your damage by 30% on the next turn.
+ A strong card in the hands of a lucky person.− Low damage increase in reality.
Damage: 68HP: 136
Heal for 10% of the damage dealt to the opponent.
+ A low healing amount.− Not enough healing power to justify itself.
Damage: 64HP: 127
Heals 15% of maximum HP after attacking an opponent.
+ Good healing potential.− Not much else.
Damage: 62HP: 123
Deals damage equal to 12% of the opponent’s maximum HP on entry.
+ Solid choice for Story and Raids.− Easily replaced by stronger cards.
Damage: 58HP: 116
30% chance to absorb the opponent’s attack, increasing this card’s damage by 15%.
+ Fantastic if you are lucky.− Terrible if you are not.
Damage: 55HP: 109
Causes a flashbang on entry, reducing the attack of the opposing party by 10%.
+ A decent support, at best.− One trick pony.
Damage: 44HP: 88
50% chance to attack again. Each subsequent attack decreases this chance by 10%.
+ Can be quite strong if the ability procs.− Relies on probability chance.
Damage: 42HP: 84
Reduces the opponent’s damage by 10% after every attack.
+ It can debuff multiple opponents.− Low DMG reduction.
Damage: 37HP: 74
Increases maximum HP by 25% on entry.
+ Nice boost right upon entry.− Nothing else to offer.
Damage: 34HP: 67
Survive a fatal attack with 1 HP.
+ Effectively an S-Tier power for free.− Nothing to offer offensive-wise.
Damage: 32HP: 63
30% chance of deflecting an opponent’s attack back to them, dealing 12% of the original damage.
+ Offers two powers in one.− Poor returning DMG and ability proc.
Damage: 32HP: 63
20% chance to blind an enemy for one turn, causing them to miss their attack.
+ Blind is a highly effective attack.− Low odds.
Damage: 28HP: 55
Disable the opponent’s ability for one turn on entry.
+ Excellent for countering strong cards.− Nothing else to offer.
Damage: 22HP: 44
15% chance to strike with a dark aura that does 5x damage.
+ Capable of one-shotting.− Low proc chance.
Damage: 19HP: 38
Stun the opponent for one turn on entry.
+ You can get one free attack before others get to play.− Nothing else to offer.
Damage: 18HP: 36
25% chance to summon a thunderbolt, disabling the opponent’s skill for the rest of the fight.
+ Highly effective power, if successful.− Highly situational.
Damage: 15HP: 30
25% chance to apply a bleed effect that lasts two turns and deals damage equal to 10% of the opponent’s maximum HP.
+ Nice crippling effects.− Low damage output and proc chance.
Damage: 11HP: 22
Counterattacks after taking damage, firing six shots, each dealing damage equal to 5% of this card’s maximum HP.
+ Very usable power.− Only usable against cards of similar power.
Damage: 11HP: 21
Randomly picks between gaining 15% HP or 15% increased damage on entry.
+ Good boosts upon entry.− Requires a bit of luck to work properly.
Damage: 9HP: 18
Gain up to three charges after attacks, granting 10% more damage and HP with each charge.
+ Surprisingly usable, if you can survive long enough.− A low-powered card.
Damage: 8HP: 16
Explodes on death, dealing damage equal to the maximum HP of this card.
+ Ideal for eliminating cards with revive and bypass abilities.− Only one purpose.