Keywords: Difference between revisions

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* A [[Charms|Charm]] cannot be attached to a card with one of these keywords if it would try to add one of the others. For instance, the {{Charm|Gnome Charm}} cannot be attached to any card with Barrage.
* A [[Charms|Charm]] cannot be attached to a card with one of these keywords if it would try to add one of the others. For instance, the {{Charm|Gnome Charm}} cannot be attached to any card with Barrage.


* {{Stat|Reaction|Reactions}} that would trigger a card with Aimless or Barrage against a specific target will slightly change, since these cards cannot trigger against a single card. For instance, a card with Smackback and Aimless will not trigger against its attacker, but instead a random enemy in its attacker's row.
* {{Stat|Reaction|Reactions}} that would trigger a card with Aimless or Barrage against a specific target will instead trigger against the entire ''row'' the intended target occupies. For instance, a card with Smackback and Aimless will not trigger against its attacker, but instead a random enemy in its attacker's row.
** This interaction also allows cards with these Reactions to use excess {{Stat|Frenzy}} against new targets. Normally, a card reacting against a specific other card will stop its Frenzy attacks if its target is killed partway through. Aimless and Barrage prevent the card from specifically targeting one card, so the reacting card can keep attacking even if the card that triggered it dies partway through. However, if ''all'' the cards in that row are killed in the middle of Frenzy attacks, the card will stop attacking. The card still "wants" to trigger against its intended target, but Aimless and Barrage force it to trigger against that row instead. Once the row is empty, there are no more targets.
** This interaction also allows cards with these Reactions to use excess {{Stat|Frenzy}} against new targets. Normally, a card reacting against a specific other card will stop its Frenzy attacks if its target is killed partway through. Aimless and Barrage cause the card to trigger against a whole row instead, so the reacting card will only stop attacking once everything in that row is killed.  
** Uniquely, Longshot interacts properly with targeted Reactions. For instance, a card with Longshot and Smackback still triggers appropriately against its attacker. However, it can still use its excess Frenzy even if the attacker is killed.
** Uniquely, Longshot interacts properly with targeted Reactions. For instance, a card with Longshot and Smackback still triggers appropriately against its attacker. However, a card with Longshot will also still use its excess Frenzy against the rest of its target's row.


* Certain [[Items]] have targeting or effects that prevent them from gaining Aimless or Barrage. These include all Items that summon [[Shades]], target a random card(s) on one or both fields, or can only be played on cards in hand.
* Certain [[Items]] have targeting or effects that prevent them from gaining Aimless or Barrage. These include most Items that summon [[Shades]], target a random card(s) on one or both fields, or can only be played on cards in hand.
** A card that hits all enemies, such as {{Card|B.I.N.K}}, cannot gain Barrage but ''can'' gain Aimless. In this case, the card will behave as any other Aimless card does; a field card will hit a random card in the opposing row, and an Item will hit a random target in the selected row.
** Since the {{Card|Shade Wisp}} and {{Card|Blank Mask}} target a card on the field to copy, they can gain an {{Stat|attack}} stat of 0 with [[Stats#Debuffs|debuff]]-inflicting Charms and the {{Charm|Hook Charm}}, which makes them eligible for Charms that give them Barrage or Aimless.
 
* A card that hits all cards on one field, such as {{Card|Nova}} and {{Card|B.I.N.K}}, can have this ability overwritten by Barrage or Aimless.  


* An Item with Barrage or Aimless cannot be played on cards in hand. For instance, an unmodified {{Card|Pinkberry Juice}} can be played on a [[Companions|Companion]] on the field or in hand, but if that Pinkberry Juice is equipped with the {{Charm|Fish Charm}}, it can only be played on Companions on the field.
* An Item with Barrage or Aimless cannot be played on cards in hand. For instance, an unmodified {{Card|Pinkberry Juice}} can be played on a [[Companions|Companion]] on the field or in hand, but if that Pinkberry Juice is equipped with the {{Charm|Fish Charm}}, it can only be played on Companions on the field.
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* Any Item that normally has a single target can gain Barrage with a specific set of [[Charms]]. If it does not have an {{Stat|attack}} stat, it must gain one with a [[Stats#Debuffs|debuff]]-inflicting Charm or the {{Charm|Hook Charm}}. It must then have at least 2 attack (usually accomplished with the {{Charm|Battle Charm}}), thus becoming eligible for the {{Charm|Pomegranate Charm}}. Most of the time, the card behaves generally as expected, but the {{Card|Blank Mask}} and {{Card|Shade Wisp}} may behave irregularly if they attempt to summon more [[Shades]] than the number of empty zones.  
* Any Item that normally has a single target can gain Barrage with a specific set of [[Charms]]. If it does not have an {{Stat|attack}} stat, it must gain one with a [[Stats#Debuffs|debuff]]-inflicting Charm or the {{Charm|Hook Charm}}. It must then have at least 2 attack (usually accomplished with the {{Charm|Battle Charm}}), thus becoming eligible for the {{Charm|Pomegranate Charm}}. Most of the time, the card behaves generally as expected, but the {{Card|Blank Mask}} and {{Card|Shade Wisp}} may behave irregularly if they attempt to summon more [[Shades]] than the number of empty zones.  
** If {{Card|The Lumin Vase}} gains Barrage, it can apply {{Stat|Lumin}} to up to 3 cards simultaneously, and they all will keep Lumin since it was applied in a single play. This is the only situation in which more than 1 card can have Lumin at once.
** If {{Card|The Lumin Vase}} gains Barrage, it can apply {{Stat|Lumin}} to up to 3 cards simultaneously, and they all will keep Lumin since it was applied in a single play. This is one of only two situations in which more than 1 card can have Lumin at once (the other being if {{Card|Truffle}} {{Keyword|Split|Splits}} while it has Lumin).


==Damaging and [[Attack]]-Related Keywords==
==Damaging and [[Attack]]-Related Keywords==
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|-
|-
|Bootleg
|Bootleg
|When the card is deployed, its {{Stat|health}}, {{Stat|attack}}, and {{Stat|Counter}} are all randomized between '''2''' and '''5''', inclusive.
|As the card is deployed, its base {{Stat|health}}, {{Stat|attack}}, and {{Stat|Counter}} are all randomized between '''2''' and '''5''', inclusive.
|style="color:gray;"|''No Items can have or gain Bootleg.''
|style="color:gray;"|''No Items can have or gain Bootleg.''
|style="color:gray;"|''None''
|style="color:gray;"|''None''
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|-
|-
|Faith ''X''
|Faith ''X''
| colspan = 2 style="text-align:center;" | When the card's effect summons a [[Shades|Shade]], that Shade immediately gains ''X'' {{Stat|attack}} and {{Stat|health}}.
| colspan = 2 style="text-align:center;" | When the card's effect summons a [[Shades|Shade]], that Shade immediately gains ''X'' {{Stat|attack}} and {{Stat|health}}, if possible.
|style="color:gray;"|''None''
|style="color:gray;"|''None''
|{{Charm|Lamb Charm}}
|{{Charm|Lamb Charm}}
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|-
|-
|Greed
|Greed
|When the card attacks, it deals '''1''' extra damage per '''50''' {{Stat|Bling|Blings}} the player has.
| colspan = 2 style="text-align:center;" | The card deals '''1''' additional damage per '''50''' {{Stat|Bling|Blings}} the player has.
|When the Item hits a card on the field, it deals '''1''' extra damage per '''50''' {{Stat|Bling|Blings}} the player has.
|style="color:gray;"|''None''
|style="color:gray;"|''None''
|{{Charm|Greed Charm}}
|{{Charm|Greed Charm}}
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* Explode deals damage at the same time as the source of damage that destroys the card, similar to {{Stat|Teeth}}. This means that if an attacking card has an on-trigger effect (e.g. {{Card|Berry Witch}}), and that attacking card is killed by Explode damage, it will be destroyed ''before'' it can activate its effect.
* Explode deals damage at the same time as the source of damage that destroys the card, similar to {{Stat|Teeth}}. This means that if an attacking card has an on-trigger effect (e.g. {{Card|Berry Witch}}), and that attacking card is killed by Explode damage, it will be destroyed ''before'' it can activate its effect.


* Greed does ''not'' increase the card's {{Stat|attack}} continuously, only when the card is attacking or hitting something. This is important for effects that care about a card's current attack, such as {{Card|Tinkerson Jr|Tinkerson Jr.}} and {{Card|Forging Stove}}.
* Faith will not give an {{Stat|attack}} stat to [[Shades]] that have no attack, such as {{Card|Snuffer}} and {{Card|Tigris}}.
 
* The attack and {{Stat|health}} boost from Faith is applied ''after'' Bootleg randomizes its stats. Bootleg first modifies the card's base stats, and Faith increases its attack and health immediately once it has entered the battlefield.
 
* Greed does ''not'' increase the card's attack continuously, only when the card is attacking or hitting something. This is important for effects that care about a card's current attack, such as {{Card|Tinkerson Jr|Tinkerson Jr.}} and {{Card|Forging Stove}}.


* Humorously, Greed works for both allied ''and'' enemy cards. If an enemy has the Greed Charm (only possible in the [[Eye of the Storm]]), that enemy will use the player's own Blings against them.
* Humorously, Greed works for both allied ''and'' enemy cards. If an enemy has the Greed Charm (only possible in the [[Eye of the Storm]]), that enemy will use the player's own Blings against them.


* On a technical level, the source of damage from Soulbound is actually the Soulbound cards themselves. When Soulbound's effect activates, all Soulbound cards deal 100 damage to themselves. However, a card is only sacrificed if killed by ''another'' allied card, so this does not activate any further on-sacrifice effects (such as {{Card|Chikichi}} and {{Card|Groff}}).
* The source of damage from Soulbound is actually the Soulbound cards themselves; when Soulbound's effect activates, all Soulbound cards deal 100 damage to themselves (visible in the log as "(card) hits (card), dealing '''100''' damage"). However, this is misleading, as this is not a direct attack and thus does not trigger on-hit effects, even though the log uses the word "hit".
** A card also cannot sacrifice itself; it must be killed by ''another'' allied card. As a result, Soulbound damage does not activate any further on-sacrifice effects (such as {{Card|Chikichi}} and {{Card|Groff}}).


==Restriction Keywords==
==Restriction Keywords==
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|style="color:gray;"|''No Items can have or gain Summoned.''
|style="color:gray;"|''No Items can have or gain Summoned.''
|All [[Shades]]
|All [[Shades]]
|{{Card|Blank Mask}}, {{Card|Shade Wisp}}
|{{Card|Spoof}}, {{Card|Blank Mask}}, {{Card|Shade Wisp}}
|-
|-
|}
|}
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|-
|-
|Trash ''X''
|Trash ''X''
| colspan = 2 style="text-align:center;" |Creates ''X'' {{Card|Junk}} to the left of the player's hand.
| colspan = 2 style="text-align:center;" |Creates ''X'' {{Card|Junk}} in hand.
|[[Tribes#Clunkmasters|Clunkmaster]] [[Leaders]], {{Card|Folby}}, {{Card|Scaven}}, {{Card|Bom Barrel}}, {{Card|Proto-Stomper}}, {{Card|Junkhead}}
|[[Tribes#Clunkmasters|Clunkmaster]] [[Leaders]], {{Card|Folby}}, {{Card|Scaven}}, {{Card|Bom Barrel}}, {{Card|Proto-Stomper}}, {{Card|Junkhead}}
|{{Charm|Fidget Charm}}, {{Charm|Gear Charm}}, {{Charm|Trash Charm}}
|{{Charm|Fidget Charm}}, {{Charm|Gear Charm}}, {{Charm|Trash Charm}}
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|Yank
|Yank
| colspan = 2 style="text-align:center;" |Pulls the targeted card to the front of its row.
| colspan = 2 style="text-align:center;" |Pulls the targeted card to the front of its row.
|[[Tribes#Clunkmasters|Clunkmaster]] [[Leaders]], {{Card|Grabber}}
|{{Card|Grabber}}
|{{Charm|Hook Charm}}
|{{Charm|Hook Charm}}
|-
|-
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| colspan = 2 style="text-align:center;" |The card does not end the player's turn when played. When the card is played, it loses Zoomlin.
| colspan = 2 style="text-align:center;" |The card does not end the player's turn when played. When the card is played, it loses Zoomlin.
|{{Card|Skull Muffin}}
|{{Card|Skull Muffin}}
|{{Card|Zoomlin Wafers}}, {{Card Zoomlin Nest}}, {{Charm|Zoomlin Charm}}
|{{Card|Zoomlin Wafers}}, {{Card|Zoomlin Nest}}, {{Charm|Zoomlin Charm}}
|}
|}


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* Spark causes the deployed card to trigger before the natural turn countdown. For instance, when {{Card|The Baker}} is deployed, they trigger immediately and then still count down during that turn's countdown. If the card with Spark has a maximum {{Stat|Counter}} of 1, it will trigger again during the turn countdown.
* Spark causes the deployed card to trigger before the natural turn countdown. For instance, when {{Card|The Baker}} is deployed, they trigger immediately and then still count down during that turn's countdown. If the card with Spark has a maximum {{Stat|Counter}} of 1, it will trigger again during the turn countdown.
* Trash always creates {{Card|Junk}} in the left of the player's hand, so it will never interfere with {{Keyword|Critical}} cards.
* Junk is generated by Trash abilities regardless of whether an allied or enemy card has the Trash ability.


* [[Enemies#Bosses|Bosses]] that take up 2 zones cannot be Yanked if they would displace more than 1 other card at a time. Other enemies in the battle also cannot be Yanked if they would displace enemies such that the boss would take up 2 non-adjacent zones.
* [[Enemies#Bosses|Bosses]] that take up 2 zones cannot be Yanked if they would displace more than 1 other card at a time. Other enemies in the battle also cannot be Yanked if they would displace enemies such that the boss would take up 2 non-adjacent zones.
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|-
|-
|style="color:red;"|Injured
|style="color:red;"|Injured
|An injured [[Companions|Companion]] starts battles at half of their max {{Stat|health}} and {{Stat|attack}}, rounded up. They will heal completely after surviving a battle (whether they are played or not). If they are destroyed again, they will simply remain injured.
|An injured [[Companions|Companion]] starts battles at half of their max {{Stat|health}} and {{Stat|attack}}, rounded up. They will heal completely after surviving a battle.
|[[Bell of Death]], [[Injured Companion]] [[Map#Map Events|Map event]]
|[[Bell of Death]], [[Injured Companion]] [[Map#Map Events|Map event]]
|-
|-
|}
|}
===Interactions===
* If an injured Companion is defeated again in battle, they will simply remain injured.
* Injured Companions will recover even if they are not deployed in a battle, or if they are benched. The only thing that prevents them from recovering is being defeated again with the [[Bell of Death]].
* The {{Stat|health}} and {{Stat|attack}} reductions to injured Compainons are to their ''current'' stats, not ''maximum''.


==Hidden Keywords==
==Hidden Keywords==
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|Active
|Active
|A card is active while it is on the field.
|A card is active while it is on the field.
|-
|Additional damage
|A card that deals additional damage temporarily gains {{Stat|attack}} during damage calculation.
|-
|-
|Ally
|Ally
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|-
|-
|Apply
|Apply
|A card applies [[Stats#Debuffs|debuffs]] as it triggers or is played.
|A card applies [[Stats#Buffs|buffs]] or [[Stats#Debuffs|debuffs]] as it triggers, is played, or activates an ability.
|-
|-
|Deploy
|Deploy
|A card is deployed when it is put onto the field from the hand, is summoned, or enters the battle as an enemy.
|A card is deployed when it is put onto the field from the hand, is summoned, or enters the battle as an enemy.
|-
|Destroy
|A card is destroyed when its {{Stat|health}} or {{Stat|Scrap}} becomes 0 or less, or if a card or effect says to destroy it.
|-
|-
|Healed
|Healed
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|Hit
|Hit
|A card is hit when it is attacked by another card on the field with an {{Stat|attack}} stat or when hit by an [[Items|Item]] with an attack stat.
|A card is hit when it is attacked by another card on the field with an {{Stat|attack}} stat or when hit by an [[Items|Item]] with an attack stat.
|-
|On kill
|A card activates its on-kill effect when it kills another card (directly or indirectly).
|-
|-
|Sacrifice
|Sacrifice
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* Debuffs that are applied on hit, such as {{Card|Snoof|Snoof's}} {{Stat|Snow}}, are applied immediately after damage calculation. An attack that inflicts {{Stat|Demonize}} or {{Stat|Bom}} will ''not'' boost that attack, only subsequent attacks.
* Debuffs that are applied on hit, such as {{Card|Snoof|Snoof's}} {{Stat|Snow}}, are applied immediately after damage calculation. An attack that inflicts {{Stat|Demonize}} or {{Stat|Bom}} will ''not'' boost that attack, only subsequent attacks.
** {{Card|Wallop}} is a special case, as their effect also checks if their attack will inflict Snow (possible with the {{Charm|Snowball Charm}}). In this case, Wallop always deals extra damage, even though damage calculation happens before the Snow is inflicted.
** {{Card|Wallop}} is a special case, as their effect also checks if their attack will inflict Snow (possible with the {{Charm|Snowball Charm}}). In this case, Wallop always deals extra damage, even though damage calculation happens before the Snow is inflicted.
* If a card's effect causes it to deal additional damage, such as {{Card|Earth Berry}} or {{Card|Chompom}}, its {{Stat|attack}} increases only during damage calculation, and the attack boost is removed immediately when the attack finishes. This boost is also removed between {{Stat|Frenzy}} attacks, so the card will not continue to accumulate attack.
** However, [[Items]] that deal additional damage, such as {{Card|Tar Blade}}, will only have the attack boost removed at the end of the turn. This means that it is possible to play such a card using {{Keyword|Noomlin}} or {{Keyword|Zoomlin}}, redraw it that turn, and play it again to get an even bigger attack boost. Even if played multiple times, the attack boost is still fully removed at the end of the turn.
** Any card that uses the phrasing "deal additional damage ''to'' (target)," such as Wallop or a [[Leaders|Leader]] with the ability, does ''not'' work this way. Instead, the card checks whether the condition is met during damage calculation and simply boosts the amount of damage inflicted, rather than the card's attack stat.


* A card that interacts with its allies will ''not'' apply to itself. However, because [[Items]] are played from the hand, Items that interact with allies (such as {{Card|Peppering}}) will apply to all possible cards on the player's field.
* A card that interacts with its allies will ''not'' apply to itself. However, because [[Items]] are played from the hand, Items that interact with allies (such as {{Card|Peppering}}) will apply to all possible cards on the player's field.
* Any card with an effect to destroy itself (such as one with {{Keyword|Consume}} or a card like the {{Card|Moko Totem}}) will not destroy itself until all its effects resolve. If the card has {{Stat|Frenzy}}, it will use all its Frenzy up before destroying itself as well.
** A card that destroys itself by its own effect will also not activate its own on-kill effects, such as if the Moko Totem has the {{Charm|Pinch Charm}}.
* If a card has an ability activating when some other card is destroyed, such as {{Card|Gunk Gobbler}}, it will activate whether a card on the field is destroyed or in hand, for any reason (such as by Consume or {{Keyword|Recycle}}).


* Any card with an {{Stat|attack}} stat is considered to hit its target(s), even if no damage is dealt. Any card without an attack stat does ''not'' hit its target(s).
* Any card with an {{Stat|attack}} stat is considered to hit its target(s), even if no damage is dealt. Any card without an attack stat does ''not'' hit its target(s).
** [[Companions]] and [[Clunkers]] with a {{Stat|Counter}} but no attack stat can gain an attack of 0 if equipped with a [[Charms|Charm]] that applies a debuff on it, or if equipped with the {{Charm|Hook Charm}}. This does ''not'' cause any changes to their abilities' targeting. For instance, if {{Card|Pyra}} gains an attack stat, they will still apply {{Stat|Spice}} to the ally ahead of them after attacking. They will not apply Spice to whatever is hit by their attack, nor will they attack the ally ahead.
** [[Companions]] and [[Clunkers]] with a {{Stat|Counter}} but no attack stat can gain an attack of 0 if equipped with a [[Charms|Charm]] that applies a debuff on it, or if equipped with the {{Charm|Hook Charm}}. This does ''not'' cause any changes to their abilities' targeting. For instance, if {{Card|Pyra}} gains an attack stat, they will still apply {{Stat|Spice}} to the ally ahead of them after attacking. They will not apply Spice to whatever is hit by their attack, nor will they attack the ally ahead.
* On-kill effects are most commonly activated when a card attacks and destroys another card, but indirect sources like {{Stat|Shroom}}, {{Stat|Teeth}}, and {{Stat|Overburn}} will also count. For Shroom, the kill is credited to the card that most recently inflicted Shroom. For Overburn, it is credited to whatever card was responsible for the enemy's {{Stat|health}} becoming lower than its Overburn (whether by inflicting more Overburn or reducing its health).


* A card is considered sacrificed if an allied card is credited for killing it. Indirect sources of damage like {{Stat|Shroom}} and {{Stat|Overburn}} will also give credit, as long as the [[Stats#Debuffs|debuff]] was most recently inflicted by an allied card.
* A card is considered sacrificed if an allied card is credited for killing it. Indirect sources of damage like {{Stat|Shroom}} and {{Stat|Overburn}} will also give credit, as long as the [[Stats#Debuffs|debuff]] was most recently inflicted by an allied card.
** This also means that a card cannot sacrifice itself; an allied card must be what kills it. If a card kills or destroys itself (e.g. {{Card|ICGM|I.C.G.M.|I.C.G.M.}}, {{Card|Moko Totem}}) or causes its own {{Stat|health}} or {{Stat|Scrap}} to become 0 or less (e.g. {{Card|Bombom}}, {{Card|Mega Mimik}}, {{Card|Plinker}}), it is ''not'' sacrificed.
** This also means that a card cannot sacrifice itself; an allied card must be what kills it. If a card kills or destroys itself (e.g. {{Card|ICGM|I.C.G.M.|I.C.G.M.}}, {{Card|Moko Totem}}) or causes its own {{Stat|health}} or {{Stat|Scrap}} to become 0 or less (e.g. {{Card|Bombom}}, {{Card|Mega Mimik}}, {{Card|Plinker}}), it is ''not'' sacrificed.
==Trivia==
* Consume is a very literal keyword, as most cards with Consume and Charms that grant it are themed around food or drink.
** This may also be why the [[Breakfast Sun Bell]] prevents cards from being Consumed, as having breakfast would remove the need to eat something else.


[[Category:Mechanics]]
[[Category:Mechanics]]
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