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Notes
(For Each Ultimate)
Coloured Cell = Roll is needed for both parties if the ultimate will trigger or not

Non-Coloured Cell = Roll is not required. auto-passed ultimate
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Fire Skill
(Ultimate)
TypeDescriptionHow does it work?
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Flames WithinActiveUtilize the fire within you to enhance your attacksthis minion's attack roll will be /random 40 instead until this minion is KO'ed
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Scorching InfernoActiveTap into an intense firestorm, harnessing every available heat source, even your inner life force, to unleash scorching mayhem upon your enemies. consume half of your current health (rounded down) and then roll a /random 10 against your opponent; if you achieve a winning roll, your minion will unleash 36 damage to your opponent's side. This damage will be distributed among the number of available targets currently on your opponent's side equally. Your minion will not be reduced to 0 hp from casting this ability
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Water skill
(Ultimate)
TypeDescriptionHow does it work?
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DownpourActiveUnleash a torrential downpour that disrupts your opponent's vision and hampers their movement with its weightThe next 2 rolls by your opponent will be at a Disadvantage.
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Bubbling GaolActiveBlast your opponent with high-pressure, bubbling water or immerse them in an inescapable, bubbling torrent that renders them immobilized.At the start of your turn, roll a /random 10 against your opponent. If you emerge victorious in the roll, choose any enemy minion (Active or Reserve), and deal 15 damage to that minion. The targeted minion will then be inflicted by 'Gaol,' rendering it unable to be switched until it becomes the last surviving minion. If the target is currently an active minion, it will be forcefully substituted out of the arena.
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Earth Skill
(Ultimate)
TypeDescriptionHow does it work?
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One with the EarthActiveWith roots deep in the earth and hearts intertwined, these creatures can draw strength from their companions, becoming a living embodiment of unityGrant yourself a shield equal to 15 amount of HP, and then Siphon all current HP from your other minions in your reserve, leaving them with 1 HP. The accumulated HP siphoned will then be added as a shield granted to this minion.Shield will be expired upon leaving the arena.
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Terra's WrathActiveCrush your opponent with the might of the earth, channeled through the power within your minion.at the start of your turn you will roll a /random 10 against your opponent. If you win the roll Inflict damage equal to 1/3 amount of your current HP, OR equal to the amount of Shield that is currently protecting this minion.
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Wind Skill
(Ultimate)
TypeDescriptionHow does it work?
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Stormy PrecisionReactiveForge your strike into a symphony of precision, where every blow finds its mark with undeniable accuracy.Whenever you roll less than 20 during your attack phase, you can activate this ability to ensure your attack deals 20 base damage to the enemy minion.
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Aero VortexActiveEmbrace the tempest within, an ethereal vortex that defies the feeble blows of lesser power.Roll a /random 10 against your opponent. If you succeed in the roll, create a swirling vortex that protects your side of the arena. The vortex nullifies all incoming attack that rolls less than 10. Last until this minion is KO'ed or switched out of the Arena.
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Lightning Skill
(Ultimate)
TypeDescriptionHow does it work?
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Electromagnetic ForceActiveHarnessing the power of electromagnetic forces, this ability commands enemy minions to switch places, disrupting the flow of battleForce an enemy minion in reserve to battle you and send currently active minion back to reserve, the opposing minion cannot perform a minion swap until the minion is KO'ed
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Static Bond Activeforcefully bind its own life force to an opponent, sharing their vitality in an electrifying tetherAt the start of your turn, you roll a /random 10 against your opponent. If you win the roll, your current HP is added to the opposing minion's current HP, and the sum is distributed equally (rounded down).
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Ice Skill
(Ultimate)
TypeDescriptionHow does it work?
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Frost TrapActiveConjure a trap made of icy spikes to pierce opponents attempting to attack you.Creates a "Frost Trap" in the arena, if the opposing minion attacks you, they will trigger the trap and receive 15 damage, the opponent can choose to attack the trap instead, disarming the trap without taking damage
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Ice BlockReactiveCover yourself with a conjured ice block to shield yourself from harm inflicted by the opponentWhenever this minion receives damage that would reduce its health to 0, you can use react and choose to roll a /random 10 against your opponent. If you win the roll, this minion will survive with 1HP instead, and all damage taken will be reflected to the opposing minion, including the damage that would've gone over.
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Light Skill
(Ultimate)
TypeDescriptionHow does it work?
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Holy GuidanceActive and ReactiveRequest the Light's blessing to reshuffle your fate.Summons an Angel to watch over you in the arena. After an attack or an ultimate roll, you can request the Light's blessing to grant you the ability to reroll your dice. After the light's blessing has been granted, the Angel will return to its realm
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Celestial ReawakeningActiveLight the spirit of an incapacitated minion, allowing it to rejoin the battle with an enduring hope and unleash its full power.At the start of your turn, you will roll a /random 10 against your opponnent. Winning the roll will grant you the ability to swap this minion out of the arena and infuse holy power into a KO'd (knocked out) minion. The chosen minion will subsequently be summoned back to the arena, continuing the battle with 1 HP. Moreover, the ressurected minion can instantly cast its ultimate ability once without any cost. Light minion cannot be selected as the target of this ability. Resurrected minion cannot be swapped out of the arena until it is KO'd (again)
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Darkness Skill
(Ultimate)
TypeDescriptionHow does it work?
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Jack in the BoxActiveSummon a dense, dark fog and, as the fog dissipates, conjure an illusion of your minion to bewilder your opponent.After casting this ultimate ability, inform the referee about the designated position for the illusion (left or right). The opponent must then select their target for the next turn's attack. If the illusion is struck, it will vanish. You can opt to rearrange the illusion's position during the onset of your subsequent turn as long as the illusion remains active. The illusion will only active during attack phase
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Inescapable DecisionsActive and ReactivePresent your enemy with a vexing choice between life and death.Conceal a rift between life and death within one of these three options: The Darkest Night, The Shrouding Mist, or The Wicked Nightmare. Inform the referee of the choice in which you wish to hide the rift. The opponent must then select from the three choices. Should the enemy opt for the option harboring the concealed rift, Death itself will emerge from the portal and wander throughout the arena.,you can choose for Death to strike your opponent's minion before or after any player's turn., inflicting flat 30 damage to your opponent's minion.Upon fulfilling your bidding, Death will return to its realm.
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