FINAL FANTASY FABLES: CHOCOBO TALES
By The Ambassador, a.k.a. just4yoshi
VERSION: 1.05
UPDATED: 05.24.08
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Table of Contents:
0. Introduction & Notes
1. Minigames (Quick Play Order)
A. The Adamantoise and the Cactuar (A & C)
B. Titan and the Beanstalk (B & T)
C. The Ugly Chocoling (T U C)
D. Unicorn and the Town Musicians (U & T M)
E. Shiva and Ifrit (S & I)
F. The Boy Who Cried Leviathan (B & L)
G. The Three Little Piggies (T L P)
H. Mini Red Riding Hood (M R R M)
2. Microgames (Quick Play Order)
3. Cards (Numerical Order)
4. Miscellaneous & FAQs
A. The ULTIMATE Teams (Two of them)
B. Absolute Best Cards List
C. Maximum Possible Damage (80 & 120)
5. Contact & Legal
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0. Introduction
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First off is the question of just what is Final Fantasy
Fables: Chocobo Tales? The answer is that it is a hybrid of
two genres, card battles and minigames. Expect to see a lot
of elements of games such as Mario Party, or on the other
hand, a trading card game (Pokemon?). Also, don't let
either of those disappoint you. While I have several, I am
not the largest fan of minigames, but this game has a very
diverse range of them, and most are interesting. Also, the
card battles are rather fun too, especially the part of
making the decks or surviving for half of a battle on just
one HP!
As for this guide, it is meant to give general help. Don't
expect to see all too much for the story walkthrough,
unless it's in the FAQ section. This is for the minigames,
microgames (which are actually minigames too), and cards.
Battles and spots to collect items will generally not be
covered (although do check the FAQ because I do answer them
as they arise).
Finally, please note that in an effort to make this guide
better, I have included my opinions on the minigames,
microgames, and cards. As opinions are subjective, you may
disagree. So, use my opinions, but use them loosely and
find your own style and abilities.
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1. Minigames
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NOTE: Maximum Difficulty/Luck is 6 stars.
A & C: Race to the Top:
Difficulty: **
Luck Factor: *
Directions: Hold down the stylus in the direction you want
to head. If you pull off your stylus, then the turtle
becomes immune to the boulders. One advanced strategy is to
let a boulder that has almost past you push you forward (by
hitting you from the opposite of the direction you are
going towards).
A & C: Rescue on the Rapids:
Difficulty: ****
Luck Factor: **
Directions: The controls are similar to the first one.
However, you want to have your stylus off for as much time
as possible. The first couple of times, don't skip the
intro and instead learn the course. There are two major
strategies, and both work well. The first is to only touch
the screen if you are going to run into a wall. The second
is to only NOT touch the screen on decent sections of
straightways. Either way works, although I would suggest
starting with the second technique until you know the route
better. For turning, you can either hold down the stylus in
the direction you want to go (better for strategy 2) or do
quick rotating motions (better for strategy 1). Also, luck
plays a small factor in battle mode, from turtles bouncing
off one another.
T & B: Leaping on Leaves:
Difficulty: **
Luck Factor: **
Directions: If you are familiar with the trampoline
minigame in New Super Mario Bros, you will feel right at
home here. Use your stylus to draw small (but not too
small) lines almost horizontal to bounce your chocobo the
highest. The bombs generally are on one side, then the
other. Later, both sides have bombs or they move back and
forth (the luck factor). Try to aim slightly, and don't be
afraid to let your chocobo fall a bit if it means a better
setup for the next leaf.
T & B: Scurry Down the Stalk:
Difficulty: ****
Luck Factor: ****
Directions: This is one of the nastier minigames. However,
the hardest part is knowing HOW to do it. Draw leaves at
about 60-degree angles (mostly vertical) because, for some
reason, walking is faster than falling. Go figure. Beyond
that, it's really up to you to make your own strategy.
Staying closer to the bottom and hitting speed ups are
great, but you must balance that with getting the coins.
Same holds true for the trial mode (and note that you do
lose coins if hit). Luck comes from where the coins and
speed/slow downs are, as well as where your opponents are
in the battle mode. Find your own rhythm and just keep
drawing those leaves.
T U C: Find that Fiery Chocobo:
Difficulty: **
Luck Factor: ****
Directions: For this one, put your stylus on the magnifying
glass to move it around. Follow the top screen more with
your eyes and keep looking for flames. It has to be flames
though as later other dark chocobos also show up. Just keep
moving around and you'll probably win if luck is on your
side.
T U C: Flaming Frenzy:
Difficulty: ***
Luck Factor: *****
Directions: Say hi to luck in this game. Just stay rather
close to the water and keep double-tapping. Go for coins,
yes, but moreso go for your opponents. This one is all
about the endgame. You can be about 5 coins behind with 5
seconds left and STILL win (when there's quite a few
chocobos playing). Just keep at it and keep rolling.
Eventually luck will side with you and you'll win.
U & T M: Mimic that Melody:
Difficulty: **
Luck Factor: **
Directions: Now don't start flaming me. I do say this one
is easy. However, at first I thought it was impossible. The
key is that you don't try to hit the symbol AS it comes up,
rather BEFORE it does. It doesn't matter if you're a second
early; just as long as you're on the correct one when it
comes up. Battle mode is a bit tougher as the chocobos can
sometime last a long time (luck factor). Still, just always
go to the correct one before it comes up.
U & T M: Symphonic Survivor:
Difficulty: ***
Luck Factor: ***
Directions: I wonder if I ever moved normally in this game.
Keep double-tapping. This time, it's not for knocking into
others (although you can try to do that); instead, it's the
fastest way to get to the different symbols. And, the game
ultimately comes down to a balance of staying close to the
edge (to make it to the next symbol in time) and not
getting knocked off. Find your style and stick with it.
S & I: Lunging for Lasans:
Difficulty: ***
Luck Factor: ***
Directions: Hold the stylus on your chocobo and fly him
back and forth on the top of the screen, trying to pick up
those fruits. Don't be afraid to do some acrobatics if it
will help you get more fruit. And, I don't think you lose
any if you get hit (just time).
S & I: Leaping for Luchiles:
Difficulty: ***
Luck Factor: **
Directions: Use your stylus to grab your chocobo and fling
him upwards. Try to make him arc from one side to the other
in a gentle but high curve and you'll get most of the
luchiles every time. This one might take several practice
runs, but after you get the hang of it, it isn't the worst.
Also, for trial mode, take your time to line up your shots
well.
B & L: Underwater Escapades:
Difficulty: *****
Luck Factor: ****
Directions: This is one that's bound to give a lot of
people problems. Large difficulty and luck is not the best
combination. Trial mode is okay, but battle mode is
something else entirely. Expect to be having to navigate
very VERY tight spaces to win it on tough settings (or even
on easier ones). The trick is to move your stylus up and
down in quick but controlled movements. Move faster if you
need to rise or less if you need to fall. Just do NOT stop
moving (unless you absolutely have to) nor lose control. Be
in control of your movements at all times and you'll
eventually make it through with a lot of luck and practice.
B & L: Bubbling Barrage:
Difficulty: **
Luck Factor: **
Directions: First, this is a double-tap mission so guess
what? You only use double-tap of course. To start, double
tap straight up to try to get into his first loop. In fact,
this is the entirety of the strategy: be in the loops when
he makes them. Try to stay near his head on the side that
he's turning towards and dart (double-tap) into any loop he
makes, collect 3 fish, and find his hear. Repeat until time
expires (and knock into competitors of course).
T L P: Puzzled Little Piggies:
Difficulty: **
Luck Factor: ***
Directions: First, grab whatever piece you can find and put
it in the middle of the large house. Then keep flying
around, looking for the largest piece that will fit in a
house. Finally, if there's only 2-3 pieces left in a house,
find all of them first and then put them in, just to be
sure you get the bonus for finishing the house; similarly,
if you see another chocobo with a piece coming in when
there's only two left, find the other, or, if you already
have it, WAIT for him to play his first. Then, you get the
bonus ;).
T L P: Hide and Shriek:
Difficulty: ****
Luck Factor: ****
Directions: Ah, another nasty one. I can't stand this
minigame. It's actually my least favorite, partly due to no
nice epilogue. Anyways, listen up. This is one of only two
minigames with double tap that you DON'T double-tap on. I
repeat. Don't double-tap. Just run. You run at about the
speed of a tonberry, so if you get one on your tail just
run around (and not into anything) until you can pass him
onto another chocobo. This one is tough to get perfect on
and heavily relies on luck (of being in the right place at
the right time). Also, WARNING: any "dead" chocobo turns
into a tonberry, so don't go by the upper screen alone or
you may find yourself running into a chocobo turned
tonberry.
M R R H: Lightning-Fast Labyrinth:
Difficulty: ***
Luck Factor: ***
Directions: Best hint here is to take your time. First off,
you hold the chocobo (not point him as I first tried).
Beware of sharp turns and the final area. Take your time
and don't get hit to make the fastest time. Also, with that
said, you may have to take a few risks with the moving
ones, so take a risk if you have a decent chance of making
it, just try to plan out your path beforehand.
M R R H: Shocking Shuffle:
Difficulty: *
Luck Factor: *
Directions: Isn't it a shame that the final minigame is the
easiest and most boring of them all? The entire strategy is
to NOT double-tap and just round around counter clockwise
until everyone else dies. Don't try to attack. They're
idiots. They'll kill themselves eventually, even on the
hardest setting, so just stay out of harm's way.
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2. Microgames
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NOTE: All of these are written about the gold medal. Also,
the max stars is 6.
BOMBERWALL:
Difficulty: *****
Luck Factor: ****
Directions: Wasn't it so nice of them to start with a doosy
of a microgame? Anyways, tap fast, but do it slowly (this
will be a common theme). The strategy is to go fast, but to
always look ahead. It may take an extra millisecond, but
it's worth it to not hit wrong. Try to get the first crown
in 5 seconds or less to be in a good position to get the
remaining ones. Focus. Focus. Speed. Focus. Speed. Focus.
That is the way to win, but expect it to take a while,
especially on your first playthrough.
CLIFFHANGER:
Difficulty: **
Luck Factor: *
Directions: I know some people struggle with this one. The
key is to know your timing. Approximately a half second
after seeing the 20m point, tap to stop. Play around with
the timing until you get within the distance. The nice
thing is that this one is fast, so you can try quite a few
times in a short period of time. Try to beat my record of
0.36m ;).
BLAZING BLOCKS:
Difficulty: ***
Luck Factor: ***
Directions: This one may seem harder at first than it
really is. All that you need to do is to get rid of the
CRYSTALS. Anything else doesn't matter. Like most
microgames, the key to going fast is to take your time. Set
up the blocks first and learn from a mistake (you get two
bouts at a setup, I think). Also, you can get lucky and get
a quick one-block tap that will destroy everything in one
swoop, which is always nice ;).
BLOWGUN BLITZ:
Difficulty: ****
Luck Factor: ****
Directions: Patience is the biggest key here. Breathe in
and wait... and wait... and wait... until you get a set of
about 4-5 balloons on the bottom portion that will all get
hit when you exhale. If you wait to long, look up to
breathe out and in again so you don't lose a dart. Trust
me, it's far better to do this "micro"game in five minutes
for one time than it is to do it ten times in five minutes
and STILL not have gold. Be patient and you will eventually
get a lucky lineup.
JOB JUGGLER:
Difficulty: ******
Luck Factor: ****
Directions: OUCH! The maximum of either is 6 stars, and
this gets 10 total. It is NASTY. The "key" (if there is
one) is to take that millisecond to make sure you make the
correct choice. Also, at the very end, it does NOT close
fully. You still have a very small section to see the
characters, which might well end up being that 20th one you
need. Beyond that, there are two strategies for completing
it. The first is to just keep at it constantly until you
win. The second is to realize that the setup on the bottom
is the same after you press start, so memorize it first so
you know where everyone (or at least most of them) is for
quicker selection. I actually used a hybrid, trying to
group similar characters together in my mind so I would
hopefully know the whereabouts of a character without
knowing the exact location. Good luck and have fun getting
18 or 19 over and over again... Make sure you have
something to celebrate with for when you do reach 20.
SILLY SCRIBBLES:
Difficulty: **
Luck Factor: **
Directions: This is one of the easier microgames, in my
opinion. Simply pick the one with more pictures. If you
can't tell, pick the one that looks like it was meant to
look like it had fewer ones (such as having a lot of small
ones or all in one small area), as that will normally be
the correct one.
CHEESE CHASE:
Difficulty: ** or *****
Luck Factor: ****
Directions: This one really depends on your blowing skills.
If you are good at doing very controlled blowing, try to
stay in the middle, as there is an area that you are
totally safe (the place where you're off the screen at the
split between the screens). Try to focus on one area (the
row you're one and the ones directly above and below)
mostly as it will help you focus. Keep movements as
controlled as possible. If you are really not good with
blowing (as I wasn't at first), you can either go a lot
riskier at the start or try a method of rubbing your hand
against the microphone (I have not been able to make this
method work, but others have used it instead of blowing).
BUBBLE BOUNCE:
Difficulty: ***
Luck Factor: *****
Directions: This seems to be one of the harder ones, but
most of that comes from luck. Sometimes the bubbles will be
in easy-to-hit areas. Other times, you'll almost need one
cactuar per bubble. The main thing is to spend the first
few times learning the angles that get you the proper
bounce positions, especially learning the angles for the
tougher-to-reach bubbles. Another idea is to hold the ball
pretty far left as that allows for more control over the
angle of bouncing.
MALBORO MASHER:
Difficulty: *****
Luck Factor: *****
Directions: Ouch, another 10-star total one. As you can
gather, this is another tough one. And, like many other
tough ones, this holds to that general strategy of taking
an extra millisecond to plan before acting. Go in the order
of appearance, NO MATTER WHAT. If you're in one corner and
going to the opposite one and there's a malboro in the
middle, DON'T hit it. That will cost you time you really
don't have. Let it wait for it's turn. Seriously, it is
better to just go in order. This is tough when they are
coming at basically warp speed, but still do your best. The
best strategy for me was to go somewhere quiet for a half
hour until I was able to focus enough to beat it in one
sitting. Focus, practice, skill, speed, sight, etc. It's
ALL needed. Good luck.
TAP TAP TRAP:
Difficulty: **
Luck Factor: *****
Directions: Don't get mad. Yes, I rank this as only two
stars in difficulty. Next time you play, look at just how
much luck is involved. The best strategy I have found is to
do several taps around the outside then a couple in the
middle. Look for any circle that's a bit bigger. Generally,
you can find it in the initial taps. If not, do more taps
for the second run-through. If you find a larger circle,
tap like crazy all around it. Be a woodpecker and you'll
win with some luck.
JELLY JIGGLER:
Difficulty: ******
Luck Factor: *****
Directions: This may well be the most talked about
microgame, and for a good reason. It's the toughest of them
all for me, with a total 11-star roundup! Prepare to lose
about an hour on this one. My strategy is to grab a wall
and not let go, just circle with it. Also, it is basically
a requirement that if you do this strategy to train your
brain to see all 3 walls (it's natural to just think about
the one you're turning). This one is NASTY. One advanced
technique is to attempt to get the red and green balls on
the exact same paths by using good angling. However, this
starts to fall apart after about 45 seconds as the red ball
slowly speeds up faster than the green ball. Still, it's a
good strategy, and one of the two times I beat the
microgame is due to having the red and green together.
Basically, find a strategy that gets you over 40 seconds
and refine it and get lucky to raise it up to 60 seconds.
MAGIC POT LUCK:
Difficulty: *
Luck Factor: ******
Directions: Another highly-discussed microgame, this one is
almost entirely based on luck, which makes it annoying...
very annoying. There are two basic "strategies". One is to
attempt to guess the next position (sounds strange, but I
got up to 35 using this strategy once... and have yet to
repeat that feat after countless times). The second is
probably more fun: pass the DS around to family members,
friends, etc. to see who is the luckiest. If you want,
offer a small reward to whoever manages to beat the odds
:P. Just keep at it and eventually luck will side with you.
BOGGLING BRIDGES:
Difficulty: ***
Luck Factor: ***
Directions: The best strategy is to stay ahead then give
up. Let me explain. Keep rotating bridges in front of him
to make a path, but if/when he catches up, at the next
cheese, stop going forward. Instead, work from the idea of
him turning around and set him on his next path to the
cheese. Also, try to balance getting close cheese (which
isn't necessarily closest as a bird would fly) and getting
to a nice string of cheese (pun not intended).
MYSTIFYING MAGNETS:
Difficulty: **
Luck Factor: ****
Directions: Plan then move. Beware of the crossroads one
too. Try to figure out where it goes first if you get one
in your set. Just plan ahead and you should do fine (if you
happen to get a nice set of problems).
LEAPTOAD:
Difficulty: ****
Luck Factor: ****
Directions: This one has been known to cause a lot of
troubles. My strategy is to combine doing a lot of short
leaps (as I move around the pond for good positions) and
long leaps (at those good positions). This is a hybrid of
the two main strategies of using mainly large leaps or a
lot of little ones. If you're quick at moving the leaves,
try focusing on more short leaps. Else, focus on setting up
the large ones. Be much more risky at the start. Just keep
moving (unless you are drawing the monster in to setup a
leap). Also, moving mostly around the outside is
recommended. Basically, go for notes, then for survival
(when the monster is moving rather fast), then for any
notes you can grab (when the monster is approaching warp
speed).
BLIZZARDY BLOCKS:
Difficulty: **
Luck Factor: ****
Directions: First, know that the difficulty is probably
less for me because this is my favorite microgame. There
are three basic ideas to winning. The first is that if you
need him to go up a level, you don't have to make a stack
of ice, just place one where you actually need it. The
second is that a double-stack (or a trio of below, above,
and front) will cause him to turn around (use it to save
time). The third and most important is to keep the chocobo
as high up as you can. It is FAR easier to drop down than
to climb. Also, along the same lines, when you do have to
go down to collect a fruit, try to have a set of stairs
lined up right after the fruit to start climbing again.
Finally, note that a direct walk is the fastest (basically
I'm saying that --- is faster than -_- where the lines are
the top of blocks).
UP, UP, AND A-KWEH!
Difficulty: ****
Luck Factor: **
Directions: There are two parts to this game. The first is
to time your jump to leap at the last moment possible (or
close to it works as well). The second is your aim. You
should try to make the top of your chocobo's head be
somewhere in or just below that top cloud. Think of it as
being like his hat. Try a variety of short and long swipes
and hand angles and eventually you'll get 400.
WACKY WALL CLIMB:
Difficulty: ****
Luck Factor: ***
Directions: This one can take a while to do. As with most
tough ones, the key to winning is to plan ahead. Generally,
one side will be full of short leaps and/or electric things
and the other will basically be scott free of them. So,
keep looking ahead to find the best path. It's a whole lot
better to even lose a second looking at the path than to
lose two seconds dealing with electricity (and possible
electrocution). Also, along the same lines, give yourself
that extra millisecond when placing your suction cup thing
to make sure it actually connects for that will also save
time (and frustration).
DEADLY DEMON WALL:
Difficulty: ***
Luck Factor: ****
Directions: Another one I don't like. There are two basic
strategies. First is if you have excellent aim, go for
OHKOs of your chocobos. If you're like me, aim in front of
the little guys and tap like mad. Good luck getting those
speeders at the end. When you get that far, move your
starting position back to the left some so you can move to
position in time (although you will eventually be almost
tapping AT the wall).
REDEYE RAMPAGE:Difficulty: ***
Luck Factor: *****
Directions: There are two basic strategies: hit all and hit
center. Hit all means that, while you aim for the center,
your primary concern is to just hit all of the eyes; this
is a decent strategy as I have hit a few 100s from simply
trying to catch an eye. The second is to aim much more for
the center of the eye, and if a few slip by, that's okay.
For either way, it is VITAL to learn the "sweet spot". For
me, this meant tapping just a bit forward of the eye
(forward meaning ahead of where the eye is moving towards).
The bullseye is NOT necessarily where you see the bullseye
being. So, find where it truly is and aim there instead.
TOME RAIDER:
Difficulty: ****
Luck Factor: *****
Directions: This is a tough one. And, to sound like a
broken record, it is MUCH better to plan ahead. Take up to
a half second to plan your moves before you make them.
Mistakes normally cost 2 seconds but can cost up to 5
seconds to fix. So PLAN AHEAD. The first few playthroughs,
try to learn the strategies for setting up the three jewels
in the best ways possible. Also, good luck; you'll need it.
If you get a whole bunch of answers that keep being the
opposite of what you just did, you have basically no hope
of winning. On the flipside, I have gotten several one-move
solutions ;).
RODEO ROUNDUP:
Difficulty: ***
Luck Factor: *****
Directions: Slow and steady is what wins the race yet
again. Going for tons of 1s, 2s, 3s, or even 4s is not the
way to win. Think of it this way: you only need a handful
of 10-in-a-loops to win. The exponential scoring requires
you to go for larger numbers. And, don't be afraid to use
strange shapes either. Also note that getting two sets of 7
and two sets with bees is almost better than FOUR sets of 5
(98 vs. 100). So, don't worry about the bees as much. Worry
about huge sets.
CRAZY CREDITS:
Difficulty: **
Luck Factor: *
Directions: If you don't know what this microgame is, tap
the O's while the credits scroll. ONLY the O's (upper or
lower case). Not much else that I can say besides to be
precise. It's probably a good idea to beat the game twice
if you want to also look at the pictures.
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3. Cards
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Note the setup of how I am doing these (also note max is 8
stars in any category):
(Card Number): (Creature): (Attack Name):
Attack: (Normally the card damage, but NOT ALWAYS)
Defense: (Based on number of guard spots and if it is a
guard-based attack (no sword icon))
Special: (Anything beyond damage that the card does,
healing gets the most stars from me)
Rating: (The chances of seeing it in one of my decks,
which is the best way I thought of doing an
overall rating)
Notes: (Anything I want to say about the card)
001: Ifrit: Fireblast:
Attack: ***
Defense: **
Special: *
Rating: 15%
Notes: An alright card. I like having the guard, but
compared to some others, this one doesn't normally cut it.
002: Ifrit: Fireblast+:
Attack: ***
Defense: *
Special: **
Rating: 0%
Notes: If you want this card, do the normal version as
generally a defense spot is better than rebound.
003: Ifrit: Flame Ward:
Attack: *
Defense: ***
Special: *
Rating: 0%
Notes: I don't think I have EVER used this card. It's
pathetic. It is guard-based, which is nice, but only one of
those even deals damage. If you want to use it, check
Lamia's Entice ones instead as they are MUCH better.
004: Ifrit: Scorched Earth:
Attack: **
Defense: **
Special: **
Rating: 5%
Notes: This one is below-average (3-stars) in all areas,
but that does mean it doesn't have a major weakness.
Chances are you won't be using it.
005: Ifrit: Forest Fire:
Attack: ****
Defense: **
Special: *
Rating: 10%
Notes: This one can be rather powerful, but it is a
situational powerful. You probably won't be using it too
much, but it is an asset if you are going for a red-based
deck.
006: Ifrit: Hellfire:
Attack: *****
Defense: **
Special: **
Rating: 20%
Notes: If I am using an Ifrit card, chances are it's this
one. The CP requirement is high, but it has a good attack
and at least one defense. Still, there are better cards out
there.
007: Bomb: Fiery Tango:
Attack: **
Defense: **
Special: **
Rating: 5%
Notes: You can expect to see this card some as it's a
favorite of the computer cards. It's a nice starter, but
with a lower power, it doesn't often make it to my decks.
008: Bomb: Delta Guard:
Attack: *
Defense: ******
Special: **
Rating: 20%
Notes: Argh, if only this one had a better use besides
burn. Oh well, with the strong defense, it has a chance of
being in my decks.
009: Bomb: Self-Destruct:
Attack: **
Defense: ***
Special: (-1)
Rating: 0%
Notes: No wonder this is called a risky move. For me, if I
am using it, I probably have used a lot of red card, so it
will probably hurt me more than him, which is why I don't
use it. If you have this as your only red card, it might
work well... but I would rather have some other red cards
in its stead.
010: Bomb: Self-Destruct+:
Attack: ***
Defense: *
Special: (-1)
Rating: 0%
Notes: Okay, if you use this, please let me know why. This
card makes no sense to me. First, your opponent HAS to use
a red attack card. Then, he has to have a lot of red
crystals for this to be of any use. I don't touch this card
with a 10-foot pole.
011: Bomb: Explode:
Attack: *****
Defense: *
Special: ***
Rating: 10%
Notes: For me, if I am going for a mostly red hand, this'll
probably be there. If not, the 3 red CP and no defense keep
me away. Decent attack though.
012: Bomb: Explode+:
Attack: ******
Defense: *
Special: ******
Rating: 20%
Notes: This has a high CP count, but it's worth it if you
can reach it (most of my hands can't, which is the reason
for the low percentage). However, the special can
absolutely destroy your opponent's plans. In fact, I play
this card more for the special than the attack.
013: Lamia: Tail:
Attack: *
Defense: ***
Special: **
Rating: 15%
Notes: I use this card mainly for defense and as a means to
easily generate red crystals. Beyond that, it's pretty bad.
014: Lamia: Song:
Attack: ***
Defense: *
Special: ***
Rating: 0%
Notes: While silence is handy, there are simply other,
better cards that are red when this has no defense.
015: Lamia: Maiden's Kiss:
Attack: ***
Defense: **
Special: ******
Rating: 70%
Notes: I like a good healer, and this does it. It is a
guaranteed heal, not based on CP, which is nice. It also
has and attack, unlike some heals. The CP requirements are
rather low too. It all wraps up into a rather nice package,
good enough to make it to my "ultimate" team.
016: Lamia: Maiden's Kiss+:
Attack: ***
Defense: **
Special: **
Rating: 5%
Notes: Bummer, instead of being an even better healer, they
nerfed the card, giving it burn instead of healing. Besides
an extra damage, that's the only difference. However, it's
not completely useless, just mostly.
017: Lamia: Entice:
Attack: **
Defense: ***
Special: ***
Rating: 50%
Notes: This is actually a decent card. I use it and Entice+
interchangeably. However, Entice+ made the ultimate cut due
to an extra damage. Still, stealing CP is generally nice,
but it can also end up hurting you, which is why I go for
the + version. This is really up to use. It's a good card,
one of the better ones.
018: Lamia: Entice+:
Attack: ***
Defense: ***
Special: ***
Rating: 60%
Notes: If it's on my "ultimate" team, it's good. I use this
card a lot. It's decent in all areas, and destroying CP is
a nice bonus. Also, destroying instead of stealing means
that it doesn't mess up my plans.
019: Phoenix: Fire Strike:
Attack: **
Defense: **
Special: *
Rating: 0%
Notes: Some might like this card. It isn't necessarily bad,
it's just based on luck of guard zones, which I don't enjoy
(and the attack is only 2 per zone).
020: Phoenix: Blazing Barrier:
Attack: **
Defense: ***
Special: ***
Rating: 30%
Notes: This is a good card. Damage isn't too high, but
having defense is nice. If only the defense wasn't for only
one turn (you don't have it for the current turn even if
you go first). I would use it more if some of the green
cards weren't better. Still, it's a good card, especially
if you are going for a mainly red hand.
021: Phoenix: Undying Spirit:
Attack: ***
Defense: **
Special: *****
Rating: 55%
Notes: As with many Phoenix cards, I like this one. My only
problem with it is that Maiden's Kiss and Undying Spirit+
seem stronger to me, and having two healers is enough for
me. Still, it is a nice addition to most decks.
022: Phoenix: Undying Spirit+:
Attack: ***
Defense: *
Special: ******
Rating: 70%
Notes: Lose a guard and gain an extra heal per CP. I'll
take that trade most of the time. To get the most out of
it, I actually try to go second instead (assuming I have a
lot of HP left). That way any strike is negated by the
large amount of health I'll be getting back ;). Nice card.
023: Phoenix: Flames of Rebirth:
Attack: ***
Defense: **
Special: ***
Rating: 30%
Notes: The percentage nowadays is lower, but this used to
be one in basically all of my decks. It especially helps at
the start, but in a long-drawn-out battle, it loses a lot
of effectiveness. Still, it's a decent card.
024: Phoenix: Flames of Rebirth+:
Attack: ***
Defense: **
Special: (-1)
Rating: 0%
Notes: I guess this card is good with bomb or something. I
just don't get the point of making all of my crystals the
same color. Normally, I have about two of each (and I like
it that way).
025: Adamantoise: Turtle Power:
Attack: *
Defense: ********
Special: *
Rating: 35%
Notes: This doesn't do much, but what it does, it does
well. This is the card I keep tucked away for when I have a
terrible hand and my opponent is looking to destroy me that
turn. It's an excellent catch-all, but beyond that, the use
is limited. Take Turtle Power+ first, and if you want a
second backup, please take it. It does its job very well.
026: Adamantoise: Turtle Power+:
Attack: **
Defense: ********
Special: *
Rating: 80%
Notes: This is one of my most common cards. The color boost
comes into play a lot actually. Use it and you won't be
disappointed. The best time to use it is for gray cards (as
you don't generally know what attack they will be), which
is where it shines the most. Of course, it also is a great
staller if you don't have a good card to use.
027: Adamantoise: Miraculous Shell:
Attack: ***
Defense: ******
Special: *
Rating: 75%
Notes: Back-to-back winners :). This is a great card. It
does require some CP, but even without the CP, it's a good
blocker. And, if you have the CP, you get to attack with a
strong attack and almost no chance of getting hit. Nice!
028: Adamantoise: Miraculous Shell+:
Attack: **
Defense: ******
Special: **
Rating: 25%
Notes: Dealing one less damage is a large drawback to me
when there's a lot of good cards. However, if you like to
use status effects, use it and enjoy it. I still use it in
some decks. I should probably use it more, but there are
quite a few GYB triple blockers.
029: Adamantoise: Slowspell:
Attack: ***
Defense: ****
Special: ***
Rating: 40%
Notes: This is a lovely card, especially for those of you
who like to be the attackers. If you want to attack, use
it. If you like to guard, use Miraculous Shell. If you want
to, use both like I sometimes do ;).
030: Adamantoise: Mighty Guard:
Attack: *
Defense: ******
Special: ***
Rating: 20%
Notes: Damage halved and a good amount of guarding is nice.
CP requirements are not, especially because it doesn't have
an attack. Still, it's alright, so use it if you want.
031: Cactuar: Spinning Needle:
Attack: ***
Defense: *
Special: ***
Rating: 0%
Notes: If you want to use this card, use Slowspell instead.
It has the EXACT damage and effect but two extra guard
spots.
032: Cactuar: Ambush:
Attack: ***
Defense: ***
Special: ***
Rating: 10%
Notes: This is actually a good card, being average in all
areas. If only there weren't so many other cards that had
the yellow/blue guard setup. Still, if you don't have those
other cards, use this one.
033: Cactuar: Poison Barb:
Attack: ***
Defense: *
Special: **
Rating: 0%
Notes: For me, poison is worse than going first, so
Spinning Needle is directly better and Slowspell is better
still. Thus, this card normally is left out of my deck.
034: Cactuar: Photosynthesis:
Attack: *
Defense: ******
Special: *****
Rating: 75%
Notes: How about a card that you almost never get hit on
that refills your HP too? That's what this card does. The
CP requirement is a bit tough, but the benefits are great.
Also, yellow CP seems to be, on average, the most created
color, so healing being based on yellow CP is nice (a
straight heal might be nicer, but can't have everything). A
great package deal that is almost always in my decks.
035: Cactuar: 1000 Needles:
Attack: ****
Defense: *
Special: *
Rating: 0%
Notes: Sorry, but you just don't cut it. If I have that CP,
I'll be using Photosynthesis. If I don't, you're worthless.
Also, the attack is a bit low for requiring two CP.
036: Cactuar: 1000 Needles+:
Attack: ****
Defense: *
Special: **
Rating: 5%
Notes: I actually use this on rare occasions. If I have
that much green CP, I might just use poison. Still, I think
there are probably other, better cards.
037: Unicorn: Rush:
Attack: ***
Defense: *
Special: ***
Rating: 0%
Notes: Basically the only use is for sealing CP. 3 attack
with no protection... once more Slowspell works better for
me. Same attack, more guard, different special.
038: Unicorn: Healing Kick:
Attack: **
Defense: **
Special: **
Rating: 0%
Notes: This card is a total letdown. HEALING Kick??? All it
does is remove statuses. Big deal. I guess it is one of the
only cards that does remove statuses, but is it really
worth it to have such a situational card in your deck? The
only two statuses I really worry about are defense (a GOOD
status) and CP sealing. I don't want to get rid of defense
:P and if I want to unseal myself, why not just wait for
the end of the turn? Doesn't that do the same thing? I
think so.
039: Unicorn: Fountainhead:
Attack: *
Defense: ***
Special: (-1)
Rating: 0%
Notes: The only reason I see to use this card is if you are
about to you the green Typhon card. Else, don't touch it at
all. I know I don't.
040: Unicorn: Fountainhead+:
Attack: *
Defense: ***
Special: ***
Rating: 0%
Notes: This one is loads more useful than the normal
version (at least to me), but it's still not good enough
for my teams. However, if you don't mind the 3 CP, you may
like it as it really disrupts your opponent's plans.
041: Unicorn: Gale Strike:
Attack: ***
Defense: **
Special: *
Rating: 0%
Notes: Ah, comparison to Slowspell again. Slowspell is not
luck-based and has an extra guard, not to mention an
effect. If you like luck though, I guess it's not bad...
042: Unicorn: Gale Strike+:
Attack: ****
Defense: *
Special: *
Rating: 0%
Notes: If you like luck, you might like this card. I don't
like luck, so I will stick to cards with more defense.
043: Titan: Gaia's Wrath:
Attack: ***
Defense: *
Special: ***
Rating: 0%
Notes: This is a rather unique card in that if you attack a
card that also has a green attack, you still do full
damage. However, with a 2 CP need and no defense, this
doesn't cut it for my decks.
044: Titan: Boulder Toss:
Attack: ***
Defense: **
Special: ***
Rating: 5%
Notes: Compared to Slowspell, this is again weaker, but it
does have its moments with the CP crush. Use it if you
want; I do on rare occasions.
045: Titan: Earthen Fist:
Attack: ****
Defense: **
Special: *
Rating: 15%
Notes: I actually use this card in a good number of decks.
5 damage for 1 CP is a decent deal and one defense helps.
It may not be the best, but it works in a pinch.
046: Titan: Earthen Fist+:
Attack: *****
Defense: **
Special: *
Rating: 30%
Notes: 2 CP for 7 attack? I'll take that trade if I am
doing an attack-based deck. This is a nice card, a good
addition to a lot of decks.
047: Titan: Fissure:
Attack: ***
Defense: **
Special: *
Rating: 5%
Notes: I will use this one rare occasions. At least the CP
requirement helps the attack power. I still like other ones
better (such as Photosynthesis for the same CP
requirements).
048: Titan: Fissure+:
Attack: ***
Defense: *
Special: *
Rating: 0%
Notes: If you are reading in order, you already know what I
think about luck attacks. Still, if you don't mind the luck
and no defense, it's a good card. It's just not for me.
049: Shiva: Chilling Whisper:
Attack: ***
Defense: *
Special: *
Rating: 0%
Notes: No defense and a freeze? I think I'll pass. It might
be good as an early setup for a strong attack, but that's
not for me.
050: Shiva: Extinguish:
Attack: ***
Defense: **
Special: ***
Rating: 5%
Notes: This one has its uses. I am not the biggest fan of a
CP crush, but it could hurt your opponent, and it at least
has one defense.
051: Shiva: Extinguish+:
Attack: ***
Defense: **
Special: ****
Rating: 5%
Notes: An extra CP requirement but to take away all red CP?
For you that might be a good trade. For me, both the normal
and plus versions are about on an even footing. If you want
one, just take your pick.
052: Shiva: Snow Veil:
Attack: **
Defense: ***
Special: *
Rating: 0%
Notes: I like guard cards, but this one seems pointless. It
guards only half of attacks and only does damage for 25% of
them. That's too based on luck for me.
053: Shiva: Diamond Dust:
Attack: *****
Defense: **
Special: *
Rating: 15%
Notes: 8 attack for 3 CP and a defense? Sometimes that's
good enough for me. This card can do some good damage. I
have seen it used effectively a lot. Still, the CP
requirement stops me from constantly using it. Good card
though.
054: Shiva: Heavenly Strike:
Attack: ****
Defense: **
Special: *
Rating: 15%Notes: This, Diamond Dust, or both, take your
pick. Both
are good cards with a higher CP cost. This one is more
based on luck, but red CP is not uncommon.
055: Leviathan: Tail Whip:
Attack: **
Defense: *
Special: ***
Rating: 0%
Notes: For a low attack and no defense, stealing 3 CP just
isn't worth it for me. Perhaps it is a good starter card,
but I don't like it.
056: Leviathan: Thunder Storm:
Attack: **
Defense: *
Special: ***
Rating: 5%
Notes: With no defense and little attack, how does this one
make the cut sometimes? Simple. This is the ONLY color card
that has a direct attack that is NOT the color of the card.
It's a great way to surprise your opponent ;). Still, it
rarely makes it into my decks.
057: Leviathan: Geyser:
Attack: *
Defense: ***
Special: (-1)
Rating: 0%
Notes: Can someone PLEASE tell me the point to turning all
of your own CP to the same color? Is it for Typhon? I just
don't get a card like this.
058: Leviathan: Geyser+:
Attack: *
Defense: ***
Special: ***
Rating: 0%
Notes: At least this one makes more sense. Still for a
semi-large CP requirement, there are probably better ways
to disrupt your opponent's plans.
059: Leviathan: Tidal Wave:
Attack: ***
Defense: *****
Special: *
Rating: 75%
Notes: This is one of my most-used cards. It didn't make
the cut for my "ultimate" team, but if there had been 16
slots, it might have. Great defense with a decent attack
makes this card an asset to most decks.
060: Leviathan: Tidal Wave+:
Attack: ****
Defense: **
Special: *
Rating: 40%
Notes: To me, I like the original better. Still, if you are
one who likes strong attacks over defense, use it and
enjoy. It's a great card.
061: Mist Dragon: Mist Breath:
Attack: **
Defense: **
Special: ****
Rating: 0%
Notes: Sealing CP is nice, but with a low attack and
defense, this card rarely makes the cut.
062: Mist Dragon: Billowing Mist:
Attack: *
Defense: ***
Special: ****
Rating: 50%
Notes: This card isn't not the easiest to get to play, but
it certainly has its place in some decks. My first
playthrough, this card saved my neck many times. Because
it's a guard healer, it gets onto my "ultimate" team.
063: Mist Dragon: Aqua Breath:
Attack: ***
Defense: *
Special: **
Rating: 0%
Notes: This might get into some decks if it wasn't for the
2 CP requirement. That is just too high for no defense, a
weak special, and an average attack.
064: Mist Dragon: Aqua Breath+:
Attack: **
Defense: *
Special: *******
Rating: 40%
Notes: If you are doing a blue-based deck, this card is a
must. Just 4 blue CP will totally restore you and do some
damage too. Problem is that 3 CP is a bit steep for a
multi-colored deck. It's an awesome card for what it does
though, so if it sounds like you, don't hesitate to use it.
065: Mist Dragon: Ice Bind:
Attack: **
Defense: ***
Special: **
Rating: 25%
Notes: Just how did a 25% make it to the "ultimate" team?
Two answers. First is that it barely made it. Second is
that it works well in certain situations. It may one day be
replaced with Leviathan's Tidal Wave. It's still a good
card (has to be to make the team).
066: Mist Dragon: Ice Bind+:
Attack: **
Defense: ***
Special: **
Rating: 20%
Notes: This is nearly identical to Ice Bind, except it
steals CP instead of freezes. Personally, I like to plan my
CP more, so I use the normal. The choice is really yours.
067: Bismarck: No Mercy:
Attack: **
Defense: ******
Special: ***
Rating: 75%
Notes: This is a great card. It has only spot to be
attacked in and has a halfway decent attack and special. I
wish the attack was a bit higher, but still, it is a great
all-around card.
068: Bismarck: Engulf:
Attack: ***
Defense: **
Special: **
Rating: 10%
Notes: You can use this card if you like to steal CP. It is
decent in most areas, but it also doesn't really excel.
069: Bismarck: Engulf+:
Attack: ***
Defense: *
Special: ***
Rating: 0%
Notes: Trading defense for a CP destruction just doesn't
cut it for me. There are better 3-attack that have some
defense to them.
070: Bismarck: Breach Blast:
Attack: **
Defense: **
Special: *
Rating: 0%
Notes: Me no like luck. This one is based on luck, and luck
of guard zones at that. I don't mess with it.
071: Bismarck: Breach Blast+:
Attack: ****
Defense: *
Special: *
Rating: 0%
Notes: You can get lucky and pull off a really powerful
attack, but with a one-of-each CP requirement and no
defense and a strong luck factor, this doesn't make it to
my decks.
072: Bismarck: Maelstrom:
Attack: ***
Defense: **
Special: *
Rating: 5%
Notes: I rarely use this card. It has some luck to it and
requires two CP, but it's not all that bad... I just like
other cards better.
073: Carbuncle: Shining Star:
Attack: **
Defense: ***
Special: ***
Rating: 45%
Notes: This one is mostly average, and it's a defense card,
which I like. There are a few better ones, but this one is
still good with the CP seal, barely making it to the
"ultimate" team.
074: Carbuncle: Quickstomp:
Attack: ***
Defense: **
Special: ***
Rating: 30%
Notes: I see a lot of this card at the start. It's one of
the few that gives 4 attack without any CP, and it has a
special! If only it was a guard card, this would make it to
the "ultimate" team. Still, it gets on to many of my teams.
075: Carbuncle: Ruby Light:
Attack: *
Defense: ******
Special: ******
Rating: 90%
Notes: This is my most-used card of all. For 2 CP you can
turn around any attack that you want! Even better, you
don't worry about meeting CP requirements (although if the
attack/special is CP-based, it does use yours). With this
card, I can use Explode+ without ANY red CP! No wonder it's
in my "ultimate" team (and just about any other team).
076: Carbuncle: Ruby Light+:
Attack: *
Defense: ******
Special: ********
Rating: 75%
Notes: OUCHIE! Opponents beware if you are using this card!
Double the pain (and any specials). No CP requirements (for
the returned card). This card absolutely rules. The problem
is that crazy CP requirement for the card. But hey, it's
what stops this card from being crazy overpowered. If you
have a diverse card range with some strong yellows, make
sure this card is in your deck. It's perhaps the "ultimate"
card (a special note about this is noted in section 4).
077: Carbuncle: Holy Guard:
Attack: *
Defense: *
Special: ******
Rating: 0%
Notes: While the heal is great, the chances of being
attacked in one specific spot is so luck-based that I won't
touch this card at all.
078: Carbuncle: Blessed Song:
Attack: **
Defense: **
Special: ****
Rating: 5%
Notes: I rarely use this card. It's a nice way to disrupt
your enemy, however it is designed to be used at the start
of the battle, which severely limits it. By the time this
card can really make a difference, there are other cards
that can CP crush with stronger attacks/defense.
079: Ramuh: Shock:
Attack: ***
Defense: **
Special: *
Rating: 5%
Notes: I rarely use this card. I find that blue CP is one
of the least used CPs in the game, so the card isn't good
for an all-around deck. However, if you're going up against
a blue deck, you'll probably want it around.
080: Ramuh: Thundercloud:
Attack: ****
Defense: ***
Special: *
Rating: 75%
Notes: This card is awesome. I might go so far as to say it
is the best card in the game that does not require CP. It
can deal 8 damage without any CP! This card is a winner and
belongs in most decks, including the "ultimate" deck.
081: Ramuh: EM Field:
Attack: **
Defense: ***
Special: **
Rating: 0%
Notes: If you want to use this card, either take Shock or
Thundercloud. Both seem better to me. It's luck based and
has a special I rarely use.
082: Ramuh: EM Field+:
Attack: *
Defense: ******
Special: (-1)
Rating: 0%
Notes: WHY??? Why does it have to be your own CP that's
turned yellow? If it was one's opponent's CPs instead, this
card would get like a 70%. Too bad...
083: Ramuh: Judgment Bolt:
Attack: ****
Defense: **
Special: *
Rating: 20%
Notes: If I have an attack deck, this card is normally in
it (normally have the CP due to same requirements as Ruby
Light). It's got a defense and a strong attack. Nice.
084: Ramuh: Judgment Bolt+:
Attack: ******
Defense: *
Special: *
Rating: 30%
Notes: Again, this card is in my deck if I'm attacking. An
attack of 9 for just 3CP? I'll do it! This is THE strongest
of the simple attack cards (non-CP-based).
085: Cait Sith: Megaphone:
Attack: ***
Defense: **
Special: ****
Rating: 40%
Notes: If I'm on the offensive or even a mixed </pre><pre id="faqspan-2">
offense/defense strategy, you can bet that this card will
be in the deck. It's got decent defense, and if you attack
first, you get a shield for basically two turns.
Furthermore, the attack isn't too shabby. Good card.
086: Cait Sith: Battle Trumpet:
Attack: ***
Defense: **
Special: **
Rating: 10%
Notes: This is a halfway decent card. It gets better
against human opponents (as the computer doesn't care about
numb), but it still has an average attack and defense. Use
it if you want to, and if Megaphone, Battle Trumpet+, and
Quickstomp are already in your deck (both are similar but
better). Although, if you already have those two, you may
not need this card ;).
087: Cait Sith: Battle Trumpet+:
Attack: ***
Defense: **
Special: **
Rating: 25%
Notes: Nice! A 4-hitter that you can use right off the bat!
This is a rather powerful card, but it has a comparatively
low rating for all that it does. Why? Cause there's so many
others that are very similar (especially Megaphone and
QuickStomp) that are just as good, if not better. Still,
it's a good card.
088: Cait Sith: Cat Rain:
Attack: ***
Defense: ***
Special: ****
Rating: 65%
Notes: This will be in most of my decks. It's a defense
card, which you already know I like. It's got a good
attack, and it can be a VERY annoying card. I have gotten
out of several binds with this card. Destroying the most
abundant crystals is very powerful later in the game and
can stop an ultra-destructive move. Use it and you won't be
disappointed (unless you have to give up Thundercloud,
which is just a bit better).
089: Cait Sith: Marvelous Cheer:
Attack: ****
Defense: **
Special: *
Rating: 10%
Notes: This is a nice, well-rounded card. It's especially
powerful later on, hitting up to 10 damage (although
average is probably about 6-7). It does require some CP,
but that shouldn't be an issue as the card isn't good until
later on in the battle. Still, it doesn't have a very high
rating as it's simply mediocre. If I want this card, I'll
probably go for the + card instead.
090: Cait Sith: Marvelous Cheer+:
Attack: ********
Defense: *
Special: *
Rating: 40%
Notes: This is probably one of the most discussed cards.
It's uber-powerful, especially later in the game. It has no
defense, but it attacks generally over 15 damage, later on
a perfect 20 attack. It has some strong CP requirements,
but that isn't a big deal as it's a late-game card anyways.
Use it if you want an uber-attack card and you won't be
disappointed. In fact, one of the best strategies is to
combine this card with a total guard deck, letting your
opponent think that you are just going to guard and then
get an OHKO!
091: Iron Giant: Fist:
Attack: ***
Defense: **
Special: *
Rating: 10%
Notes: While it requires a CP, this is a good card. It's
got the red defense, which is nice. Also, with an attack of
4, it's somewhat strong. Use it for a nice early to mid
game attack card. However, Overhead Smash+ is much better.
092: Iron Giant: Tackle:
Attack: ****
Defense: ******
Special: **
Rating: 75%
Notes: There is only one downside to this card, and that's
the stronger CP requirement. However, it is even useful at
the start as a defensive card. Once you have the CP, this
card is nearly unstoppable. It even has a bonus of going
first next time. If you are going to use Ruby Light/+, be
sure this card is also in your deck.
093: Iron Giant: Beam:
Attack: ****
Defense: *
Special: **
Rating: 0%
Notes: If you are going to use this card, know that there
are other, better cards. There are many yellow attacks that
have lower CP requirements and higher defense (like
Quickstomp, Fist, or Megaphone). It's decent, but not good
enough compared to all of the other good yellows.
094: Iron Giant: Beam+:
Attack: ***
Defense: *
Special: *
Rating: 0%
Notes: Can someone make sense of this card? You need 3
yellow CP to use an attack with ONLY your other CP??? This
makes no sense. Use one of the Marvelous Cheers instead,
just avoid this card.
095: Iron Giant: Overhead Smash:
Attack: ***
Defense: **
Special: ***
Rating: 5%
Notes: This is an okay card. I would use it more if there
weren't so many substitutes, including the + version.
Still, it's situationally powerful if you find yourself
constantly with less HP than your opponents.
096: Iron Giant: Overhead Smash+:
Attack: ***
Defense: **
Special: **
Rating: 20%
Notes: This is a very good card. It has a 4 attack right
from the get go. It has a red defense, which is nice. It
also has a special. I don't know why I don't use it more,
but I really don't use it often. You might like it better
though as it's still a great card.
097: Odin: Zantetsuken:
Attack: ****
Defense: **
Special: (-1)
Rating: 0%
Notes: Why? I guess if you never use blue cards, this card
may be okay, but let's be realistic: this card is
atrocious. Don't use it!
098: Odin: Zantetsuken+:
Attack: ****
Defense: **
Special: (-1)
Rating: 0%
Notes: Ditto for above, but for not using green. I have
literally seen the computer kill THEMSELVES by playing
these cards!
099: Odin: Gungnir:
Attack: ***
Defense: *
Special: *
Rating: 0%
Notes: Okay, a card that is based on luck, with an average
attack of 3, that has no defense and no CP creation...
WHY???? Use basically any yellow standard attack card (i.e.
Megaphone) as a MUCH better substitute.
100: Odin: Gungnir+:
Attack: ***
Defense: *
Special: ****
Rating: 0%
Notes: Well, the + version is better, but that only goes to
show how bad the original is. The special is good, but with
no defense and no CP creation, I would pass on this one.
101: Odin: Sleipnir:
Attack: *****
Defense: *
Special: ***
Rating: 0%
Notes: In a word, avoid! You have to get VERY lucky for an
opponent to just happen to attack red in order to get this
card to work. I don't know about you, but I am not going to
risk that big of a gamble. IF the opponent has a strong
enough red hand to have all red cards (the ONLY time to use
this card), chances are that he has enough red CP to make
Explode+ better, and that card is also awful.
102: Odin: Dark Blade:
Attack: ****
Defense: **
Special: *
Rating: 0%
Notes: So not every Odin is terrible. This one has some
use, albeit small. Only use it if you normally have high
health. Even then, with the nasty CP requirement, I don't
recommend it. IF you do want to use it, be sure to check
Tonberry's Knife first as the CP requirement is a bit nicer
in my opinion. I never use it, but you may have a bit
better luck (but don't count on it).
103: Bahamut: Air Strike:
Attack: ****
Defense: *
Special: *
Rating: 0%
Notes: Well, it has a nice, no CP attack. However, it has
no defense, nor does it generate CP. Thus, while it's not
all that bad, I don't use it. If I was strictly offense
though... I might use it.
104: Bahamut: Mega Flare:
Attack: ****
Defense: *
Special: *
Rating: 0%
Notes: Well, it has a nice, no CP attack. However, it has
no defense, nor does it generate CP. Thus, while it's not
all that bad, I don't use it. If I was strictly offense
though... I might use it. (Same as Air Strike, just red,
not green.)
105: Bahamut: Mega Flare+:
Attack: ****
Defense: *
Special: **
Rating: 0%
Notes: Well, it has a nice, no CP attack. However, it has
no defense, nor does it generate CP. Thus, while it's not
all that bad, I don't use it. If I was strictly offense
though... I might use it. Also, it's the best of the trio
(see above two) as it at least has some special (numb).
106: Bahamut: Tera Flare:
Attack: *****
Defense: **
Special: *
Rating: 5%
Notes: I would use this more if it gave CP. It's actually
rather decent, dishing out an average of 8 attack or more.
I am just a total color-user. In an attack hand though, you
may get surprised by it, as it is a rather hefty card with
at least a little defense.
107: Bahamut: Tera Flare+:
Attack: *******
Defense: *
Special: *
Rating: 10%
Notes: This card might be able to be used in the most
lethal attack period (section 4). It dishes out major CP-
based damage. The downside is that it has no defense and
has several cards in direct competition with it (such as
Marvelous Cheer+).
108: Bahamut: Impulse:
Attack: ***
Defense: ***
Special: **
Rating: 15%
Notes: Say hi to perhaps my most used gray card. It's a
guard card, which I like. Unfortunately, blue and green are
among the most guarded locations. Still, if you are up
against an opponent who likes blue & green, this may be a
handy card to have ready.
109: Tonberry: Poison Cloud:
Attack: ***
Defense: ***
Special: **
Rating: 10%
Notes: Actually, this one is probably more useful than
Impulse (above), with basically the same setup, just with
yellow/green guard instead (which there are fewer cards
of). However, I simply do not like Tonberry, so I rarely
use it :P.
110: Tonberry: Shadowbind:
Attack: ****
Defense: **
Special: ***
Rating: 5%
Notes: This isn't a bad card, but above-average doesn't
normally cut it in my decks. It's got some power though,
with a 5 attack and a small defense. I should put it in
more decks, but again I don't like Tonberry.
111: Tonberry: Knife:
Attack: ****
Defense: **
Special: *
Rating: 5%
Notes: Well, if you have good HP, I guess this card might
be useful. Problem is that the CP requirement puts it at a
mid or late game card, and by then, HP is generally not at
max if you're in a tough battle. Use it if it's your style;
that's all.
112: Tonberry: Karma:
Attack: *****
Defense: **
Special: *
Rating: 0%
Notes: Until your health is at 7 or less, this card is
pointless. And, after your health is that low, healing is
probably the bigger priority than attacking. This is too
situational (in a bad way) for it to make it into a single
deck.
113: Tonberry: Karma+:
Attack: ******
Defense: **
Special: *
Rating: 0%
Notes: Welcome to perhaps the most worthless card in the
game. Who really wants to get hit down to 3 or less to use
a card that only gives 10 damage? Not me. Yes, 10 is a lot,
but this is pathetic. Don't even bother with it unless you
want dead weight in your deck.
114: Goblin: Slap:
Attack: **
Defense: **
Special: *
Rating: 0%
Notes: Did you really think a starter card would be worth
anything? I guess that is true in some games, but certainly
not this one.
115: Goblin: Slap+:
Attack: ****
Defense: *
Special: *
Rating: 0%
Notes: This has mild uses, getting 5 attack with no CP
requirement, but I don't want it in my decks.
116: Goblin: Rage:
Attack: *
Defense: ***
Special: *
Rating: 0%
Notes: Tons of better cards; don't bother with this starter
either.
117: Goblin: Shout:
Attack: **
Defense: **
Special: *
Rating: 0%
Notes: The last starter card is the best, but it's still
not worth much.
118: Goblin: Meteor:
Attack: ****
Defense: **
Special: **
Rating: 0%
Notes: If you have all that CP, use it on a bomb card, not
this one (unless you really want to, I guess it's not
atrocious...).
119: Typhon: Fireball:
Attack: ****
Defense: *
Special: **
Rating: 10%
Notes: Basically, if you have a hand with a lot of red
cards, this might be a good card. Else, avoid.
120: Typhon: Chow Time:
Attack: ****
Defense: *
Special: **
Rating: 10%
Notes: Basically, if you have a hand with a lot of green
cards, this might be a good card. Else, avoid.
121: Typhon: Snort:
Attack: ****
Defense: *
Special: **
Rating: 10%
Notes: Basically, if you have a hand with a lot of blue
cards, this might be a good card. Else, avoid.
122: Typhon: Chow Body Splash:
Attack: ****
Defense: *
Special: **
Rating: 10%
Notes: Basically, if you have a hand with a lot of yellow
cards, this might be a good card. Else, avoid.
===========================================================
-----------------------
4. Miscellaneous & FAQs
-----------------------
The "Ultimate" Teams:
These are the two teams that I have developed that have
taken on all of the bosses in the game with little to no
problems. In fact, with these teams, I have been known to
end a battle with full HP. They are my most-recommended
teams to use. If you don't want to use them, that's fine,
but you still may want to review them to see why I consider
them good for the building of your own team. Also, if you
have an ultimate team, please let me know what the team is
AND why you think it's an ultimate team.
ULTIMATE TEAM 1:
015: Lamia: Maiden's Kiss
018: Lamia: Entice+
022: Phoenix: Undying Spirit+
026: Adamantoise: Turtle Power+
027: Adamantoise: Miraculous Shell
034: Cactuar: Photosynthesis
062: Mist Dragon: Billowing Mist
065: Mist Dragon: Ice Bind
067: Bismarck: No Mercy
073: Carbuncle: Shining Star
075: Carbuncle: Ruby Light
076: Carbuncle: Ruby Light+
080: Ramuh: Thundercloud
088: Cait Sith: Cat Rain
092: Iron Giant: Tackle
Strengths:
>Well-balanced color choices for maximizing Ruby Light+
>Lot's of healers (2 red, 1 green, 1 blue)
>Mixture of attack and guard cards
>Well-adaptable to any situation
Weaknesses:
>2 healers are weak with the wide color distribution
(Undying Spirit+ and Billowing Mist)
>Attack cards can be countered if not careful
>Weaker vs. a strong yellow or strong red deck
>Explode+ is devastating to the main strategy
Main Strategy:
Your goal is to simply survive the first five or so turns
with minimal damage. You won't be dishing out all that much
either. However, later when your CP gauge is getting
filled, you can unleash some decent attack. Try to time it
so Ruby Light+ is used right at the best moment. Heal if at
15 or less (later in the game means that uber-powerful
cards are coming into play). Beware of Explode+ if it is in
your opponent's deck. However, that's a sweet card to use
Ruby Light+ on ;). Win by survival, then by attrition
(slowly wearing down your opponent).
ULTIMATE TEAM 2:
008: Bomb: Delta Guard
018: Lamia: Entice+
025: Adamantoise: Turtle Power
026: Adamantoise: Turtle Power+
027: Adamantoise: Miraculous Shell
034: Cactuar: Photosynthesis
062: Mist Dragon: Billowing Mist
065: Mist Dragon: Ice Bind
066: Mist Dragon: Ice Bind+
067: Bismarck: No Mercy
075: Carbuncle: Ruby Light
076: Carbuncle: Ruby Light+
080: Ramuh: Thundercloud
088: Cait Sith: Cat Rain
092: Iron Giant: Tackle
Strengths:
>Colors more uneven to maximize attacks that need more CP
>All are guard cards, so no worrying about counterattacks
>2 Healers, both potent and easier to reach (than team 1)
>Ultra versatile, with the widest range of defense areas
Weaknesses:
>Some cards are just fillers that don't do much (besides
save you when you're in a bind)
>Weaker vs. strong red hand or an evenly-distributed hand
Main Strategy:
As this is my second deck, I built it off of lessons
learned from the first deck (why there are fewer
weaknesses). You no longer have a survival period at the
start. There are enough low or no CP required cards that
allow you to get right in from the get-go. And, that is
balanced by a few more-powerful end cards (such as Ruby
Light+). My complaint is against cards like Delta Guard and
Turtle Power, but I wouldn't get rid of either as they have
both saved me in several situations. This is also an "easy"
deck to use, with the not worrying about counters. Finally,
it's a great annoyance to your opponent after you get ten
or more counters in a row! Keep calm and heal whenever you
need to. Use your incredible counter ability to learn your
opponent's cards to plan accordingly. In fact, the longer
the duel goes, the better your chances to win are. Not
recommended for those who like quick duels (although they
still are somewhat fast with the no initial survival time).
Time Ruby Light+ right to really get an edge over your
competition.
CARDS NOT TO BE WITHOUT:
There are some cards that should be in just about every
deck. Here is a list of those that are simply the best of
the best:
026: Adamantoise: Turtle Power+:
Don't let the rareness of attacking get you down. Even if
you're an offensive player, still considering having it in
your deck, especially if your opponent has a gray card or
two. It can really be a lifesaver.
067: Bismarck: No Mercy:
Just because this card has a low attack does not mean it
should be passed up. It has no CP requirement and is almost
guaranteed to attack for 2 damage. It even has a CP crush
attached to it.
075: Carbuncle: Ruby Light:
This card is great. While the strength depends on your
opponent's card, even if you guess wrong, it's great to
have in your hand. It will force your opponent to think
twice about every move he makes. And, it has a rather low
CP requirement.
080: Ramuh: Thundercloud:
You may glance over this card the first time through. I
know I did. However, you simply cannot top a 4-attack with
a possible 8-attack with NO CP requirement. One of the best
things to watch is an opponent trying to be sneaky with
Thunder Storm and seeing him get 8 damage for his troubles!
092: Iron Giant: Tackle:
This is the one that almost doesn't make the cut. It's an
amazing card, but it does have a triple CP requirement.
However, if you have the CP, you have a near-guaranteed 5
damage (which is generally better than Ruby Light).
Honorable Mentions:
012: Bomb: Explode+:
IF you can manage 5 red CP, this card is hard to top.
Destroying all of your opponent's CP is simply devastating
to most strategies (many of mine included). And, you get a
great 8 damage to top it off with.
027: Adamantoise: Miraculous Shell:
It's got some CP requirement, but if you have the CP, this
card is an almost guaranteed 3 damage, making rather nice.
029: Adamantoise: Slowspell:
Tough to be hit back when using this card. No CP
requirement. 3 damage. Gives your opponent slow. Sounds
like a good combination to me!
034: Cactuar: Photosynthesis:
If you have been reading, you know how against I am about
cards based on luck. This one is based on your opponent
having yellow CP. However, with how strong yellow is, I
don't see many teams without at least some yellow. So, if
you can get the CP required, then heal up with perhaps the
best healer in the game.
046: Titan: Earthen Fist+:
This card gives you 7 attack with a comparatively low CP
requirement and a defense space.
059: Leviathan: Tidal Wave:
Somewhat low on the damage side, but this card can defend
and defend well. Further, it can have up to a 10 attack,
although more commonly about 4-5.
074: Carbuncle: Quickstomp:
This is a great first card, with 4 damage right from the
start, as well as moving first on the next turn. They even
threw in a defense space for fun.
076: Carbuncle: Ruby Light+:
Before I get any emails, let me explain. This card has an
insane CP requirement; thus, it is not for everyone.
However, IF you can get the CP, this is one of the absolute
best cards in the game.
084: Ramuh: Judgment Bolt+:
If you want power, take a look. This is a guaranteed 9
damage, the highest guaranteed damage in the game (minus
Karma+, but don't even go there). Just watch out for a Ruby
Light/+ shooting it back at you ;).
085: Cait Sith: Megaphone:
If you see it (especially on your first turn), just throw
it up. Then, you go first and basically get protect for two
turns. Further, it will deal out 3 damage to your opponent.
087: Cait Sith: Marvelous Cheer+:
Ah, I cannot ignore this card. Only once have I been OHKO'd
when I had full health, but it's enough to remember the
card that did it. Again, beware of Ruby Light/+.
Maximum Damage:
There are two main strategies to maximize damage. One is
actually possible in a random game. The other takes a setup
(and has not been tested to see if it does work).
80 Damage:
This one can actually happen in a game without being setup
(although it takes some luck). First, you have to numb your
opponent (for example, use Battle Trumpet). The next turn,
your opponent uses Marvelous Cheer+ (with a full CP gauge)
and you use Ruby Light+. He hits you for (probably) 20
damage (depends on your CP), but Carbuncle grabs it and
hurls back 40 (cause he has a full CP and Ruby Light+
doubles damage). However, because he is numb, the yellow
attack does double damage, that's double of the 40, meaning
that you just hit him for 80 damage! (Note that this is
still untested, but I am rather sure it works)
120 Damage:
Jaw dropped? Yes, I think it is possible to reach 120
damage. However, you need a friend to do it. This probably
won't happen in a normal game, unless you are against a
strictly red, yellow, and gray player (which there are a
few rare ones, maybe). Again, the first turn you numb him
(like a Battle Trumpet). On the next turn, your opponent
(with a full CP gauge of red & yellow only) fires off Tera
Flare+ (Bahamut, #107). You use a Ruby Light+, doubling the
power and sending it back. However, this is based on your
opponent's CP, which is all red & yellow. And, with 3
attack per red/yellow CP, that's 30 damage. Doubled is 60
damage. And, because this is a yellow attack and he is
numb, the attack is doubled again, hitting at a whopping
120 damage! (only problem would be if numb needs to be
yellow card & attack, but I think it's just the attack)
===========================================================
------------------
5. Contact & Legal
------------------
CONTACT:
Name: The Ambassador (or) just4yoshi
Email:
[email protected]
Please do not send any type of vulgarity, spam, etc. Keep
the
emails clean please. Thank you.
My Other Guides:Mario Tennis: Power Tour
Monopoly Tycoon
Galactic Civilizations
Cossacks 1
Gallop Racer 2004
LEGAL:
The ONLY sites to use this guide are gamespot.com,
gamefaqs.com,
www.mogelgott.de, and supercheats.com . If you see this
guide on
any other site, please notify me.