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A whole bunch of new dice is at your disposal for dealing massive elemental type damage to your opponents!
For every element, there are 5 different perks you could obtain, so here's a post explaining all of them!
How it works: At anytime during your battle, you have the opportunity to use an elemental bonus dice. All you do is, during your turn, go to dice roll, and then select the elemental bonus dice of your type! For now, Pups get one dice roll per battle, Youth's get two (Hence the two elements, Adult's three (Three elements), etc. The best thing is, you don't have to flip a coin to see if you get the bonus! It's always constant (Unless it's requires an accuracy flip to decide it, which rarely it does)
Some of the bonuses will have effects such as "deal extra damage" or "gets to attack twice". Unless your bonus says it has an immediate effect, your bonus will take place on your next turn.
You'll notice that some bonus die may say "If it hits"... If you roll a bonus that has this, it means that immediately after, you must do an accuracy/evasion coin toss to decide this.
Okay, now to explain the dice!
Air
1: Haste – Your pet gains speed and is able to dodge the opponent’s attacks for 3 goes.
2: Tornado- Your pet summons a tornado that deals 35 damage in the next turn (If it hits)
3: Strong Breeze – If the target is an earth, poison or a fire type this attack deals 40 DMG to HP, if not, this attack deals 25 HP
4: Swift – Your pet’s evasion has sharply increased, and your moves will always hit the target within 3 goes, avoiding the hit/miss coin
5: Cloudy – Your pet summons clouds to cover up the sky, this darkness causes Wood and Solar types to miss for 5 goes, otherwise other elemental types miss for one go.
Earth
1: Rocky shield – Damage dealt on your pet is halved for five goes, this defies elemental advantages
2: Mud puddle – mud begins to surround the arena, this lowers the target’s evasion. If the Target can flip the Miss/hit coin more than once per go, this ability is removed so that they can only flip the coin once. If not, the target panics and they miss 2 goes
3: Dirt – Dust and rubble flies into the opponent’s eyes, temporarily blinding them for 2 goes. The Hit/Miss coin is avoided, allowing you to hit for 2 turns.
4: Land slide: Rocks and Dirt fall onto the opponent, they take 25 HP DMG
5: Strength – Your Damage is tripled for 3 goes
Fire:
1: 1st degree Burn – Burns the target, 3 HP is drawn for 3 turns
2: 2nd degree Burn – Burns the target, 5 HP is drawn for 3 turns
3: 3rd degree Burn – Burns the target, 5 HP is drawn for 5 Turns, avoids protection or elemental advantages
4: Blistering wrath – steaming hot fire arrows are launched at the target avoids all protection, deals 25 HP
5: Smoke and Embers: Smoke and ember’s ruin the target’s senses. The target loses 10 HP and misses for 2 goes
Ice:
1: Frostbite – This lasts for 5 goes and deals 2 DMG every turn.
2: Freeze – Your opponent is stunned and cannot move for 3 turns!
3: Ice – The ground below your opponent is slippery, causing their evasion to be decreased. If the Target can flip the Miss/hit coin more than once per go, this ability is removed so that they can only flip the coin once. If not, the target misses 2 goes
4: Ice Crystals – Your pet summons ice crystals to shoot up and stab your opponent. Your opponent loses 25 HP
5: Snow flake – Healing flakes fall from the sky around your pet. Your pet heals 40 HP
Lunar (Gravity):
1: Gravity Shift – The fight order is reversed, you/your team get another turn!
2: Night – Your attacks are doubled for 3 goes, Solar Pets and Wood Pets miss for 2 goes.
3: Lunar bath – You restore your/your team’s health by 40 points
4: Dark wrath– Your pet gains rage per miss. 5 points of damage is added every time you do not hit. (EG: if you miss in the next turn¬, you’ll gain 5 points of damage, if you miss again, you gain another 5, if you hit after those two, it will be the number you rolled, plus the 10 bonus charge points)
5: Lunar beam – If this move hits, it will deal 45 damage
Magic:
1: Magic Mirrors - The Damage that is dealt on you for 3 goes is reflected back at the opponent
2: Sweltering Prototype – Your pet can roll an elemental die: Your choice of fire/electric/magma/Solar
3: Hard Prototype – Your pet can roll an elemental die: Your choice of Earth/ Metal/ Ice/ Wood
4: Erosion Prototype – Your pet can roll an elemental die: Your choice of Water/Air/Poison
5: Dark Prototype – Your pet can roll an elemental die: Your choice of Lunar/Mind
Magma:
1: Scald – Scalds the target, 3 HP is drawn for 5 goes
2: Volcano – Your Pet releases its frustration, as a result, your Attacks are doubled
3: Lava Pool – the target is ankle deep in lava and loses 1 HP every turn until the match ends
4: Melt – the target loses 25 HP
5: Trickle – Lava begins to surround the arena, this lowers the target’s evasion. If the Target can flip the Miss/hit coin more than once per go, this ability is removed so that they can only flip the coin once. If not, the target panics and they miss 2 goes
Mind:
1: Psychic - Your pet evades all elemental attacks for the whole match
2: Teleport – Your Pet dodges regular attacks for 3 goes
3: Illusion – You make your attack look (and feel) like it’s more, you can roll two attack die for 3 goes
4: Focus – Your pet is focused and has improved its evasion. You have an additional Hit/Miss die until the match is over.
5: Voodoo – You manipulate your opponent like a toy, they lose 25 HP
Poison:
1: Toxic gas – opponent’s inhale a toxic gas released from your pet. They take 1 DMG each turn for the rest of the battle. If “Strong Breeze” is being used in the arena at the time this attack is still going, the effect dies off.
2: Corrode - Your pet lunges and spews acid at the opponent, a horrifying 5 HP is drawn from them for 5 goes
3: Venom – Your pet bites your opponent, releasing a toxic venom. It deals 3 DMG for 3 goes… If the Opponent does not heal, the venom deals 6 DMG for another 2 goes.
4: Radiation – This move disables the opponent’s ability to use elemental die or power die for the rest of the battle
5: Biohazard – This move disables the opponent’s ability to heal for the rest of the battle
Shock:
1: Volt – Courses a jolt of electricity through the opponent’s body, stunning them for 3 goes.
2: Tesla Coil – a tesla coil is planted. If the opponent deals 20 DMG or more on your pet, the tesla coil will shock it and deal 6 HP worth of DMG
3: Electrical Storm – A storm occurs causing the foe’s evasion to be decreased. If the Target can flip the Miss/hit coin more than once per go, this ability is removed so that they can only flip the coin once. If not, the target panics and misses 2 goes
4: Conductivity – This causes the opponent to lose a DMG die (If they have 2 or more) if they only have one DMG die, their attack is halved for 3 goes.
5: Lighting Speed – Your pet gains another hit/miss coin for 3 goes
Solar (Time):
1: Evaporate – Poison, Ice and water attacks are halved. This also heals you by 25 HP
2: Blinding light - Your foe is blinded by your pet’s radiance for 5 goes!
3: Time reversal - Your Moves are reset
4: Sun bath – You heal by 50 points, prior that “Cloudy” or “Night” isn’t being used on the arena
5: Solar beam – Your pet deals 50 HP to an opponent (If it hits)
Steel:
1: Iron fists – Your pet increases its strength, allowing an extra melee DMG die for the rest of the battle
2: Steel Blade – Your pet conjures a steel blade that lasts for 5 goes and with it, deals double damage
3: Titanium armour – Your pet increases its defence, all DMG dealt on your pet is halved for the rest of the battle
4: Needles - Your pet throws needles at your opponent, if it hits the foe loses 2 HP for each time it uses a melee attack
5: Repair - Your pet falls into a state of repair and it heals 20 HP
Water:
1: Hard Rain – Dampen your foes spirits and reduce their evasion by making the environment wet and slippery. Rain lasts for 5 goes. This works particularly well against Earth, Magma and Fire pets. On those three types, you are able to deal 3 DMG each turn. On the others, 1 DMG on each turn. If the opponent has the ability to flip more than one hit/miss coin, they are officially lowered to only one hit/miss coin until the rain stops.
2: Large Wave – if your next move hits, an extra 20 DMG is added to it. You also heal yourself by 15 HP
3: Wall of water – you are shielded from all moves except those dealt by Lunar. If a Lunar pet hits you, the damage done on you is halved.
4: Tsunami – if your next move hits, an extra 45 DMG is added to it.
5: Wound wash – Water washes away your pet’s wounds. You are granted half of your current health to heal. (EG: If you have 50 Health and you roll this move, you get a 25 HP heal, so you then have 75 HP)
Wood:
1: Life Seeds – Seeds are planted in your opponent. You leech 2 HP each time they use melee attack
2: Photosynthesis – Your pet heals 50 HP prior that “Cloudy” or “Night” is not being used
3: Thorns - Your pet spits thorns at your opponent, if it hits the foe loses 2 HP for each time it uses a melee attack
4: Banksia – Your pet is resistant to its regular weaknesses for the rest of the battle
5: Regeneration – If your Pet loses, this will resurrect your pet for three more goes after its death, a final chance of redemption!
Sorry about the large post guys, but at least this will make battles more interesting for you now XD
-Endy and Hiiragi <3
A whole bunch of new dice is at your disposal for dealing massive elemental type damage to your opponents!
For every element, there are 5 different perks you could obtain, so here's a post explaining all of them!
How it works: At anytime during your battle, you have the opportunity to use an elemental bonus dice. All you do is, during your turn, go to dice roll, and then select the elemental bonus dice of your type! For now, Pups get one dice roll per battle, Youth's get two (Hence the two elements, Adult's three (Three elements), etc. The best thing is, you don't have to flip a coin to see if you get the bonus! It's always constant (Unless it's requires an accuracy flip to decide it, which rarely it does)
Some of the bonuses will have effects such as "deal extra damage" or "gets to attack twice". Unless your bonus says it has an immediate effect, your bonus will take place on your next turn.
You'll notice that some bonus die may say "If it hits"... If you roll a bonus that has this, it means that immediately after, you must do an accuracy/evasion coin toss to decide this.
Okay, now to explain the dice!
Air
1: Haste – Your pet gains speed and is able to dodge the opponent’s attacks for 3 goes.
2: Tornado- Your pet summons a tornado that deals 35 damage in the next turn (If it hits)
3: Strong Breeze – If the target is an earth, poison or a fire type this attack deals 40 DMG to HP, if not, this attack deals 25 HP
4: Swift – Your pet’s evasion has sharply increased, and your moves will always hit the target within 3 goes, avoiding the hit/miss coin
5: Cloudy – Your pet summons clouds to cover up the sky, this darkness causes Wood and Solar types to miss for 5 goes, otherwise other elemental types miss for one go.
Earth
1: Rocky shield – Damage dealt on your pet is halved for five goes, this defies elemental advantages
2: Mud puddle – mud begins to surround the arena, this lowers the target’s evasion. If the Target can flip the Miss/hit coin more than once per go, this ability is removed so that they can only flip the coin once. If not, the target panics and they miss 2 goes
3: Dirt – Dust and rubble flies into the opponent’s eyes, temporarily blinding them for 2 goes. The Hit/Miss coin is avoided, allowing you to hit for 2 turns.
4: Land slide: Rocks and Dirt fall onto the opponent, they take 25 HP DMG
5: Strength – Your Damage is tripled for 3 goes
Fire:
1: 1st degree Burn – Burns the target, 3 HP is drawn for 3 turns
2: 2nd degree Burn – Burns the target, 5 HP is drawn for 3 turns
3: 3rd degree Burn – Burns the target, 5 HP is drawn for 5 Turns, avoids protection or elemental advantages
4: Blistering wrath – steaming hot fire arrows are launched at the target avoids all protection, deals 25 HP
5: Smoke and Embers: Smoke and ember’s ruin the target’s senses. The target loses 10 HP and misses for 2 goes
Ice:
1: Frostbite – This lasts for 5 goes and deals 2 DMG every turn.
2: Freeze – Your opponent is stunned and cannot move for 3 turns!
3: Ice – The ground below your opponent is slippery, causing their evasion to be decreased. If the Target can flip the Miss/hit coin more than once per go, this ability is removed so that they can only flip the coin once. If not, the target misses 2 goes
4: Ice Crystals – Your pet summons ice crystals to shoot up and stab your opponent. Your opponent loses 25 HP
5: Snow flake – Healing flakes fall from the sky around your pet. Your pet heals 40 HP
Lunar (Gravity):
1: Gravity Shift – The fight order is reversed, you/your team get another turn!
2: Night – Your attacks are doubled for 3 goes, Solar Pets and Wood Pets miss for 2 goes.
3: Lunar bath – You restore your/your team’s health by 40 points
4: Dark wrath– Your pet gains rage per miss. 5 points of damage is added every time you do not hit. (EG: if you miss in the next turn¬, you’ll gain 5 points of damage, if you miss again, you gain another 5, if you hit after those two, it will be the number you rolled, plus the 10 bonus charge points)
5: Lunar beam – If this move hits, it will deal 45 damage
Magic:
1: Magic Mirrors - The Damage that is dealt on you for 3 goes is reflected back at the opponent
2: Sweltering Prototype – Your pet can roll an elemental die: Your choice of fire/electric/magma/Solar
3: Hard Prototype – Your pet can roll an elemental die: Your choice of Earth/ Metal/ Ice/ Wood
4: Erosion Prototype – Your pet can roll an elemental die: Your choice of Water/Air/Poison
5: Dark Prototype – Your pet can roll an elemental die: Your choice of Lunar/Mind
Magma:
1: Scald – Scalds the target, 3 HP is drawn for 5 goes
2: Volcano – Your Pet releases its frustration, as a result, your Attacks are doubled
3: Lava Pool – the target is ankle deep in lava and loses 1 HP every turn until the match ends
4: Melt – the target loses 25 HP
5: Trickle – Lava begins to surround the arena, this lowers the target’s evasion. If the Target can flip the Miss/hit coin more than once per go, this ability is removed so that they can only flip the coin once. If not, the target panics and they miss 2 goes
Mind:
1: Psychic - Your pet evades all elemental attacks for the whole match
2: Teleport – Your Pet dodges regular attacks for 3 goes
3: Illusion – You make your attack look (and feel) like it’s more, you can roll two attack die for 3 goes
4: Focus – Your pet is focused and has improved its evasion. You have an additional Hit/Miss die until the match is over.
5: Voodoo – You manipulate your opponent like a toy, they lose 25 HP
Poison:
1: Toxic gas – opponent’s inhale a toxic gas released from your pet. They take 1 DMG each turn for the rest of the battle. If “Strong Breeze” is being used in the arena at the time this attack is still going, the effect dies off.
2: Corrode - Your pet lunges and spews acid at the opponent, a horrifying 5 HP is drawn from them for 5 goes
3: Venom – Your pet bites your opponent, releasing a toxic venom. It deals 3 DMG for 3 goes… If the Opponent does not heal, the venom deals 6 DMG for another 2 goes.
4: Radiation – This move disables the opponent’s ability to use elemental die or power die for the rest of the battle
5: Biohazard – This move disables the opponent’s ability to heal for the rest of the battle
Shock:
1: Volt – Courses a jolt of electricity through the opponent’s body, stunning them for 3 goes.
2: Tesla Coil – a tesla coil is planted. If the opponent deals 20 DMG or more on your pet, the tesla coil will shock it and deal 6 HP worth of DMG
3: Electrical Storm – A storm occurs causing the foe’s evasion to be decreased. If the Target can flip the Miss/hit coin more than once per go, this ability is removed so that they can only flip the coin once. If not, the target panics and misses 2 goes
4: Conductivity – This causes the opponent to lose a DMG die (If they have 2 or more) if they only have one DMG die, their attack is halved for 3 goes.
5: Lighting Speed – Your pet gains another hit/miss coin for 3 goes
Solar (Time):
1: Evaporate – Poison, Ice and water attacks are halved. This also heals you by 25 HP
2: Blinding light - Your foe is blinded by your pet’s radiance for 5 goes!
3: Time reversal - Your Moves are reset
4: Sun bath – You heal by 50 points, prior that “Cloudy” or “Night” isn’t being used on the arena
5: Solar beam – Your pet deals 50 HP to an opponent (If it hits)
Steel:
1: Iron fists – Your pet increases its strength, allowing an extra melee DMG die for the rest of the battle
2: Steel Blade – Your pet conjures a steel blade that lasts for 5 goes and with it, deals double damage
3: Titanium armour – Your pet increases its defence, all DMG dealt on your pet is halved for the rest of the battle
4: Needles - Your pet throws needles at your opponent, if it hits the foe loses 2 HP for each time it uses a melee attack
5: Repair - Your pet falls into a state of repair and it heals 20 HP
Water:
1: Hard Rain – Dampen your foes spirits and reduce their evasion by making the environment wet and slippery. Rain lasts for 5 goes. This works particularly well against Earth, Magma and Fire pets. On those three types, you are able to deal 3 DMG each turn. On the others, 1 DMG on each turn. If the opponent has the ability to flip more than one hit/miss coin, they are officially lowered to only one hit/miss coin until the rain stops.
2: Large Wave – if your next move hits, an extra 20 DMG is added to it. You also heal yourself by 15 HP
3: Wall of water – you are shielded from all moves except those dealt by Lunar. If a Lunar pet hits you, the damage done on you is halved.
4: Tsunami – if your next move hits, an extra 45 DMG is added to it.
5: Wound wash – Water washes away your pet’s wounds. You are granted half of your current health to heal. (EG: If you have 50 Health and you roll this move, you get a 25 HP heal, so you then have 75 HP)
Wood:
1: Life Seeds – Seeds are planted in your opponent. You leech 2 HP each time they use melee attack
2: Photosynthesis – Your pet heals 50 HP prior that “Cloudy” or “Night” is not being used
3: Thorns - Your pet spits thorns at your opponent, if it hits the foe loses 2 HP for each time it uses a melee attack
4: Banksia – Your pet is resistant to its regular weaknesses for the rest of the battle
5: Regeneration – If your Pet loses, this will resurrect your pet for three more goes after its death, a final chance of redemption!
Sorry about the large post guys, but at least this will make battles more interesting for you now XD
-Endy and Hiiragi <3