Logging my recent progress, thoughts and development.
Here goes...
Duckmon Squad Battle Mode
Still in progress...
Data entry is draining, even with extra tools to help input, search, edit and adjust values and skills. Draining and boring, i feel myself losing motivation by the minute entering data into my spreadsheet.
Good news, i am over half way completed. I have finished basically every factions (11 total) skill sets, lists of positive effects and negative
(buffs and debuffs), with 9 fully completed, and one of the remaining 2 being a "Mythic" Class, with fewer card and more unique skills.
Here is a list of the current move sets - (non detailed, but still a lot)
DEBUFF & NEGATIVE
ACID CORROSIVE DOT (3% BASE HP PER TURN, +3% PER STACK, –3 DEF PER STACK, STACKABLE TO 5)
ATTACK DOWN ATTACK DEBUFF (−20% DEFAULT BASE ATTACK, SINGLE TARGET)
BIND MOVE‑DISABLE DEBUFF (DISABLES 1 MOVE, ACTION‑BASED, STACKABLE)
BLEED PHYSICAL DOT (4% CURRENT HP PER TURN, STACKABLE, NON‑LETHAL)
BLESSING CURSE‑IMMUNE REMOVAL DEBUFF (SINGLE‑USE, NON‑STACKING, UNDEAD DAMAGE)
BLIND ACCURACY DEBUFF (TURN‑BASED, STACKABLE , -22% CHANCE TO HIT)
BURN FIRE DOT (8% MAX HP PER TURN, TYPE‑EFFECTIVE, STACKABLE)
CHARMED SELF-TARGET REDIRECTION DEBUFF (80% TRIGGER, SINGLE-STACK, ACTION-BASED)
CHILL ICE BUTTON DISABLE (STACKABLE, 20% CHANCE PER SKILL)
COLD STACKABLE FROZEN PRIMER (15-20%)
COMA FULL DISABLE DEBUFF (TURN‑BASED, ENERGY GAIN ALLOWED, STACKABLE)
CONCUSSED ENERGY COST INCREASE (TURN-BASED, STACKABLE, +25% ENERGY COST, ROUNDED UP TO NEAREST 10)
CONFUSED SKILL FAILURE DEBUFF (50 % CHANCE, CONSUMES ENERGY, STACK‑BASED)
CONSTRICT PHYSICAL DOT (10% MAX HP PER TURN, STACKABLE, TEMPORARY DEX DOWN PER TICK)
CONTAMINATE HEALING REDUCTION DEBUFF (–50% HEALING RECEIVED, STACKABLE)
CRUSH FLAT HP LOSS DEBUFF (10% BASE MAX HP ON APPLICATION, STACKABLE FOR DURATION ONLY)
CURSED HP / ENERGY DRAIN (60 HP OR 60 ENERGY, OR BOTH)
CRYOPHOBIA ICE VULNERABILITY DEBUFF (+50% EXTRA ICE DAMAGE ON NEXT ICE HIT, STACKABLE)
DEAF SWAP‑LOCKING DEBUFF (TURN‑BASED, STACKABLE)
DEF DOWN DEFENCE DEBUFF (−20 % OF DEFAULT BASE DEFENCE , SINGLE TARGET)
DOOM KO COUNTDOWN DEBUFF (5-STACK, NON‑REMOVABLE, MYTHIC UNDEAD)
ELECTRIC BURN ELECTRIC DOT (8% MAX HP PER TURN, TYPE‑EFFECTIVE, STACKABLE)
EMP TECHNOLOGY VULNERABILITY DEBUFF (+50% EXTRA TECHNOLOGY DAMAGE ON NEXT TECHNOLOGY HIT, STACKABLE)
ENERGY DOWN ENERGY DEBUFF (−10 ENERGY PER TURN)
ENERGY DOWN PLUS ENERGY DEBUFF (−20 ENERGY PER TURN)
ENERGY DRAIN INSTANT −30 TEAM ENERGY (NO DAMAGE, NO DOT, NO TICKS)
ENERGY STEAL INSTANT 60 ENERGY TRANSFER DEBUFF (NON‑STACKING)
EVASION DOWN DAMAGE HIT‑CHANCE INCREASE DEBUFF (+25% HIT CHANCE, TURN‑BASED, STACKABLE, SINGLE TARGET)
EXHAUSTED ENERGY CAP REDUCTION DEBUFF (–20 CURRENT ENERGY, –20 MAX ENERGY, STACKABLE TO 5)
EXPOSED UNIVERSAL WEAKNESS AMPLIFIER (FORCES ×1.25 SUPER-EFFECTIVE DAMAGE)
FEAR CHANCE-BASED FORCED-SWAP DEBUFF (50% TRIGGER, TURN-BASED, STACKABLE)
FEVER MOVE‑DISABLE DEBUFF (DISABLES 1 MOVE, ACTION‑BASED, STACKABLE, ENERGY‑DRAIN)
FLAMMABLE FIRE VULNERABILITY DEBUFF (+50% EXTRA FIRE DAMAGE, APPLIES BURN ON NEXT FIRE HIT, STACKABLE)
FREEZE BURN ICE DOT (8% MAX HP PER TURN, TYPE‑EFFECTIVE, STACKABLE)
FROST ICE DEBUFF (–15% BASE DEX, STACKS EXTEND DURATION ONLY)
FROZEN FULL DISABLE DEBUFF (ICE‑TYPE, SKIP‑BASED, STACKABLE)
GRAVE LOCK GLOBAL GRAVEYARD SEAL (RARE, MYTHIC, TEAMWIDE, PERMANENT, NON‑REMOVABLE)
HACKED MOVE-DISABLE DEBUFF (DISABLES 2 MOVES, ACTION-BASED, 50% SUCCESS CHANCE, IF FAIL REMOVE 20 ENERGY)
HEAT STROKE FULL DISABLE DEBUFF (FIRE‑TYPE, HP‑DRAIN, TURN‑BASED, STACKABLE @ 3% HP Per Stack)
HOLY BURN HOLY DOT (7% MAX HP PER TURN, TYPE‑EFFECTIVE, STACKABLE)
HOLY VENOM HOLY DOT (10% BASE HP PER TURN, +2% PER STACK, –10% TO –30% INT, STACKABLE TO 5)
ILLNESS CLEANSE‑BLOCKING DEBUFF (PREVENTS ALL CLEANSE EFFECTS)
INT DOWN INTELLIGENCE DEBUFF (−20% DEFAULT INT, SINGLE TARGET)
LOCKED TURN SKIP DEBUFF
LOWER ATTACK ATTACK DEBUFF (−20% DEFAULT ATTACK PER STACK, TURN‑BASED, STACKABLE)
LOWER DEF DEFENCE DEBUFF (−20% DEFAULT DEF PER STACK, TURN‑BASED, STACKABLE)
LOWER DEX DEXTERITY DEBUFF (−20% DEFAULT DEX PER STACK, TURN‑BASED, STACKABLE)
LOWER INT INTELLIGENCE DEBUFF (−20% DEFAULT INT PER STACK, TURN‑BASED, STACKABLE)
MEGA BIND MOVE-DISABLE DEBUFF (DISABLES 2 MOVES, TURN-BASED, STACKABLE)
MEGA PURIFY 4× RANDOM BUFF REMOVAL (ENEMY ONLY, INSTANT DEBUFF)
NANITE SWARM TECHNOLOGY DOT (–12 HP TO TARGET, +12 HP TO OPPOSITE ACTIVE CARD, STACKS = DURATION ONLY)
PARALYZE FULL DISABLE DEBUFF (NO MOVES ALLOWED, SKIP‑BASED, STACKABLE)
PETRIFY FULL DISABLE DEBUFF (UNDEAD‑TYPE, SKIP‑BASED, STACKABLE)
POISON TOXIC DOT (10% BASE HP PER TURN, +2% PER STACK, –10% TO –30% DEX, STACKABLE TO 5)
PINNED ANTI SWAP LOCKDOWN ( SWAP BUTTON DISABLE)
PLAGUE HP DECAY DOT (–5 HP PER TICK, TURN-BASED, STACKABLE TO 5, INFECTIOUS ROT TRIGGER)
PURIFY 2× RANDOM BUFF REMOVAL (ENEMY ONLY, INSTANT DEBUFF)
RADIATION TOXIC DOT (5% BASE HP PER TURN, +1% PER STACK, –2 ATK PER STACK, STACKABLE TO 5)
RESTRICT HOLY DOT (10% MAX HP PER TURN, STACKABLE, TEMPORARY INT DOWN PER TICK)
RITUAL BIND MOVE-DISABLE DEBUFF (DISABLES MOVES 1 & 2, ACTION-BASED, STACKABLE)
ROT MAX-HP DECAY DOT (–10 DEFAULT MAX HP PER TICK, TURN-BASED, STACKABLE TO 5)
SACRIFICE DUAL RANDOM GRAVEYARD OFFERING (INSTANT KO, NON-ACTIVE ONLY)
SCARED FORCED‑SWAP DEBUFF (TURN‑BASED, STACKABLE, ACTION‑LOCK)
SCORCHED ENERGY REDUCTION DEBUFF (FIRE‑TYPE, TURN‑BASED, STACKABLE)
SCRUPLES HOLY VULNERABILITY DEBUFF (+50% EXTRA HOLY DAMAGE ON NEXT HOLY HIT, STACKABLE)
SELF BLEED SELF-INFLICTED PHYSICAL DOT (4% CURRENT HP PER TURN, STACKABLE, NON-LETHAL)
SHOCK MOVE‑DISABLE DEBUFF (DISABLES 2 MOVES, ACTION‑BASED, STACKABLE)
SICKNESS HEALING‑BLOCKING DEBUFF (PREVENTS ALL HP GAIN)
SLEEP FULL DISABLE DEBUFF (TURN‑BASED, WAKES ON SKILL DAMAGE, STACKABLE)
SMOG TOXIC DEBILITATION DEBUFF (–10 HP & –10 ENERGY PER TRIGGER, STACKS INCREASE DURATION ONLY)
SNEEZE TURN INTERRUPTION DEBUFF (10% CHANCE TO MISFIRE A MOVE, STACKABLE TO 5)
SOUL DRAIN HP & ENERGY DECAY DOT (–5% BASE HP PER TICK, –10 ENERGY PER TICK, TURN-BASED, STACKABLE TO 5)
SPEED DOWN DEXTERITY DEBUFF (−20% DEFAULT DEX, ACTION‑BASED, STACKABLE, SINGLE TARGET)
STICKY MOVE-DISABLE DEBUFF (LOCKS SLOTS 2 & 3, ACTION-BASED, STACKABLE)
STRANGLE PHYSICAL DOT (9% BASE HP PER TURN, ENERGY GAIN REDUCTION, STACKABLE TO 5)
SUPERSTITIOUS UNDEAD VULNERABILITY DEBUFF (+50% EXTRA UNDEAD DAMAGE ON NEXT UNDEAD HIT, STACKABLE)
TAUNT FORCED‑ACTION DEBUFF (TURN‑BASED, STACKABLE, NON‑SWAPPABLE)
TEAM ATTACK DOWN TEAM‑WIDE ATTACK DEBUFF (−20 % OF DEFAULT BASE ATTACK)
TEAM BLIND TEAM-WIDE ACCURACY DEBUFF (TURN-BASED, STACKABLE, –22% CHANCE TO HIT)
TEAM DAMAGE AOE FLAT DAMAGE (20 HP TO ALL OPPOSING CARDS)
TEAM DEF DOWN TEAM-WIDE DEFENCE DEBUFF ((−20 % DEFAULT ATTACK PER STACK, TURN‑BASED, STACKABLE)
TEAM DEX DOWN TEAM‑WIDE DEXTERITY DEBUFF (−20 % OF DEFAULT BASE DEXTERITY)
TEAM EVASION DOWN TEAMWIDE EVADE REDUCTION DEBUFF (INCREASES ENEMY HIT‑CHANCE)
TEAM INT DOWN TEAM‑WIDE INTELLIGENCE DEBUFF (−20 % OF DEFAULT BASE INTELLIGENCE)
TEAM LOWER ATTACK TEAM‑WIDE ATTACK DEBUFF (−20 % DEFAULT ATTACK PER STACK, TURN‑BASED, STACKABLE)
TEAM LOWER DEF TEAM‑WIDE DEFENCE DEBUFF (−20 % DEFAULT DEF PER STACK, TURN‑BASED, STACKABLE)
TEAM LOWER DEX TEAM‑WIDE DEXTERITY DEBUFF (−20 % DEFAULT DEX PER STACK, TURN‑BASED, STACKABLE)
TEAM LOWER INT TEAM‑WIDE INTELLIGENCE DEBUFF (−20 % DEFAULT INT PER STACK, TURN‑BASED, STACKABLE)
TEAM SPEED DOWN TEAM‑WIDE DEXTERITY DEBUFF (−20% DEFAULT DEX, TURN‑BASED)
TOXICITY TOXIC VULNERABILITY DEBUFF (+50% EXTRA TOXIC DAMAGE ON NEXT TOXIC HIT, STACKABLE)
WEATHERED NATURE VULNERABILITY DEBUFF (+50% EXTRA NATURE DAMAGE ON NEXT NATURE HIT, STACKABLE)
WRAP MOVE-DISABLE DEBUFF (DISABLES MOVE 4, ACTION-BASED, STACKABLE)
BUFF & POSITIVE
ATTACK UP ATTACK BUFF (+20 % OF DEFAULT BASE ATTACK, SELF ONLY)
AVOID GUARANTEED EVADE BUFF (SELF ONLY, TURN‑BASED, STACKABLE, NON‑REMOVABLE)
BERSERK FORCED DIRECT DAMAGE BUFF (STACKABLE FOR DURATION ONLY)
BIO SHIELD TOXIC DAMAGE REDUCTION BUFF (50 % REDUCTION)
BLESSED HOLY BUFF (DEBUFF BLOCKER, ABSORBS 1 INCOMING DEBUFF STACK)
BONE SHIELD SELF‑APPLIED 60‑HP BARRIER (PERSISTENT, REMOVABLE)
BURN COUNTER FIRE DOT COUNTER (ON‑TRIGGER, NON‑STACKING)
CLEANSE 2X RANDOM DEBUFF REMOVAL (SELF ONLY)
CONDUCTION ENERGY-GAIN BUFF (CONVERTS HALF OF NEXT DIRECT DAMAGE TAKEN INTO TEAM ENERGY)
COUNTER PIERCE BLEED RETALIATION BUFF (APPLIES 3 BLEED STACKS TO ATTACKER ON DIRECT DAMAGE)
CURE FIRE FIRE‑TYPE DEBUFF REMOVAL (HEAT STROKE / FEVER / BURN / SCORCHED)
CURSE IMMUNE DEBUFF‑BLOCKING BUFF (TURN‑BASED, NON‑STACKING, PREVENTS NEW DEBUFFS)
DEF UP DEFENCE BUFF (+20 % OF DEFAULT BASE DEFENCE , SELF ONLY)
DEFEND FLAT DAMAGE REDUCTION BUFF (REDUCES NEXT DIRECT DAMAGE BY 25 HP, STACKABLE)
DETOX 1× RANDOM DEBUFF REMOVAL PER TURN (SELF ONLY, TURN-BASED, MAX 2 STACKS)
DEX UP DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , SELF ONLY)
DURABILITY PHYSICAL DAMAGE REDUCTION BUFF (50 % REDUCTION)
ELECTRIC BURN COUNTER ELECTRIC BURN COUNTER — ELECTRIC DOT COUNTER (ON‑TRIGGER, NON‑STACKING)
ELECTRIFIED ELECTRIC DAMAGE REFLECTION BUFF (15% + 5% PER STACK, SELF ONLY)
ENERGY UP ENERGY REGEN BUFF (+50 % ENERGY GAIN - TEAM ENERGY POOL)
ENERGY UP PLUS ENERGY REGEN BUFF (+50 % ENERGY GAIN +10 FLAT — TEAM
ESCAPE REACTIVE EVADE / SWAP SKILL (EFFECT‑NULLIFIER + RANDOM BENCH SWAP)
EVASION UP DAMAGE HIT - CHANCE REDUCTION BUFF (SELF ONLY 25%)
FATE RANDOM DEBUFF SKILL (TARGETED, SELECTS 2 RANDOM DEBUFFS FROM ALL DEBUFFS, IMMEDIATE EFFECT)
FROSTBITE ICE DAMAGE REFLECTION BUFF (15% + 5% PER STACK, SELF ONLY)
FROST RESISTANCE ICE DAMAGE REDUCTION BUFF (50 % REDUCTION)
HASTE TURN‑ORDER PRIORITY BUFF (SELF ONLY, STACKABLE, TICK‑BASED)
HAUNT UNDEAD COUNTER DOT (ON‑TRIGGER, –5% BASE HP & –10 ENERGY PER TICK, STACKS = DURATION ONLY)
HEAL INSTANT HP RECOVERY (SELF ONLY 16% OF DEFAULT MAX)
HEAT RESISTENCE FIRE DAMAGE REDUCTION BUFF (50% REDUCTION)
HEAT SINK TECHNOLOGY SELF‑PURGE (–20 HP, +50 ENERGY)
HOLY COUNTER HOLY DIRECT‑DAMAGE COUNTER (ON‑HIT, NON‑STACKING)
HOLY RESISTANCE HOLY DAMAGE REDUCTION BUFF (50 % REDUCTION)
HP UP PERMANENT SELF MAX HP BUFF (+25 MAX HP TO SELF, REMOVED ON KO)
INSTANT ENERGY ENERGY GAIN EFFECT (+80 ENERGY IMMEDIATELY - NET GAIN 30)
INT UP INTELLIGENCE BUFF (+20 % OF DEFAULT BASE INTELLIGENCE, SELF ONLY)
LAVA SKIN FIRE DAMAGE REFLECTION BUFF (20 BASE + 5 PER STACK)
LUCKY DIP RANDOM BUFF SKILL (SELF ONLY, SELECTS 1 RANDOM BUFF FROM ALL BUFFS, IMMEDIATE EFFECT)
MAX ENERGY UP PERMANENT TEAM ENERGY CAP BUFF (+50 MAX ENERGY TO TEAM, STACKABLE TO 5, REMOVED ON BATTLE END)
MEGA CLEANSE 4X RANDOM DEBUFF REMOVAL(SELF ONLY, POSITIVE BUFF)
MEGA ENERGY UP ENERGY REGEN BUFF (+100% ENERGY GAIN - TEAM ENERGY POOL)
MEGA HEAL INSTANT HP RECOVERY (SELF ONLY 22% OF DEFAULT MAX)
MEGA RECHARGE SELF - INFLICTED COMA + BONUS ENERGY (50 BONUS ENERGY)
MINI SHIELD SELF‑APPLIED 50‑HP BARRIER (PERSISTENT, REMOVABLE)
MIRROR COUNTER BUFF (REFLECTS NEXT ACTION WITHOUT NEGATING IT)
NANITE SURGE TECHNOLOGY SUSTAIN BUFF ( 15% CURRENT HP , 1 DEBUFF STACK REMOVED)
NANO SHIELD SELF‑APPLIED 30‑HP BARRIER (TECHNOLOGY, PERSISTENT, REMOVABLE)
PHASE ENERGY REFUND BUFF (REFUNDS 50% OF NEXT SKILL’S ENERGY COST)
POISON COUNTER INSTANT TOXIC STACK APPLICATION (BUFF, ON‑DIRECT‑DAMAGE, NON‑STACKING)
POWER GAIN NEXT DAMAGE SKILL DEALS DOUBLE BASE ATTACK POWER
QUANTUM SHIELD SELF‑APPLIED 150‑HP BARRIER (MYTHIC TECHNOLOGY, PERSISTENT, REMOVABLE)
RAGE OFFENSIVE BEHAVIOUR BUFF (FORCED‑ATTACK MODE, DAMAGE BOOST, TURN‑BASED)
RAISE ATTACK ATTACK BUFF (+20 % OF DEFAULT BASE ATTACK, SELF ONLY)
RAISE DEF DEFENCE BUFF (+20 % OF DEFAULT BASE DEF, SELF ONLY)
RAISE DEX DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , SELF ONLY)
RAISE INT INTELLIGENCE BUFF (+20 % OF DEFAULT BASE INTELLIGENCE, SELF ONLY)
RAISE SPEED DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , SELF ONLY)
REANIMATE UNDEAD REVIVAL SKILL (GRAVEYARD → HAND, RETURNS AT 65% DEFAULT HP, PERMANENT MAX-HP REDUCTION)
RECHARGE SELF - INFLICTED COMA + BONUS ENERGY (30 BONUS ENERGY)
REFLECT DAMAGE COUNTER BUFF 50% DAMAGE RETURN (TURN‑BASED, STACKABLE)
REFLEX PHYSICAL DAMAGE REFLECTION BUFF (10% + 3% PER STACK, +2% SELF HEAL PER STACK)
REGEN NEUTRAL SUSTAIN BUFF (TEAM ENERGY GENERATION + PERCENT HEAL)
REINCARNATION UNIQUE HOLY / NEUTRAL BUFF (ONE‑TIME SELF‑RESURRECTION, INDEFINITE DURATION)
REMOVE WEAKNESS FACTION WEAKNESS NEUTRALIZER (DISABLES ×1.25 WEAKNESS MULTIPLIERS)
RESIST TAUNT ANTI‑TAUNT BUFF (BLOCKS TAUNT, TURN‑BASED, STACKS = DURATION ONLY)
RESURRECT REVIVAL SKILL (GRAVEYARD → HAND, RANDOM TARGET, RETURNS AT 50% DEFAULT HP, NO BUFFS/DEBUFFS)
RETRIBUTION HOLY DAMAGE REFLECTION BUFF (15% + 5% PER STACK, SELF ONLY)
RETURN BLIND TRAP COUNTER DEBUFF (ACTIVATES ONLY WHEN USER TAKES DIRECT DAMAGE)
RETURN DAMAGE TRAP COUNTER (TRIGGERS WHEN USER TAKES DIRECT DAMAGE)
RETURN HEAT STROKE TRAP COUNTER FULL DISABLE (FIRE‑TYPE, DIRECT‑DAMAGE TRIGGER, STACKABLE @ 3% HP Per Stack)
SELF DESTRUCT NEGATIVE SELF BUFF (FORCED SELF-KO, RESOLVES LAST)
SELF REVIVAL AUTO‑REVIVE BUFF (NON‑STACKING, CONSUMES ON KO, PERMANENT 20% STACKING DEF PENALTY)
SHIELD SELF - APPLIED 100 - HP BARRIER(PERSISTENT, REMOVABLE)
SPEED UP DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , SELF ONLY)
STOIC UNDEAD DAMAGE REDUCTION BUFF (50 % REDUCTION)
STRONG DIRECT DAMAGE POWER BUFF (+12 BASE POWER TO ALL DAMAGE SKILLS)
SUNGLASSES ANTI-BLIND SHIELD (INSTANTLY NULLIFIES BLIND, SINGLE-USE, NON-STACKABLE)
SYSTEM RESTORE 3× RANDOM DEBUFF REMOVAL (SELF ONLY, INSTANT TECHNOLOGY PURGE)
TEAM ATTACK UP ATTACK BUFF (+20 % OF DEFAULT BASE ATTACK, TEAM)
TEAM BLESSED HOLY TEAM BUFF (TEAMWIDE DEBUFF BLOCKER, ABSORBS 1 INCOMING DEBUFF STACK PER ALLY)
TEAM BURN COUNTER TEAM FIRE DOT COUNTER (ON‑TRIGGER, NON‑STACKING, NO COUNTER‑LOOPS)
TEAM CLEANSE TEAM‑WIDE DEBUFF REMOVAL (2 RANDOM STACKS PER CARD)
TEAM DAMAGE COUNTER TEAM ELEMENTAL RETURN DAMAGE (ON‑DIRECT‑DAMAGE, NON‑STACKING, NO COUNTER‑LOOPS)
TEAM DEF UP DEFENCE BUFF (+20 % OF DEFAULT BASE DEFENCE , TEAM)
TEAM DEX UP DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , TEAM)
TEAM ELECTRIC BURN COUNTER TEAM ELECTRIC DOT COUNTER (ON‑DIRECT‑DAMAGE, NON‑STACKING, NO COUNTER‑LOOPS)
TEAM EVASION UP DAMAGE HIT - CHANCE REDUCTION BUFF (TEAM WIDE 25%)
TEAM HEAL TEAM - WIDE HEALING SKILL(16 % DEFAULT HP)
TEAM HOLY COUNTER TEAM HOLY DIRECT‑DAMAGE COUNTER (ON‑HIT, NON‑STACKING)
TEAM HP UP PERMANENT TEAMWIDE MAX HP BUFF (+25 MAX HP TO ALL ALLIES, REMOVED ON KO)
TEAM INT UP INTELLIGENCE BUFF (+20 % OF DEFAULT BASE INTELLIGENCE, TEAM)
TEAM MEGA HEAL INSTANT HP RECOVERY (ALL ALLIES 22% OF DEFAULT MAX)
TEAM RAISE ATTACK ATTACK BUFF (+20 % OF DEFAULT BASE ATTACK, TEAM)
TEAM RAISE DEF DEFENCE BUFF (+20 % OF DEFAULT BASE DEFENCE , TEAM)
TEAM RAISE DEX DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , TEAM)
TEAM RAISE INT INTELLIGENCE BUFF (+20 % OF DEFAULT BASE INTELLIGENCE, TEAM)
TEAM RAISE SPEED DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , TEAM)
TEAM SPEED UP DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , TEAM)
THORNS NATURE DAMAGE REFLECTION BUFF (15% + 5% PER STACK, SELF ONLY)
TIME LOOP MYTHIC TECHNOLOGY TEMPORAL REVERSAL (REVERT HP TO PREVIOUS VALUE, REMOVE DEBUFFS FROM LAST DIRECT HIT)
TOXIC COUNTER TOXIC DOT COUNTER (ON‑DIRECT‑DAMAGE, NON‑STACKING, NO COUNTER‑LOOPS)
TOXIC TOUCH TOXIC DIRECT-DAMAGE COUNTER (ON‑DIRECT‑DAMAGE, STACKS = DURATION ONLY, NO COUNTER‑LOOPS)
TRAUMA RESPONSE SELF‑HEAL COUNTER BUFF (ON‑DIRECT‑DAMAGE, NON‑STACKING, NO COUNTER‑LOOPS)
ULTIMATE STRENGTH NEXT PHYSICAL DAMAGE SKILL DEALS TRIPLE BASE ATTACK POWER (MYTHIC PHYSICAL BUFF)
UNDEAD SLAYER CONDITIONAL DAMAGE (80 HP REMOVAL IF HIT AND TARGET IS UNDEAD)
WOOD SHIELD SELF‑APPLIED 40‑HP BARRIER (PERSISTENT, REMOVABLE)
ZOMBIE UNDEAD DEATH-PREVENTION DEBUFF (SURVIVE KO AT 1 HP, –50% BASE STATS, –50% MAX HP, CLEARS ALL DEBUFFS)
These are obviously, bullet point versions, and each skill has a internal rule set, how they work with each other , what can stack, how the stacks are generated or removed, what can and can not be applied at the same time. the order of effects, typing modifiers (e.g. fire is strong vs nature). There are other modifiers and internal working.
I will share one as a example of this, it may (Will) need a final touching over to solidify effects and look at any special case rules, to make sure everything aligns correctly..
Example
ATTACK UP — ATTACK BUFF (+20% DEFAULT ATTACK, SELF ONLY)
Description :
Attack Up increases the user’s Attack by +20 % of its DEFAULT ATTACK.
This buff affects ONLY the active card.
It does NOT apply to benched allies unless a skill explicitly allows it.
Attack Up is a separate buff category from Raise Attack.
Both can stack together and both apply their bonuses independently.
Effect :
The user gains +20 % of its DEFAULT ATTACK.
This bonus is added directly to current ATTACK.
Examples :
Default ATTACK = 40 → +8 ATTACK
Default ATTACK = 70 → +14 ATTACK
Default ATTACK = 50 → +10 ATTACK
Attack Up does NOT retroactively increase damage already dealt.
Attack Up does NOT affect DOT damage (Burn, Poison, Bleed, etc).
Interaction With Other ATTACK Buffs :
Attack Up stacks with :
• [Raise Attack](ca://s?q=Explain_Raise_Attack)
• [Team Attack Up](ca://s?q=Explain_Team_Attack_Up)
• Rage
• Berserk
• Any other Attack‑modifying buff
Attack Up does NOT stack with itself beyond duration limits.
Example :
DEFAULT ATTACK = 40
Raise Attack (+20 %) = +8
Attack Up (+20 %) = +8
Total = +16 ATTACK → Final ATTACK = 56
Solo / Team Interaction :
Attack Up and Team Attack Up are the SAME buff category.
They do NOT stack their power.
If both are active, only ONE +20 % bonus is applied.
Their durations DO stack together :
• Team Attack Up can extend Attack Up
• Attack Up can extend Team Attack Up
Attack Up DOES stack with other buff categories (Raise Attack, Rage, Berserk, etc).
Duration :
Attack Up lasts for 6 turns total.
The turn it is used counts as Turn 1.
After that, it lasts for the next 5 player turns.
Attack Up ticks down once per player turn.
It does NOT tick down based on actions.
It does NOT tick down while benched.
Stacking :
Attack Up cannot exceed 6 total turns.
If used again while active :
• Add only enough turns to reach 6
• If already at 6, additional uses do nothing
Example :
4 turns remain → re‑used → becomes 6
6 turns remain → re‑used → stays 6
Targeting :
Attack Up can only target the active card unless a skill explicitly allows targeting benched allies.
Swapping :
If swapped out :
• Attack Up remains active
• Attack Up continues ticking normally
• Attack Up expires even if the card never returns
Removal Interaction :
Attack Up can be removed by :
• Cleanse (removes 2 random buff stacks total)
• Mega Cleanse (removes 4 random buff stacks total)
• Any single‑target buff removal skill
• Any team‑wide buff removal skill
• Revive (removes all buffs)
Cleanse and Mega Cleanse remove stacks RANDOMLY from the entire buff pool.
Restrictions :
Attack Up cannot be used if the card is :
• Paralyzed
• Frozen
• Petrified
• Asleep
• In Coma
Expiration :
Attack Up expires when :
• All 6 turns have passed
• A buff‑removal skill removes it
• The card is knocked out
• The card is revived
My spreadsheet is now completed to around 160 units/cards having a fully completed move set... meaning;
Each Card has 4 skills. So each has these fields 4x.
A skill name (which is the move use name)
A skill effect/multiple (which is the buff,debuff or damage effects),
A energy cost, taken from the team energy pool .
A Skill Assignment - The Type of skill, neutral, fire, holy, ice etc
A duration value or stacks applied, It is the same field, stacks using values between 2 - 6, direct dame or single/instant effects using a value of 1.
A base power value (where applicable), This is used as a modifier stat, working with the cards/units attack value.
A Hit chance value out of 100 (as a percentage)
HP is calculated ingame, and does not have a specific data field , using a formula of HP = (DEF × 1.5) + (ATK × 0.75) + DEX + INT
HP Rounding Rule :
After calculating HP, round to the nearest 5 using :
Ends in 1 or 2 → round down
Ends in 3 or 4 → round up
Ends in 6 or 7 → round down
Ends in 8 or 9 → round up
Ends in 0 or 5 → keep as - is
There are other formulas, for accuracy (chance to hit) as a example, and more.(I will not share all of my formulas)
The total cards in my data, is 310, which already contained fields for
Card ID - Assigned ID value
Card Name - Character
Card Faction - (1-11)
Card Rarity - (Common - Uncommon - Rare - Epic - Legendary - Mythic)
Attack - value 0-100+
Defence - value 0-100+
Dexterity - value 0-100+
Intelligence - value 0-100+ ( Ironically with the spelling Inteligence)
Total Stats Value - A band of values that was used to determine individual stats , within a set range , for each rarity
Gold Sell Value - Set value to sell any card to a ingame market depending on rarity
Lore Block - Background lore information
Avatar ID - Some are linked to be used as avatars and unlockables
Quote ID - Same as avatars
Quote Text - Data saved directly in the spreadsheet
(The skill Fields x 4)
A Luck Value Field - This is for something else entirely...
So completing around 160 complete entries has been a long task, entering values, creating skills, have them interact and try to give factions specific identities while keeping balance and strategy in mind.
RNGDungeon
Since i was losing motivation, and feeling a bit fed up of data entry after around doing this for 7 days straight in my spare time, i decided to attempt another mini .(mini.. lol) , funny they always start mini, these ideas and explode in scope one way or another.
I attempted another mini game inside my project.
This is called RNGDungeon mode.
A game mode that is fully and completely decided by RNG. Using my assets already in my project, the only field i needed to add to my current data was a luck field. I added this by using a formula inside of my spreadsheet to auto complete intelligence + dexterity / 3 = luck total.
These luck fields have then been set into luck bands for values such as 1-15 , 16 - 30 etc.
This effects the RNG % chance of certain events/shops/items, having a better chance to appear in my new game mode, it is still under construction, but all part of my main project.
The idea is simple.. I use a listed spinner in a scroll view that lands on a choice of listed data. Such as your starting character 310 chances all equal in probability. This then generated ingame stats ,using my database, for HP , armour value, attack, def, int, dex . and gives the player gold coins , (set from a gold sell value and normalized).
Then the dungeon starts, there are 10 categories, header values, each with weighted chance depending on luck value. These are landed on and go into a sub list full of in game events, such as portals, battles, npcs, shops, mystery events. I will use the example shop to continue.. as that is what i have been working on right now.
You land on a shop, it goes into sub menu, what type of shop, these are tiered, and banded by dungeon depth, there are 3 bands 1-10, 11- 25, 25+ and a constant set that is banded 0-100+ these ones unlock more items when the threshold for each band is reached..
Once you land on the sub shop, it opens another list , spins with % set chances to land on a item, good or bad, if you have enough gold ,.. you buy it,, the item effect apply automatically. Healing, or stat increase( or decrease) and exit to a text screen, giving a yes no choice ,that is rolled randomly,, if you exit , you continue back to the main header list , and spin again. If you land on shop again, you enter again, buying another item, or failing to buy due to lack of gold until you land on the continue dungeon.
The goal will be using rng, spinning, no skill, to exit the dungeon, going deeper and deeper , fighting enemies, recruiting allies, solving mini puzzles , collecting loot, gold items, etc, until you either escape , or lose hp to 0.
I have started creating image assets , and also have 2 generative typewriter scripts that play the text segments out, they are short so the typewriter firs well and has sfx etc.
It is a mini game inside my main project, but it should be pretty fun once completed.
The UI is all mostly done, needs some final polish, but the basics are completed, the button works, the spinner works, there are dynamic images and text but this "mini" project is also a lot of work.
Just wanted to post a update, and will continue to do so, after around 6 months or so, give or take, of working on this full project, it helps keep me sane(kind of).

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