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Perks

Each minicon has its own unique perks and players must strategically choose which minicons to use in their lineup to defeat their opponent.

Synergy Perk

  • Triggers when an attack matches the element of the targeted Minicon, granting positive effects (e.g., healing or stat boosts). Example: Elemental Harmony - Heals the Minicon by 10% of its max health if hit by an attack of its own element.

Rebound Perk

  • Activates when an attack hits the Minicon, providing counter effects. Example: Shock Absorption - When hit by an attack of the same element, reduces incoming damage by 15% and converts 5% of it into health.

Absorb Perk

  • Neutralizes or benefits from specific attacks. Example: Energy Drain - When hit by an attack of the same element, restores 15 stamina instead of taking damage.

Reflect Perk

  • Returns damage or status effects back to the attacker. Example: Mirror Shield - Reflects 25% of the damage back to the attacker if hit by an attack of the same element.

Sacrificial Perk

  • Benefits allies when the Minicon suffers or is defeated. Example: Final Gift - When this Minicon is defeated, all allied Minicons recover 20 stamina.

Chain Effect Perk

  • Triggers buffs or debuffs in a ripple effect. Example: Echo Strike - When this Minicon deals damage, all allied Minicons gain 5% attack for the rest of the turn.

Perk Types

There are three types of perks:

  • Hurt Perk: This perk is cast when a minicon is hurt, after the attack stage.
  • Dead Perk: This perk is cast when a minicon dies.
  • Kill Perk: This perk is cast when a minicon kills another minicon.

Each Minicon has its own unique perks and players must strategically choose which minicons to use in their lineup to defeat their opponent. The description under abilities under the minicon will tell you what the perk does and the value of the perk.