
Example selection screen, with currently chosen bonuses highlighted white
Skill Bonuses are a gameplay mechanic unique to Epic Battle Fantasy 2. After every few waves of enemies, a special screen will appear where the player can upgrade both Matt and Natalie by increasing one of their stats and selecting one of multiple available Skill Bonuses to help them for the rest of the game.
Description[]
Skill bonuses provide the player characters with various effects that can range from an additional boost to their stats (such as "Mighty Warrior" or "Wizardry"), improvement of the power or special effects of their skills (such as "Hurricane" or "Thunderclap"), ability to randomly cast additional spells between turns (such as "Bunny!!!" or "Cat Tamer"), instantly counter enemy attacks with their own (such as "Counter" or "Magic Counter"), to some more miscellaneous or unique effects (such as "Survivor" or "Protection (M)").
The Skill Bonuses available depend on the player's actions during battle, such as what skills and swords were used and how hard they were hit (e.g. using Airstrike will make Airstrike-improving bonuses appear). Every bonus has an action or another sort of criteria tied to it; performing the action or fulfilling the criteria will increase that bonus's hidden point counter by a set amount of points. When the player completes the appropriate wave, the game picks the bonuses with the highest amount of accumulated points for Matt and Natalie to choose from and presents them on the upgrade menu. Each player will have three bonuses to choose from (four after the EBF Collection update); if there are any ties for the last slot, the game will pick whichever bonus has the higher index number (see the table at the bottom for reference).
Any Skill Bonus selected by the player will be added to their skill bonus list and removed from the pool for future selections. Unchosen bonuses will return to the pool; however, they will have their amount of accumulated points halved. If a Skill Bonus has another bonus as a prerequisite, it won't start to accumulate points until the prerequisite has been selected; it's worth noting that the effects of said bonuses also don't stack (e.g. having both "Astrology" and "Astrology x2" only gives a 50% damage boost to the related skills, not 75%).
Matt[]
Matt has a total of 49 (38 pre-EBF Collection update) Skill Bonuses available to choose from. The list is ordered thematically for convenience, bonuses added in the EBF Collection update are in bold.
Skill Bonus | In-game Description | Notes | Unlocked by |
---|---|---|---|
Bushido | |||
Never Forgive | Boosts the power of Revenge by 40% | Using Revenge +1 per use | |
Bloodthirsty | Boosts the power of Drain by 50%, +20% resistance to Poison | Before the EBF Collection update, didn't give Poison resistance (the element, not the status) | Using Drain +1 per use |
Magic Shatter | Adds a powerful MagicDefenceDown effect to Drain | Debuffs target's Magic Defence by 40% with 100% chance | Using Drain +0.8 per use Starts from -1 |
Hurricane | Boosts Windslash by 40%, +20% resistance to Wind and Holy | Before the EBF Collection update, it didn't give Holy resistance and also didn't actually provide +10% Wind resistance | Using Windslash +1 per use |
Rock On | Boosts Quake by 40%, +20% resistance to Earth and Bomb | Before the EBF Collection update, only gave +10% resistance, and gave Wind resistance instead of Bomb resistance | Using Quake +1 per use |
Sub Zero | Boosts IceBerg by 40%, +20% resistance to Earth and Ice | Before the EBF Collection update, only gave +10% resistance, and gave Water resistance instead of Earth resistance | Using Iceberg +1 per use |
Burning Soul | Boosts Eruption by 40%, +20% resistance to Fire and Bomb | Before the EBF Collection update, only gave +10% resistance, and gave Ice resistance instead of Bomb resistance | Using Eruption +1 per use |
Earthquake | Quake, Eruption and Iceberg do extra Earth damage to all foes | Damage is dealt as a separate hit: 1800 power, physical, 100% Earth-elemental, 150% Acc. Gets a 20% boost from Stone Edge | Using Quake, Iceberg or Eruption +0.4 per use |
Sword Heart | Boosts Unleash's damage by 40% | Using Unleash +1 per use | |
Holy Power | Boosts Seiken by 40%, +20% resistance to Dark | Using Seiken +1 per use | |
Shield Shatter | Adds a powerful DefenceDown effect to Seiken | Debuffs target's Defence by 40% with 100% chance | Using Seiken +0.8 per use Starts from -1 |
Legendary | Boosts the power of Legend by 30% | Before the EBF Collection update, it only boosted the final attack by 50% | Using Legend +1 per use |
Jebus | Gives Autolife status to player after using Legend | Sets Autolife status stacks to 2x (only if current stacks are equal or lower) | Using Legend +1 per use (requires Legendary), using Rune Blade +0.3 each turn |
Sniper | Boosts Accuracy by 50% | Note that due to an oversight, the Accuracy bonus is permanently lost upon switching Swords. | Using Bushido category +0.2 per use |
Special | |||
Cat Tamer | NoLegs will randomly bring Healing Items on his own | Has 20% chance to appear each turn. Won't activate at the same turn as Cat Warrior. Unlike manual use, won't count for nor benefit from Chemist | Using NoLegs +1 per use |
Cat Warrior | NoLegs will randomly attack foes on his own | Has 10% chance to strike with sword, 15% to throw a bomb each turn. Won't activate at the same turn as Cat Tamer. Unlike manual use, won't count for nor benefit from Chemist. NoLegs summoned via Cat Tamer also counts towards this bonus | Using NoLegs +1.2 per use |
BlackSmith | Temper adds an extra 20% Attack | 70% buff in total | Using Temper +1 per use |
Secret Weapon | Adds a new type of bomb for AirStrike | Each type has 33.3% chance to be used (1/3). Airstrikes summoned via Aerial Support also count towards this bonus | Using Airstrike's "peace bomb" +2.5 per use |
Aerial Support | AirStrike activates randomly | Has 30% chance to activate each turn | Using Airstrike's missiles +3 per use |
Fear Lord | Boosts Screamer by 40%, +20% resistance to Holy | Before the EBF Collection update, didn't actually provide Holy resistance | Using Screamer +1 per use |
Extreme Metal | Boosts Power Metal's damage by 50% | Before the EBF Collection update, the description incorrectly said it boosted by 40% | Using Power Metal +1 per use |
Healing Metal | Boosts Power Metal's healing by 50% | Before the EBF Collection update, it boosted by 30% | Using Power Metal +0.8 per use |
Swords | |||
Ready Edge | Buffs Attack when switching swords | Buffs Attack by 50%. Before the EBF Collection update, gave +40% buff only if Attack buff was less than 10% | Switching swords +1 per swap |
Mighty Warrior | Boosts Attack, Magic Attack, Defence, and Magic Defence by 4% | Before the EBF Collection update, base Defence and Magic Defence were ignored in damage calculations | Using Heaven's Gate +0.4 each turn |
Mana Leech | Adds MP drain to basic attack for some other swords | Works with Standard Attack, Windslash, Legend and Cleaver. Combines with other on-hit effects except for Blood Blade and Rune Blade itself | Using Rune Blade +0.5 each turn |
Rock Solid | Boosts Defence by 8% | Before the EBF Collection update, base Defence and Magic Defence were ignored in damage calculations | Using Blood Blade +0.5 each turn |
Earthern Soul | Boosts Magic Defence by 8% | Before the EBF Collection update, base Defence and Magic Defence were ignored in damage calculations | Using Stone Edge +0.4 each turn |
Fiery Spirit | Immune to freezing, +20% resistance to Fire, Thunder and Ice | Before the EBF Collection update, only gave +10% resistance, and didn't give Thunder resistance | Using Inferno +0.4 each turn |
Scorched Earth | +20% resistance to Holy, Fire, Earth, and Bomb | Using Inferno or Stone Edge +0.3 each turn | |
Arctic Wind | +20% resistance to Thunder, Ice, Water and Wind | Before the EBF Collection update, only gave +10% resistance, and gave Fire resistance instead of Thunder resistance | Using Blizzard +0.3 each turn |
Venomous | Immune to Poison and Stun, +20% resistance to Poison | For Poison, gives immunity to the status effect, and resistance to the element. Before the EBF Collection update, didn't give resistance to Poison element | Using Black Fang +0.4 each turn |
Eagle Eye | Boosts Evade by 5%, and Accuracy by 20% | Using Swift Brand +0.5 each turn | |
Swordbreaker | Adds AttackDown effect to basic attack of most swords | Debuffs target's Attack by 20% with 150% chance. Stacks with Anarchy's default debuff for a total of 40% with 200% chance. Works with Standard Attack, Revenge, Drain, Windslash, Legend and Cleaver. Combines with other on-hit effects except for Black Fang. Before the EBF Collection update, didn't work with Drain | Using Anarchy +0.4 each turn |
Dark Knight | +20% resistance to Dark, Poison, Wind and Bomb | Using Anarchy or Black Fang +0.3 each turn | |
Slayer | Boosts Attack by 8% | Using Soul Eater +0.5 each turn | |
The Force | Boosts Magic Attack by 8% | Using Razorback +0.4 each turn | |
Miscellaneous | |||
Swordsman | Boosts standard attack by 40% | Standard attacks used via Counter also count towards this bonus | Using Standard Attack +1 per use |
Cleaver | Boosts the power of a certain ultimate attack by 40% | Using Cleaver +4 per use | |
Ultra Cleaver | Boosts the power of a certain ultimate attack by 100% | Using Cleaver +4 per use Requires Cleaver Starts from -0.1 | |
Giga Cleaver | Boosts the power of a certain ultimate attack by 200% | Using Cleaver +6 per use Requires Ultra Cleaver Starts from -0.1 | |
Defender | Doubles the effect of defend | Effectively reduces incoming physical damage by 87.5% (7/8), and magical damage by 75% (3/4). Before the EBF Collection update, it reduced physical damage by 93.75% due to Defend reducing damage more than intended | Getting hit while Defending +1 per hit |
Magic Tank | Buffs magic defence when using Defend | Buffs by +50% | Using Defend +2 per use Starts from -0.1 |
Chemist | Boosts Item effects by 40% | Affects both healing/buffing and damaging items, including items used via NoLegs. Before the EBF Collection update, actually only boosted by 30% | Using Items or NoLegs +1 per use |
Chemist x2 | Boosts Item effects by 80% | Affects both healing/buffing and damaging items, including items used via NoLegs Before the EBF Collection update, actually only boosted by 60% | Using Items or NoLegs +0.6 per use Requires "Chemist" Starts from -0.1 |
Potion Thief | Standard Attack steals an item (each foe has one item) | Works even if the attack misses, item is fixed for each type of foe | Using Standard Attack +2 per use Starts from -0.5 |
Counter | Counter physical attacks sometimes | Has 50% chance to activate upon getting hit. Works well with swords and skill bonuses that add on-hit effects to Matt's attacks (such as Anarchy and Mana Leech) | Automatically +0.15 each turn |
Counter x2 | Counter physical attacks more often | Has 100% chance to activate upon getting hit. Works well with swords and skill bonuses that add on-hit effects to Matt's attacks (such as Anarchy and Mana Leech) | Automatically +0.1 each turn Requires "Counter" Starts from -0.1 |
Berzerker | Attack increases when hit by a powerful attack | Gives +50% Attack buff. Before the EBF Collection update, only gave +25% | Getting hit by a powerful attack +1 per hit |
Survivor | 30% chance of surviving a lethal attack with 1HP | Actually gives 33.3% chance (1/3) | Dying +3 per death |
Natalie[]
Natalie has a total of 54 (31 before the EBF Collection update) Skill Bonuses available to choose from. The list is ordered thematically for convenience, bonuses added in the EBF Collection update are in bold.
Skill Bonus | In-game Description | Notes | Unlocked by |
---|---|---|---|
White Magic | |||
Cleric | Boosts Magic Defence by 9% | Before the EBF Collection update, base Defence and Magic Defence were ignored in damage calculations | Using White Magic category +0.3 per use |
Immunity | 50% immunity to all bad status effects | Protects from both status effects and stat debuffs. Reduces the chance of infliction, not strength/duration | Using White Magic category +0.33 per use |
Immunity x2 | 100% immunity to all bad status effects | Protects from both status effects and stat debuffs | Using White Magic category +0.25 per use Requires "Immunity" Starts from -0.1 |
Healer | Boosts Heal and Healmore by 40% | Before the EBF Collection update, boosted by 20% | Using Heal or Healmore +0.9 per use |
Healer x2 | Boosts Heal and Healmore by 100% | Before the EBF Collection update, boosted by 40% | Using Heal or Healmore +0.6 per use Requires "Healer" Starts from -0.1 |
Regenerate | Gives Heal and Healmore the Regen effect | Status duration is 10x for Heal and 6x for Healmore, not stacking | Using Heal or Healmore +0.7 per use |
Solar Flare | Enemies enter battle already blinded | Inflicts 3x stacks of Blind, infliction is guaranteed except against enemies immune to Blind. Not affected by Curses | Using Flare +1 per use Starts from -1 |
Divinity | Revive fully heals HP and gives Autolife, when used on dead ally | Revive's Power increases to 9999, and it gives 2x Autolife to revived ally. Does not gain points when Revive is used on a living target | Using Revive +3 per use Starts from -1 |
Genesis | Boosts Judgement by 40% | Using Judgement +1.2 per use | |
Jebus | Gives Autolife status to player after using Judgement | Sets Autolife status stacks to 2x (only if current stacks are equal or lower) | Using Judgement +1.2 per use (requires Genesis) Starts from -0.1 |
Holy Quake | Judgement does extra Earth damage to all foes | Damage is dealt as a separate hit: 3500 power, magical, 100% Holy-elemental (despite what the description says), 150% Acc. | Using Judgement +0.8 per use Starts from -0.1 |
Black Magic | |||
Wizardry | Boosts Magic Attack by 9% | Lucky Stars used via Magic Counter also count towards this bonus | Using Black Magic category +0.3 per use |
Sniper | Boosts Accuracy by 50% | Lucky Stars used via Magic Counter also count towards this bonus. Before the EBF Collection update, boosted by 20% | Using Black Magic category +0.2 per use |
Astrology | Boosts the power of Lucky Star, Flare and Pulsar by 25% | Lucky Stars used via Magic Counter also count towards this bonus. Before the EBF Collection update, the description didn't mention it also boosted Flare | Using Flare, Lucky Star or Pulsar +1 per use |
Astrology x2 | Boosts the power of Lucky Star, Flare and Pulsar by 50% | Lucky Stars used via Magic Counter also count towards this bonus. Before the EBF Collection update, the description didn't mention it also boosted Flare | Using Flare, Lucky Star or Pulsar +0.7 per use Requires "Astrology" |
Antimagic | Adds a powerful MagicDown effect to Lucky Star | Debuffs target's Magic Attack by 40% with 100% chance | Using Lucky Star +1 per use Starts from -1 |
Elementalist | Boosts Fireball, Thunderbolt, Glacier and Toxic by 20% | Using Fireball, Glacier, Thunderbolt or Toxic +0.7 per use | |
Elementalist x2 | Boosts Fireball, Thunderbolt, Glacier and Toxic by 40% | Using Fireball, Glacier, Thunderbolt or Toxic +0.6 per use Requires "Elementalist" Starts from -0.1 | |
Elementalist x3 | Boosts Fireball, Thunderbolt, Glacier and Toxic by 60% | Using Fireball, Glacier, Thunderbolt or Toxic +0.4 per use Requires "Elementalist x2" Starts from -0.2 | |
Frostbite | Adds a powerful AttackDown effect to Glacier | Debuffs target's Attack by 40% with 100% chance | Using Glacier +1 per use Starts from -1 |
Thunderclap | Increases Thunderbolt's chance of stunning the foe | From 10% per hit to 25% per hit | Using Thunderbolt +1 per use |
Ionic Skies | Thunderbolt activates randomly | Has 30% chance to activate each turn | Using Ion Cannon +1.5 per use Starts from -0.1 |
The Plague | Enemies enter battle already poisoned | Inflicts 3x stacks of Poison, infliction is guaranteed except against enemies immune to Poison. Not affected by Curses | Using Toxic/Beholder +1/+0.8 per use Starts from -1 |
Pain Magic | Boosts Syphon by 500% | Using Syphon +2 per use Starts from -0.1 | |
Summon | |||
Bunny! | Boosts healing from Regen by 50% | Slime Bunnies summoned via Bunny!!! also count towards this bonus. Before the EBF Collection update, the description only mentioned Slime Bunny instead of Regen in general | Using Slime Bunny +1 per use |
Bunny!!! | Slime Bunny sometimes appears without being called | Has 20% chance to appear each turn | Using Slime Bunny +0.8 per use |
Behold! | Boosts Beholder's damage by 40% | Before the EBF Collection update, it only boosted the laser attack by 40%, the melee attack was boosted by 20% instead | Using Beholder +1 per use |
Tentacles | Boosts Beholder's damage by 80% | Using Beholder +0.8 per use Requires "Behold!" Starts from -0.1 | |
Meows! | Boosts Meow Meow's damage by 40% | Does not boost the recoil damage. Before the EBF Collection update, 40% boost normally, but only 20% if the sword breaks (recoil included); it also only gave +1 point per use when the sword didn't break | Using Meow Meow +1.2 per use |
Mega Knife! | Boosts Meow Meow's damage by 80% | Does not boost the recoil damage | Using Meow Meow +0.8 per use Requires Meows! Starts from -0.1 |
Ions! | Boosts Orbital Ion Cannon's damage by 40% | Does not boost the recoil damage. Before the EBF Collection update, actually only boosted damage by 20%, but recoil was still boosted by 30%; it also only gave +2 points per use | Using Ion Cannon +2.2 per use |
Doomsday! | Boosts Orbital Ion Cannon's damage by 80% | Does not boost the recoil damage. | Using Ion Cannon +1.8 per use Requires Ions! Starts from -0.1 |
Scholar | Automatically adds new enemies to bestiary | Using Scanbot] +0.8 per use Starts from -0.1 | |
Miscellaneous | |||
Curses | The effects of Syphon, Flare and Thunderbolt last longer | Doubles the duration of their statuses (resulting in 10x Seal, 10x Blind, and 2x Stun respectively) | Using Flare, Thunderbolt or Syphon +0.8, +0.3 or +1.2 per use respectively |
Death Touch | Boosts the power of Standard Attack by 999% | Using Standard Attack +1 per use Starts from -0.1 | |
Mana Leech | Standard Attack leeches MP from a foe | Restores MP equal to 6.(6)% of the damage dealt (1/15) | Using Standard Attack +1.5 per use |
Potion Thief | Standard Attack steals an item (each foe has one item) | Works even if the attack misses, item is fixed for each type of foe. Can't get points for this bonus once you have Death Touch | Using Standard Attack +5 per use Starts from -0.5 |
Chemist | Boosts Item effects by 40% | Affects both healing/buffing and damaging items. Before the EBF Collection update, actually only boosted by 30% | Using Items +1 per use |
Chemist x2 | Boosts Item effects by 80% | Affects both healing/buffing and damaging items. Before the EBF Collection update, actually only boosted by 60% | Using Items +0.6 per use Requires "Chemist" Starts from -0.1 |
Magic Counter | Sometimes counters magic attacks with Lucky Star | Has 60% chance to activate upon getting hit. Unlike other skill bonuses (such as Bunny!!!), each use will actually drain Natz's MP | Automatically +0.1 each turn |
Mighty Mage | Boosts Magic Attack, Defence, Magic Defence and Evade by 4% | Before the EBF Collection update, the description incorrectly said it boosted Attack instead of Evade, and base Defence and Magic Defence were ignored in damage calculations | Automatically +0.2 each turn |
Elusive | Boosts Evade by 20% | Before the EBF Collection update, only boosted by 10% | Getting hit by a weak attack +0.15 per hit |
Ninja | Boosts Evade by 20% | Stacks with Elusive for +40% Evade | Getting hit by a weak attack +0.5 per hit Requires "Elusive" Starts from -0.1 |
Resistance | Boosts resistance to all elements by 10% | Getting hit by a weak attack +0.2 per hit | |
Resistance x2 | Boosts resistance to all elements by 20% | Getting hit by a weak attack +0.1 per hit Requires "Resistance" Starts from -0.1 | |
Resistance x3 | Boosts resistance to all elements by 30% | Getting hit by a weak attack +0.1 per hit Requires "Resistance x2" Starts from -0.2 | |
Resistance x4 | Boosts resistance to all elements by 40% | Getting hit by a weak attack +0.1 per hit Requires "Resistance x3" Starts from -0.3 | |
Resistance x5 | Boosts resistance to all elements by 50% | Getting hit by a weak attack +0.1 per hit Requires "Resistance x4" Starts from -0.4 | |
Protection (P) | Defence increases when hit with a powerful attack | Gives +75% Defence buff, only triggers against physical attacks. Before the EBF Collection update, the buff was 15% | Getting hit by a powerful physical attack +1.5 per hit |
Protection (M) | Magic Defence increases when hit with a powerful attack | Gives +75% Magic Defence buff, only triggers against magical attacks. Before the EBF Collection update, the buff was 15% | Getting hit by a powerful magical attack +1.5 per hit |
Physical Tank | Buffs defence when using Defend | Buffs by +50% | Using Defend +1 per use Starts from -0.1 |
Magical Tank | Buffs magic defence when using Defend | Buffs by +50% | Using Defend +1 per use Starts from -0.1 |
Careful Offence | Buffs magic attack when using Defend | Buffs by +50% | Using Defend +1.2 per use Starts from -0.1 |
Angel | Occasionally gains Autolife status for no reason | Has 10% chance to activate each turn, gives +2x Autolife stacks. Before the EBF Collection update, it set Autolife stacks to 2x instead of adding them | Dying +5 per death |
Kyun* | Gauge for special attack fills faster | Gauge fills 40% faster. Before the EBF Collection update, this bonus was automatically obtained the first time Kyun was used, without using up a slot | Using Kyun +3 per use |
[]
Within the code of the game, there are some unimplemented Skill Bonuses. Some are incorrectly programmed, thus never appear for the player to select, and some were scrapped at some point in the development, but still have a name and description entry left on the main bonus list. Some of them were eventually properly implemented or fixed in the EBF Collection update.
Natalie[]
- Curses - The effects of Syphon and Flare last longer
- It would have doubled their statuses' length, but it applied the effect to and scored points from weird unused alternative status infliction functions.
- Properly implemented in the EBF Collection update; it also affects Thunderbolt.
- Divinity - Revive fully heals HP
- Properly implemented in the EBF Collection update; it also gives Autolife on the revived target.
- Kyun - Gauge for special attack fills faster
- Every Skill Bonus has two number parameters: one decides whether the skill bonus should take effect (0 = false, anything else = true), and another one is normally used to store accumulated points. However, this skill bonus added the points into the wrong parameter, permanently activating its effects the first time the Limit Break, Kyun, was used, making Natalie's Limit Break bar fill 40% faster. This way it didn't take up a skill bonus slot and thus didn't show up in Natalie's skill bonus list in in-game Help menu.
- Properly implemented in the EBF Collection update.
- Meows!!! - Meow Meow sometimes appears without being called
- No data besides name and description.
- Star Shower - Lucky Star activates randomly and quite often - not used
- Added in the EBF Collection update.
- It would have had a 50% chance to appear each turn.
Matt[]
- Physical Tank- Buffs defence when using Defend
- Added in the EBF Collection update.
- The counterpart to the Magic Tank skill bonus, would have buffed Matt's Defence by 50% on Defend.
- Defending with Matt was supposed to add 1 point to Physical Tank and 1 point to Magic Tank if you didn't already have the bonuses, but due to a typo it instead increases the score of Magic Tank by 1 two times. So Physical Tank never gains any points, while Magic Tank gains them twice as fast as intended.
- Big Buffer- Buffs
- Added in the EBF Collection update.
- No data besides name and description.
List by index number[]
This is how the game's coding lists the Skill Bonuses for each player. If the game tries to select Skill Bonuses for the player to choose from and there are any ties for the last slot, whichever tied bonus has the highest index number will be selected.
# | Matt | Natalie |
---|---|---|
0 | Berzerker | Astrology |
1 | Survivor | Astrology x2 |
2 | Mighty Warrior | Elementalist |
3 | Slayer | Elementalist x2 |
4 | Eagle Eye | Elementalist x3 |
5 | Swordsman | Healer |
6 | Holy Power | Healer x2 |
7 | Cat Tamer | Angel |
8 | Cat Warrior | Divinity |
9 | BlackSmith | Bunny! |
10 | Secret Weapon | Meows! |
11 | Aerial Support | Ions! |
12 | Counter | Behold! |
13 | Counter x2 | Curses |
14 | Chemist | Resistance |
15 | Chemist x2 | Resistance x2 |
16 | Defender | Resistance x3 |
17 | Mana Leech | Kyun |
18 | Fiery Spirit | Chemist |
19 | Burning Soul | Chemist x2 |
20 | Arctic Wind | Protection (P) |
21 | Sub Zero | Protection (M) |
22 | Hurricane | Mana Leech |
23 | Bloodthirsty | Bunny!!! |
24 | Swordbreaker | Meows!!! (N/A) |
25 | Venomous | Magic Counter |
26 | Earthern Soul | Thunderclap |
27 | Rock On | Immunity |
28 | Fear Lord | Immunity x2 |
29 | Extreme Metal | Wizardry |
30 | Healing Metal | Cleric |
31 | Cleaver | Mighty Mage |
32 | Never Forgive | Elusive |
33 | Legendary | Sniper |
34 | Ready Edge | Genesis |
35 | Sword Heart | Star Shower (N/A) |
36 | The Force | Ionic Skies |
37 | Rock Solid | The Plague |
38 | Earthquake | Frostbite |
39 | Ultra Cleaver | Antimagic |
40 | Scorched Earth | Solar Flare |
41 | Dark Knight | Resistance x4 |
42 | Physical Tank | Resistance x5 |
43 | Magic Tank | Regenerate |
44 | Big Buffer (N/A) | Holy Quake |
45 | Sniper | Jebus |
46 | Giga Cleaver | Mega Knife! |
47 | Potion Thief | Doomsday! |
48 | Jebus | Tentacles |
49 | Shield Shatter | Pain Magic |
50 | Magic Shatter | Death Touch |
51 | Scholar | |
52 | Ninja | |
53 | Potion Thief | |
54 | Frostbite (N/A) | |
55 | Physical Tank | |
56 | Magical Tank | |
57 | Careful Offence |