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BattleCON Bases

BattleCON is played by combining Styles and Bases to form attack pairs. While Styles (and one Base) are unique to each individual character, each character uses the same pair of six bases whenever they play. Several of these bases changed from War to Devastation, and the full log of changes can be seen in the BattleCon Changes History page.


Color Name Range Power Priority Effect
Red Strike 1 4 3

Stun Guard 5

Purple Shot 1~4 3 2 Stun Guard 2
Green Grasp 1 2 5

On Hit: Move the opponent 1 space.

Orange Drive 1 3 4

Before Activating: Advance 1 or 2 spaces.

Blue Burst 2~3 3 1

Start of Beat: Retreat 1 or 2 spaces.

Yellow Dash N/A N/A 9

This attack does not hit opponents.

After Activating: Move 1, 2 or 3 spaces. If you moved past an opponent during this movement, that opponent cannot hit you during this beat.

Revisions and changes: 

  • With the release of the Remastered edition of War, the art on the bases will be re-drawn and updated.


The five damaging bases are intended to form a Rock-Paper-Scissors-Lizard-Spock relation, with each one defeating two of the other Bases and losing to the remaining two, with Dash winning over all of them. A diagram illustrating this can be found below:

Basepentagon

The Base Pentagon, as created by BGG user uwalvin.

More information can be found here.


When playing a Tag Team match, the Dash base is replaced by the Tag base.


Color Name Range Power Priority Effect
Grey Tag N/A N/A 4

This attack wins priority ties. It does not hit opponents.

Before Activating: Move 1, 2 or 3 spaces. Opponents do not hit you for the rest of this beat.

Recycle: Switch places with a tag partner.

(Swap this card for Dash when playing Tag Teams)


EX Bases

When playing an EX match (typically 2v1), the six standard bases are switched out for six EX bases, which are more powerful. It is also possible to upgrade to these using Armory cards.


Color Name Range Power Priority Effect
Red Crush 1 5 2 Soak 2, Stun Guard 3
Purple Bolt 1~4 3 3

Before Activating: Move 1 space.

Green Grip 1 3 6

On Hit: Move the opponent 1 space.

After Activating: Move 1 space.

Orange Blitz 1 4 4 Before Activating: Advance 1, 2 or 3 spaces.
Blue Riposte 2~3 4 1

Start of Beat: Retreat 1 or 2 spaces.

After Activating: Move 1 or 2 spaces.

Yellow Slide X 1 7 Before Activating: Move 1, 2 or 3 spaces. The range of this attack is the space occupied by an opponent you moved past during this movement.

Almighty Bases

When playing an Almighty match (typically 3v1 or 2 EX vs 1), the six bases are switched out for six Almighty bases, which are much more powerful again. It is also possible to upgrade to these using Armory cards.


Color Name Range Power Priority Effect
Red Breaker 1 6 3

Stun Immunity

After Activating: Move 1 or 2 spaces.

Purple Cannon 2~6 3 4

Multi-Attack

Stun Guard 3

After Activating: Move 1 space.

Green Slam 1 3 7

Stun Guard 2

On Hit: Move the opponent up to 2 spaces. Other opponents in the space where he comes to rest take 3 damage.

Orange Rush 1 5 5

Stun Guard 4

Before Activating: Advance up to 4 spaces.

Blue Blaster 2~4 4 2

Stun Guard 4

Start of Beat: Retreat 1 or 2 spaces.

Yellow Roll N/A N/A 12

This attack does not hit opponents.

After Activating: Move 1, 2, 3 or 4 spaces.

Opponents with 4 or lower priority do not hit you or do damage this beat.

Beta Bases

Beta bases were added as a game variant in Devastation - they are set of alternate bases you can use in a standard duel for variety by swapping the regular bases for them as a whole.


Color Name Range Power Priority Effect
Red Counter 1 4 1

Soak 1, Stun Guard 4

Before Activating: Advance 1 space.

Purple Wave 2~4 3 4 Before Activating: Retreat 1 or 2 spaces.
Green Throw 1 2 5 On Hit: Push the opponent 1 space, or pull the opponent 2 spaces.
Orange Force 1 3 2

This attack ignores Stun Guard.

Stun Guard 3

Start of Beat: Advance 1 or 2 spaces.

Blue Spike 2 3 3

Start of Beat: Move up to 1 space.

On Hit: The opponent cannot hit you for the rest of the beat.

Yellow Parry N/A N/A 3

This attack does not hit opponents.

If this attack has Even priority, opponents with Odd priority do not hit you. Otherwise, opponents with Even priority do not hit you.

End of Beat: Move 1, 2 or 3 spaces.

Delta Bases

The Delta Bases are a brand new set of Bases that will be released as part of the Armory. Just like the Beta Bases, they are different, but balanced with the regular bases and can be swapped for a different duel by swapping the regular bases for them as a whole.

Color Name Range Power Priority Effect
Red Stagger 1 4 3

Stun Guard 2

On Hit: Push the opponent 1 or 2 spaces. If the opponent is at the edge of the board after this movement, this attack ignores Stun Guard.

Purple Leap 1 3 2

Attacks at range 3 and 4 do not hit you this beat.

Before Activating: Advance 2 or 3 spaces.

Green Catch 1 X 5

X is the printed power of the nearest opponent's revealed Base.

On Hit: Push the opponent 1 space.

Orange Lunge 1 3 4

Stun Guard 2

Before Activating: Move 1 space.

After Activating: Move 1 space.

Blue Sweep 1 ~ 2 4 1

Attacks at range 1 do not hit you this beat.

After Activating: Move up to 1 space.

Yellow Block N/A N/A 0

Soak 3, Stun Guard 3

End of Beat: Move 1, 2, or 3 spaces.

Special Bases

Another brand new set of Bases released as part of the Armory. All 19 of them are the same color, Blue, and are special, extremely powerful bases that can't be ordinarely swapped, and must be bought. They all have exclusive artwork and are inspired by existing attacks in other fighting videogames, including quotes on each card that make almost direct reference to the original character that inspired each one (who are not mentioned on the cards, but usually pretty obvious).

Name Range Power Priority Effect Quote Inspired by
Divekick 1 3 4

Opponents who did not move this beat cannot hit you. This attack does not hit an opponent who has moved this beat.

Before Activating: Advance 2 or 3 spaces.

Death From Above The game Dive Kick
Eye Laser 2 ~ 5 2 7

Reveal: This attack has -1 Priority for each space between you and the nearest opponent.

After Activating: Move 1 space.

Behold! Cyclops' Optic Blast on the Marvel fighting games by Capcom
Taunt N/A N/A 5

This attack does not hit opponents.

Start of Beat: Move the nearest opponent 1 or 2 spaces.

Before Activating: Move 1 or 2 spaces.

Hue Hue Hue Several games
Wall Leap 1 3 1

Start of Beat: Retreat as far as possible.

Before Activating: Advance 3, 4, or 5 spaces.

Off The Wall Several different games
Harpoon 2 ~ 5 3 3 On Hit: Pull the nearest opponent up to 3 spaces as far as possible without moving past you.  Get Over Here! Scorpion from the Mortal Kombat series
Buster Racoon X 4 2

Stun Guard 4

The range of this attack is an opponent you switched sides with.

Before Activating: Advance 4 spaces.

Are you okay? Terry Bogard's Buster Wolf, from the Fatal Fury/King of Fighters series
Demon Rage 1 5 1 Start of Beat: Advance up to 3 spaces, as far as possible without switching sides with an opponent. [Japanese kanji] Akuma's Raging Demon from the Street Fighter Series
Mega Blaster 1 ~ 4 2 3

Stun Guard 2

If you are not the Active Player, this attack has +2 Power.

Party like its 20XX! Megaman, from the series of the same name
Dragon Punch 1 3 4

Before Activating: Advance 1 space.

On Hit: Push the opponent 1 or 2 spaces.

Sure you can! Ryu and Ken's Shoryuken, from the Street Fighter Series
Spark Kick 1 3 3

On Hit: Push the opponent 1 space.

After Activating: Advance 3 or 4 spaces.

Go home and be a family man! Guile's Flash Kick from the Street Fighter series
Rising Kick X 4 2

An opponent who switched sides with you cannot hit you 'this beat '.

This attack hits an opponent who switched sides with you this beat.

Start of Beat: Pull the nearest opponent 1 space.

Murica! Terry Bogard's Rising Tackle, from the Fatal Fury/King of Fighters series
Atomic Crusher 1 5 1

Stun Guard 3

This attack ignores Stun Guard.

Before Activating: Advance 1 or 2 spaces.

In Soviet Russia... Zangief's Atomic Buster series of moves from the Street Fighter series
Blade Summoning 3 ~ 6  3 3

On Hit: The opponent has -2 Priority next beat.

After Activating: You may move exactly 3 spaces.

I like swords Fighter from 8-Bit Theater
Eagle Punch 1 ~ 2 5 1 On Hit: Push the opponent as far as possible. Show me your moves! Captain Falcon's Falcon Punch, from the Super Smash Bros series
Disguise N/A N/A 1

Attack at range 3 or greater do not hit you.

After Activating: Move 1, 2, or 3 spaces.

! Solid Snake's box trick/taunt from the Metal Gear Solid/Super Smash Bros series
Hop X 3 4

Before Activating: Advance 2 spaces. The range of this attack is an opponent you switched sides with during this move.

On Hit: Retreat 2 spaces.

1-UP! Super Mario's Goomba Stomp from the Super Mario Bros/Super Smash Bros series
Storm Rage 1 5 3

Stun Guard 2

Opponents cannot switch sides with you this beat.

Weather this! Geese Howard's Raging Storm from the Fatal Fury series
Great Serpent 1 3 3

Stun Guard 3

Start of Beat: Advance 1, 2, or 3 spaces, moving the maximum distance possible, without switching sides with an opponent.

I'm the baddest guy around! Sol Badguy's Grand Viper from the Guilty Gear series
Force Choke X 4 3 X is the space occupied by the nearest opponent who has not moved during this beat. I find your lack of faith disturbing Darth Vader's Force Choke, from the Star Wars series

Weapon Bases

Yet another exclusive set of Bases in Armory . They are all the same color, Green, and all the 20 different one of them represent a different weapon a character can be equiped with. Each card also has its own quote.


Name Range Power Priority Effect Quote
Yo-yo 1 ~ 2 3 3

On Hit: Move the opponent 1 space.

After Activating: You have +1 Priority next beat.

Mad Skillz bro!
Cape Sweep 1 ~ 2 2 4

On Hit: The opponent cannot hit you during this beat.

Start of Beat: Advance 1 space.

What is a man?!
Ninja Star 1 ~ 4 1 6 After Activating: Advance 1 or 2 spaces. Believe it!
Holy Water 2 ~ 3 3 3

This attack ignores Soak

Before Activating: Retreat 1 or 2 spaces.

You don't belong in this world!
Boomerang 2 ~ 7 3 3

Stun Guard 2

End of Beat: Return this attack pair to your hand, and do not recycle if you did not move during this beat.

No rules, just right!
Smoke Bomb 3 ~ 6 1 6

On Hit: The opponent cannot hit you for the rest of this beat.

End of Beat: Move 1 or 2 spaces.

Nin nin!
Ninja Fire Scroll 1 ~3 5 3

Stun Guard 4, Ignore Soak

Start of Beat: Lose 2 life.

On Hit: Your next attack ignores Stun Guard.

That's my way of the ninja!
Ninja Ice Scroll 1 ~ 3 5 3

Stun Guard 4, Ignore Soak

Start of Beat: Lose 2 life.

On Hit: The opponent has -2 Priority next beat.

Ice is nice, and will suffice.
Ninja Spark Scroll 1-3 5 3

Stun Guard 4, Ignore Soak

Start of Beat: Lose 2 life.

On Hit: The opponent has -1 Power next beat.

I am the right.
Swordbreaker 1 2 5 On Hit: The opponent has -2 Power.

After Activating: Move 1 space.

That's so busted.
Mic Drop 2-6 0 5

This attack ignores Stun Guard

Start of Beat: Insult your opponent's fighter. If you do, gain +1 Power.

End of Beat: Move 1 space.

Oooooh Snap!
Lawnmower 1-2 3 3

Soak 1, Stun Guard 3

After Activating: Advance 1 or 2 spaces.

Judgement Day is here!
Chainsaw 1-2 4 2 Stun Guard 2

This attack ignores Soak and Stun Guard

End of Beat: Advance 1 space.

Groovy!
Hammer Time 1 5 2 This attack ignores Soak and Stun Guard Stop.
Machete Chop 1 2 5 On Hit: Return this base to your hand. It does not cycle with your discard piles. Machete don't fail!
Pen Toss 3 2 5 On Hit: The opponent cannot hit you this beat. Mightier than the sword.
Nunchaku 1-2 2 4 The opponent has -2 Power this beat. Watah!
Donkey Kick 1 4 2

Stun Guard 4

On Hit: Push the opponent as far as possible.

Kid, you're stupider than you look.
Scooter Pop 1 3 4 Before Activating: Move 3 or more spaces.

After Activating: Move 4 or more spaces.

It takes an idiot to do cool things.
Grenade X 4 0

Stun Immunity

'''Start of Beat: Place a Marker at Range 4. X is the Marker's space and the spaces adjacent to it. Remove the Marker at the end of the beat.

Fire in the hole!

Base-matching Table

Players can replace bases in The Armory, trading a base for a matching base. Switching to a matching base costs 5 gold (more for EX and Almighty bases). This table shows which bases match.

Color Standard Beta Delta

EX (30 Gold)

Almighty (50 Gold)

Red Strike Counter Stagger Crush

Breaker

Purple Shot Wave Leap Bolt Cannon
Green Grasp Throw Catch Grip

Slam

Orange Drive Force Lunge Blitz

Rush

Blue Burst Spike Sweep Riposte

Blaster

Yellow Dash Parry Block Slide

Roll

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