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TwoBoards

This page intends to collect all the changes that have been in battlecon cards through each edition.

BoardEdit

The original Board for War of Indines had two sides, one with a single track with seven spaces and another with two tracks with seven spaces. Originally, Tag Team, EX and Allmighty matches would take place in the two-track board, and a character could only hit or affect an opponent at the same track. This board, along with the Tag Team, EX and Allmighty rules, were changed to the current 9 track board.


Starting SpaceEdit

In War Classic and Devastation, the characters in a regular duel would start the match in the second and sixth space, with three spaces between them. In order to make the fights more dynamic, in the final version of War Revised and in Fate the opponents now start in the third and fifth space.

BasesEdit

Standard BasesEdit

BurstEdit

Burst
Original Version Range Power Priority Revised Version Range Power Priority
War of Indines 2-3 3 1 Devastation of Indines 2-3 3 1
Start of Beat: Retreat 1 space. Start of Beat: Retreat 1 or 2 spaces.

TagEdit

Tag
Original Version Range Power Priority Revised Version Range Power Priority
War of Indines N/A N/A 0 Devastation of Indines N/A N/A 4
Soak 2

End of Beat: Switch places with a tag partner.

(Add this card to your hand when playing Tag Teams)

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 BasesEdit

RiposteEdit

Riposte
Original Version Range Power Priority Revised Version Range Power Priority
War of Indines 2-3 4 1 Devastation of Indines 2-3 4 1
Start of Beat: Retreat 1 space.

After Activating: Move 1 space.

Start of Beat: Retreat 1 or 2 spaces.

After Activating: Move 1 or 2 spaces.

SlideEdit

Slide
Original Version Range Power Priority Revised Version Range Power Priority
War of Indines N/A N/A 8 Devastation of Indines X 1 7
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.

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 BasesEdit

RollEdit

Roll
Original Version Range Power Priority Revised Version Range Power Priority
War of Indines N/A N/A 12 Devastation of Indines N/A N/A 12
This attack does not hit opponents.

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

Opponents with 5 or lower priority do not hit you or do damage this beat.

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.

SlamEdit

Slam
Original Version Range Power Priority Revised Version Range Power Priority
War of Indines 1 4 7 Devastation of Indines 1 3 7
Stun Guard 2

On Hit: Move the opponent up to 2 spaces. Opponents adjacent to the space where he comes to rest take 3 damage.

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.

CharactersEdit

Originally, all War characters had only one Overdrive Finisher, and all of them got a second Overdrive on revision.

ArecEdit

Arec's Fear token was errata'd so it only affects Start of Beat effects, not End of Beat effects.

CadenzaEdit

Only change was getting his second Overdrive, Feedback Field.

CherriEdit

Minor rewording explaining some of her card effects. Cherri also gained her second Overdrive, The Watchers

DemitrasEdit

Only change was getting his second Overdrive, Accelerando.

HeketchEdit

Only change was getting his second Overdrive, Living Nightmare.

HepzibahEdit

Dark Pact Tokens changed into Cards and minor rules clarification explaining that she can't spend life if she only has one. Only effective change was getting her second Overdrive, Altazzar.

HikaruEdit

Only change was getting his second Overdrive, Four Winds.

KallistarEdit

Original UA Updated UA
War Classic War Remastered

Kallistar begins a duel in Human Form.

Her Ignition style allows her to change into Elemental Form, and her Flare style allows her to change into Human Form. Many effects of her styles differ based on her Form.

If Kallistar is in Elemental Form during the ante phase, she gains +2 Power and +2 Priority during the beat and loses 1 life.

Kallistar begins a duel in Human Form.

Her Ignition style allows her to change into Elemental Form, and her Flare style allows her to change into Human Form. Many effects of her styles differ based on her Form.

If Kallistar is in Elemental Form during the ante phase, she gains +2 Power and +2 Priority during the beat and loses 1 life.

If she is in Human Form during the ante phase, she has Soak 1 during the beat.

Flare
Original Version Range Power Priority Revised Version Range Power Priority
War Classic +0 +3 +0 War Remastered +0 +3 +0
Reveal, Human Form: Kallistar loses 2 life.

End of Beat, Elemental Form: Kallistar returns to Human Form.

Reveal, Human Form: Kallistar loses 3 life and this attack has +3 Priority.

End of Beat, Elemental Form: Kallistar returns to Human Form.


Spellbolt
Original Version Range Power Priority Revised Version Range Power Priority
War classic 2~6 2 2 War Remasteres 2~6 2 3
On Hit: Move the opponent 1 or 2 spaces On Hit, Human Form: The opponent has -2 Power.

On Hit, Elemental Form: Pull the opponent up to 2 spaces.

Kallistar algo got her second Overdrive: Chain of Destruction.

KehrolynEdit

Only change was getting her second Overdrive, The August Strain. The Print and Play version of War Remastered has a change in the Mutating Style that was done by mistake, and will likely be fixed in the final game.

KhadathEdit

Lure
Original Version Range Power Priority Revised Version Range Power Priority
War Classic +0-5 -1 -1 War Remastered +0-5 -1 -1
On Hit: Pull the opponent any number of spaces. You may not move them past yourself. On Hit: Pull the opponent any number of spaces. You may not move them past yourself. ('You may ignore the Gate Trap's stop effect when you pull an opponent past it by this effect).


Teleport
Original Version Range Power Priority Revised Version Range Power Priority
War classic +0 +1 -1 War remastered +0 +1 -3
End of Beat: Move directly to any unoccupied space. Attacks do not hit you if your trap is between Khadath and the attacker (this does not work if either of you occupies the Trap's space).

End of Beat: Move directly to any space. Move your Trap Marker to any space.

Khadath also got his second Overdrive, Planar Crossing.

LixisEdit

Vine
Original Version Range Power Priority Revised Version Range Power Priority
War Classic +0 +0 -2 War Remastered +0-2 +0 -2
Stun Guard 2

Opponents cannot move past you

Stun Guard 3

On Hit: Pull the opponent up to 2 spaces.


Pruning
Original Version Range Power Priority Revised Version Range Power Priority
War Classic +0 -1 -2 War Remastered +0~1 -1 -2
Reveal: This attack has +1 power and +1 priority for each Base in the nearest opponent's discard piles. Reveal: This attack has +1 power and +1 priority for each Base in the nearest opponent's discard piles.

On Hit: The opponent discards an extra base of their choice with this attack pair.


Virulent Miasma
Original Version Range Power Priority Revised Version Range Power Priority
War Classic N/A N/A 5 War Remastered 1-3 4 5
After Activating: Remove Lixis's Naturalizing style from your hand or discard and set it face up beside the game board. Lixis applies this style to all of her attack pairs as an extra style for the rest of the duel. On Hit: The opponent loses 2 life during each ante phase. If the opponent has 1 life at the start of the ante phase, he gains -3 priority instead.

Lixis also got her second Overdrive, Life Virus.

LucEdit

Original UA Updated UA
War Classic War Remastered

Luc begins a duel with 2 Time Tokens and gains an additional 1 at the end of each beat, up to a limit of 5. He may ante tokens one time each beat, and gains a different effect based upon how many he antes at once. These ante effects are not cumulative.

1 Token: +2 Priority

3 Tokens: Move immediately to any unoccupied space.

5 Tokens: The nearest opponent is stunned.

Luc begins a duel with 2 Time Tokens and gains an additional 1 at the end of each beat, up to a limit of 5. He may ante tokens one time each beat, and gains a different effect based upon how many he antes at once. These ante effects are not cumulative.

1 Token: +1 Priority

3 Tokens, Start of Beat: Advance up to 2 spaces.

5 Tokens, Start of Beat: You become the Active Player this beat.

Chrono
Original Version Range Power Priority Revised Version Range Power Priority
War classic +0 +1 +1 War Remastered +0 +0 +1
Start of beat: Spend any number of Time Tokens. Advance 1 space for each token spent in this way. Start of Beat: Spend any number of Time Tokens to advance that many spaces. You cannot move past an opponent with this movement.


Eternal
Original Version Range Power Priority Revised Version Range Power Priority
War classic +0 +0 -4 War remastered +0 +0 -4
Soak 4 if you have at least 1 Time Token.

Lose a Time Token each time you are hit during this beat.

Soak 1

When you are hit this beat, you can discard any number of Time Tokens for Soak 1 per token.


Fusion
Original Version Range Power Priority Revised Version Range Power Priority
War classic +0 +0 +2 War Remastered +0 +0 +1
On Damage: Push the opponent 1 space per pont of damage dealt. If the opponent would be pushed beyond the edge of the arena by this effect, he loses 2 life instead. On Damage: Push the opponent 1 space per point of damage dealt. If an opponent would be pushed beyond the edge of the arena by this effect, he is pushed as far as possible and loses 2 life instead.


Flash
Original Version Range Power Priority Revised Version Range Power Priority
War classic 1 1 6 War Remastered 1 1 6
Before Activating: Advance 1, 2 or 3 spaces.

On Damage: the opponent is stunned.

This attack ignores Stun Guard.

Start of Beat: Advance 1 space.

Luc also got his second Overdrive, Stasis Charge.

MagdelinaEdit

Original UA Updated UA
War Classic War Remastered

Magdelina begins a duel at level 0 and is able to gain levels by using her Spiritual style. Each level she gains grant her more power. Her maximum level is 5.

Whenever Magdelina reveals an attack, she gains +1 Power, +1 Priority and Stun guard 1 for each level she has (so at level 3 she should have +3 Power, +3 Priority and Stun Guard 3 to all attacks).

Magdelina has 5 Trance counters and 5 Level counters. She begins a duel with none of these.

At the end of each beat, Magdelina gains a Trance counter. If, at this time, she has more Trance counters than Level counters, she must discard all of her Trance counters to gain a Level counter.

During ante, Magdelina gains +1 power, +1 priority and stun guard 1 for each Level counter she possesses.

Spiritual
Original Version Range Power Priority Revised Version Range Power Priority
War Classic +0 -2 -2 War Remastered +0-2 +2 +1
End of Beat: Magdelina gains a level. Reveal: Magdelina's level bonuses are not applied to this attack.

Before Activating: Lose a Trance Counter. If you cannot, this attack does not hit.


Blessing
Original Version Range Power Priority Revised Version Range Power Priority
War Classic 1-2 N/A 4 War Remastered 1-2 N/A 3
This attack does not deal damage

Stun Guard 3

On hit: both you and the opponent recover 3 life points.

Stun Guard 3

On Hit: Both you and the opponent regain 3 life. Magdelina gains a Trance Counter.


Solar Soul
Original Version Range Power Priority Revised Version Range Power Priority
War classic 1 1 4 War Remastered 1-2 2 4
On Hit: The opponent is stunned and Magdelina becomes level 4. She cannot gain further levels during this duel. Soak 2

On Hit: Discard any number of Trance Counters for +1 Power each.

Magdelina also got her second Overdrive, Apotheosis, that is practically identical to her original Solar Soul.

RukyukEdit

Point Blank
Original Version Range Power Priority Revised Version Range Power Priority
War classic +0-1 +0 -1 War Remastered +0~1 +0 +0
Stun Guard 2

On Damage: Push an opponent up to 2 spaces.

Stun Guard 2

On Damage: Push an opponent up to 2 spaces.


Gunner
Original Version Range Power Priority Revised Version Range Power Priority
War classic +2~4 +1 +1 War Remastered +2~4 +0 +0
Before Activating: You may spend an Ammo token. If you do, its ante effect do not apply, but this style's range is changed to +1~5.

After Activating: Move 1 or 2 spaces.

Before Activating: You may spend an Ammo token to give this style +1-5 range instead of its normal printed range.

After Activating: Move 1 or 2 spaces.


Sniper
Original Version Range Power Priority Revised Version Range Power Priority
War classic +4~5 +3 +1 War Remastered +3~5 +1 +2
After Activating: Move 1, 2 or 3 spaces. After Activating: Move 1, 2 or 3 spaces.

Rukyuk also got his second Overdrive, Force Grenade.

SagasEdit

Got minor rewordings to clarify some effects. Only change was getting his second Overdrive, Assimilate.

SethEdit

Original UA Updated UA
War Classic War Remastered
During the ante step of each beat, Seth may name a single base (including the opponent's unique base). If the nearest opponent's attack includes the named base (after resolving all clashes), then Seth gains +2 Power and +2 Priority during that beat and wins priority ties. During the ante step of each beat, Seth may name a single base (including the opponent's unique base). As long as the nearest opponent's attack includes the named base, then Seth gains +2 Power and +2 Priority during that beat and wins priority ties.

If the opponent's base changes due to a clash or other effect, Seth loses these bonuses (priority order cannot change once it is established, however).

Seth also got his second Overdrive, Fortune Buster.

Tatsumi & JutoEdit

Original UA Updated UA
War Classic War Remastered

Juto has 4 life points and begins a duel in the same space as Tatsumi. If Juto's life is reduce to zero or less, he is removed from the board. Juto's position grants bonuses:

Zone 0 (Behind Tatsumi): +0-2 range, +1 power.

Zone 1 (Same space as Tatsumi): Soak 3; Juto loses life equal to the amount soaked.

Zone 2 (BetweenTatsumi and opponent): Soak 1, Stun Guard 2; Juto loses life equal to the amount soaked.

Zone 3 (With or behind opponent): +1 priority

Juto has 4 Familiar Counters and his Marker begins a duel in the same space as Tatsumi. If Tatsumi loses all Familiar Counters, Juto is Disabled and removed from the board. Juto's position relative to Tatsumi and the nearest opponents grants bonuses:

Zone 0 (Behind Tatsumi): +0-2 range, +1 power.

Zone 1 (Same space as Tatsumi): Soak 3; Discard Familiar Tokens equal to the amount soaked (up to 3).

Zone 2 (BetweenTatsumi and opponent): Soak 1, Stun Guard 2; Discard Familiar Tokens equal to the amount soaked (up to 3).

Zone 3 (With or behind opponent): +1 priority

Tatsumi cannot gain these bonuses or use her finishers if Juto is disabled.

Empatic
Original Version Range Power Priority Revised Version Range Power Priority
War Classic +0 -2 +1 War Remastered +0 +0 -1
After Activating: If Juto is in an unoccupied space, Tatsumi and Juto may swap places.

End of Beat: The nearest opponent loses life equal to half the damage dealt to you this beat (Round up)

Start of Beat: If Juto is in an unoccupied space, Tatsumi and Juto may swap places.

End of Beat: The nearest opponent loses life equal to the damage Juto took this beat.


Fearless
Original Version Range Power Priority Revised Version Range Power Priority
War classic -1~0 -1 +1 War Remastered -1~0 +0 +1
This attack calculates its range from Juto's position. If Juto is disabled, then this attaco does not hit or deal damage.

end of Beat: If Juto is disabled, he returns to full life in the same space as Tatsumi.

This attack calculates its range from Juto's position. If Juto is disabled, then this attack does not hit or deal damage.

End of Beat: If Juto is disabled, he returns to full life in the same space as Tatsumi.

Tatsumi also got her second Overdrive, Guardian Xandjinn.

VanaahEdit

Judgment
Original Version Range Power Priority Revised Version Range Power Priority
War Classic +0~1 +1 -1 War Remastered +1 +1 -1
Reveal: an opponent who is within range of this attack cannot move outside of the range of this attack this beat. Reveal: The nearest opponent cannot move past you or retreat during this beat.


Paladin
Original Version Range Power Priority Revised Version Range Power Priority
War classic +0~1 +1 -2 War Remastered +0-1 +1 -2
End of Beat: Move directly to any space adjacent to an opponent. Stun Guard 3

End of Beat: Move directly to any space adjacent to an opponent.

Vanaah also got her second Overdrive, Death Walks.

ZaamassalEdit

Paradigm Shift
Original Version Range Power Priority Revised Version Range Power Priority
War Classic 2~3 3 3 War Remastered 2~3 3 3
Start of Beat: Zaamassal may assume a Paradigm of your choice. After Activating: Zaamassal may assume a Paradigm of your choice.
Original Paradigms Updated Paradigms
War Classic War Remastered
Paradigm of Distortion

Attacks at range 4 or greater do not hit Zaamassal.

Zaamassal`s attacks automatically hit opponents at range 4, 5 or 6.

Attacks at range 4 do not hit Zaamassal.

Zaamassal's attacks always include range 3, even if they wouldn't normally.

Paradigm of Fluidity

Before Activating: Move up to 1 space.

After Activating: Move up to 1 space.

Before Activating: Move up to 1 space.

End of Beat: Move up to 1 space.

Paradigm of Pain After Activating: If you hit an opponent, that opponent loses 2 life On Damage: The opponent loses 2 life.

Zaamassal also got his second Overdrive, Planar Divider.

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