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 Ability Cards for game

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Joe
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PostSubject: Ability Cards for game   Sun May 02, 2010 6:17 pm

Level 1
_________________________
Juggernoid
G-Power: 170


Saurus
G-Power: 180


Serpenoid: 150

Robotlian: 200

Griffon: 230Gs

Stinglash: 210Gs

Centipoid: 240Gs

Gargonoid: 250Gs

Falconeer: 260Gs

Tuskor: 220Gs


Level 2
___________________
El Condor: 320

Bee Striker: 300Gs

Fear Ripper: 270Gs


Siege: 280


Hynoid: 290Gs


Laserman: 320Gs


Limulus: 300Gs

Manion: 280Gs


Mantris: 310Gs


Monarus: 300Gs

Rattleoid: 330Gs


Ravenoid: 340Gs


Reaper: 300Gs



Terrorclaw: 270Gs


Warius: 300Gs


Wormquake: 300Gs


Level 3
_______________________


Ares: 340Gs


Dragonoid: 340Gs

Tigrerra: 340Gs


Gorem: 380Gs


Skyress: 260Gs


Preyas: 300Gs

Leonidas: 340Gs

Hydranoid: 450Gs

Level 4
_________________________________

Vladitor: 340Gs

Fourtress: 370Gs


Sirenoid: 370Gs


Tentaclear: 370Gs


Harpus: 370Gs

Cycloid: 370Gs


Level 5
_________________________

Delta Dragonoid II: 450Gs


Preyas II Angelo/Diablo: 400Gs/400Gs
Ability: Angelo is also Haos and Diablo is also Pyrus.

Hammer Gorem: 450Gs


Blade Tigrerra: 450Gs


Dual Hydranoid: 500Gs


Battle Ax Vladitor: 560Gs

Omega Leonidas: 530Gs

War Ares: 500Gs

Apollonir: 500Gs

Exedra: 500Gs


Oberus: 500Gs


Clayf: 500Gs

Frosch: 500Gs


Lars Lion: 500Gs

Level 6
_________________________

Naga: 650Gs


Wavern: 550Gs


Alpha Hydranoid: 600Gs


Ultimate Dragonoid: 600Gs

Infinity Dragonoid I: 600Gs (Heavy Metal)


Extreme Leonidas: 600Gs


Doom Ax Vladitor: 600Gs

Final Ares: 600Gs


Abis Omega: 350Gs


Anchorsaur 350Gs


Freezer: 350Gs


Clawcer: 350Gs


Hammersaur: 350Gs


Jelldon: 350Gs

Rafflesian: 350Gs


Stug: 350Gs


Verias: 350Gs


Wontu: 350Gs

Atmos: 450Gs


Wired: 400Gs


Atchibee: 400Gs


Level 7
________________________

Neo Dragonoid: 400Gs

Slash Leonidas: 400Gs

Percival: 450Gs


Ingram: 400Gs

Nemus: 400Gs

Wilda: 450Gs


Moskeeto: 400Gs

Elfin: 400Gs


Goblinball: 400Gs


Level 8
____________________________

Viper Helios: 600Gs

Altair: 500Gs

Elico: 500Gs

Hades: 600Gs


Primo Vulcan: 500Gs


Brontes: 400Gs

Mega Brontes: 500Gs




Level 9
______________________

Dark Leonidas: 550Gs

Pyro Dragonoid: 550Gs

Midnight Percival: 600Gs

Cross Dragonoid: 600Gs


Minx Elfin: 600Gs


Dual Elfin: 550Gs

Mega Nemus: 450Gs


Ancient Nemus: 600Gs


Cyborg Helios: 700Gs


Level 9
______________________

Macubass: 700Gs

Hyper Dragonoid: 600Gs

Aluze: 700Gs

Boriates: 700Gs


MAC Spider: 700Gs


Alto Brontes: 600Gs

Beta Leonidas: 600Gs

Level 10
______________________________


Ultra Dragonoid: 650GS


Chaos Leonidas: 700Gs

Helix Dragonoid: 700Gs

Helios MK2: 700Gs


Dharak: 700Gs



Level MAX
___________________________

Maxus Dragonoid: (Varies on bakugan)


Maxus Helios: (Varies on bakugan)


Maxus Ares: (Varies on Bakugan)


Maxus Helios MK2: (Varies on Bakugan)

Maxus Cross Dragonoid: (Varies on Bakugan)


Maxus Leonidas: (Varies on Bakugan)


Maxus Vladitor: (Varies on Bakugan)

Ultimate Weapon Dragonoid: (Varies on Bakugan) NOT RELEASED


Last edited by Joe on Thu May 20, 2010 3:30 pm; edited 8 times in total
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Joe
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Name: Joe
Sex: Male
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PostSubject: Re: Ability Cards for game   Sun May 02, 2010 6:19 pm

Red

A Hand Up- Play before you roll a haos. If there is a battle this turn, the bakugan with the lowest Gs gets 50Gs.

Ace And Baron- Play before you roll a haos or darkus. If your bakugan stands, it gets 50Gs. If not, your bakugan re-rolls with no bonus.

Alpha Percival Cyclone- Before you roll a Spin. You may re-roll your bakugan one time. If there's a battle this turn, this abilty comes back.

Apexon- You need one battle point to use. Before you roll an Apexon. If there is a battle, you get 200Gs for each special treatment your opponent has.

Baliton- When you use a baliton in battle. If you lose, you get all green and blue cards back.

Big And Bright- Before you roll a haos or pyrus. You may reroll your bakugan up to two times this turn.

Big And Solid- Before you roll a pyrus or sub terra. You may reroll your bakugan up to two more times this turn.

Big And Windy- Before you roll a pyrus or ventus. You may reroll your bakugan up to two more times this turn.

Brainwash- After your opponent gets a double stand. You may move a bakugan to another gate card.

Call Of Defenders- Before you roll. All of your bakugan in the used pile goes to your unused pile. Reroll.

Call Of The Hex- Play before you roll. Move all bakugan traps to your unused pile. You may reroll your bakugan.

Circle Of Fire- Play during a battle on one of your gate cards. Pyrus +110Gs. Ventus +50Gs.

Clawsaurus- After you stand a Clawsaurus. Swap any standing bakugan.

Clean Slate- Before you roll a darkus. All bakugan standing go to the used pile. This card is removed from the game.

Color Void- Only if your opponent has more gate cards in the used pile than you in a battle. Change the opponent's attribute to whatever you choose.

Combo Battle- Before you roll. If this roll results in a battle you throw in another bakugan from the used pile and combine G powers.

Crush Under Foot- During a battle with a heavy metal. Flip the coin. If heads, your bakugan gets 100Gs for each gate card in your opponents used pile.

Cyclone Dragonoid- Play when you have a spin trap bakugan. This card has the same effect as any card in your opponent(s) used pile if it's a "play during a battle" card.

Dan And Marucho: Before you roll a pyrus or aquos. If it stands and is in a battle this turn, your bakugan gets 50Gs. If it misses, re roll it but no bonus.

Dan's Launcher: Play before you roll a pyrus. Stand on any gate card with an opponent on it.

Dan's Throw: Before you roll. If this results in a battle, you may return back any ability.

Dark Snap: Before you roll a darkus. If there is a battle this turn, your bakugan gets 100Gs each time your opponent plays an ability.

Dark Stone: Before you roll a Sub terra or Darkus. Roll twice. If your bakugan lands on the gate card twice, all G-power bonuses from abilities and gates do not apply on this battle.

Dark Wind: After you stand a darkus or a ventus. You may move any standing bakugan to any gate card.

Darkfire Blast: After your opponent stands a bakugan on an empty gate card. You may stand your bakugan on that gate card.

Dead Calm: Play before you roll. Lower everyone's power level to 0 until the next turn.

Deadly Lync Volan#6: Before you roll. Your opponents must tell you the gate cards faced down. Reroll.

Death From Above: After you roll and stand a boost Ingram on your gate card and starts a battle. If there is more than 1 gate card in the field then your bakugan gets the bonus. Pyrus +200Gs. Sub Terra +140Gs Darkus +120Gs Ventus +150Gs.

Distraction: Before you roll. Pick one standing with a special treatment.

Do Over: Before you roll a ventus, darkus, or aquos. You may re-roll that bakugan.

Doom Wind Start: After you stand a bakugan, if you have a ventus or darkus in your hand. You get an extra turn.

Dual Elfin Revolution: Play before you roll any Elfin or any Preyas. You may reroll it.

Earthquake Stomp: 3 power level. Before you roll a Sub Terra. Instead of rolling, stand your subterra on any gate card. All bakugan standing are moved to the used pile.

Elico: Before you roll Elico. If it stands on any empty gate card, you may roll another bakugan.

Evil Power: Before you roll. If there is a battle this turn, the bakugan with the highest G-Power gets 50Gs.

Falcon Fly: During a battle when you use falcon fly. Reduce all gate card bonuses to zero. The bakugan with the lowest G-power gets 100Gs.

Fear Of The Unique: Before you roll a special treatment bakugan. If it stands, your opponents' bakugan traps goes to the used pile.

Fire Blade: After you roll a pyrus and miss. Place your Haos (used or unused pile) to a gate card.

Fire Stone: Before you roll a Sub Terra or a Pyrus. If your bakugan lands on the gate card twice, all G-power bonuses from abilities and gates do not apply on this battle.

Fire Wind: After you stand a Ventus or Pyrus. Move any standing bakugan to any gate.

Flames Of Light: Play after your opponent stands on an empty gate card. Stand any of your Haos or Pyrus on that gate card.

Flash Lance: 2 points needed. Before you roll a Haos. If there is a battle, the bakugan with the lowest G-power gets 100Gs.

Fortress: In a battle when you use Fortress. Your bakugan gets 100Gs. While this is in the used pile, the player with the most gate cards in the used pile may not play abilty.

Gate Shift: When you battle with a ventus. Change the ventus bonus to the highlighted bonus.

Go For Perfect: Before you roll. You may reroll two more times.

Great Mountain Breaker: Before you roll a Pyrus. Your Bakugan gets it's Printed G-power doubled. At the end of the battle, that bakugan is removed from the game.

Guard Hammer: Before you roll a haos. If it stands on a gate card, exchange that gate card with one of yours from the unused pile. The original card goes back to the owner.

Gus's Powerblast: Before you roll a Sub Terra. If a gate card opens, you may choose to have the text empty.

Hades Turbine: Before you roll a Hades Turbine. If this results in a battle on an opponent's gate card, your bakugan gets 250Gs. Your bakugan may not play traps or abilities this turn.

Hakapoid: Play before you roll a Hakapoid. If your bakugan stands, swap it with any bakugan you are playing with.

Hard Rain: At the start of your turn if any person has more gate cards than you in the used pile.

Helix Dragonoid: Before you roll a Helix Dragonoid. If you stand on an empty gate card, you may move another standing bakugan to this gate.

Hexados: Use after your opponent uses a trap and when you use a Hexados. Change the attribute your opponent's bakugan back to normal. Your bakugan gets 50Gs.

History Lesson: In battle with an Aquos. The aquos gate card bonus is any highlighted bonus of used gate cards.

Hot To Touch: Before you roll a Pyrus if you don't have the most gate cards in the used pile. Place your bakugan in any gate card without rolling.

Hurricane Of Fire: After your opponent rolls and stands on a gate card. You may use any of your bakugan that is pyrus or ventus on that card.

Hylash: Play during a battle with Hylash. The loser of the battle gets two ability cards from the used pile. Remove from the game.

Julie's Launcher: Before you roll a Sub Terra. If your bakugan stands on a gate with an opponent on it, your opponent goes to the used pile. YOU DO NOT WIN THE GATE CARD!

Julie's Throw: Before you roll. Pick a bakugan standing, that bakugan goes to the used pile and put your opponent's bakugan there instead.

Learn From Experience: After you lose a battle with a Pyrus or Haos. Add any red ability from your collection to the unused pile.

Legends Of Darkness: In battle on your opponent's gate card. Pyrus 50Gs Darkus 160Gs.

Legends Of Fire: On your opponent's gate. Pyrus 160Gs Ventus 50Gs.

Light Snap: Start of a battle with you having a haos. All bonuses higher than the highlighted bonus is reduced to zero.

Light Stone: Before you roll a Sub Terra or Haos. Roll twice. If you stand twice on the same card, no gate or ability bonuses occur in any battle this turn.

Light Wind: Before you roll a Ventus or Haos. You may move any standing bakugan to any card.

Lightning: Start of turn when your opponent has more used gates than you. While this is in your used pile, you may reroll any aquos or pyrus each turn

Lost Jump: Before you roll a darkus. If your opponent has more gate cards in the used pile than you and there is no battle, take another turn.

Marucho's Launcher: If there is only one gate card in the field, switch it with one from the unused pile of yours.

Magma Blast: After your opponent rolls and stands on an empty gate card. You stand one of your pyrus or sub terra on there.

Magnetic Action: After your opponent rolls. Select a gate card that bakugan goes to.

Magnetic Attack: After you roll and stand a heavy metal alone on the gate. Move a standing enemy to that gate card.

Marionette: After you roll an aquos bakugan. If there are only to bakugan standing and there are two gate cards, move the opponent's bakugan to your gate card.

Marucho's Throw: After you stand a bakugan. You may move that bakugan to another gate.

Masquerade's Launcher: Before you roll a darkus. Choose a standing bakugan. Change the attribute of it.

Masquerade Throw: Before you roll. Your opponent must send one bakugan to the used pile.

Maxus Dragonoid: Start of game. While this card is in the used pile, all of your bakugan's g power increase of 50Gs if you are using a Maxus Dragonoid peice.

Maxus Helios: Start of game. While this is in the used pile, you may reroll any maxus helios peice onece per turn.

Meeting Place: After your opponent rolls. Exchange the gate card with an opponent's gate card from the unused pile.

Metalfencer: When you add a metalfencer to a battle. Instead of changing your bakugan attribute, change your opponent's.

Minefield: Play before you roll. Send a standing bakugan from each player to the used pile.

Mira and Shun: Before you roll a Sub Terra and Ventus. If it stands and enters a battle, it gets 50Gs. If you miss, re-roll it without a bonus.

Mirage: After your opponent stands. That player must switch his bakugan, used or unused.

Mirror Play: After you roll a Haos and you don't have the most gates in the used pile.

Moon Lance: After you stand a Ventus and no battle happens. Take another turn.

Moskeeto: Before you roll a Moskeeto. If battle ensures, your opponent cannot play abilities or traps for the battle. If not, skip your next turn.

Mystic Chancer: Start of battle with Mystic Chancer. Re-roll die and switch gs with opponent.

Neo Dragonoid Vortex : Before you roll any version of Dragonoid. If battle ensures, you get 50gs for each version of Dragonoid you have.

Peek: Before you roll. Your opponent tells you what each gate card set is. You may re-roll.

Perfect Aim: Before you roll a ventus. Stand instead of rolling.

Poison Sting: After your opponent plays an ability in a battle using a scorpion. Flip coin. If heads, cancel all abilities your opponent uses. Remove this card from game.

Power Drain: End of your turn. Lower the power level to 0 for the next turn.

Practice: One power level needed. After you roll. Reroll the bakugan.

Prismatic Magnifier: In battle when you have a tripod. Double haos, aquos and sub terra bonuses.


Rainbow Portal: Beginning of game.You reroll and darkus, pyrus, or subterra once per turn

Rainbow Prism: Beginning of game. You may reroll any ventus, aquos, or haos once per turn.

Random Power: After you roll an Elfin or Preyas.

Raptorix: 1 point needed. Before you roll a Raptorix. If there is a battle this turn, your bakugan gets an extra gate card bonus.

Re-Roll: After you roll when your opponent is standing. Reroll it.

Restock: Before you roll. Each player who doesn't have a gate card in the field put a gate card in the field.

Reverse Polarity: After a battle where you have a Hylash and you lose by 100Gs. Flip the coin. If heads, put the gate card won back in the field and move it to your unused pile.

Rikimaru Throw: Before you roll. All text boxes on gate cards are empty this turn.

Rip Tide: At the start of your turn when your opponent has more cards in the used pile than you. While this card is in the used pile, you may re-roll any aquos or haos once a turn.

Runo Launcher: Before you roll a Haos. If there is a battle this turn, the lowest powered bakugan gets the highest boost on the gate card, no matter what the attribute the bakugan is.

Runo Throw: Before you roll. You may roll a bakugan in your used pile, instead of an unused one.

Sabator: Before you roll Sabator. For the rest of the turn, your power level increases by one and your opponent decreases by 1.


Serpent Snare: When you add a serpenoid into battle. Every time your opponent plays an ability this battle, flip the coin. If heads your serpenoid gets 100Gs.

Shun Launcher: Before you roll. You may move any standing bakugan anywhere you want. You may not use it to start a battle or do a double stand.

Shun Throw: Before you roll. Your opponent must tell you what one of his/her gate cards is.

Skull Shogun: After your opponent rolls when you have a darkus. Your opponent must re-roll that.

Spirit Sabre: Before you roll a Sub Terra. Your opponent chooses where you stand your bakugan.

Splight: 1 Power level needed. Before you roll a Splight. If there a battle this turn, your Splight gets an extra gate card bonus.

Spy Plain: Before you roll. Your opponent tells all unused abilities he will use in the game. You re-roll.

Stealin': Play after your opponent puts a gate card in the field. Put one of your bakugan in the unused pile. Put one your opponent's used ability in YOUR unused pile.

Stone Rain Start: Start of your turn with a Sub Terra and Haos both in your hand. Take another turn.

Stormy Night: Start your turn when your opponent has more gate cards in the used pile than you. While this is in the used pile, you may re-roll any aquos or darkus once per turn.

Stuck: Before you roll a Sub Terra. If this roll results in a battle, all gate card bonuses are cancelled.

Take Two: After you roll a darkus, ventus, haos, or sub terra. Re-roll that bakugan.

Taking You With Me: After you roll and you miss. Choose a standing bakugan to go to the used pile.

Tear Mind: Start of game when you only have darkus. While this is in used pile, the requirements of OPPONENT abilities power level increases by one.

Tease: End of your turn. You choose which unused bakugan your opponent rolls next.

Triad El Condor: In a battle using a Triad El Condor. Flip a coin for each attribute. Each attribute that gets heads, you get an extra gate card bonus Flip for the primary attribute.

Triad Sphinx: During a using Triad Sphinx. Darkus, Pyrus, and Ventus gate card bonuses are doubled.

Try Again: Before you roll a Haos, Sub Terra or Pyrus. You may re-roll that bakugan.

Turbine Helios: Before you roll Turbine Helios. If the roll results in a battle, double the Ventus, Aquos and Haos's Gate bonuses.

Unexpected Guest: After your opponent puts a gate card in the field. Put one of your used Pyrus on that card.

Vortex Percival: Before you roll any version of Percival. If there is a battle this turn, your bakugan gets 50Gs for each type of Percival owned.

Water Blade: After you roll an Aquos that does not land. Stand your darkus bakugan in any gate. (It doesn't matter used or unused pile.)

Water Power Boost: In battle if your opponent's printed G-power is higher than yours. Your bakugan Aquos 300Gs Sub Terra 200Gs Darkus 250Gs

Water Snap: Before you roll an Aquos if there's only one gate in the field. Put one of your unused gate cards in the field.

Water Stone: Before you roll a sub terra or aquos. Roll twice. If you land on the same gate card twice, no ability or gate bonuses apply in the next battle.

Water Wind: After you stand an Aquos or Ventus. You may move that bakugan to another gate card.

Wind Blade: After you roll a Ventus and miss. Place a Pyrus bakugan from any pile that yours on any gate card.

Wired: Before you roll a Wired. If it stands in a battle this turn, your bakugan gets 200Gs. If not, you skip your next turn.

Zeon Hylash: Start of turn. Place a Zeon Hylash from your unused pile on an empty gate card. When an enemy stands on this gate card, flip the coin. If heads the bakugan goes to the used pile. If tails, Zeon Hylash goes to the used pile.

Zoack: In battle with Zoack. All gate card bonuses are reduced to zero.


Blue

A Sleek Jab: Required 3 power level. During a battle when your opponent is using battle gear. Haos 250. Ventus 200

Alice's Surprise: During a battle if your opponent used more abilities than you. You get Pyrus 50. Aquos 50. Sub Terra 100. Haos 100. Darkus 120. Ventus 120.

Armor Piece: During a battle against Gold Battle Gear. Pyrus 100. Subterra 100

Bathed In Light: During battle. Aquos 80 Haos 80. If you're battling Pyrus or Darkus you get an extra 100Gs.

Big Brawl: In battle. Gains Gs based on attribute multiplied by every different attribute standing. Pyrus 20 Aquos 40 Sub terra 10 Haos 30 Darkus 20 Ventus 30

Blaze: During battle. Pyrus 80 Aquos 50 Ventus 50

Boost All: In battle when someone has more standing bakugan. Pyrus 170 Aquos 20 Subterra 30 Haos 200 Darkus 10 Ventus 150

Bright Eyes: In battle. Aquos 100. Haos 70

Bright Light: In battle. Subterra 50. Haos 80. Darkus 50.

Bronz Launch: In battle. Aquos 100. Ventus 80. If the battle is on a bronze card, your bakugan gets an extra bonus.

Bronze Boost: In battle. Darkus 80. Ventus 100. Read Bronze launch.

Brushfire: On opponent's gate card. Pyrus 140. Subterra 70.

Burning Sands: In battle. Pyrus 80. Subterra 80. If your opponent has a trap, you get an extra bonus.

Char The Earth: In battle. Your bakugan gains G-power based on its attribute. If you're against Ventus or Aquos you get an extra 100Gs.

Circle Of Fire: Play on your opponent's gate card. Pyrus 110. Ventus 50.

Clean House: In battle. Aquos 50. Haos 50. Your opponent removes used ability card from the game.

Cobrokus: 1 power level needed. In battle. Your bakugan receives 50Gs. You may re-flip any coin a turn while this is in the used pile.

Color Shift: In battle when you have the lowest printed Gs. You may change the opponent's attribute to one of the bakugan you have.

Colorstorm: During Battle. Pyrus 70. Aquos 50. Subterra 70. Haos 50. Darkus. 70. Ventus 50.

Copper Boost: In battle. Pyrus 100. Haos 80. If the gate card is copper, you get an extra gate card bonus.

Copper Launcher: In battle Pyeus 80. Darkus 100. Read Copper Boost.

Cycloid Rescue: If your opponent has two more used gate cards than you in battle. Pyrus 150. Aquos 130. Subterra 170. Haos 140. Darkus 160. Ventus 130.

Cyclone Percival: In battle. Your bakugan gets 100Gs if you're using 3 versions of percival.

Dark Growth: In battle. Haos 50. Darkus 80. Ventus 50.

Dark Hole: In battle. Subterra 80. Darkus 80. If your opponent is using a trap in battle, you get an extra bonus.

Dark Hound: In battle where you're using a Maxus Dragonoid Piece. Pyrus 180. Aquos 50. Subterra 180. Haos 70. Darkus 180. Ventus 150. You may change the bakugan's attribute back to normal.

Dark Stomp: 2 power level needed. In battle. Aquos 100. Darkus 150.

Dark Power Boost: In battle when your opponent's bakugan printed Gs is 150 higher. Aquos 200. Subterra 250. Darkus 300.

Darkfire Colorshift: In battle on opponent's gate card. Your Pyrus or darkus gets the highlighted bonus.

Dartaak:In battle when you have a Dartaak. Your bakugan gets G-power equal to gate bonus of the bakugan's attribute.

Distracting Friend: In battle if your opponent has another bakugan on another gate card. Pyrus 160. Subterra 150.

Dragonoid Charge: In battle when your opponent has more used gate cards than you. Pyrus 90. Aquos 100. Subterra 110. Haos 120. Darkus 90. Ventus 80.

Dragonoid Scream: In battle. Pyrus 70. Aquos 40. Subterra 60. Haos 50. Darkus 60. Ventus 50.

Dusty Sparkle: In battle. Subterra 80. Haos 80. If your against a trap, you get an extra bonus.

Earth Stomp: 2 Power level. In battle. Pyrus 100. Subterra 150.

Elico Pop: In battle if you have the lowest G-power. Aquos 120. Subterra 100. Haos 130.

Enchanted Silver: 2 power level. In battle where you have a Silver Battle gear. Haos 100. Darkus 150. Ventus 130.

Falconeer Scream: In battle. Pyrus 40. Aquos 30. Subterra 50. Haos 60. Darkus 60. Ventus 80.

Fire Mana: In battle. Pyrus 120. Darkus 50. If your bakugan's attribute matches the highlighted bonus, you get an additional bonus.

Fire Power Boost: In battle when you're losing by 150. Pyrus 300 Haos 250 Ventus 200.

Flare Wilda: In battle with a flare wilda. Your bakugan gets equal to the highlighted bonus.

Flash: In battle. Subterra 50. Haos 110.

Flash Ingram: In battle. You get 150Gs if all your bakugan are versions of Ingrams.

Fully Prepared: In battle where there is a gold battle gear. Aquos 100 Darkus 100

G Power Bonus: In battle. Aquos 60. Darkus 60 Ventus 60

G Power Boost: In battle. Pyrus 60 Subterra 60 Darkus 60

G Power Bump: In battle. Aquos 60 Haos 60 Ventus 60

G Power Increase: In battle. Pyrus 60 Haos 60 Ventus 60

G Power Lift: Power level 1. In battle. Pyrus 80 Aquos 80 Subterra 80

G-Power Surge: Power level 1. In battle. Pyrus 80. Subterra 80. Haos 80.

G Power Up I: In battle. Pyrus 60 Subterra 60. Haos 60.

G-power Up II: In battle. 1 power level. Aquos 80. Darkus 80. Ventus 80.

Gauntlet Blast!: In battle on the opponent's gate card. Your bakugan gets its gate card bonus and guantlet bonus.

Get It Right The Next Time: After you lose a battle with Darkus or Ventus. Add any blue card from your collection to the game.

Golden Boost: In battle. Aquos 80. Subterra 100. If the gate is gold, you get an extra bonus.

Golden Launcher: In battle. Subterra 80. Haos 100. Read golden boost.

Gorem Recharge: In battle. Pyrus 60. Aquos 50. Subterra 70. Haos 40. Darkus 50. Ventus 60.

Grafias: In battle when you are using a trap piece of Maxus Dragonoid. Change the attribute of your bakugan back to what it was. Pyrus 180. Aquos 150. Subterra 150. Haos 200. Darkus 50. Ventus 50.

Granite Gauntlet: During a battle on your opponent's gate card when your bakugan's printed G-power is 450 or less. Aquos 200 Subterra 400.

Graveyard Candle: In battle Pyrus 80. Aquos 50. Subterra 110. Haos 200. Darkus 150. Ventus 10. You get a bonus for all attribute(s) that is in your opponent's used pile.

Graveyard Fire: In battle. Pyrus 200. Aquos 150. Subterra 50. Haos 10. Darkus 110. Ventus 80. Read Graveyard Candle.

Graveyard Howl: In battle. Pyrus 10. Aquos 110. Subterra 150. Haos 80. Darkus 50. Ventus 200

Griffon Scream: In battle. Pyrus 60. Aquos 60. Subterra 80. Haos 30. Darkus 40. Ventus 50.

Gus Gun: Before you roll a Subterra. If there is a battle this turn, you get 300Gs. But you may not play abilties for the game and you get no gate card bonus.

Hal-G Surprise: In battle when your opponent has more abilities in the used pile. Pyrus 100. Aquos 100. Subterra 120. Haos 120. Darkus 50. Ventus 50.

Heavy Water: In battle. Aquos 80. Subterra 80. Your bakugan gets an extra ability bonus if there is a trap on any side.

Helios: In battle. Pyrus 80. Subterra 60. If you're using Helios you get 120Gs INSTEAD!

Home Advantage: In battle on your opponent's gate card. Aquos 80 Subterra 110.

Hot Wind: On your opponent's gate card in battle. Pyrus 50. Darkus 50. Ventus 80.

Hydranoid Scream: In battle. Pyrus 40. Aquos 60. Subterra 70. Haos 50. Darkus 70. Ventus 60.

Ice flame: Before you roll a pyrus. If you stand and there is a battle, all of your opponent's standing bakugan gets moved to the used pile. Your bakugan gets 30Gs for each bakugan sent to the used pile.

Ice Out: Before you roll a pyrus. Read Ice flame. BUT you get 50Gs instead of 30.

Infinity Dragonoid I: In battle when your opponent has a trap. If you are using a heavy metal the Trap is removed from the game and you get 150Gs.

Iron Dragonoid: In battle. You get 150Gs if all of your bakugan is heavy metal.

Julie's Charge: In battle if your opponent has more used gate cards. Pyrus 110. Aquos 80. Subterra 120. Haos 90. Darkus 100. Ventus 90.

Keel Mermaid: In battle with at least one aquos. Flip 4 coins. For each head, you get 50Gs.

Klawgor: In battle. Your bakugan gets Haos 80. Ventus 60. If it's a Klawgor, then it gets 120Gs.

Landmine Pyro: In battle if your opponent has a trap in battle. Pyrus 150. Subterra 100. Darkus 130.

Late Earthquake: 2 power level. On your opponent's gate card. Subterra 200.

Late Storm: Read Late Earthquake. Ventus 200

Late Sunrise: Read Late Storm. Haos 200.

Late Sunset: Read Late Sunrise. Darkus 200.

Late Surge: In battle. Your bakugan gets 20Gs for each gate card in the used pile that is not your own. Pyrus 60. Haos 30. Darkus 30.

Late Tide: Read Late Sunset. Aquos 200.

Leefram: In battle. All attributes 50. If there is a Leefram you get 120Gs INSTEAD.

Legends Of Earth: Battle on your opponent's gate card. Aquos 50. Subterra 160.

Legends Of Light: Battle on opponent's gate card. Subterra 50. Haos 160.

Legends Of Water: Battle on opponent's gate card. Aquos 160. Darkus 50.

Legends Of Wind: Battle on opponent's gate card. Haos 50. Ventus 160.

Light Mania: In battle. Haos 120. Ventus 50. If your bakugan's attribute energy matches the highlighted bonus, you get an extra bonus.

Lightning Berserker: In battle. EACH (that includes the opponent's) bakugan gets G-power based on attribute for each bakugan in the used and used pile of the player. Pyrus 100. Aquos 50. Subterra 100. Haos 110. Ventus 50.

Lightwind Color Shift: In battle Your Haos or Ventus gets Gs based on the highlighted bonus.

Lumitroid: In battle when you have a Lumitroid. Your bakugan gets Gs based on the highlighted bonus.

Masquerade Charge: In battle if your opponent used more abilities than you. Pyrus 110. Aquos 80. Subterra 80. Haos 90. Darkus 120. Ventus 110.

Mega Impact: In battle on your opponent's card. Aquos 50. Subterra 80. Haos 50.

Merlix: 3 power level needed. In battle. If a die-rolling bakugan has the lowest printed G-power level, it gets 300Gs.

Meta Dragonoid: In battle. You get 150Gs if all your bakugan are versions of Dragonoids.

Moonlit Monarus: In battle with your Moonlit Monarus. Your bakugan gets Gains equal to the gate card highlighted bonus.

Mutant Elfin: In battle. You get 150Gs if all your bakugan are versions of Elfin.

Naga Rundown: If your opponent has two more bakugan in the used pile. Pyrus 160. Aquos 140. Subterra 150. Haos 170. Darkus 130. Ventus 130.

Oberon Rescue: Read Naga rundown. Pyrus 130. Aquos 150. Subterra 130. Haos 160. Darkus 140. Ventus 170.

Orbit Helios: If orbit Helios is in the used pile. Pyrus 150. Aquos 30. Subterra 50. Haos 120. Darkus 60. Ventus 100.

Pip: In battle. Pyrus 50. Aquos 70. Subterra 50. Haos 70. Darkus 50. Ventus 70.

Pit Fight: In battle. Your bakugan gets Gs once for each differ type of bakugan standing. Pyrus 30. Aquos 10. Subterra 40. Haos 20. Darkus 30. Ventus 20.

Power Keg: In battle. Subterra 70. Darkus 100.

Power From Darkness: In battle on your opponent's gate card. Haos 60. Darkus 140.

Power Triangle: In battle. Your pyrus, haos, or Aquos gets 50Gs for each bakugan in the unused pile.

Predictable Opponent: In battle. If your opponent has a bakugan in the used pile that is the same attribute in battle.

Pushing Wind:
Quaking Pheonix
Reaper Burndown
Rising Tide
Scraper
Shade
Shadow Avatar
Shield Smash
Sky/Gaia Dragonoid
Skyress Charge
Sneak
Soil Mana
Sparks
Special Boost I
Special Boost II
Special Bump
Special Crush
Summon Wave
Swoop Slash
Teamwork Aquos
Teamwork Haos
Teamwork Ventus
The Glow
The Gust
The Shadow
Thundercrack
Timber Berserker
Trap Slam
Trap Squash
Trap Squeeze
Triangle Of Power
Turn Around
Updraft
Ventus Scream
Water Gun
Water Power Boost
Wind Power Boost
Wind Power Boost II

Gold

Altair
Alto Brontes
Apollonir
Aranaut Trap
Ares
Atmos
Avoir
Beneficial Wind
Blowback
Brontes
Building Gate
Card Force
Clayf
Cleansing Fire
Construction Gate
Crushing Blow
Cycloid
Dragonoid
Dual Elfin
El Condor
Energize
Etherers
Evolve Fire!
Exedra
Flash Hurricane
Forest Fire
Fourtress
Friendly Fire
Frosch
Gale Force
Gargonoid
Garvarion
Gate Mantha
Glamour Gate
Gorem
Gorem II
Hades
Harpus
Hellstorm
Holding Power
Horus M
Hydro Power
Hynoid
Ingram
Light In The Dark
Lightning Field
Lightning Storm
Limulus
Lone Wolf
Manion
Mantris
Mega Nemus
Monarus
Mud Slide Nexus
Myriad Hades
Naga
Nemus
Night Fall
Oberus
Friends
Percival
Percival Field
Pleasant Stone
Power Up
Proper Motavation
Quasar Machine
Radiant Nexus
Rattleoid
Ravenoid
Recharge
Rock Slide
Silver Sword
Skyress
Snapzoid
Starry Night
Swift Blow
Teamwork
Terrorclaw
Tuskor
Tyr Sixteen
Ultra Dragonoid
Under Current
Viper Helios
Vulcan
War Ares
Warius
Washback
Waterfall
Wavern
Wormquake
Worn Stone
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