Hi all,
As the subject says, this topic is to post any ideas of balanced battle cards in Crazy Party that could come in your mind just for fun. And perhaps Pragma could take ideas from this thread wy not?
Here are some cards I've thought of lately:
energy absorption, "steel" type 1, works as a parry against a "ray" card, 100% success, the launcher has a 100% chance of becoming +1 in special attack, +1 in special defence, for about 4 turns
surge absorption, "grass" type 1, works as a parry against a "serge" card, 100% success, adds 10 health points to the launcher
zap, "electric" type, works as a reaction against a "contact" card, requires the launcher to be "electric" type, 100% success, the target has a 100% chance of becoming +1 in paralysis, for about 1 turns
electric strengthening, "electric" type 1, works as a reaction against a "water" card, requires the launcher to be "electric" type, 100% success, the launcher has a 100% chance of becoming +1 in special attack, for about 4 turns
energy serving, "electric type 12, 100 success, the launcher has a 100% chance of becoming +2 in physical attack, +2 in special attack, -4 in special defence, for about 8 turns
aerial tackle, "flying" type 5, 15 physical power, the launcher suffers 30% of the damages caused to the target, 80% success
blood gun, "dark" type 22, works following the number of "bleeding" cards in the launcher's hand, 3 magical power, 100% success, the target has a 100% chance of becoming -1 in success, for about 1 turns, the launcher has a 100% chance to put 1 card "bleeding" into their exile
thermal missile, "steel" type 26, 30 magical power, has a level 3 critical failure, never fails, the target has a 25% chance of becoming +2 in burning, for about 2 turns
Your thoughts!
I might come back and post more if they came in mind, so what about you?
Regards
Add me on battle.net and let's have fun, region is Europe, my BattleTag is: Hajjar#21470
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