SEASONS 3 & 4-Bux Hornix-TIER 11. Queen Riot
Effect:
- Allows your Buz Hornix to decrease an opponent's Power Level by 300 points.
- Increases your Buz Hornix's Evasion by 2 points.
2. Laser Cutter
Effect:
- Increases your Buz Hornix's Power Level by 300 points.
- Increases your Buz Hornix's Evasion by 2 points.
4. Durandal Cannon
Effect:
- Increases your Buz Hornix's Power Level by 150 points, while also decreasing an opponent's Power Level by 150 points.
- Increases your Buz Hornix's Defense by 0.1 points.
4. Barbarian Tornado
Effect:
- Allows your Buz Hornix to negate an opponent's most recently activated Ability Card.
- Increases your Buz Hornix's Defense by 0.1 points.
TIER 25. Turbulent Blaster
Effect:
- Allows your Buz Hornix to nullify the opponent's current Gate Card activated.
- Increases your Buz Hornix's Power Level by 300 points.
- Increases your Buz Hornix's Evasion by 1 point.
- Increases your Buz Hornix's Defense by 0.1 points.
6. Hive Razor
Effect:
- Allows your Buz Hornix to transfer 200 points from an opponent's Power Level to your Buz Hornix's total.
- Increases your Bux Hornix's Evasion by 2 points.
7. Edged Tremor
Effect:
- Allows your Buz Hornix to decrease each of your opponent's Bakugan's Power Levels by 150 points.
- Allows your Buz Hornix to decrease an opponent's Bakugan's Evasion by 2 points.
TIER 38. Tornado Screen
Effect:
- Allows your Buz Hornix to prevent an opponent from sending in any more Bakugan and/or Bakugan Traps by placing a wall of wind between your opponent and their standing Bakugan. Battle Gear and BakuNano's are not affected by this Ability Card.
- Increases your Buz Hornix's Power Level by 300 points.
- Increases your Buz Hornix's Defense by 0.1 points.
9. Cutter Hive
Effect:
- Allows your Buz Hornix to negate an opponent's most recently activated Ability Card.
- Allows your Buz Hornix to use that opponent's Ability Card you just negated for itself. Double the power of the card if it was a Tier 1 Ability Card, OR multiply it by x1.5 if it was a Tier 2 Ability Card, and use the card at regular strength if it was a Tier 3 Ability Card.
- Increases your Buz Hornix's Defense by 0.1 points.
10. Artillery Wing
Effect:
- If your opponent currently has more than one Bakugan on their side of the field, allows your Buz Hornix to decrease that opponent's Power Level by 500 points.
- Increases your Buz Hornix's Evasion by 2 points.
-Clawsaurus-TIER 11. Pincer Grapple
Effect:
- Allows your Clawsaurus to decrease an opponent's Power Level by 300 points.
- Increases your Clawsaurus' Evasion by 2 points.
2. Caste Ambush
Effect:
- Increases your Clawsaurus' Power Level by 300 points.
- Increases your Clawsaurus' Evasion by 2 points.
3. Exo-Armour
Effect:
- Allows your Clawsaurus to transfer 150 points from an opponent's Power Level to your Clawsaurus' total.
- Increases your Clawsaurus' Defense by 0.1 points.
4. Vile Jaws
Effect:
- Allows your Clawsaurus to negate an opponent's most recently activated Ability Card.
- Increase your Clawsaurus' Defense by 0.1 points.
TIER 25. Lashing Bite
Effect:
- Increases your Clawsaurus' Power Level by 400 points.
- Increases your Clawsaurus' Evasion by 3 points.
6. Land Sonic
Effect:
- Allows your Clawsaurus to nullify the opponent's current Gate Card activated.
- Increases your Clawsaurus' Power Level by 100 points, while also decreasing an opponent's Power Level by 200 points.
- Increases your Clawsaurus' Defense by 0.1 points.
7. Vice Claw
Effect:
- Allows your Clawsaurus to transfer 150 points from each of your opponent's Bakugan's Power Levels to your Clawsaurus' total.
- Increases your Clawsaurus' Defense by 0.2 points.
TIER 38. Clutch Lash
Effect:
- Allows your Clawsaurus to drop an opponent's Bakugan's Evasion to 0 in exchange for cutting any Agility Assault the Clawsaurus makes in half during this round. In addition, if an opponent uses a Resistance Safeguard while this card is still active, cut the Power Level decrease from that Resistance Safeguard in half.
- Increases your Clawsaurus' Power Level by 300 points.
- Increases your Clawsaurus' Evasion by 2 points.
9. Grappler Barrage
Effect:
- Allows your Clawsaurus to double the effect of your "Vice Claw" Ability Card, should it still be active.
- In addition, increases your Clawsaurus' Power Level by 100 points for each Bakugan your opponent currently has on the field.
- Increases your Clawsaurus' Defense by 0.2 points.
- If your Clawsaurus is currently the only Bakugan on your side of the field, change the above +100-points-per-Bakugan increase to +200 points per Bakugan instead.
10. Grappling Fang
Effect:
- Allows your Clawsaurus to swap the Base Power Levels (including Power Stands) of your Clawsaurus and the opponent's first Bakugan thrown into play during this round.
- Increases your Clawsaurus' Power Level by 400 points after this switch has occurred.
- Increases your Clawsaurus' Evasion by 2 points.
-Cyclone Percival-TIER 11. Ease Fly
Effect:
- Increases your Cyclone Percival’s Power Level by 300 points.
- Increases your Cyclone Percival’s Evasion by 2 points.
2. Room Bole
Effect:
- Allows your Cyclone Percival to decrease an opponent’s Power Level by 300 points.
- Increases your Cyclone Percival’s Defense by 0.1 points.
3. Zaltoris
Effect:
- Allows your Cyclone Percival to decrease an opponent’s Power Level by 300 points.
- Increases your Cyclone Percival’s Evasion by 2 points.
4. Fake Shield
Effect:
- Allows your Cyclone Percival to negate the most recent Ability Card activated by an opponent.
- Increases your Cyclone Percival’s Defense by 0.1 points.
TIER 25. Back Blunis
Effect:
- Allows your Cyclone Percival to transfer 200 points from an opponent's Power Level to your Cyclone Percival's total.
- Increases your Cyclone Percival’s Defense by 0.2 points.
6. Fire Detenation
Effect:
- Allows your Cyclone Percival to nullify the opponent's current Gate Card activated.
- Icnrease your Cyclone Percival's Power Level by 100 points, while also decreasing an opponent's Power Level by 200 points.
- Increases your Cyclone Percival's Evasion by 2 points.
7. Zoom Blade
Effect:
- Allows your Cyclone Percival to decrease an opponent's Power Level by 400 points.
- Increases your Cyclone Percival's Evasion by 3 points.
TIER 38. Depth Tride
Effect:
- Allows your Cyclone Percival to call forth another "Chaos Bakugan" (Cyclone Percival, Flash Ingram, OR Iron Dragonoid) to the field under your control at full strength. Combine Power Levels. Only Power Level and Special Shot points at taken into account from this Chaos Bakugan.
- If this card is negated, increases your Cyclone Percival's Power Level by 300 points.
- Increases your Cyclone Percival's Evasion by 2 points.
9. Storm Blaze
Effect:
- Allows your Cyclone Percival to negate an opponent's most recent Ability Card activated. In addition, allows your Cyclone Percival to transfer 150 points from an opponent's Power Level to your Cyclone Percival's total.
- Increases your Cyclone Percival’s Defense by 0.2 points.
10. Plasma Roar
Effect:
- Allows your Cyclone Percival to decrease each of your opponent's Bakugan's Power Level by 250 points.
- Increases your Cyclone Percival's Defense by 0.1 points.
-Fangoid-TIER 11. Luna Spartan
Effect:
- Allows your Fangoid to decrease an opponent's Power Level by 300 points.
- Increases your Fangoid's Evasion by 2 points.
2. Spark Gladiator
Effect:
- Allows your Fangoid to transfer 150 points from an opponent's Power Level to your Fangoid's total.
- Increases your Fangoid's Evasion by 2 points.
3. Goliath Snow
Effect:
- Increases your Fangoid's Power Level by 300 points.
- Increases your Fangoid's Defense by 0.1 points.
4. Tough Shoulder
Effect:
- Allows your Fangoid to negate an opponent's most recently activated Ability Card.
- Increase your Fangoid's Defense by 0.1 points.
TIER 25. Rocket Fang
Effect:
- Allows your Fangoid to nullify the opponent's current Gate Card activated.
- Increases your Fangoid's Power Level by 250 points, while also decreasing an opponent's Power Level by 50 points.
- Increases your Fangoid's Evasion by 2 points.
6. Hunter Instinct
Effect:
- Increases your Fangoid's Power Level by 200 points for each Bakugan your opponent currently has on the field.
- Increases your Fangoid's Defense by 0.1 points for each current Bakugan on your opponent's side of the field.
7. Restoration Beam
Effect:
- Allows your Fangoid to restore the current strongest decrement that an opponent has made to your Fangoid's Power Level through any activation so far during this round.
- Allows your Fangoid to decrease an opponent's Defense by 0.2 points. The Defense of the target Bakugan cannot fall below 1.0 with the use of this effect.
TIER 38. Shear Evolution
Effect:
- Allows your Fangoid to add up all Power Level decreases and increases that are still present from his Ability Cards for the round and multiply those values by x1.5. Then, decrease an opponent's Power Level, OR increase your Fangoid's Power Level, by the difference from this multiplication factor to the old value. (i.e. Decrease Old Value being 600 points, Decrease New Value is 900 points, "decrease the opponent's Power Level by 300 points" is the difference in those two values.)
- Increases your Fangoid's Evasion by 2 points.
9. Vigor Fusion
Effect:
- Allows your Fangoid to reduce the strength of an opponent's next Ability Card activated that alters Power Levels by half.
- In addition, if that opponent's next Abiltiy Card activated has a negation effect, any decrease in your Fangoid's Power Level resulting in that negation is reduced by 66%.
- Increases your Fangoid's Defense by 0.2 points.
10. Wild Aura
Effect:
- Allows your Fangoid to negate an opponent's most recently activated Ability Card.
- Increases your Fangoid's Power Level by 300 points.
- Increases your Fangoid's Evasion by 2 points.
-Farakspin-TIER 11. Whirlwind Tempest
Effect:
- Allows your Farakspin to transfer 150 points from an opponent's Power Level to your Farakspin's total.
- Increases your Farakspin's Evasion by 2 points.
2. Celadon Hurricane
Effect:
- Increases your Farakspin's Power Level by 300 points.
- Increases your Farakspin's Evasion by 2 points.
3. Wing Shield
Effect:
- Allows your Farakspin to decrease an opponent's Power Level by 300 points.
- Increases your Farakspin's Defense by 0.1 points.
4. Quad-Gust
Effect:
- Allows your Farakspin to negate an opponent's most recently activated Ability Card.
- Increases your Farakspin's Evasion by 2 points.
TIER 25. Thundering Wingbeat
Effect:
- Allows your Farakspin to transfer 150 points from each of your opponent's Bakugan's Power Levels to your Farakspin's total.
- Increases your Farakspin's Evasion by 2 points.
6. Storm Dive
Effect:
- Allows your Farakspin to nullify the opponent's current Gate Card, whether it's open or not, while also increasing that Farakspin's Power Level by 200 points.
- Increases your Farakspin's Evasion by 1 point.
7. True Whirlwind
Effect:
- Allows your Farakspin to decrease each of your opponent's Bakugan's Power Levels by 100 points. In addition, prevents an opponent from making more than 2 activations in a turn for the remainder of the round. This cannot be the first card you activate in a turn where you activate 3 Ability Cards.
- Increases your Farakspin's Power Level by 200 points, while also decreasing an opponent's Power Level by 100 points.
- Increases your Farakspin's Defense by 0.2 points.
TIER 38. Buffeting Blade
Effect:
- Allows your Farakspin to transfer 200 points from an opponent's Power Level to your Farakspin's total.
- In addition, increases your Farakspin's Power Level by 100 points for each different species of Bakugan your opponent has currently used during the Brawl.
- Increases your Farakspin's Evasion by 3 points.
9. Swirling Airstream
Effect:
- Allows your Farakspin to absorb an opponent's most recently activated Ability Card.
- Increases your Farakspin's Defense by 0.2 points.
- In addition, if your Farakspin is facing a Haos or Sub-Terra Bakugan, increases your Farakspin's Power Level by 200 points, if the card your Farakspin has absorbed from the effect above is a Tier 1 or Tier 2 Ability Card.
10. Wing Vane
Effect:
- Allows your Farakspin to convert the current Environment into a "Magnetic Zone" which causes the functions of Mechanical Bakugan and weapons to malfunction. Any Bakugan or Bakugan Trap that is Mechanical, and all Battle Gear and BakuNano's will function at only half the normal strength for all Ability Cards and syncing power within the "Magnetic Zone". All Ability Cards currently activated on Mechanical Bakugan, Bakugan Traps, Battle Gear, and Special Effects of BakuNano's lose half their power as a result of this Environment. This cannot be one of the final two Ability Cards you activate for the round.
- Increases your Farakspin's Power Level by 200 points
- Increases your Farakspin's Defense by 0.1 points.
-Flash Ingram-TIER 11. Finishing Sabre
Effect:
- Allows your Flash Ingram to decrease each of your opponent’s Bakugan's Power Levels by 150 points.
- Increases your Flash Ingram’s Defense by 0.1 points.
2. Aero Aura
Effect:
- Allows your Flash Ingram to transfer 150 points from an opponent's Power Level to your Flash Ingram's total.
- Increases your Flash Ingram's Defense by 0.1 points.
3. Burnout Blackfall
Effect:
- Increases your Flash Ingram's Power Level by 300 points.
- Increases your Flash Ingram's Evasion by 2 points.
4. Rash Force
Effect:
- Allows your Flash Ingram to negate the most recent Ability Card activated by an opponent.
- Increases your Flash Ingram's Evasion by 2 points.
TIER 25. Thunder Breeze
Effect:
- Allows your Flash Ingram to transfer 200 points from an opponent's Power Level to your Flash Ingram's total.
- Increases your Flash Ingram’s Evasion by 2 points.
6. Haste Fire
Effect:
- Allows your Flash Ingram to decrease each of your opponent’s Bakugan's Power Levels by 200 points.
- Increases your Flash Ingram’s Defense by 0.2 points.
7. Aero Stream
Effect:
- Allows your Flash Ingram to nullify the opponent's current Gate Card activated.
- Increases your Flash Ingram's Power Level by 300 points.
- Increases your Flash Ingram's Evasion by 2 points.
TIER 38. Depth Tride
Effect:
- Allows your Flash Ingram to call forth another "Chaos Bakugan" (Cyclone Percival, Flash Ingram, OR Iron Dragonoid) to the field under your control at full strength. Combine Power Levels. Only Power Level and Special Shot points at taken into account from this Chaos Bakugan.
- If this card is negated, allows your Flash Ingram to decrease an opponent's Power Level by 300 points.
- Increases your Flash Ingram's Evasion by 2 points.
9. Flight Crasher
Effect:
- Allows your Flash Ingram to negate the most recent Ability Card activated by an opponent.
- Increases your Flash Ingram's Power Level by 300 points.
- Increases your Flash Ingram's Defense by 0.2 points.
10. Spiral Siege
Effect:
- Increases your Flash Ingram's Power Level by 300 points for each current Bakugan on your opponent's side of the field.
- Allows your Flash Ingram to boost its Evasion by 2 points for each of your opponent's Bakugan currently on the field.
-Gren-TIER 11. Lithe Rush
Effect:
- Allows your Gren Bakugan to decrease an opponent's Power Level by 300 points.
- Increases your Gren's Evasion by 2 points.
2. Spike Slash
Effect:
- Allows your Gren to transfer 150 points from an opponent's Power Level to your Gren's total.
- Increases your Gren's Defense by 0.1 points.
3. Cellular Regeneration
Effect:
- Increase your Gren's Power Level by 300 points.
- Increases your Gren's Defense by 0.1 points.
4. Poseidon Deadly Hammer
Effect:
- Allows your Gren to negate an opponent's most recently activated Ability Card.
- Increases your Gren's Evasion by 2 points.
TIER 25. Neptune Assault
Effect:
- Allows your Gren to decrease each of your opponent's Bakugan's Power Levels by 200 points.
- Increases your Gren's Evasion by 2 points.
6. Spike Charge
Effect:
- Allows your Gren to transfer 200 points from an opponent's Power Level to your Gren's total.
- Increases your Gren's Evasion by 2 points.
7. Razor Tusk
Effect:
- Allows your Gren to nullify the opponent's current Gate Card activated.
- Increase your Gren's Power Level by 250 points, while also decreasing an opponent's Power Level by 50 points.
- Increase your Gren's Defense by 0.1 points.
TIER 38. Fatal Slap
Effect:
- Allows your Gren to prevent an opponent from using Ability Cards for the remainder of the round, with a sacrifice of 100 points from your Life Gauge. This card can be neutralized if the next Ability Card used negates this card. This card must be the final Ability Card used in a turn. If this card is negated, increases your Gren's Power Level by 300 points.
- Increases your Gren's Defense by 0.1 points.
9. Seeker Intent
Effect:
- Allows your Gren to transfer 200 points from each of your opponent's Bakugan's Power Levels to your Gren's total.
- Increases your Gren's Defense by 0.1 points.
10. Bi-speed
Effect:
- Allows your Gren to convert the Environment to a +300 field purely of your Gren's Attribute, changing the Environmental Side Effect to the corresponding one as well. In addition, increases your Gren's Power Level by 100 points, while also decreasing an opponent's Power Level by 200 points.
- Increases your Gren's Evasion by 2 points.
-Iron Dragonoid-TIER 11. Garran Demura
Effect:
- Allows your Iron Dragonoid to decrease an opponent’s Power Level by 300 points.
- Allows your Iron Dragonoid to decrease that opponent’s Bakugan's Evasion by 2 points.
2. Siege Weapon
Effect:
- Allows your Iron Dragonoid to transfer 150 points from an opponent’s Power Level to your Iron Dragonoid's total.
- Increases your Iron Dragonoid’s Evasion by 2 points.
3. Steel Blazer
Effect:
- Increases your Iron Dragonoid's Power Level by 300 points.
- Increases your Iron Dragonoid's Evasion by 2 points.
4. Iron Enforcement
Effect:
- Allows your Iron Dragonoid to negate the most recent Ability Card activated by an opponent.
- Increases your Iron Dragonoid's Defense by 0.1 points.
TIER 25. Bashing Shell
Effect:
- Allows your Iron Dragonoid to transfer 200 points from an opponent's Power Level to your Iron Dragonoid's total.
- Increases your Iron Dragonoid’s Defense by 0.1 points.
6. Ollan Terror
Effect:
- Allows your Iron Dragonoid to decrease each of your opponent's Bakugan's Power Levels by 200 points.
- Increases your Iron Dragonoid's Evasion by 2 points.
7. Osma Crasher
Effect:
- Allows your Iron Dragonoid to decrease each of your opponent’s Bakugan's Power Levels by 200 points.
- Increases your Iron Dragonoid’s Defense by 0.1 points.
TIER 38. Depth Tride
Effect:
- Allows your Iron Dragonoid to call forth another "Chaos Bakugan" (Cyclone Percival, Flash Ingram, OR Iron Dragonoid) to the field under your control at full strength. Combine Power Levels. Only Power Level and Special Shot points at taken into account from this Chaos Bakugan.
- If this card is negated, allows your Iron Dragonoid to transfer 150 points from an opponent's Power Level to your Iron Dragonoid's total.
- Increases your Iron Dragonoid's Evasion by 2 points.
9. Mars Staten
Effect:
- If you currently have all three Chaos Bakugan on your side of the field, increases the Power Levels of each of your Chaos Bakugan by 300 points.
- If this card is negated, increases your Iron Dragonoid's Power Level by 200 points, while also decreasing an opponent's Power Level by 100 points.
- Increases your Iron Dragonoid's Defense by 0.2 points.
10. Fusion Shroud
Effect:
- Allows your Iron Dragonoid to negate the most recent Ability Card activated by an opponent.
- Increases your Iron Dragonoid's Power Level by 300 points.
- Increases your Iron Dragonoid's Evasion by 2 points.
-Jetro-TIER 11. Matchwave
Effect:
- Increases your Jetro's Power Level by 300 points.
- Increases your Jetro's Evasion by 2 points.
2. Hyper Maze
Effect:
- Allows your Jetro to transfer 150 points from an opponent's Power Level to your Jetro's total.
- Increases your Jetro's Defense by 0.1 points.
3. Spark Storm
Effect:
- Allows your Jetro to decrease an opponent's Power Level by 300 points.
- Increases your Jetro's Defense by 0.1 points.
4. Luminous Battle Bolt
Effect:
-Allows your Jetro to negate an opponent's most recent Ability Card activated.
- Increase youer Jetro's Evasion by 2 points.
TIER 25. Conjure Light
Effect:
- Allows your Jetro to nullify the opponent's current Gate Card, whether it's open or not. If this card is negated, increases your Jetro's Power Level by 350 points.
- Increases your Jetro's Power Level by 250 points.
- Increases your Jetro's Defense by 0.1 points.
6. Flash Storm
Effect:
- Allows your Jetro to transfer 200 points from an opponent's Power Level to your Jetro's total.
- Increases your Jetro's Evasion by 2 points.
7. Heat Spiral
Effect:
- Allows your Jetro to surround the battlefield in an electromagnetic field where no additional Bakugan can be thrown into play by either player. This Ability Card can only be activated if each player currently only has one Bakugan standing on their respective sides of the field.
- Increases your Jetro's Power Level by 300 points.
- Increases your Jetro's Evasion by 2 points.
TIER 38. Compound Eye
Effect:
- Allows your Jetro to negate all of an opponent's currently active Ability Cards used during the round, with a sacrifice of 4 Evasion points (as well as 100 points from your Life Gauge, in the case of a Life Gauge Brawl). This card must be the final Ability Card used in a turn and cannot be the final Ability Card used in a round. If this card is negated, increases your Jetro's Power Level by 200 points, while also decreasing an opponent's Power Level by 100 points.
- Increases your Jetro's Defense by 0.2 points.
9. Vibration Sonic
Effect:
- Allows your Jetro to transfer 250 points from an opponent's Power Level to your Jetro's total.
- Increases your Jetro's Evasion by 2 points.
10. Magic Life
Effect:
- If your Jetro has been defeated during this Brawl already, allows your Jetro to activate this Ability Card and be summoned to the field at full strength, only taking the Power Level and Special Shot into account. This effect can only be used once per Brawl.
- Upon standing, your Jetro then transforms the field into one purely of that Jetro's Attribute, with a +200-point value. The Environmental Side Effect is removed from play entirely. This effect lasts for the duration of the round.
-Longfly-TIER 11. Poison Flasher
Effect:
- Increases your Longfly's Power Level by 300 points.
- Increases your Longfly's Evasion by 2 points.
2. Sonic Missile
Effect:
- Allows your Longfly to decrease an opponent's Power Level by 300 points.
- Increases your Longfly's Evasion by 2 points.
3. Shockwave Repulsion
Effect:
- Allows your Longfly to transfer 150 points from an opponent's Power Level to your Longfly's total.
- Increases your Longfly's Defense by 0.1 points.
4. Stealth Assault
Effect:
- Allows your Longfly to negate an opponent's most recently activated Ability Card.
- Increase your Longfly's Defense by 0.1 points.
TIER 25. Slid Pointer
Effect:
- Allows your Longfly to transfer 200 points from an opponent's Power Level to your Longfly's total.
- Increase your Longfly's Evasion by 3 points.
6. Shockwave Force
Effect:
- Allows your Longfly to nullify the opponent's current Gate Card activated.
- Increase your Longfly's Power Level by 300 points.
- Increase your Longfly's Evasion by 2 points.
7. Needle Loss
Effect:
- Allows your Longfly to decrease an opponent's Power Level by 400 points.
- Allows your Longfly to decrease an opponent's Bakugan's Evasion by 2 points.
TIER 38. Speed Barrage
Effect:
- Allows your Longfly to increase its own Evasion by 5 points, at the cost or needing to launch an immediate Agility Assault after this effect resolves. This Agility Assault doesn't count for the one allowed during the round. If your Longfly's Evasion isn't high enough to launch an Agility Assault, he cannot use this effect of "Speed Barrage".
- Increases your Longfly's Power Level by 300 points.
9. Velocity Ending
Effect:
- Allows your Longfly to negate your opponent's most recent 2 Ability Cards activated, in exchange for sacrificing 6 points of Evasion from its current level.
- Increases your Longfly's Power Level by 200 points.
10. Haste Dart
Effect:
- Allows your Longfly to transfer 250 points from an opponent's Power Level to your Longfly's total.
- Increases your Longfly's Defense by 0.2 points.
-Lumitroid-TIER 1
1. Lumitroid Beam
Effect:
- Allows your Lumitroid to decrease an opponent's Power Level by 300 points.
- Increases your Lumitroid's Evasion by 2 points.
2. Neural Ray
Effect:
- Allows your Lumitroid to transfer 150 points from an opponent's Power Level to your Lumitroid's total.
- Increases your Lumitroid's Defense by 0.1 points.
3. Optic Stun
Effect:
- Increases your Lumitroid's Power Level by 300 points.
- Increases your Lumitroid's Defense by 0.1 points.
4. Omni Flash
Effect:
- Allows your Lumitroid to negate an opponent's most recently activated Ability Card.
- Increases your Lumitroid's Evasion by 2 points.
TIER 25. Claw Eraser
Effect:
- Allows your Lumitroid to nullify the opponent's current Gate Card activated.
- Increase your Lumitroid's Power Level by 300 points.
- Allows your Lumitroid to decrease an opponent's Bakugan's Evasion by 2 points.
6. Grand Illumination
Effect:
- Allows your Lumitroid to drop an opponent's Bakugan's Evasion by 3 points for each Bakugan currently on your opponent's side of the field.
- Increases your Lumitroid's Power Level by 300 points.
7. Super Flicker
Effect:
- Allows your Lumitroid to transfer 200 points from an opponent's Power Level to your Lumitroid's total.
- Increases your Lumitroid's Defense by 0.2 points.
TIER 38. Apex Flash
Effect:
- Allows your Lumitroid to transfer 200 points from each of your opponent's Bakugan's Power Levels to your Lumitroid's total.
- Increases your Lumitroid's Evasion by 2 points.
9.
[You must be registered and logged in to see this link.] Bane
Effect:
- If an opponent is currently using a Battle Gear or BakuNano during this round, allows your Lumitroid to downgrade that Battle Gear's Energy Meter by 100 points or reverse the BakuNano's turn counter by 2 turns.
- Increases your Lumitroid's Power Level by 400 points.
- Increases your Lumitroid's Defense by 0.2 points.
10. Glare Negative
Effect:
- Allows your Lumitroid to negate an opponent's most recently activated Ability Card.
- Increases your Lumitroid's Power Level by 400 points. Boost this increase by 100 points if that Lumitroid is facing a Bakugan that has a higher Base Evasion stat than your Lumitroid's.
- Increases your Lumitroid's Evasion by 3 points.
-Luxtor-TIER 11. Iraise Hammer
Effect:
- Increases your Luxtor's Power Level by 300 points.
- Increases your Luxtor's Defense by 0.1 points.
2. Crush Cluster
Effect:
- Allows your Luxtor to decrease an opponent's Power Level by 300 points.
- Increases your Luxtor's Evasion by 2 points.
3. Metal Breakthrough
Effect:
- Allows your Luxtor to transfer 150 points from an opponent's Power Level to your Luxtor's total.
- Increase your Luxtor's Evasion by 2 points.
4. Alvert Impact
Effect:
- Allows your Luxtor to negate an opponent's most recently played Ability Card.
- Increases your Luxtor's Defense by 0.1 points.
TIER 25. Tyrant Negation
Effect:
- Allows your Luxtor to transfer 200 points from an opponent's Power Level to your Luxtor's total.
- If your Luxtor is currently battling against a "humanoid" Bakugan, increases your Luxtor's Power Level by 200 points.
- Increases your Luxtor's Defense by 0.2 points.
6. Crazed Burrow
Effect:
- Allows your Luxtor to nullify the opponent's current Gate Card activated.
- Increases your Luxtor's Power Level by 50 points, while also decreasing an opponent's Power Level by 250 points.
- Increases your Luxtor's Evasion by 2 points.
7. Violent Berserker
Effect:
- Allows your Luxtor to transfer 200 points from an opponent's Power Level to your Luxtor's total.
- Increases your Luxtor's Defense by 0.1 points.
TIER 38. Frenzy Crash
Effect:
- Allows your Luxtor to remove the Power Level boost granted by the sync of an opponent's in-play Battle Gear OR BakuNano to that opponent's Bakugan.
- Increases your Luxtor's Power Level by 300 points.
- Increases your Luxtor's Evasion by 2 points.
9. Double Strike
Effect:
- Allows your Luxtor to make an additional Resistance Safeguard or Agility Assault during this round.
- Increases your Luxtor's Power Level by 200 points, while also decreasing an opponent's Power Level by 100 points.
- Increases your Luxtor's Evasion by 2 points.
- Increases your Luxtor's Defense by 0.1 points.
10. Fossilization Beam
Effect:
- Allows your Luxtor to negate an opponent's most recently activated Ability Card, while also increasing your Luxtor's Power Level by 400 points.
- Increases your Luxtor's Evasion by 2 points for each of Bakugan your opponent currently has on the field.
-Megarus-TIER 11. Rave Current
Effect:
- Increases your Megarus' Power Level by 300 points.
- Increases your Megarus' Evasion by 2 points.
2. Drill Monster
Effect:
- Allows your Megarus to transfer 150 points from an opponent's Power Level to your Megarus' total.
- Increases your Megarus' Evasion by 2 points.
3. Zigra Sword-sting
Effect:
- Allows your Megarus to decrease an opponent's Power Level by 300 points.
- Increases your Megarus' Defense by 0.1 points.
4. Scale Reflection
Effect:
- Allows your Megarus to negate an opponent's most recently played Ability Card.
- Increase your Megarus' Defense by 0.1 points.
TIER 25. Drill Clash
Effect:
- Allows your Megarus to decrease an opponent’s Power Level by 400 points.
- Increases your Megarus’ Evasion by 2 points.
6. Thrashing Evasion
Effect:
- If your Megarus' Power Level is lower than its Base Power Level (including Power Stands), allows your Megarus to increase its Power Level by 300 points, plus the current difference between one opponent's Power Level and the current amount of your Megarus' Power Level.
- Increases your Megarus' Power Level by an additional 100 points if that opponent currently has more Bakugan on the field than you do.
7. Shredder Rush
Effect:
- Allows your Megarus nullify the opponent's current Gate Card activated.
- Increases your Megarus' Power Level by 300 points.
- Increases your Megarus' Evasion by 2 points.
TIER 38. River Vision
Effect:
- Allows your Megarus to negate an opponent's most recently activated Ability Card.
- Allows your Megarus to transfer 200 points from an opponent's Power Level to your Megarus' total.
- Increases your Megarus' Evasion by 2 points.
9. Mega Antecedence
Effect:
- For each water-dwelling (not just Aquos type) Bakugan on your side of the field, allows your Megarus to increase the strength of all their Ability Cards by 50% (x1.5).
- Increases your Megarus' Power Level by 200 points, while also decreasing an opponent's Power Level by 100 points (is not to be affected by the above boost).
- Increases your Megarus' Defense by 0.2 points.
10. School Myriad
Effect:
- Allows your Megarus to increase the Power Levels of all Bakugan on its side of the field by 300 points, including your Megarus.
- If your Megarus is currently battling alongside another water-dwelling Bakugan, increases your Megarus' Power Level by another 200 points.
-Merlix-TIER 11. Cloak of the Unyielding
Effect:
- Allows your Merlix to decrease an opponent's Power Level by 300 points.
- Increases your Merlix's Evasion by 2 points.
2. Ancient Mysticism
Effect:
- Allows your Merlix to decrease an opponent's Power Level by 300 points.
- Increase your Merlix's Defense by 0.1 points.
3. Mage Illusion
Effect:
- Allows your Merlix to transfer 150 points from an opponent's Power Level to your Merlix's total.
- Increases your Merlix's Evasion by 2 points.
4. Wizard Casting
Effect:
- Allows your Merlix to negate an opponent's most recently activated Ability Card.
- Increases your Merlix's Defense by 0.1 points.
TIER 25. Jinx Magic
Effect:
- Allows your Merlix to decrease an opponent's Power Level by 400 points.
- Increases your Merlix's Evasion by 2 points.
6. Hoax Power
Effect:
- Allows your Merlix to nullify the opponent's current Gate Card activated.
- Additionally, increases your Merlix's Power Level by 200 points for each Battle Form your opponent has currently used during the Brawl.
- Increases your Merlix's Defense by 0.2 points.
7. Ritual Summon
Effect:
- Allows your Merlix to call forth an extra Bakugan Trap from your Profile at full strength to the battlefield, taking only Power Level and Special Shot into account. This Bakugan Trap can also use one Ability Card for the round.
- Increases your Merlix's Evasion by 2 points.
TIER 38. Doom Cube
Effect:
- During your next turn, allows your Merlix to roll the DOOM CUBE die one time only. For 2 turns, your Merlix cannot activate Ability Cards, nor can he have his Power Level decreased in any way. On the second turn after this card was activated, the DOOM CUBE is rolled and all Bakugan who share the same Attribute as the outcome of the dice roll have their Power Levels reduced to 0.
- Increases your Merlix's Power Level by 200 points.
- Increases your Merlix's Defense by 0.2 points.
9. Dream Control
Effect:
- Allows your Merlix to place an opponent in a trace, in which they cannot choose what next Ability Card they use. You may select the next Ability Card the opponent activates. This cannot be the final Ability Card you use for the round, and if this card is negated, the opponent regains the Ability Card chance that you had them use up by activating this card.
- Increases your Merlix's Power Level by 300 points.
- Increases your Merlix's Defense by 0.1 points.
10. Mind Breaker
Effect:
- Allows your Merlix to transfer 250 points from an opponent's Power Level to your Merlix's total.
- Increases your Merlix's Defense by 0.2 points.
-Nastix-TIER 11. Morphing Mirage
Effect:
- Allows your Nastix to transfer 150 points from an opponent's Power Level to your Nastix's total.
- Increases your Nastix's Defense by 0.1 points.
2. Smothering Hold
Effect:
- Increases your Nastix's Power Level by 300 points.
- Increases your Nastix's Evasion by 2 points.
3. Absorptive Frame
Effect:
- Allows your Nastix to decrease an opponent's Power Level by 300 points.
- Increases your Nastix's Evasion by 2 points.
4. Slime Escape
Effect:
- Allows your Nastix to negate an opponent's most recently activated Ability Card.
- Increases your Nastix's Defense by 0.1 points.
TIER 25. Vicous Fluid
Effect:
- Allows your Nastix to transfer 200 points from an opponent's Power Level to your Nastix's total.
- Increase your Nastix's Evasion by 3 points.
6. Acid Reduction
Effect:
- Allows your Nastix to nullify the opponent's current Gate Card activated.
- Allows your Nastix to decrease an opponent's Power Level by 300 points.
- Increases your Nastix's Evasion by 2 points.
7. Chemical Enchancement
Effect:
- If your Nastix is currently equipped with a BakuNano, allow it to give your Nastix its Power Level boost from syncing one extra time.
- Increases your Nastix's Evasion by 2 points.
TIER 38. Chemical Blindness
Effect:
- Allows your Nastix to prevent an opponent from using a Resistance Safeguard or Agility Assault during this round.
- In addition, allows your Nastix to prevent an opponent from using any Ability Cards that affect your Nastix's Power Level for the duration of the round. This Ability Card must be one of the final 2 cards used during a turn.
- Increases your Nastix's Power Level by 400 points.
- Increases your Nastix's Defense by 0.2 points.
9. Changeling Form
Effect:
- Allows your Nastix to use the effects of an Ability Card an opponent has used during the Brawl, but not in the round during which you activate this card, regardless of any Attribute or species requirements.
- In addition, if that opponent uses the same Ability Card as you copied, allows your Nastix to decrease the strength of that opponent's copy by 50% during this round.
- Increases your Nastix's Defense by 0.1 points.
10. Toxic Trap Corruption
Effect:
- Allows your Nastix to send back one Bakugan Trap on an opponent's side of the field.
- Increases your Nastix's Power Level by 300 points.
- Increases your Nastix's Evasion by 2 points.
-Ramdol-TIER 11. Extreme Illumination
Effect:
- Allows your Ramdol to decrease an opponent's Power Level by 300 points.
- Increases your Ramdol's Defense by 0.1 points.
2. Serpentine
Effect:
- Increases your Ramdol's Power Level by 300 points.
- Increases your Ramdol's Evasion by 2 points.
3. Evasive Overdrive
Effect:
- Allows your Ramdol to transfer 150 points from an opponent's Power Level to your Ramdol's total.
- Increases your Ramdol's Evasion by 2 points.
4. Accelerated Blazer
Effect:
- Allows your Ramdol to negate an opponent's most recent Ability Card played.
- Increase your Ramdol's Defense by 0.2 points.
TIER 25. Artificial Racing
Effect:
- Allows your Ramdol to transfer 200 points from an opponent's Power Level to your Ramdol's total.
- Increases your Ramdol's Evasion by 3 points.
6. Motorized Blitz
Effect:
- Allows your Ramdol to nullify the opponent's current Gate Card activated.
- Allows your Ramdol to transfer 150 points from an opponent's Power Level to your Ramdol's total.
- Increases your Ramdol's Evasion by 2 points.
7. Clutch Grinding
Effect:
- Allows your Ramdol to prevent any additional Battle Gear from being launched during this round.
- Increases your Ramdol's Power Level by 300 points.
- Increases your Randol's Defense by 0.2 points.
TIER 38. Dual Battle
Effect:
- Increases your Ramdol's and/or the secondary Bakugan's Power Level by 400 points.
- If a "Dual Battle" Ability Card has already been activated by an ally brawler during this round and is still in effect, increases your secondary Bakugan's Power Level by 300 points and combines Power Levels with a Ramdol currently in the battle who used or is now having the "Dual Battle" Ability Card activated on it. This Combination Effect can only be used once per Brawl. The remainder of this Ability Card's effect can be used once per round however. One of the Bakugan needed to have this Ability Card used on it is a Ramdol in order for this Combination Effect to work. The secondary Bakugan can be any other species.
- Increases your Ramdol's and/or the secondary Bakugan's Evasion stat(s) by 2 points.
9. Far Cycle
Effect:
- Allows your Ramdol to negate an opponent's most recently activated Ability Card.
- Increase your Ramdol's Power Level by 150 points for each Bakugan your opponent has brought into battle during the current round, including the primary Bakugan.
- Increases your Ramdol's Evasion by 2 points.
10. Nitro Fusion
Effect:
- Allows your Ramdol to decrease an opponent's Power Level by 500 points.
- In addition, if that opponent is using a Bakugan that has a higher Evasion than your Ramdol, increases that Ramdol's Power Level by 100 points for each point of difference in Evasion between your Ramdol and that opponent's Bakugan.
-Raptorix-TIER 11. Hyatt Spinner
Effect:
- Increases your Raptorix's Power Level by 300 points.
- Increases your Raptorix's Evasion by 2 points.
2. Gale Storm
Effect:
- Allows your Raptorix to transfer 150 points from an opponent's Power Level to your Raptorix's total.
- Increases your Raptorix's Evasion by 2 points.
3. Vacuum Spin
Effect:
- Allows your Raptorix to decrease an opponent's Power Level by 300 points.
- Increases your Raptorix's Defense by 0.1 points.
4. Diving Slash
Effect:
- Allows your Raptorix to negate an opponent's most recent Ability Card activated.
- Increase your Raptorix's Defense by 0.1 points.
TIER 25. Crashing Strike
Effect:
- Allows your Raptorix to nullify the opponent's current Gate Card activated.
- Allows your Raptorix to decrease an opponent's Power Level by 300 points.
- Increases your Raptorix's Evasion by 2 points.
6. Aero Way
Effect:
- Allows your Raptorix to prevent any additional BakuNano from being launched during this round.
- Increases your Raptorix's Power Level by 200 points, while also decreasing an opponent's Power Level by 100 points.
- Increases your Raptorix's Defense by 0.2 points.
7. Hurricane Battery
Effect:
- Allows your Raptorix to transfer 200 points from an opponent's Power Level to your Raptorix's total.
- Increases your Raptorix's Evasion by 2 points.
TIER 38. Malachite Heavens
Effect:
- Allows your Raptorix to negate an opponent's most recently activated Ability Card.
- Increases your Raptorix's Power Level by 300 points.
- Increases your Raptorix's Evasion by 2 points.
9. Chameleon Feathers
Effect:
- Allows your Raptorix to become invincible for the next 2 turns. This means that your Raptorix's stats cannot be decreased during these two turns. This cannot be one of the final 2 Ability Cards you activate in the round. At the end of these 2 turns, even if this card is negated, increases your Raptorix's Power Level by 150 points, while also decreasing an opponent's Power Level by 50 points.
- In addition, allows your Raptorix to decrease an opponent's Power Level by 300 points.
- Increases your Raptorix's Evasion by 3 points.
10. Flock Formation - Omega Wind
Effect:
- If your Raptorix is brawling against, or you currently possess a Falconeer, Ravenoid, and/or Atmos on your side of the battlefield, double the Evasion boosts of all Ability Cards you activate for the duration of the round at the cost of increasing an opponent's Power Level by 100 points. This Ability Card can only be activated if your Raptorix has the higher Base Power Level out of the two Bakugan who first landed on the Gate Card (excluding Power Stands).
- Allows your Raptorix to decrease an opponent's Defense by 0.2 points. The Defense of the target Bakugan cannot fall below 1.0 with the use of this effect.
-Snapzoid-TIER 11. Snap Strike
Effect:
- Allows your Snapzoid to transfer 150 points from an opponent's Power Level to your Snapzoid's total.
- Increases your Snapzoid's Evasion by 2 points.
2. Serpent Lunge
Effect:
- Increases your Snapzoid's Power Level by 300 points.
- Increases your Snapzoid's Evasion by 2 points.
3. Constrict Phaser
Effect:
- Allows your Snapzoid to decrease an opponent's Power Level by 300 points.
- Increases your Snapzoid's Defense by 0.1 points.
4. Venom Spray
Effect:
- Allows your Snapzoid to negate an opponent's most recent Ability Card activated.
- Increases your Snapzoid's Defense by 0.1 points.
TIER 25. Single Injection
Effect:
- Allows your Snapzoid decrease an opponent's Power Level by 400 points.
- Increase your Snapzoid's Defense by 0.2 points.
6. Latched Scourge
Effect:
- Allows your Snapzoid to decrease each of your opponent's Bakugan's Power Levels by 200 points.
- Increases your Snapzoid's Evasion by 2 points.
7. Recoil Defense
Effect:
- Allows your Snapzoid's to nullify the opponent's current Gate Card activated.
- Increases your Snapzoid's Power Level by 100 points, while also decreasing an opponent's Power Level by 200 points.
- Increases your Snapzoid's Defense by 0.1 points.
TIER 38. Dual Injection
Effect:
- If your Snapzoid has decreased an opponent's Power Level via an Ability Card that purely decreases the opponent's Power Level in its main effect, allows your Snapzoid to copy one of those Ability Cards that decreased that opponent's Power Level and use the effect again, at no cost, boosting the decrease by 300 points.
- Allows your Snapzoid to transfer 2 points of Evasion from an opponent's Bakugan's level for each Bakugan your opponent currently has on their side of the field.
9. Clutch Hatching
Effect:
- Allows your Snapzoid to throw into play enough "serpent", "reptile" or "amphibian" Bakugan to the field to match the amount of Bakugan equal to your opponent's amount of Bakugan currently present on the field. Bakugan Traps can be included in this total. If you do not have a BakuNano or Battle Gear in play, your Snapzoid may throw another Bakugan into play in exchange for being unable to use a BakuNano or Battle Gear during the remainder of the round. Each of the new Bakugan has only the Power Level and Special Shot points taken into account. This card cannot be the final Ability Card used for the round.
- If this card is negated, increases your Snapzoid's Power Level by 500 points.
- Increases your Snapzoid's Evasion by 2 points for however many Bakugan are thrown into play from this Ability Card's activation.
10. Necrosis
Effect:
- Allows your Snapzoid to negate an opponent's most recently activated Ability Card.
- Allows your Snapzoid to decrease an opponent's Power Level by 300 points.
- Increases your Snapzoid's Defense by 0.2 points.
-Spidaro-TIER 11. Ghoul Cannon
Effect:
- Increases your Spidaro's Power Level by 300 points.
- Increases your Spidaro's Evasion by 2 points.
2. Darring Arrow
Effect:
- Allows your Spidaro to decrease an opponent's Power Level by 300 points.
- Increases your Spidaro's Evasion by 2 points.
3. Shell Deflection
Effect:
- Allows your Spidaro to negate an opponent's most recent Ability Card played.
- Increases your Spidaro's Defense by 0.1 points.
4. Drain Impact
Effect:
- Allows your Spidaro to transfer 150 points from an opponent's Power Level to your Spidaro's total.
- Increases your Spidaro's Defense by 0.1 points.
TIER 25. Sickle Score
Effect:
- Allows your Spidaro to decrease an opponent's Power Level by 400 points.
- Increases your Spidaro's Evasion by 2 points.
6. Arachnae-orb
Effect:
- Allows your Spidaro to nullify the opponent's current Gate Card activated.
- Increases your Spidaro's Power Level by 250 points, while also decreasing an opponent's Power Level by 50 points.
- Increases your Spidaro's Defense by 0.1 points.
7. Shredding Strike
Effect:
- Allows your Spidaro to transfer 200 points from an opponent's Power Level to your Spidaro's total.
- Increases your Spidaro's Defense by 0.2 points.
TIER 38. Plasma Paralysis
Effect:
- Allows your Spidaro to paralyze an opponent's enemy Bakugan, preventing them from activating an Agility Assault for the remainder of the round and also drops an opponent's Bakugan's Evasion down to 0. This cannot be the lfinal Ability Card you activate for the round. Unless this Ability Card is negated, that opponent cannot use Ability Cards for the remainder of the round.
- Increases your Spidaro's Power Level by 300 points.
- Increases your Spidaro's Defense by 0.2 points.
9. Sphere Shield
Effect:
- Allows your Spidaro to negate an opponent's most recent Ability Card activated.
- Increase your Spidaro's Power Level by 100 points, while also decreasing an opponent's Power Level by 200 points.
- Increases your Spidaro's Defense by 0.2 points.
10. Contact Point
Effect:
- Allows your Spidaro to prevent an opponent from using a Battle Gear or BakuNano during this round at the cost of being unable to use one yourself for the round. If a Battle Gear or BakuNano is currently present on the field, remove it from play along with all boosts and effects that pertained to that Battle Gear or BakuNano.
- Increases your Spidaro's Evasion by 2 points.
-Splight-TIER 11. Tusk Needle
Effect:
- Allows your Splight to transfer 150 points from an opponent's Power Level to your Splight's total.
- Increases your Splight's Evasion by 2 points.
2. Drill Claw
Effect:
- Allows your Splight to decrease an opponent's Power Level by 300 points.
- Increases your Splight's Evasion by 2 points.
3. Terror Plating
Effect:
- Increase your Splight's Power Level by 300 points.
- Increases your Splight's Defense by 0.1 points.
4. Iron Shield
Effect:
- Allows your Splight to negate an opponent's most recent Ability Card activated.
- Increases your Splight's Defense by 0.1 points.
TIER 25. Shoulder Pummel
Effect:
- Allows your Splight to decrease an opponent's Power Level by 400 points.
- Increases your Splight's Evasion by 2 points.
6. Claw Slice
Effect:
- Allows your Splight to transfer 200 points from an opponent's Power Level to your Splight's total.
- Increases your Splight's Defense by 0.2 points.
7. Springing Sidestep
Effect:
- Allows your Splight to nullify the opponent's current Gate Card activated.
- Allow your Splight to decrease an opponent's Power Level by 300 points.
- Increases your Splight's Evasion by 2 points.
TIER 38. Transparent Assault
Effect:
- Allows your Splight to become invincible for the next 2 turns. This means that your Splight's stats cannot decrease during these two turns. This cannot be one of the final 2 Ability Cards you activate during this round. At the end of these 2 turns, even if this card is negated, allows your Splight to decrease an opponent's Power Level by 200 points.
- In addition, allows your Splight to transfer 150 points from an opponent's Power Level to your Splight's total.
- Increases your Splight's Evasion by 2 points.
9. Dual Shield Defense
Effect:
- Allows your Splight to negate an opponent's two most recent Ability Cards activated, with a sacrifice of 0.4 points of Defense. Your Splight's Defense cannot fall below 1.0 with the use of this effect.
- Increases your Splight's Power Level by 200 points.
- Increases your Splight's Evasion by 1 point.
10. Switchblade
Effect:
- If your Splight has decreased the Power Level of an opponent's Bakugan during this round, allows your Splight to take one of the Tier 1 or Tier 2 Ability Cards it has used during the round that has caused this Power Level decrease and reuse the effect of the card, boosting the decrease in Power Level by 300 points.
- Increases your Splight's Defense by 0.2 points.
-Venoclaw-TIER 11. Lagrange Dark Matter
Effect:
- Allows your Venoclaw to decrease an opponent's Power Level by 300 points.
- Increases your Venoclaw's Evasion by 2 points.
2. Alluring Gemstone
Effect:
- Allows your Venoclaw to transfer 150 points from an opponent's Power Level to your Venoclaw's total.
- Increases your Venoclaw's Defense by 0.1 points.
3. Triple Fang
Effect:
- Increases your Venoclaw's Power Level by 300 points.
- Increases your Venoclaw's Defense by 0.1 points.
4. Precious Treasure
Effect:
- Allows your Venoclaw to negate an opponent's most recent Ability Card played.
- Increases your Venoclaw's Evasion by 2 points.
TIER 25. Power Grenade
Effect:
- Allows your Venoclaw to decrease each of your opponent's Bakugan's Power Levels by 200 points.
- Increases your Venoclaw's Evasion by 2 points.
6. Beguiling Illusion
Effect:
- Allows your Venoclaw to nullify the opponent's current Gate Card activated.
- Allows your Venoclaw to transfer 150 points from an opponent's Power Level your Venoclaw's total.
- Increases your Venoclaw's Evasion by 2 points.
7. Exquisite Reliquary
Effect:
- Allows your Venclaw to transfer 200 points from an opponent's Power Level to your Venoclaw's total.
- Increases your Venoclaw's Defense by 0.2 points.
TIER 38. Trapped Chest
Effect:
- If an opponent has negated any Tier 1 or Tier 2 Ability Cards your Venoclaw has activated that directly affected Power Levels, and it remains inactive, allows your Venoclaw to reactivate that Ability Card, while also increasing your Venoclaw's Power Level by 300 points.
- Increase your Venoclaw's Defense by 0.2 points.
9. Levitation Dirge
Effect:
- Allows your Venoclaw to remove a Bakugan from the field, after first decreasing the Power Level total of an opponent by 200 points. The Bakugan removed is your choice. This removal effect cannot be used if the targeted opponent only has one Bakugan standing at the time of this card's activation.
- Increases your Venoclaw's Evasion by 2 points.
10. Goldlust
Effect:
- Allows your Venoclaw to negate an opponent's most recent Ability Card activated.
- Allow your Venoclaw to decrease an opponent's Power Level by 300 points.
- Increases your Venoclaw's Defense by 0.2 points.
-Volt Elezoid-TIER 11. Sarracenian Bind
Effect:
- Allows your Volt Elezoid to transfer 150 points from an opponent's Power Level to your Volt Elezoid's total.
- Increases your Volt Elezoid's Defense by 0.1 points.
2. Jolting Glare
Effect:
- Allows your Volt Elezoid to decrease an opponent's Power Level by 300 points.
- Increases your Volt Elezoid's Evasion by 2 points.
3. Poison Matrix
Effect:
- Increase your Volt Elezoid's Power Level by 300 points.
- Increases your Volt Elezoid's Defense by 0.1 points.
4. Devouring Glare
Effect:
- Allows your Volt Elezoid to negate an opponent's most recent Ability Card activated.
- Increases your Volt Elezoid's Evasion by 2 points.
Tier 25. Ocular Energy
Effect:
- Allows your Volt Elezoid to transfer 200 points from an opponent's Power Level to your Volt Elezoid's total.
- Allows your Volt Elezoid to decrease an opponent's Bakugan's Defense stat by 0.2 points. The Defense of the target Bakugan cannot fall below 1.0 with the use of this effect.
6. Writhing Delusion
Effect:
- Allows your Volt Elezoid to nullify the opponent's current Gate Card activated.
- Allow your Volt Elezoid to transfer 150 points from an opponent's Power Level to your Volt Elezoid's total.
- Increases your Volt Elezoid's Evasion by 2 points.
7. Wraith Reverie
Effect:
- Allows your Volt Elezoid to decrease an opponent's Power Level by 400 points.
- Increases your Volt Elezoid's Evasion by 2 points.
TIER 38. Tendril Infusion
Effect:
- Allows your Volt Elezoid to steal the Gate Card effects for itself, should it be the opponent's Gate Card currently. This simply switches your turn to set the Gate Card with the opponent whose turn it currently is. This Gate Card becomes yours regardless of whether it is open or not. If the Gate Card is opened, it is considered used by the opponent. You may set any Gate Card you wish, however, if the Gate Card has been used prior to activaing this card, you must open the Gate Card upon activating this card. If the Gate Card was unopened, you may leave it unopened until you choose to use it.
- Increases your Volt Elezoid's Power Level by 200 points.
- Increases your Volt Elezoid's Defense by 0.1 points.
9. Repulsion Barrier
Effect:
- Allows your Volt Elezoid to transfer 250 points from an opponent's Power Level to your Volt Elezoid's total.
- Increases your Volt Elezoid's Evasion by 2 points.
- Increases your Volt Elezoid's Defense by 0.1 points for each Bakugan currently on your opponent's side of the field.
10. Dread Peer
Effect:
- Allows your Volt Elezoid to negate an opponent's most recent Ability Card activated.
- Increases your Volt Elezoid's Power Level by 300 points.
- Allows your Volt Elezoid to decrease an opponent's Bakugan's Evasion stat by 2 points.
-Zipzam-TIER 11. Chain Whip
Effect:
- Allows your Zipzam to decrease an opponent's Power Level by 300 points.
- Increases your Zipzam's Defense by 0.1 points.
2. Duke Gear
Effect:
- Allows your First Form ZipZam to transfer 150 points from an opponent's Power Level to your Zipzam's total.
- Increases your First Form ZipZam's Defense by 0.1 points.
3. Slopeton
Effect:
- Increase your Second Form ZipZam's Power Level by 300 points.
- Increases your Second Form ZipZam's Evasion by 2 points.
4. Tetra Blaster
Effect:
- Allows your Third Form ZipzZm to negate an opponent's most recent Ability Card played.
- Increase your Third Form ZipZam's Evasion by 0.1 points.
Tier 25. Field Decree
Effect:
- Allows your ZipZam to nullify the opponent's current Gate Card activated.
- Allow your ZipZam to decrease an opponent's Power Level by 300 points.
- Increases your ZipZam's Evasion by 2 points.
6. Ninja Boost
Effect:
- Allows your Second Form ZipZam to decrease an opponent's Power Level by 400 points.
- Increases your Second Form ZipZam's Evasion by 3 points.
7. Exploding Lance
Effect:
- Allows your Third Form ZipZam to decrease each of your opponent's Bakugan's Power Levels by 150 points.
- Increases your Third Form ZipZam's Defense by 0.2 points.
TIER 38. Grenade Armor
Effect:
- Allows your First Form ZipZam to decrease each of your opponent's Bakugan's Power Levels by 150 points.
- In addition, allows your First Form ZipZam to decrease that opponent's Bakugan's Evasion down to 0 in order to make them incapable of using an Agility Assault for the current round. In addition, allows your First Form ZipZam to absorb one fourth of the Agility that the opponent lost when being dropped to 0.
- Increases your First Form ZipZam's Defense by 0.2 points.
9. Blast Refuge
Effect:
- Allows your Second Form ZipZam to negate an opponent's most recently activated Ability Card.
- Increases your Second Form ZipZam's Power Level by 300 points.
- Increases your Second Form ZipZam's Evasion by 2 points.
10. Omni Pulse
Effect:
- Allows your Third Form ZipZam to transfer 150 points from an opponent's Power Level to your Zipzam's total for each Attribute Specific Ability Card that they have currently used during this round, OR, allows your Third Form ZipZam to transfer 100 points from an opponent's Power Level to your Zipzam's total for each Bakugan Specific Ability Card that they have currently used during this round.
- In addition, increases your Third Form ZipZam's Power Level by 200 points.
- Increases your Third Form ZipZam's Evasion by 1 point.
- Increases your Third Form ZipZam's Defense by 0.1 points.