Nintendo X Fantendo: Cosmic Centre

Nintendo X Fantendo: Cosmic Centre is a turn-based tactical RPG released for various platforms, including the Nintendo Switch and the Hunter, in 2021.
==Story==
Two great galactic bodies, the Red Cosmos (Nintendo) and the Blue Cosmos (Fantendo), unite every thousand years. What follows is an unforgettable light show in the skies of every planet, and for one year the beings of both cosmoses may cross the border and meet those on the other side. However, this millenium, something else has appeared in the Great Cosmic Unity - a third, hollow universe forming where Red and Blue overlapped.
"Nintina! Can you see it? The Red Cosmos and Blue Cosmos are finally merging again!""Of course I see, Fantoria. This hasn't happened in a thousand years...""Hold on, though. There's something in the centre!""It looks like a hollow nothingness. This surely can't be good...""We have to tell Galafin right away!"
===Chapter 1===
Mario is seen in a cosmic space, fighting against a group of Goombas and Koopa Troopas. The battle begins to take a turn for worse, however, as Doomuli join the Koopa forces' side. However, a flash of electricity soon arrives and paralyses some of the Doomuli, as Unten enters the battle. This cutscene soon shifts into the game's battle tutorial, where Mario and Unten come victorious.
After the battle closes, Mario takes to questioning where he is - he was planning to cross to the Blue Cosmos for the once-in-a-lifetime event, but ended up in this blank nothingness instead. Unten has no idea, so the two decide to keep on venturing. Along their way, the nothingness shifts into a blazing castle, within which they end up finding Link and Aingeru. The two seem injured after a battle, though Unten heals them using some of the items he collected along the way. Aingeru mentions the enemy he and Link had just gone up against, some kind of giant, spiked fire-breathing turtle. Mario connects the dots and realises who this enemy is, and offers the two to team up with him and Unten, to which they agree.
Deeper into the castle, they run into Bowser, who is keeping Princess Peach in a cage while his troopers, mixed with some Doomuli, keep guard. The heroes defeat the Koopa King's troops, and Mario takes to fighting Bowser one-on-one, knocking him into lava and being able to rescue Peach.
After the battle ends, a mysterious female figure with red dress and black hair arrives. She invites Mario and Unten's party to follow her in a route through the side of this castle, all the while introducing herself as Nintina, the watcher of the Red Cosmos. Nintina explains that the heroes ended up in the third, hollow cosmos that formed between red and blue, and says that she's been looking for allies who could help her uncover the truth behind this place, to which the heroes accept.
Nintina's route leads the group into a cosmic palace that seems almost empty. Here they meet Galafin, the “Black Watchman” who supervises the Great Cosmic Unity, though Nintina mentions that her twin Fantoria, who watches the Blue Cosmos, has vanished somewhere into this empty world. Galafin allows the heroes to spend all the time they need preparing in his palace, thus opening up the between-chapters hub world.
===Chapter 2===
The player's party leaves Galafin's palace to venture further into the hollow world, which they have taken to referring to as the “Twin Void”. They return to the blazing castle and make their exit, soon reaching a desert-like area. A group of Doomuli soon come to attack them, and though they manage to win, monsters from the Underworld Army soon arrive for a back attack.
Their attackers lead them forwards into a tribal settlement, where they find some of the tribespeople (who Unten recognises as the Bareanion tribe) under attack from some more powerful Underworld troops. Mioda and Zerita are already in the settlement trying to protect the people, and when the player's units come to talk to them, they agree to join forces.
After the battle comes to a close, the party notice a divine image of Medusa in the sky in front, taunting them. They continue to head forwards and soon end up winding into a dark cave filled with black slime creatures. Using their fire and light abilities to illuminate the cavern, they manage to come across Sugarspike fending off a pair of Prismagloops, and agree to help her out.
Later down the cavern, natural light begins to appear and we see a watery environment. In this area is Samus, who is keeping watch for enemies. Three of the remaining four Prismagloops soon show themselves, and Samus allows the others to help her out in fending them off. However, soon to arrive is Fantoria, who on closer inspection appears to be possessed by the last Prismagloop. She immediately attacks the party, causing Samus' Power Suit to break. A short battle commences, though Fantoria soon calls for Ridley to assist her. Nintina, however, intervenes and duels with Fantoria to bring her back to her senses, while leaving everybody else to deal with Ridley.
Ridley is driven away soon enough and Nintina manages to take out the Prismagloop that was controlling Fantoria. The only feasible way forwards in this cavern is through the water, though with no way through Nintina instead leads the party back to Galafin's palace through the nearby entrance she had taken. Two new arrivals to this castle are Isa and Kachi, who Galafin has found and offered the position of selling equipment to. Also here is 3.14, who manages the Mission Post where the player can enter small battles to gain experience and Stardust between chapters.
===Chapter 3===
The party returns to the water cave and begins to travel down, gathering bubbles along the way to avoid running out of air. Along their way they encounter King Dedede, who appears to be under control from Dark Matter. After a short battle he makes his escape while leaving Waddle Dee troops to do the work.
The water soon leads to an icy seabed, where a wall of Waddle Dees stand guard in front of the way out of the water. However, Kirby soon arrives at the scene and distracts the Waddle Dees, causing them to break their formation and become easier to take out. Kirby spots the party as they finish off the Waddle Dees, and happily follows with them.
The group exits the sea and arrives in a crystal palace. King Dedede is quick to arrive for a second battle, and after his defeat the Dark Matter possessing him gets split up, and is quick to defeat. Returning to his senses, Dedede joins the party as they continue through the palace, fighting more Dark Matter and a few Team Rocket grunts along the way. The ice soon transitions to a freezing-cold forest, where they see a lone Pikachu being chased.
They follow after the Pikachu, encountering his attackers, Jessie and James, soon enough. The battle ends with Jessie and James fleeing deeper into the forest, and the party, now joined by Pikachu, gives chase. The forest shifts to a warmer climate along the way and they recruit Vessa along the way, after helping her find her missing yo-yo in the thickets.
At the edge of the woods, they reach a copse around a lake, where Jessie and James escape on their Meowth-faced hot air balloon. Rising from the lake is Zero, the leader of the Dark Matter, who the party manage to beat down. Nintina and Fantoria arrive on the scene late into the battle, keeping Zero from calling more reinforcements to make his defeat easier. However, after the battle Fantoria decides to show the party a clearing in the forest with a ruined temple. If Link is in the party, he recognises this place, and Nintina notes it being from Faron Woods in his homeworld, being the place where he obtained the Master Sword - confirming that the Twin Void is absorbing land directly from the Red Cosmos and the Blue Cosmos.
==Gameplay==
Nintendo X Fantendo: Cosmic Centre is a turn-based tactical RPG, in which battles are formatted similarly to a board game. On every turn, the player must move every one of their units - the maximum number of tiles they can move is determined by their Movement stat. After this the player has five options, with the unit either being able to use one of their Abilities, use a healing item on themselves or an adjacent ally, interact with adjacent environment elements, recharge their AP that serves as fuel to use their attacks, or “wait” and do nothing.
All units have statistics that determine their performance - alongside AP which is the same at base for all units, there is HP, which determines how much damage they can take before being defeated. Attack and Magic determine how much damage the unit can do with physical and magical attacks, respectively, while Defence and Magic Defence determine their resistance to such attacks. Lastly is Speed, which has several functions. When in battle, if the attacker has higher Speed than the enemy, their attack will use less AP and be unable to miss. If the attacker is slower, however, their accuracy will go down in proportion to how low their Speed is.
By using their abilities, units will gain EXP that, at high enough values, translates to them gaining a level. This will grant them general stat boosts and a few “Distinction Points”, or DP. DP may be assigned either to a stat (HP, AP, Attack, Defence, Magic, Magic Defence or Speed) or to one of the unit's abilities to power it up. Every slot that DP can go to can take a maximum of ten. Most units gain 100 DP total by Level 99, which is the maximum, though some gain more to accommodate for having larger ranges of abilities, and the opposite is also true.
Every turn, a unit's Cosmic Drive gauge will fill slightly, filling up more if they moved a longer distance, dealt more damage or helped an ally this turn. Once the gauge is full, they gain the option to use their Cosmic Drive, an exceptionally powerful ability that is limited by its infrequent availability.
If a unit runs out of HP, they have three turns in which they are “knocked out” and can be revived by having another unit go up to them and use the “Revive” interaction. The more support-based abilities the unit has, the more health the unit will get back when revived. If not revived in time, they are effectively removed from battle for the rest of the chapter. Enemy units cannot be revived by their allies.
Between battles, the player may customise their units' equipment and their abilities - most units learn six abilities with two to start off, and learning new ones at Levels 5, 10, 15 and 20. Only four abilities may be equipped per battle per moveset, however.
With equipment, each unit has six slots that can be used for any kind of equipment, though they may not use two pieces in the same category, or any equipment that does not suit their body type or style (for example, Kirby and Meta Knight can't equip pendants or boots). Every equipment piece can also have a Gem added to it for a further stat boost, and if needed these Gems can be equipped on empty equipment slots.
Equipment, along with healing and stat-boosting items, can be purchased from the shops in the Hub World using Stardust, which can be obtained by selling items to Galafin. Enemies will frequently drop otherwise-worthless items when defeated, which serve as a means of gaining Stardust harmlessly.
==Non-Playable Characters==
All non-player character biographies are written from Galafin's perspective.
Galafin	As the Black Watchman, my duty is to oversee and supervise the Great Cosmic Unity. Beyond those times, you may find me asleep on my throne, while my allies throughout space feed me all the information I need. I'm certainly no leader, with only five years' experience of communications, though you can trust on my supervision and schemes to make the path forward clearer.
Nintina and Fantoria	Nintina and Fantoria are the watchwomen who keep eyes on the Red Cosmos and Blue Cosmos, respectively. They rarely communicate with each other, outside the Great Cosmic Unity, so their relationship is... peculiar, at best. It doesn't help that they're complete opposites, either - Nintina's calm and controlled ways clash with Fantoria's vibrant energy. Nonetheless, their knowledge of Red and Blue should be of every help in these desperate times.
3.14	3.14, also known as Coal Algebraic, is a “cyberbeing”, a kind of living computer program, created by A22 Enterprises in the Blue Cosmos. Although the creation was a success, he had a pacifist nature and refused to fight for them, escaping to lead his own future. He's a gentle soul who didn't want to go into the Twin Void for fear of battle, so I left him to manage the Mission Post, guiding his new allies to find where they can build experience outside of their main quest.
Isa and Kachi	These two are from the Red Cosmos. Kachi is an alien who fell down to Isa's world, and though he was sent to kill her, he chose to take her home instead - much to the dismay of his superiors, the Nebulox, who took to hunting them both down. They've taken refugee in my palace since then, though unlike the others they aren't keen on fighting, just wanting to be free. They're certainly happy to help run an equipment shop, however. Kachi seems quite interested in the clothes and accessories, and especially our range of cosmic gems. Isa's more the negotiator, though I've caught him off-duty messing with some of the weapons...
Milo and Ecto	Milo is a Nekon, a species from the Blue Cosmos. They've been described to me as “cat-like” and “feline”, though I'm not quite sure what they mean. Either way, he's a travelling merchant who never stays still, always searching for customers with Ecto, his slimy pet and mascot. He can't fight, but he's more than happy to use the Stardust you collect to create and sell healing items. I've found that he can be quite the con artist, though, and he doesn't like having picky customers. Little does he realise the Stardust isn't viable currency in his world...
==Playable Units==
All playable units have their abilities quantified by four stats, listed below:
*Offence: Quantifies Attack and Magic.
*Defence: Quantifies Defence, Magic Defence and HP.
*Speed: Quantifies Speed.
*Movement: The number of tiles this unit can move per turn. This value is static and does not increase with level.
===Red Cosmos (Nintendo)===
All Red Cosmos biographies are written from Nintina's perspective.
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| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,20,40,0.5);" id="mario" |
Mario
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,20,40,0.5);" | Ah, Mario? He's a hero from the Mushroom Kingdom. An Italian plumber certainly isn't your everyday hero, but with his amazing jumps and wide variety of power-ups, he can always prove himself as capable. But he also has a very cheerful side to him, even in the direst situations it always looks like he's having fun. He's the popular kind of hero, winning the masses with his unique style and pleasant personality. The kind of hero that kids aspire to be.
Mario is available from the start.
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Gameplay 	Gameplay 	 	
 	
Mario is a fighter with no expertises - he performs the same whether it's offence, defence or speed that comes to call. He lacks a battle speciality, carrying a large variety of attacks to help him adapt to many situations.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Spin Jump 	1-2 	Physical 	A whirling jump that lands three small hits of damage. A melee attack with more reach than usual.
Fire Flower 	1-4 	Magical 	Summons flames to strike an enemy from a distance. Deals fire damage, inflicts Burn.
Hammer 	1 	Physical 	Strikes the enemy over the head with a hammer swing. Inflicts Daze.
Shell Kick 	2-4 	Physical 	Repeatedly kicks a shell at the target for a three-step combo. If Luigi is within four tiles of both Mario and the enemy, the brothers team up to double the hit count.
Super Leaf 	1* 	Physical 	Strikes in an area around him with much-appreciated tanooki power, damaging all adjacent enemies.
F.L.U.D.D. 	1-3 	Magical 	Blasts distant enemies with pressurised water, pushing them away on impact. Deals water damage.
 	 	 	
Cosmic Drive: Invincible Star 	Cosmic Drive: Invincible Star 	Cosmic Drive: Invincible Star 	Cosmic Drive: Invincible Star
Mario brings out his strongest power-up, the Super Star, which grants him a rainbow aura for a few turns. While under its effects, all of Mario's stats are boosted and he gains health regeneration every turn.	Mario brings out his strongest power-up, the Super Star, which grants him a rainbow aura for a few turns. While under its effects, all of Mario's stats are boosted and he gains health regeneration every turn.	Mario brings out his strongest power-up, the Super Star, which grants him a rainbow aura for a few turns. While under its effects, all of Mario's stats are boosted and he gains health regeneration every turn.	Mario brings out his strongest power-up, the Super Star, which grants him a rainbow aura for a few turns. While under its effects, all of Mario's stats are boosted and he gains health regeneration every turn.
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| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(20,255,40,0.5);" id="luigi" |
Luigi
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(20,255,40,0.5);" | Ah, Luigi... Mario's younger twin brother. He's the less well-known of the two, that's for sure. The twins are nearly always on adventures together, but Luigi nonetheless gets put on the metaphorcal sideline. Though he's had his moments in the sun for certain - not once, but three times did he rescue Mario from haunted mansions using top-level ghost-hunting technology designed by Professor Elvin Gadd. It's good to see that they've got each other's back.
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Gameplay 	Gameplay 	 	
 	
Luigi is a well-balanced character much like Mario, though focused a little more on speed with less defence. Where Mario focuses exclusively on offence, Luigi is more of a debuffer, focused on softening enemies to make them easier to take out.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
High Jump 	1-2 	Physical 	A soaring jump that lowers Attack on impact. A melee attack with more reach than usual.
Ice Flower 	1-4 	Magical 	Summons snow to strike an enemy from a distance. Deals ice damage, inflicts Chill.
Poltergust 	2 	Magical 	Catches the enemy in a vacuum, dealing damage and pulling them closer. Deals wind damage.
Shell Relay 	2-4 	Physical 	Repeatedly kicks a shell at the target for a three-step combo. If Mario is within four tiles of both Luigi and the enemy, the brothers team up to double the hit count. Luigi's version is weaker, but factors less of the enemy's Speed.
Strobulb Flash 	1-3 	Magical 	A blinding light flash that renders the target more vulnerable to the Poltergust next turn. Deals light damage, inflicts Stun.
Dark-Light Device 	1-3 	Magical 	Shines a rainbow light from his torch, removing positive effects from the target enemy and making them more vulnerable to Strobulb Flash.
 	 	 	
Cosmic Drive: Gooigi 	Cosmic Drive: Gooigi 	Cosmic Drive: Gooigi 	Cosmic Drive: Gooigi
Luigi summons Gooigi, a slimy duplicate of himself that has exactly the same stats and abilities, besides a weakness to water.	Luigi summons Gooigi, a slimy duplicate of himself that has exactly the same stats and abilities, besides a weakness to water.	Luigi summons Gooigi, a slimy duplicate of himself that has exactly the same stats and abilities, besides a weakness to water.	Luigi summons Gooigi, a slimy duplicate of himself that has exactly the same stats and abilities, besides a weakness to water.
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| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,20,240,0.5);" id="peach" |
Peach
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,20,240,0.5);" | Peach Toadstool is the princess of the Mushroom Kingdom. She's often damsel-in-distress, kidnapped by the Koopa Troop only to be rescued by Mario soon after. Peach is less of an active hero, and more the sort who stands at the sidelines to help with her healing, the sort who resolves conflict with non-violent means. Her warm-hearted and generous personality make her well-loved throughout the kingdom. It's no wonder that Mario always steps in to save her.
Peach is recruited at the end of Chapter 1.
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Gameplay 	Gameplay 	 	
 	
Peach is a support-focused character not built for combat, with low stats across the board save for speed. To make up for this, however, she has a myriad of abilities that heal allies and boost their stats, making her highly important to survivability. 	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Heal Blossom 	1-2* 	N/A 	Restores a sum of health to all allies in range. Useful to patch up damage after a multi-target attack.
Parasol Guard 	1-3* 	N/A 	Increases the Magic Defence of all allies in range. It lasts a long time, so don't be afraid to prepare.
Healing Glow 	1 	N/A 	Restores a single ally's health more so than Heal Blossom, and cures positive effects. Good for one-to-one restoration.
Toad Troops 	N/A 	N/A 	Summons three Toads as physical reinforcements. The Toads are frail, but make for a good distraction.
Vibe Magic 	1-5 	Magical 	Peach's sole offensive skill, a long-range spell that changes in element depending on her held items.
Heart Enchant 	1-4 	N/A 	Grants Haste to an ally in range, raising their Speed. A simple speed boost has many uses.
 	 	 	
Cosmic Drive: Peach Persuasion 	Cosmic Drive: Peach Persuasion 	Cosmic Drive: Peach Persuasion 	Cosmic Drive: Peach Persuasion
Peach uses her magic to persuade an enemy to join her side. There is a chance for failure, more so on powerful enemies, though the more damage they take, the higher the success rate. The converted enemy will have their health restored, and weaker enemies may even get a general stat boost. Keep in mind, bosses are immune to this.	Peach uses her magic to persuade an enemy to join her side. There is a chance for failure, more so on powerful enemies, though the more damage they take, the higher the success rate. The converted enemy will have their health restored, and weaker enemies may even get a general stat boost. Keep in mind, bosses are immune to this.	Peach uses her magic to persuade an enemy to join her side. There is a chance for failure, more so on powerful enemies, though the more damage they take, the higher the success rate. The converted enemy will have their health restored, and weaker enemies may even get a general stat boost. Keep in mind, bosses are immune to this.	Peach uses her magic to persuade an enemy to join her side. There is a chance for failure, more so on powerful enemies, though the more damage they take, the higher the success rate. The converted enemy will have their health restored, and weaker enemies may even get a general stat boost. Keep in mind, bosses are immune to this.
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| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(50,180,30,0.5);" id="link" |
Link
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(50,180,30,0.5);" | Link, the name bestowed upon the many heroes of Hyrule, usually identified with a certain hair colour and green garb. This particular Link, or the “Hero of Twilight” as some call him, fights to raise a veil of darkness over the kingdom, all the while aided by Midna, a creature of darkness who lurks within his shadow. His quest wasn't too far in when the cosmoses joined up, but he doesn't seem annoyed... though it's hard to tell with somebody so quiet.
Link is recruited during Chapter 1.
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Gameplay 	Gameplay 	 	
 	
Link is a physical specialist with fairly balanced stats, though weighted more towards defence with less focus on speed. His abilities are primarily focused on long-ranged attacks and area coverage. 	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Sword Beam 	1/1-3 	Physical 	A unique slash that damages a nearby enemy and a distant enemy simultaneously.
Spin Attack 	1* 	Physical 	A spinning sword technique that causes five small hits of damage to all adjacent enemies.
Hero's Bow 	1-5 	Physical 	A precise arrow shot from afar. Equipping Fire Arrows, Ice Arrows or Light Arrows will change the element.
Gale Boomerang 	1-3 	Physical 	Throws a wind-empowered boomerang that leaves enemies disoriented. Deals wind damage, inflicts Daze.
Bomb Arrow 	2+ 	Physical 	An explosive attack that damages enemies adjacent to the main target. Inflicts Burn.
Clawshot 	1-2 	Physical 	A device that cripples whatever it latches on to, reducing Movement for a few turns and erasing defence boosts.
 	 	 	
Cosmic Drive: Ending Blow 	Cosmic Drive: Ending Blow 	Cosmic Drive: Ending Blow 	Cosmic Drive: Ending Blow
Link rushes to a target and sets up a sword combo that knocks the enemy to the ground, then finishes them with a downwards thrust. Deals very heavy damage to a single enemy within three tiles, and sends Link to any tile adjacent to them.	Link rushes to a target and sets up a sword combo that knocks the enemy to the ground, then finishes them with a downwards thrust. Deals very heavy damage to a single enemy within three tiles, and sends Link to any tile adjacent to them.	Link rushes to a target and sets up a sword combo that knocks the enemy to the ground, then finishes them with a downwards thrust. Deals very heavy damage to a single enemy within three tiles, and sends Link to any tile adjacent to them.	Link rushes to a target and sets up a sword combo that knocks the enemy to the ground, then finishes them with a downwards thrust. Deals very heavy damage to a single enemy within three tiles, and sends Link to any tile adjacent to them.
Alt. Cosmic Drive: Helm Splitter 	Alt. Cosmic Drive: Helm Splitter 	Alt. Cosmic Drive: Helm Splitter 	Alt. Cosmic Drive: Helm Splitter
Link rushes to a target and immobilises them with a bash from his shield, before finishing them off with an aerial slash to the head. Similar to Ending Blow, but deals less damage, in exchange for greatly reducing the enemy's Movement and inflicting Stun and Daze.
Helm Splitter will replace Ending Blow when Link equips the Shade Tablet.	Link rushes to a target and immobilises them with a bash from his shield, before finishing them off with an aerial slash to the head. Similar to Ending Blow, but deals less damage, in exchange for greatly reducing the enemy's Movement and inflicting Stun and Daze.
Helm Splitter will replace Ending Blow when Link equips the Shade Tablet.	Link rushes to a target and immobilises them with a bash from his shield, before finishing them off with an aerial slash to the head. Similar to Ending Blow, but deals less damage, in exchange for greatly reducing the enemy's Movement and inflicting Stun and Daze.
Helm Splitter will replace Ending Blow when Link equips the Shade Tablet.	Link rushes to a target and immobilises them with a bash from his shield, before finishing them off with an aerial slash to the head. Similar to Ending Blow, but deals less damage, in exchange for greatly reducing the enemy's Movement and inflicting Stun and Daze.
Helm Splitter will replace Ending Blow when Link equips the Shade Tablet.
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| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(210,120,240,0.5);" id="zelda" |
Zelda
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(210,120,240,0.5);" | Much like Link, Zelda is a name given to many princesses of Hyrule across time. Zelda always has a complicated relationship with Link - usually, Zelda is the damsel who Link has to save, though she often repays him with equal assistance, sometimes even disguising herself to do so. It's interesting how no two Zeldas follow the same path. As they say, history repeats itself, but it never writes the exact same tale.
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Gameplay 	Gameplay 	 	
 	
Zelda is a fairly well-balanced character, though leaning more towards defence than offence. As a typical mage, she carries a variety of attacks including long-ranged elemental spells, supportive abilities and a summoning spell.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Restoring Spell 	1-3 	N/A 	Basic restorative magic that heals a single ally and grants Regen. Useful for patching up damage in a pinch.
Light Force 	1-2 	Magical 	A blast of light useful for keeping enemies soft. Deals light damage, inflicts Stun.
Nayru's Love 	1-3* 	N/A 	A spell of wisdom that raises Defence of nearby allies. A good pre-battle preparation.
Farore's Wind 	1-4 	Magical 	A spell of courage that dazes enemies with a cyclone. Deals wind damage, inflicts Confuse.
Din's Fire 	2-4+ 	Magical 	A spell of power that sets blazes to foes near the main target. Deals fire damage.
Phantom 	N/A 	N/A 	A summon with shadow-elemental sword attacks and high defence. Can make an effective shield for a frail ally.
 	 	 	
Cosmic Drive: Triforce Wish 	Cosmic Drive: Triforce Wish 	Cosmic Drive: Triforce Wish 	Cosmic Drive: Triforce Wish
Zelda summons the Triforce and makes a wish to the three goddesses to protect her allies. All allies gain a temporary Haste, Regen, boost to physical and magical defence, and resistance to status ailments for a few turns.	Zelda summons the Triforce and makes a wish to the three goddesses to protect her allies. All allies gain a temporary Haste, Regen, boost to physical and magical defence, and resistance to status ailments for a few turns.	Zelda summons the Triforce and makes a wish to the three goddesses to protect her allies. All allies gain a temporary Haste, Regen, boost to physical and magical defence, and resistance to status ailments for a few turns.	Zelda summons the Triforce and makes a wish to the three goddesses to protect her allies. All allies gain a temporary Haste, Regen, boost to physical and magical defence, and resistance to status ailments for a few turns.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,120,240,0.5);" id="kirby" |
Kirby
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,120,240,0.5);" | Ah, Kirby. He's a pink puffball from Planet Popstar. Kirby can inhale his enemies, then choose to spit them out or swallow them to copy their power, and puff up to float through the air. Though he's small, his potential is vast. He started out stopping a greedy king from stealing all of his homeland's food, but since then he's taken on many a powerful celestial being, all while keeping that sweet, innocent face.
Kirby is recruited during Chapter 3.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(255,120,240,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(255,120,240,0.5);" |
Gameplay 	Gameplay 	 	
 	
Kirby is a speed-focused character with poor defence, though what makes him unique is his ability to change his moveset during battle. He holds up to three Star Magic slots depending on his level, and by inhaling enemies can copy their abilities to enhance his Star Magic. 	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Inhale 	1-2 	N/A 	Attempts to swallow an enemy, instantly taking them out. Large enemies and mid-bosses must be weakened first, and bosses can't be inhaled. The swallowed enemy can either be used to restore health, or to power up Star Magic. Equipping a Miracle Fruit increases the range of Inhale.
Star Magic 	1-4 	Magical 	A simple long-range magic attack. Inhaling enemies can power up your Star Magic and give it new properties depending on the enemy swallowed, such as elements, status ailments and extra range, or even change to a new function such as healing allies.
Kirby can hold a maximum of three Star Magic slots, depending on his level.
 	 	 	
Cosmic Drive: Star Allies Sparkler 	Cosmic Drive: Star Allies Sparkler 	Cosmic Drive: Star Allies Sparkler 	Cosmic Drive: Star Allies Sparkler
Kirby takes flight on the Star Allies Sparkler, bombarding a group of enemies with his starry artillery. Targets any tile in a 4-tile range, damaging all enemies within three tiles of that tile. Any Star Magic slot can be chosen when the Cosmic Drive is used to alter its elemental properties, status ailments and power.	Kirby takes flight on the Star Allies Sparkler, bombarding a group of enemies with his starry artillery. Targets any tile in a 4-tile range, damaging all enemies within three tiles of that tile. Any Star Magic slot can be chosen when the Cosmic Drive is used to alter its elemental properties, status ailments and power.	Kirby takes flight on the Star Allies Sparkler, bombarding a group of enemies with his starry artillery. Targets any tile in a 4-tile range, damaging all enemies within three tiles of that tile. Any Star Magic slot can be chosen when the Cosmic Drive is used to alter its elemental properties, status ailments and power.	Kirby takes flight on the Star Allies Sparkler, bombarding a group of enemies with his starry artillery. Targets any tile in a 4-tile range, damaging all enemies within three tiles of that tile. Any Star Magic slot can be chosen when the Cosmic Drive is used to alter its elemental properties, status ailments and power.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(50,180,240,0.5);" id="dedede" |
King Dedede
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(50,180,240,0.5);" |King Dedede is the ruler - or at least, that's what he says - of Dream Land on Planet Popstar. He's an interesting kind of hero, or should I say anti-hero. He started out selfish, leading to a swift punishment from Kirby, but since then he's always been under good intentions, no matter how unclear they are. Through many battles with the pink puffball, they've actually become close friends. Not every rivalry is sure to stay, after all.
King Dedede is recruited during Chapter 3.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(50,180,240,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(50,180,240,0.5);" |
Gameplay 	Gameplay 	 	
 	
Dedede is a physical tank, with slow speed and low movement, but high power and heavy defence. He has a focus on summoning groups of Waddle Dees to fight for him, though outside of his summons he is very restricted in attack options with his slow movement and short range.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Hammer Flip 	1 	Physical 	Smashes an enemy with a flaming hammer, knocking them away. Deals fire damage, inflicts Stun.
Hammer Twirl 	1* 	Physical 	Spins his hammer on the ground to slice all nearby enemies with a whirlwind. Deals wind damage.
Spear Waddle Dee 	N/A 	N/A 	Summons two Waddle Dee allies that use melee attacks.
Bow Waddle Dee 	N/A 	N/A 	Summons two Waddle Dee allies that use ranged physical attacks.
Parasol Waddle Dee 	N/A 	N/A 	Summons two Waddle Dee allies that support allies with healing and defence boosts.
Waddle Doo 	N/A 	N/A 	Summons two Waddle Doo allies that use lightning magic attacks.
 	 	 	
Cosmic Drive: Masked Dedede 	Cosmic Drive: Masked Dedede 	Cosmic Drive: Masked Dedede 	Cosmic Drive: Masked Dedede
Dedede dons his mask and mechanised hammer, gaining a temporary boost to attack, defence and movement range, but restricting his moveset to Hammer Flip and Hammer Twirl.	Dedede dons his mask and mechanised hammer, gaining a temporary boost to attack, defence and movement range, but restricting his moveset to Hammer Flip and Hammer Twirl.	Dedede dons his mask and mechanised hammer, gaining a temporary boost to attack, defence and movement range, but restricting his moveset to Hammer Flip and Hammer Twirl.	Dedede dons his mask and mechanised hammer, gaining a temporary boost to attack, defence and movement range, but restricting his moveset to Hammer Flip and Hammer Twirl.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(20,0,160,0.5);" id="meta knight" |
Meta Knight
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(20,0,160,0.5);" | There's only one word fit to describe Meta Knight, and that's “mysterious”. He's clearly of Kirby's species, though he keeps a mask over his face to try and hide it. Plus, rather than copy other's abilities, he likes to stick to fighting with his golden sword, Galaxia. Much like King Dedede, his motives may be unclear, but they're always true and just. When Kirby fights him it's often due to misunderstanding.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(20,0,160,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(20,0,160,0.5);" |
Gameplay 	Gameplay 	 	
 	
Meta Knight is an extremely quick high-power physical fighter, though he has extremely low defences. He has the benefits of being a flying unit, immune to earth attacks and ground damage, but is also weak to wind attacks. Many of his attacks are suited for melee combat, with his few ranged attacks being rushes to close in on the target.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Mach Tornado 	1-2 	Physical 	Slices an enemy with a high-speed cyclone. Deals wind damage, inflicts Confuse.
Multisword Attack 	1 	Physical 	A simple trick of striking ten hits in one turn. Each hit is weak on its own, but the damage racks up massively.
Drill Stab 	2-4> 	Physical 	A mobility-focused attack where Meta Knight charges to reach his enemy. This can only be used to rush horizontally, however.
Meta Quick 	N/A 	N/A 	A quick overflow of knight energy grants Haste and raises Movement for a few turns.
Dimensional Cape 	N/A 	N/A 	Hides into his illusory cape for defence. Reduces damage taken, even if attacks ignore defence, and raises Evasion for a few turns.
Shuttle Loop 	1 	Physical 	A spiral slash that cuts through the enemy defences and sends the attacker past their target. Removes defensive boosts upon hit.
 	 	 	
Cosmic Drive: Meta-Knights 	Cosmic Drive: Meta-Knights 	Cosmic Drive: Meta-Knights 	Cosmic Drive: Meta-Knights
Meta Knight summons a group of six allies - Sword Knight, Blade Knight, Mace Knight, Javelin Knight, Axe Knight and Trident Knight. All six knights use melee attacks in battle, though the stats and range differ between the knights.	Meta Knight summons a group of six allies - Sword Knight, Blade Knight, Mace Knight, Javelin Knight, Axe Knight and Trident Knight. All six knights use melee attacks in battle, though the stats and range differ between the knights.	Meta Knight summons a group of six allies - Sword Knight, Blade Knight, Mace Knight, Javelin Knight, Axe Knight and Trident Knight. All six knights use melee attacks in battle, though the stats and range differ between the knights.	Meta Knight summons a group of six allies - Sword Knight, Blade Knight, Mace Knight, Javelin Knight, Axe Knight and Trident Knight. All six knights use melee attacks in battle, though the stats and range differ between the knights.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,155,50,0.5);" id="samus" |<tabber>Power Suit=|-|Zero Suit=</tabber>
Samus
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,155,50,0.5);" | Samus Aran is a rather complicated hero. Her parents were killed by Space Pirates when she was three years old, and since then she was taken in by a bird-like race known as the Chozo. Nowadays she's seen bounty hunting, donning her mechanical Power Suit. With her appearance and serious nature, some don't even realise that she's actually a woman under that armour.
Samus is recruited during Chapter 2.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(255,155,50,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(255,155,50,0.5);" |
Gameplay 	Gameplay 	 	
 	
Samus is an almost-entirely ranged fighter focused on her offence and defence, though her speed is lacking. She wields a wide variety of attacks - physical and magic, with varied elements - but struggles at close range. 	 	
 	When her health falls below a third, Samus will enter her Zero Suit form. In this state she loses most of her attack power and defence, but gains a massive boost to speed along with extra movement range. She can only regain her Power Suit using her Cosmic Drive.	 	
 	 	 	
Attacks (Power Suit) 	Attacks (Power Suit) 	Attacks (Power Suit) 	Attacks (Power Suit)
 	 	 	
Name 	Range 	Type 	Description
Plasma Beam 	1-4 	Magical 	A piercing energy beam that burns its target. Deals fire damage.
Super Missile 	1-3+ 	Physical 	A jet-propelled projectile that explodes on impact, damaging enemies adjacent to the main target.
Ice Beam 	1-4 	Magical 	An energy beam charged up with cold energy, chilling the target. Deals ice damage.
X-Ray Scope 	1-4 	N/A 	Applies a random elemental weakness to an enemy in range for a few turns. This effect can only be active once at a time.
Grapple Beam 	1-3 	Magical 	Traps an enemy with an electric beam. Deals lightning damage and lowers Speed and Movement.
Screw Attack 	1-2 	Physical 	Attacks at full force with a spinning motion. Inflicts Daze.
 	 	 	
Cosmic Drive: Aeion Upgrades 	Cosmic Drive: Aeion Upgrades 	Cosmic Drive: Aeion Upgrades 	Cosmic Drive: Aeion Upgrades
Samus brings out the Aeion upgrades to temporarily power herself up. For a few turns, she gains increased attack power and "lightning armour", which absorbs lightning damage and reduces all damage taken.	Samus brings out the Aeion upgrades to temporarily power herself up. For a few turns, she gains increased attack power and "lightning armour", which absorbs lightning damage and reduces all damage taken. 	Samus brings out the Aeion upgrades to temporarily power herself up. For a few turns, she gains increased attack power and "lightning armour", which absorbs lightning damage and reduces all damage taken.	Samus brings out the Aeion upgrades to temporarily power herself up. For a few turns, she gains increased attack power and "lightning armour", which absorbs lightning damage and reduces all damage taken.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,220,50,0.5);" id="pikachu" |
Pikachu
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,220,50,0.5);" | Ah, Pikachu, the Mouse Pokemon. There are so many species of Pokemon - eight or nine hundred, I believe - and Pikachu is without a doubt one of the more famous. They live in forests in tight-knit communities, where they've been known to cause thunderstorms with their shared electricity buildup. This Pikachu seems to be a little special, clearly raised to a high level by a capable trainer, though why hasn't he evolved into a Raichu yet?
Pikachu is recruited during Chapter 3.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(255,220,50,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(255,220,50,0.5);" |
Gameplay 	Gameplay 	 	
 	
Pikachu is a speedy fighter with a large movement range, though lacking in defence and with a weakness to earth-elemental attacks. He focuses on lightning-elemental attacks, as well as boosting his already high Speed and using it to the best advantage.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Thunderbolt 	1-3 	Magical 	Blasts a distant enemy with full-force lightning. Deals lightning damage, inflicts Paralyse.
Quick Attack 	2> 	Physical 	A super-fast, high-accuracy rush attack. Ignores the enemy's Speed when attacking.
Agility 	N/A 	N/A 	Builds up mental energy for a speed boost. Grants Haste to Pikachu and raises Movement by 1.
Electro Ball 	2-4+ 	Magical 	An explosive electric orb that damages enemies adjacent to the main target. Deals lightning damage. Pikachu's Speed is factored in the damage dealt.
Iron Tail 	1 	Physical 	Strikes at melee range with a steel-covered tail. Deals metal damage and lowers the target's Defence.
Volt Tackle 	2-4> 	Physical 	Rushes at the enemy with immense electric power. Powerful, but causes recoil damage to Pikachu. Deals lightning damage.
 	 	 	
Cosmic Drive: Catastropika 	Cosmic Drive: Catastropika 	Cosmic Drive: Catastropika 	Cosmic Drive: Catastropika
Bringing out Z-Power, Pikachu takes to the sky and bombards an enemy with a lightning tackle. Rushes to any tile adjacent of an enemy within three tiles, then deals lightning damage to that enemy and all other enemies within two tiles of them.	Bringing out Z-Power, Pikachu takes to the sky and bombards an enemy with a lightning tackle. Rushes to any tile adjacent of an enemy within three tiles, then deals lightning damage to that enemy and all other enemies within two tiles of them.	Bringing out Z-Power, Pikachu takes to the sky and bombards an enemy with a lightning tackle. Rushes to any tile adjacent of an enemy within three tiles, then deals lightning damage to that enemy and all other enemies within two tiles of them.	Bringing out Z-Power, Pikachu takes to the sky and bombards an enemy with a lightning tackle. Rushes to any tile adjacent of an enemy within three tiles, then deals lightning damage to that enemy and all other enemies within two tiles of them.
Cosmic Drive: Ten Million-Volt Thunderbolt 	Cosmic Drive: Ten Million-Volt Thunderbolt 	Cosmic Drive: Ten Million-Volt Thunderbolt 	Cosmic Drive: Ten Million-Volt Thunderbolt
Bringing out Z-Power, Pikachu blasts a single enemy within three tiles with rainbow-coloured lightning. Compared to Catastropika, Ten Million-Volt Thunderbolt is magical rather than physical, and only targets a single enemy but deals much more damage.
Ten Million-Volt Thunderbolt will replace Catastropika when Pikachu equips the Lightning Cap.	Bringing out Z-Power, Pikachu blasts a single enemy within three tiles with rainbow-coloured lightning. Compared to Catastropika, Ten Million-Volt Thunderbolt is magical rather than physical, and only targets a single enemy but deals much more damage.
Ten Million-Volt Thunderbolt will replace Catastropika when Pikachu equips the Lightning Cap.	Bringing out Z-Power, Pikachu blasts a single enemy within three tiles with rainbow-coloured lightning. Compared to Catastropika, Ten Million-Volt Thunderbolt is magical rather than physical, and only targets a single enemy but deals much more damage.
Ten Million-Volt Thunderbolt will replace Catastropika when Pikachu equips the Lightning Cap.	Bringing out Z-Power, Pikachu blasts a single enemy within three tiles with rainbow-coloured lightning. Compared to Catastropika, Ten Million-Volt Thunderbolt is magical rather than physical, and only targets a single enemy but deals much more damage.
Ten Million-Volt Thunderbolt will replace Catastropika when Pikachu equips the Lightning Cap.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(185,215,235,0.5);" id="red" |
Red
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(185,215,235,0.5);" | Red here is a Pokemon Trainer from Pallet Town, in the Kanto region. Entrusted with a Pokedex by Professor Oak, he's helping the professor in his studies on the Pokemon that live in the area. He's another very quiet hero, only really speaking for “yes” or “no” answers - that, and commanding his Pokemon. It's not surprising, since trainers leave the action to their team.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(185,215,235,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(185,215,235,0.5);" |
Gameplay 	Gameplay 	 	
 	
Red is a unique fighter who is dependant on his three Pokemon to deal damage. Red himself takes all of the damage in battle, though the defence and speed of his active Pokemon is factored in the damage he takes. He can switch between the three Pokemon at any time, each with their own stats and abilities.	 	
 	
Charizard is a brutally offensive fighter with mostly fire-based attacks. Charizard resists fire, nature and ice attacks, but is weak to water and wind attacks. Charizard also has the benefit of being a flying unit, avoiding ground hazards and earth attacks.	 	
 	
Blastoise is a well-balanced, though slightly defensive fighter who specialises in long-range combat. Blastoise resists water, ice and fire attacks, but is weak to lightning and nature attacks.	 	
 	
Venusaur is the tank of Red's team with a short movement range, but high defence and supportive moves. Venusaur resists water, nature, lightning and paint attacks, but is weak to fire, ice and wind attacks.	 	
 	 	 	
Attacks (Charizard) 	Attacks (Charizard) 	Attacks (Charizard) 	Attacks (Charizard)
 	 	 	
Name 	Range 	Type 	Description
Dragon Claw 	1 	Physical 	A powerful, run-of-the mill melee claw strike. Deals more damage against dragon enemies.
Flamethrower 	1-4 	Magical 	A high-speed long-range stream of singing flames. Deals fire damage, inflicts Burn.
Air Slash 	1-3 	Magical 	Strikes with a swift, paralysing blade of air. Deals wind damage, inflicts Daze.
Shadow Claw 	1 	Physical 	A darkness-boosted claw strike that instills nightmares into enemies. Deals shadow damage, inflicts Fear.
Fire Blast 	3-4+ 	Magical 	A majestic five-pronged fiery explosion, damaging foes adjacent to the centre target. Deals fire damage, inflicts Burn.
Flare Blitz 	2> 	Physical 	Charges rapidly forwards with a flaming body. Powerful, but also harms Charizard. Deals fire damage. Using this attack while Chilled will remove the effect.
 	 	 	
Cosmic Drive: Mega Evolution - Mega Charizard X 	Cosmic Drive: Mega Evolution - Mega Charizard X 	Cosmic Drive: Mega Evolution - Mega Charizard X 	Cosmic Drive: Mega Evolution - Mega Charizard X
Red allows Charizard to Mega Evolve into Mega Charizard X for a few turns, granting a general stat boost and an increase in damage to all physical attacks (especially Dragon Claw).
Red can only bring Mega Evolve one of his Pokemon, depending on which Mega Stone is equipped. Mega Charizard X requires the Charizardite X (which is part of Red's default inventory).	Red allows Charizard to Mega Evolve into Mega Charizard X for a few turns, granting a general stat boost and an increase in damage to all physical attacks (especially Dragon Claw).
Red can only bring Mega Evolve one of his Pokemon, depending on which Mega Stone is equipped. Mega Charizard X requires the Charizardite X (which is part of Red's default inventory).	Red allows Charizard to Mega Evolve into Mega Charizard X for a few turns, granting a general stat boost and an increase in damage to all physical attacks (especially Dragon Claw).
Red can only bring Mega Evolve one of his Pokemon, depending on which Mega Stone is equipped. Mega Charizard X requires the Charizardite X (which is part of Red's default inventory).	Red allows Charizard to Mega Evolve into Mega Charizard X for a few turns, granting a general stat boost and an increase in damage to all physical attacks (especially Dragon Claw).
Red can only bring Mega Evolve one of his Pokemon, depending on which Mega Stone is equipped. Mega Charizard X requires the Charizardite X (which is part of Red's default inventory).
 	 	 	
Alt. Cosmic Drive: Mega Evolution - Mega Charizard Y	Alt. Cosmic Drive: Mega Evolution - Mega Charizard Y	Alt. Cosmic Drive: Mega Evolution - Mega Charizard Y	Alt. Cosmic Drive: Mega Evolution - Mega Charizard Y
Red allows Charizard to Mega Evolve into Mega Charizard Y for a few turns, granting a general stat boost and creating a field of sunlight within two tiles of Charizard at all times, boosting all fire and nature damage dealt within the field.
Red can only bring Mega Evolve one of his Pokemon, depending on which Mega Stone is equipped. Mega Charizard Y requires the Charizardite Y.	Red allows Charizard to Mega Evolve into Mega Charizard Y for a few turns, granting a general stat boost and creating a field of sunlight within two tiles of Charizard at all times, boosting all fire and nature damage dealt within the field.
Red can only bring Mega Evolve one of his Pokemon, depending on which Mega Stone is equipped. Mega Charizard Y requires the Charizardite Y.	Red allows Charizard to Mega Evolve into Mega Charizard Y for a few turns, granting a general stat boost and creating a field of sunlight within two tiles of Charizard at all times, boosting all fire and nature damage dealt within the field.
Red can only bring Mega Evolve one of his Pokemon, depending on which Mega Stone is equipped. Mega Charizard Y requires the Charizardite Y.	Red allows Charizard to Mega Evolve into Mega Charizard Y for a few turns, granting a general stat boost and creating a field of sunlight within two tiles of Charizard at all times, boosting all fire and nature damage dealt within the field.
Red can only bring Mega Evolve one of his Pokemon, depending on which Mega Stone is equipped. Mega Charizard Y requires the Charizardite Y.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,210,30,0.5);" id="pit" |
Pit
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,210,30,0.5);" | Pit's an angel from Skyworld, serving Palutena, the goddess of light. Despite his wings, he can't fly without the goddess' assistance - and even then, his wings would burn up if he flew for more than five minutes. He's the youthful kind of hero, trying to remedy serious battles with joke-cracking, but a surprisingly good leader despite that. Perhaps a bit too dependant on divine aid, though...
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(255,210,30,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(255,210,30,0.5);" |
Gameplay 	Gameplay 	 	
 	
Pit is a flying unit with a large movement range and fairly balanced capabilities, though leaning mostly towards speed. Due to his flight he can avoid ground hazards and all earth damage, but is weak to wind attacks. His abilities are mostly offensive in nature, focused on a large range that, with his movement, makes it trivial to strike enemies.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Meteor Bow 	1-5 	Physical 	A star-powered arrow with a very long firing range. Inflicts Daze.
Power of Flight 	1-4/1-7 	N/A 	Soars towards a nearby ally's position with Palutena's divine aid. If Palutena is in battle, the range increases.
Optical Blade 	1 	Physical 	Slashes with a sword of light to pierce the enemy's guard. Deals light damage, ignores defence-boosting effects.
Cutter Palm 	1/1-3 	Physical 	A hand-fired piercing magic blade. Strikes a nearby enemy and a more distant foe simultaneously.
Orb Staff 	1-2 	N/A 	Restores an ally's health and bolsters their Attack for a few turns.
Shock Orbitars 	1-3 	Physical 	Zaps an enemy with electric bullets, landing three pairs of small hits. Deals lightning damage, inflicts Paralyse.
 	 	 	
Cosmic Drive: Three Sacred Treasures 	Cosmic Drive: Three Sacred Treasures 	Cosmic Drive: Three Sacred Treasures 	Cosmic Drive: Three Sacred Treasures
Pit equips Skyworld's three greatest treasures for a few turns, raising his defence and gaining a new temporary moveset.	Pit equips Skyworld's three greatest treasures for a few turns, raising his defence and gaining a new temporary moveset.	Pit equips Skyworld's three greatest treasures for a few turns, raising his defence and gaining a new temporary moveset.	Pit equips Skyworld's three greatest treasures for a few turns, raising his defence and gaining a new temporary moveset.
Arrow of Light 	1-7 	Physical 	Bombards an enemy with powerful arrows of light, able to strike from huge distances away. Deals light damage.
Pegasus Wings 	1 	Physical 	Strikes at close range with empowered wings, knocking the target away two tiles. Deals wind damage, inflicts Stun.
Mirror Shield 	1* 	N/A 	Grants a powerful shield to himself and allies in range, making them take much less damage from all sources for this turn only.
===Blue Cosmos (Fantendo)===
All Blue Cosmos biographies are written from Fantoria's perspective.
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|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(50,120,255,0.5);" id="unten" |
Unten
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(50,120,255,0.5);" | Unten? Well, he's a Beorn from the planet Zeon! He's one of those reluctant heroes, he started out as this anxious nomad before the Baraenion tribe told him the prophecy that he'd vanquish the mechanical evils that the Doomuli brought to their planet. He's under heavy burdens, world's safety and all, but even with his anxiety he still rises to the challenge. Besides, I'm not sure robots would stand well to his lightning powers!
Unten is available from the start.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(50,120,255,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(50,120,255,0.5);" |
Gameplay 	Gameplay 	 	
 	
Unten is a well-balanced fighter, with equal offence, defence and speed and the ability to handle both physical and magical attacks with varied range. He specialises in lightning-elemental attacks, useful for dealing with aquatic and mechanical enemies. 	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Zap Jab 	1 	Physical 	Strikes an enemy at melee range. Deals lightning damage.
Electron Circle 	1* 	Magical 	A field of electricity that damages all enemies close to Unten. Deals lightning damage.
Zip Line 	1-5 	N/A 	Zips to the position of any ally in range. Useful for mobility when fighting in a group.
Beorn Bolt 	1-4 	Magical 	Blasts thunder across the ground to strike from a distance. Deals lightning damage.
Electro Blast Orb 	1-3 	Magical 	Compacted lightning that paralyses the target. Deals lightning damage.
Lightning Propel 	2> 	Physical 	Unten rushes forwards one tile for a shocking attack. Deals lightning damage.
 	 	 	
Cosmic Drive: Midas Unten 	Cosmic Drive: Midas Unten 	Cosmic Drive: Midas Unten 	Cosmic Drive: Midas Unten
Unten temporarily becomes Midas Unten, a gold-bodied form with greatly heightened speed and electric powers. For a few turns, Midas Unten's Movement increases by 2, his Speed is improved, and his lightning attacks ignore resistances and immunities to lightning.	Unten temporarily becomes Midas Unten, a gold-bodied form with greatly heightened speed and electric powers. For a few turns, Midas Unten's Movement increases by 2, his Speed is improved, and his lightning attacks ignore resistances and immunities to lightning.	Unten temporarily becomes Midas Unten, a gold-bodied form with greatly heightened speed and electric powers. For a few turns, Midas Unten's Movement increases by 2, his Speed is improved, and his lightning attacks ignore resistances and immunities to lightning.	Unten temporarily becomes Midas Unten, a gold-bodied form with greatly heightened speed and electric powers. For a few turns, Midas Unten's Movement increases by 2, his Speed is improved, and his lightning attacks ignore resistances and immunities to lightning.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(250,120,0,0.5);" id="zerita" |
Zerita
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(250,120,0,0.5);" | Zerita's a Catonean, another one of the fauna of Zeon. They're the apex hunters of the planet, though this particular one lived with the human Baraenion tribe. She's an ally of Unten, and though she acts all brash and sassy, she's actually similarly reserved in a way. I'm sure she could make a good leader, but she just lets Unten have the limelight. Guess that's part of her soft side, huh?
Zerita is recruited during Chapter 2.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(250,120,0,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(250,120,0,0.5);" |
Gameplay 	Gameplay 	 	
 	
Zerita is a damage-focused fighter, with powerful attacks in exchange for low defences. Her abilities are mostly offensive in nature with short range, with the main exceptions being stat-reducing moves. 	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Claw Rush 	2> 	Physical 	Zips towards the enemy and lands a chain of claw strokes. No special effects, it's a run-of-the-mill attack.
Catonean Spirit 	N/A 	N/A 	Brings out her fighting spirit to temporarily increase Speed and Movement. A pretty handy pre-fight prep.
Oxidising Bullets 	1-3 	Physical 	Strikes a more distant enemy with a barrage of flaming projectiles, dealing several tiny hits. Deals fire damage.
Tesla Rise 	1 	Physical 	A unique attack that factors Zerita's physical attack, but the enemy's magic defence. Deals lightning damage.
Snap Claw 	1 	Physical 	A blow that, while it lacks in power, renders the enemy in a state of shock, lowering their Defence and inflicting Stun.
Harpoon Grapple 	2 	N/A 	Binds a distant enemy to lower their Attack and Movement.
 	 	 	
Cosmic Drive: Radioactive Zerita 	Cosmic Drive: Radioactive Zerita 	Cosmic Drive: Radioactive Zerita 	Cosmic Drive: Radioactive Zerita
Zerita temporarily becomes Radioactive Zerita, a toxic-powered form that gains the ability to inflict Poison with all attacks for a few turns. Additionally, her Movement increases by 2, her attacks can't be avoided, and Catonean Spirit is changed to raise the Attack and Speed of herself and all allies in a 2-tile range.	Zerita temporarily becomes Radioactive Zerita, a toxic-powered form that gains the ability to inflict Poison with all attacks for a few turns. Additionally, her Movement increases by 2, her attacks can't be avoided, and Catonean Spirit is changed to raise the Attack and Speed of herself and all allies in a 2-tile range.	Zerita temporarily becomes Radioactive Zerita, a toxic-powered form that gains the ability to inflict Poison with all attacks for a few turns. Additionally, her Movement increases by 2, her attacks can't be avoided, and Catonean Spirit is changed to raise the Attack and Speed of herself and all allies in a 2-tile range.	Zerita temporarily becomes Radioactive Zerita, a toxic-powered form that gains the ability to inflict Poison with all attacks for a few turns. Additionally, her Movement increases by 2, her attacks can't be avoided, and Catonean Spirit is changed to raise the Attack and Speed of herself and all allies in a 2-tile range.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(150,35,15,0.5);" id="mioda" |
Mioda
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(150,35,15,0.5);" | Mioda here's a human of the Baraenion tribe, which means she was raised along with nomads like Unten and Zerita. She's another ally of Unten on his quest to stop the Doomuli, and she helps him out using this special solar-powered bow and light arrows. She seems like the cool, casual type that Zerita is at first glance, but she's actually pretty comic. Always good to lighten the mood in danger... heh, lighten.
Mioda is recruited during Chapter 2.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(150,35,15,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(150,35,15,0.5);" |
Gameplay 	Gameplay 	 	
 	
Mioda is a ranged fighter focused on defence and speed. While her attack power is lacking, the massive distance of her attacks helps to compensate. With this range, she can comfortably back up an ally's attacks with little threat from the enemy.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Solar Arrow 	1-7 	Physical 	An arrow of sunlight with superb range. Deals light damage.
Solar Recharge 	N/A 	N/A 	Channels the power of the sun to restore some health and raise Attack. Only works if there is light on the tile she's on.
Wildebeest's Gaze 	1-5 	N/A 	Inflicts Daze on an enemy, and lowers their Defence and evasion. Great for softening foes up for your allies.
Weighted Arrow 	1-6 	Physical 	An arrow that knocks the enemy away on impact. Useful for leading a foe into an ally's grasp.
Deadly Shower 	1-5 	Physical 	Bombards an enemy with several low-power arrows. Also deals minor damage to enemies near the target.
Healing Fletch 	1-7 	N/A 	A special light arrow that heals the target and strengthens fire and light attacks on their next turn.
 	 	 	
Cosmic Drive: Midivine Septet 	Cosmic Drive: Midivine Septet 	Cosmic Drive: Midivine Septet 	Cosmic Drive: Midivine Septet
Mioda brings out her Midivine bow, blasting seven light arrows at once. Deals heavy light damage to seven tiles in a triangular formation, the front of which is five tiles in front of Mioda, and pushes the affected enemies back.	Mioda brings out her Midivine bow, blasting seven light arrows at once. Deals heavy light damage to seven tiles in a triangular formation, the front of which is five tiles in front of Mioda, and pushes the affected enemies back.	Mioda brings out her Midivine bow, blasting seven light arrows at once. Deals heavy light damage to seven tiles in a triangular formation, the front of which is five tiles in front of Mioda, and pushes the affected enemies back.	Mioda brings out her Midivine bow, blasting seven light arrows at once. Deals heavy light damage to seven tiles in a triangular formation, the front of which is five tiles in front of Mioda, and pushes the affected enemies back.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(140,195,245,0.5);" id="strafe" |
Strafe
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(140,195,245,0.5);" | Strafe Luxalea's a half-god, the son of a human father and a goddess of light, Stemmara. After his father Lock killed the human vessel of Stemmara, Strafe ran from home, joining the Thieves' Guild in his hometown of Noah. He wields light powers inherited from the goddess, which he mostly channels through his weapon, the Desert Eagle - it's really convenient, he doesn't even need ammunition to fight!
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(140,195,245,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(140,195,245,0.5);" |
Gameplay 	Gameplay 	 	
 	
Strafe is a light-wielding mage with a focus on speed and power, though he lacks in defence. Many of his abilities focus on setting up easier kills for himself, at odds with his frail survivability. If the circumstances are fit to dispatch an enemy, he can be extremely effective.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Light Lead 	1-3 	Physical 	Fires solidified light at full speed with his gun. Deals light damage.
Light Disruptor 	1-5 	N/A 	Flashes an enemy with a divine brightness that renders them intolerable to light. Inflicts Stun and makes the target permanently weak to light-elemental attacks.
Light Warp 	N/A 	N/A 	Allows Strafe to teleport to where he was two turns ago. A handy method of swift escape.
Light Hawk 	1-5 	Magical 	A light bullet that transforms into a bird mid-flight and seeks out its target easily. Deals light damage, cannot miss.
Light Jet 	2-4 	Magical 	A beam of light that pierces through enemies, being able to hit two foes with one shot. Deals light damage.
Light Barrier 	N/A 	N/A 	If Strafe takes damage in the next few turns, the attacker will take just as much back.
 	 	 	
Cosmic Drive: White Divinity 	Cosmic Drive: White Divinity 	Cosmic Drive: White Divinity 	Cosmic Drive: White Divinity
Strafe calls forth the power of his mother, the White Goddess Stemmara, for a temporary power boost. For a few turns, Strafe deals more damage, is healed by light-elemental attacks, and uses less AP with all attacks.	Strafe calls forth the power of his mother, the White Goddess Stemmara, for a temporary power boost. For a few turns, Strafe deals more damage, is healed by light-elemental attacks, and uses less AP with all attacks.	Strafe calls forth the power of his mother, the White Goddess Stemmara, for a temporary power boost. For a few turns, Strafe deals more damage, is healed by light-elemental attacks, and uses less AP with all attacks.	Strafe calls forth the power of his mother, the White Goddess Stemmara, for a temporary power boost. For a few turns, Strafe deals more damage, is healed by light-elemental attacks, and uses less AP with all attacks.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(20,220,90,0.5);" id="aingeru" |
Aingeru
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(20,220,90,0.5);" | After a dream on the night of a star shower, Aingeru woke up with this green-jewelled bracelet, and since took up the title of the Green Bracelet. He's not the only one with a bracelet by any means - they grant all kinds of magic powers, used by the bracelet-wielders for duels with each other, and even with deities. On top of that, Aingeru in particular can summon white wings to fly, essentially becoming an angel... oh, angel, “Aingeru”, I see!
Aingeru is recruited during Chapter 1.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(20,220,90,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(20,220,90,0.5);" |
Gameplay 	Gameplay 	 	
 	
Aingeru is a mobility-specialised fighter, with a large movement range and a floating quality that lets him avoid earth attacks and ground damage, in exchange for being weak to wind. He is a specialist in dealing elemental damage, both physical and magical, with high speed, but lacks defence.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Turboflame 	1-4 	Magical 	Blasts an enemy with high-speed embers. Deals fire damage, inflicts Burn.
Glacier Fist 	1 	Physical 	Strikes at close range with an ice-charged fist. Deals ice damage.
Bullet Kick 	2> 	Physical 	A steel-powered kick that sends the attacker flying towards the enemy. Deals metal damage.
Electroquake 	1-4+ 	Magical 	Blasts a distant enemy from below with stone and electricity. Also deals minor damage to enemies adjacent to them. Deals lightning-earth damage.
Fiery Tornado 	1-4 	Magical 	Catches an enemy in a whirlwind of fire to leave them bewildered. Deals fire-wind damage, inflicts Confuse.
Meteor Flight 	1 	Physical 	A full-speed star-powered rush that sends the attacker past his target. Deals light damage, inflicts Daze and Stun.
 	 	 	
Cosmic Drive: Champs of Feathers 	Cosmic Drive: Champs of Feathers 	Cosmic Drive: Champs of Feathers 	Cosmic Drive: Champs of Feathers
Aingeru summons the full power of his wings to gain an extra move this turn.	Aingeru summons the full power of his wings to gain an extra move this turn.	Aingeru summons the full power of his wings to gain an extra move this turn.	Aingeru summons the full power of his wings to gain an extra move this turn.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(0,30,150,0.5);" id="ainhoa" |
Ainhoa
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(0,30,150,0.5);" | Ainhoa's the Indigo Bracelet, another bracelet-user just like Aingeru. She first met the Green Bracelet after he'd lost a battle to Drake, the Dark Green Bracelet, standing up for Aingeru and becoming his ally ever since. Alongside her range of Bracelet abilities, she can also control time and gravity using that staff of hers, the Celestial Sceptre - but only in short bursts. All the strongest powers have that drawback...
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(0,30,150,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(0,30,150,0.5);" |
Gameplay 	Gameplay 	 	
 	
Ainhoa is a mage focused on her defence, with fairly low attack power and speed as a result. Her abilities are mostly offensive with a wide variety of choices in element, along with having several enfeebling properties.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Glacier Ray 	1-4 	Magical 	Shines a freezing-cold light onto a distant enemy. Deals ice damage, inflicts Chill.
Electric Nightmare 	1-4 	Magical 	Traps the enemy in a cage of nightmare-infested electricity. Deals lightning damage, inflicts Fear.
Aquamarine Pulse 	1-3* 	N/A 	Summons soothing water that grants Regen to all allies in range.
Iron Rain 	1-4+ 	Magical 	Calls for drops of liquid metal to strike an enemy from above, also damaging their adjacent allies. Deals water-metal damage.
Moon Serenade 	1-4 	Magical 	Entraps an enemy with a song of the night. Deals dark damage, inflicts Stun.
Water Discharge 	1* 	Magical 	A close-range trick that blasts all nearby enemies with electrocuted water. Deals water-lightning damage, inflicts Paralyse and lowers Magic Defence.
 	 	 	
Cosmic Drive: Time Stop 	Cosmic Drive: Time Stop 	Cosmic Drive: Time Stop 	Cosmic Drive: Time Stop
Ainhoa casts a powerful spell that completely immobilises a maximum of three enemies in a 3x3 area four tiles away. These enemies will be unable to do anything on their next turn.	Ainhoa casts a powerful spell that completely immobilises a maximum of three enemies in a 3x3 area four tiles away. These enemies will be unable to do anything on their next turn.	Ainhoa casts a powerful spell that completely immobilises a maximum of three enemies in a 3x3 area four tiles away. These enemies will be unable to do anything on their next turn.	Ainhoa casts a powerful spell that completely immobilises a maximum of three enemies in a 3x3 area four tiles away. These enemies will be unable to do anything on their next turn.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,120,15,0.5);" id="fera" |
Fera
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,120,15,0.5);" | Fera Bolstar's a hero of the military of Terra. Her commanding officer sent her out to conquer the planet Coronite, despite her being dissuaded by the last Coronid, Lucius. After a long war, she and her allies manage to defeat the god-like beast of destruction within the planet. She doesn't have any big special abilities, besides being a model soldier from a slightly-above-human capabilities race - plain, but still not something you see every day.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(255,120,15,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(255,120,15,0.5);" |
Gameplay 	Gameplay 	 	
 	
Fera is a physical tank who lacks in speed, but makes up for it with heavy offence and ironclad defence. She lacks decent ranged abilities, though her damage output at close range more than makes up for it. Note that her heavy armour makes her vulnerable to magnetic attacks.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Lance Thrust 	1 	Physical 	An extremely run-of-the-mill strike with the lance. Short-ranged, but very powerful.
Shield Stance 	N/A 	N/A 	Fera readies her shield, lowering Movement by 1 but raising defences and elemental resistance. Use this again to lower the shield.
Energy Jab 	2-3 	Physical 	Channels energy in her spear to strike from afar. Useful if the enemies are just out of reach.
Hard Clash 	1 	Physical 	Strikes the enemy hard with her shield. Inflicts Daze and pushes the target back. More powerful when in Shield Stance.
Vanguard 	1-3* 	N/A 	Fera rallies nearby allies, raising their Attack and Speed for one turn. Certain equipment will increase its range.
Shattering Blow 	1 	Physical 	A unique spear-and-shield combined attack that deals more damage if the enemy's defences are higher.
 	 	 	
Cosmic Drive: Telekinetic Spearpoint 	Cosmic Drive: Telekinetic Spearpoint 	Cosmic Drive: Telekinetic Spearpoint 	Cosmic Drive: Telekinetic Spearpoint
Fera brings out her Drive power and bombards enemies with mind-controlled spears. Damages all enemies in a 5-tile line in front of Fera.	Fera brings out her Drive power and bombards enemies with mind-controlled spears. Damages all enemies in a 5-tile line in front of Fera.	Fera brings out her Drive power and bombards enemies with mind-controlled spears. Damages all enemies in a 5-tile line in front of Fera.	Fera brings out her Drive power and bombards enemies with mind-controlled spears. Damages all enemies in a 5-tile line in front of Fera.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(50,255,15,0.5);" id="lucius" |
Lucius
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(50,255,15,0.5);" | Lucius is the last Coronid, this spindly race of intelligent elf-eared people. Back in the war of Coronite, his only real goal was to dissuade people from setting foot on the planet. While he tries to avoid combat, he's certainly impressive to watch, summing up situations at a glance and finishing them off quick with his green plasma blasts. It's a really interesting weapon, though Nintina seems to think it's a bootleg...
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(50,255,15,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(50,255,15,0.5);" |
Gameplay 	Gameplay 	 	
 	
In many ways, Lucius is the opposite of Fera. Where Fera focuses on physical force and defence, Lucius focuses on magic, range and speed. He is highly agile and has the benefit of being a floating unit, though he is frail and restricted to the lightning element.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Plasma Surge 	2-5 	Magical 	A barrage of plasma needles, dealing many hits at long range. Deals lightning damage.
Plasma Laser 	2-4 	Magical 	A beam of immobilising plasmic energy. Deals lightning damage, inflicts Paralyse.
Flowdash 	N/A 	N/A 	Zips two tiles in any direction and raises Speed. Good for closing in or making an escape.
Plasma Arc 	1-3 	Magical 	Blasts enemies with sweeping plasma. Deals lightning damage to three tiles, the secondary targets being adjacent to the main tile.
Plasma Satellite 	2* 	Magical 	Zaps all tiles that are two away from Lucius, but spares adjacent tiles. Deals lightning damage.
Plasma Finisher 	2-3 	Magical 	A merciless trick that one-shot finishes the enemy. Success rate is low, but rises if the target is paralysed or weak to lightning.
 	 	 	
Cosmic Drive: Plasma Overclock 	Cosmic Drive: Plasma Overclock 	Cosmic Drive: Plasma Overclock 	Cosmic Drive: Plasma Overclock
Lucius brings out his Drive power and gains near-unlimited plasma access. For a few turns, his attacks deal more damage, and all of his attacks inflict Paralyse (Plasma Laser inflicts Stun and Paralyse).	Lucius brings out his Drive power and gains near-unlimited plasma access. For a few turns, his attacks deal more damage, and all of his attacks inflict Paralyse (Plasma Laser inflicts Stun and Paralyse).	Lucius brings out his Drive power and gains near-unlimited plasma access. For a few turns, his attacks deal more damage, and all of his attacks inflict Paralyse (Plasma Laser inflicts Stun and Paralyse).	Lucius brings out his Drive power and gains near-unlimited plasma access. For a few turns, his attacks deal more damage, and all of his attacks inflict Paralyse (Plasma Laser inflicts Stun and Paralyse).
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,210,60,0.5);" id="vessa" |
Vessa
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,210,60,0.5);" | Ah, Vessa! She hails from the Scraplands, though she quickly jumped to the world of adventure after she was sent a letter to from Lostways Castle to help save Lady Esselia from a cursed affliction. Her weapon of choice is a yo-yo, definitely not something you see every day, but she makes it work like a natural. It's like a grappling hook without the hook... though not many people use their hooks for dealing damage.
Vessa is recruited during Chapter 3.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(255,210,60,0.5);" |
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(255,210,60,0.5);" |
Gameplay 	Gameplay 	 	
 	
Vessa is a highly mobile speed-focused fighter. While she solely uses physical attacks, all of her attacks have decent range due to her use of a yo-yo. She also carries a great variety of status ailments and elements in battle. 	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Yo-Yo Grapple 	1-3 	Physical 	Binds the enemy with the yo-yo, dealing physical damage from afar and rarely inflicting Slow.
Tornado Blossom 	1-2 	Physical 	A windy blast that leaves the enemy unable to think straight. Deals wind damage, fairly weak but inflicts Daze and Confuse.
Dragonpepper 	1-3 	Physical 	A swift flaming strike that renders the enemy sweltering. Deals fire damage, inflicts Burn and lowers Defence.
Spiderstone 	N/A 	N/A 	Extends the length of the yo-yo's string temporarily. Vessa's next attack has +2 outer range. Can't be combined with Copycat.
Hydro Lily 	1-3* 	N/A 	A supportive move that grants Regen and resistance to water to nearby allies.
Copycat 	N/A 	Physical 	This sneaky trick lets Vessa use her next attack on two enemies at once. Can't be combined with Spiderstone.
 	 	 	
Cosmic Drive: Double Ribbon Hurricane 	Cosmic Drive: Double Ribbon Hurricane 	Cosmic Drive: Double Ribbon Hurricane 	Cosmic Drive: Double Ribbon Hurricane
Using an angel's feather, Vessa upgrades herself to Seraphic Vessa and engulfs nearby enemies with a white tornado. All enemies within three tiles receive wind-and-light elemental damage, while Vessa restores her health and status ailments.	Using an angel's feather, Vessa upgrades herself to Seraphic Vessa and engulfs nearby enemies with a white tornado. All enemies within three tiles receive wind-and-light elemental damage, while Vessa restores her health and status ailments.	Using an angel's feather, Vessa upgrades herself to Seraphic Vessa and engulfs nearby enemies with a white tornado. All enemies within three tiles receive wind-and-light elemental damage, while Vessa restores her health and status ailments.	Using an angel's feather, Vessa upgrades herself to Seraphic Vessa and engulfs nearby enemies with a white tornado. All enemies within three tiles receive wind-and-light elemental damage, while Vessa restores her health and status ailments.
{| style="border-style:outset; border-width: 2px;border-color: #ffffff;width:100%;color:#ffffff; background:#000000;text-align:center;"
|-
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(60,0,10,0.5);" id="redge" |
Redge
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(60,0,10,0.5);" | Redge, he's... kind of only just a hero? He's a half-demon - his mother's the demon, and he has a lot of problems with said mother. He escaped her with a burning grudge, and since learning that she's the reigning champion of an event called the KillGames, decided to join in order to put her in her place. He's the snarky, rude sort who doesn't really care about others, though thankfully he changes for better when the stakes get high.
|-
| colspan="2" style="border-style:solid;border-color:#ffffff;background:rgba(60,0,10,0.5);" |
|-
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Gameplay 	Gameplay 	 	
 	Redge is a heavily offensive fighter, making up for his low defence with speed and power. He specialises in fire-elemental attacks, mostly physical blows. However, due to being half-demon, he has a vulnerability to light-elemental attacks.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Chain Slash 	1 	Physical 	A three-hit flaming attack wwith the Cauteriser. Deals fire damage, inflicts Burn.
Hell Gun 	1-4 	Magical 	Bombards a distant enemy with fiery bullets. Deals fire damage.
Hell Burst 	1* 	Magical 	Creates a blast of fire around Redge, singing everything nearby. Deals fire damage, inflicts Burn.
Metal Punch 	1 	Physical 	Strikes with a concussive metallic fist. Deals metal damage, inflicts Daze.
Flame Upper 	2> 	Physical 	Dashes forwards and strikes with flaming force, leaving the target dizzy. Deals fire damage, inflicts Stun.
Terrify 	1-2 	N/A 	Sends out a dark aura to terrify nearby enemies. Inflicts Fear.
 	 	 	
Cosmic Drive: Giga Inferno 	Cosmic Drive: Giga Inferno 	Cosmic Drive: Giga Inferno 	Cosmic Drive: Giga Inferno
Redge sets a massive fire in a 3x3 square centred three tiles in front of him. Deals fire damage to all enemies in range and inflicts an extra-powerful Burn.	Redge sets a massive fire in a 3x3 square centred three tiles in front of him. Deals fire damage to all enemies in range and inflicts an extra-powerful Burn. 	Redge sets a massive fire in a 3x3 square centred three tiles in front of him. Deals fire damage to all enemies in range and inflicts an extra-powerful Burn.	Redge sets a massive fire in a 3x3 square centred three tiles in front of him. Deals fire damage to all enemies in range and inflicts an extra-powerful Burn.
 	 	 	
Alt. Cosmic Drive: Full Demon Form 	Alt. Cosmic Drive: Full Demon Form 	Alt. Cosmic Drive: Full Demon Form 	Alt. Cosmic Drive: Full Demon Form
Redge takes on a fully demonic form, granting a boost to his stats for a few turns. For every enemy Redge defeats in this form, he restores a portion of health and gains a boost to Attack that lasts until the effects end.
Full Demon Form will replace Giga Inferno when Redge equips the Succubus Horn.	Redge takes on a fully demonic form, granting a boost to his stats for a few turns. For every enemy Redge defeats in this form, he restores a portion of health and gains a boost to Attack that lasts until the effects end.
Full Demon Form will replace Giga Inferno when Redge equips the Succubus Horn.	Redge takes on a fully demonic form, granting a boost to his stats for a few turns. For every enemy Redge defeats in this form, he restores a portion of health and gains a boost to Attack that lasts until the effects end.
Full Demon Form will replace Giga Inferno when Redge equips the Succubus Horn.	Redge takes on a fully demonic form, granting a boost to his stats for a few turns. For every enemy Redge defeats in this form, he restores a portion of health and gains a boost to Attack that lasts until the effects end.
Full Demon Form will replace Giga Inferno when Redge equips the Succubus Horn.
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| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(80,240,255,0.5);" id="storm" |
Storm
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(80,240,255,0.5);" | Storm here is the head of the Anti-KillGames Association, or AKA, who seeks to put a stop to the senselessly violent KillGames tournament. She's an honourable hero type, even getting her arms torn off protecting civilians - since then she's had them replaced by mechanical arms with plasma cutter enhancements. She can be a bit too honourable, though, falling into depression for one unwanted murder. Makes sense why she'd want to stop the KillGames...
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Gameplay 	Gameplay 	 	
 	Storm is a speed-based physical fighter, with a balanced range of abilities including melee, ranged and supportive. She also has many tricks that work well with allies' help, such as erasing positive effects or dealing more damage to ailing foes.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Slamming Slash 	1 	Physical 	A brutal laser blade slash. Deals more damage if the enemy is Stunned.
Plasma Stab 	1 	Physical 	A thunder-powered slash that removes positive effects. Deals lightning damage.
Spark Cutter 	1-3 	Physical 	A ranged electric shockwave that inflicts Daze on the target. Deals lightning damage.
Lightning Parry 	1 	Physical 	This unique attack deals more damage if the enemy attacked Storm on their last turn. It also deals more damage to paralysed or dazed foes.
Reflective Barrier 	N/A 	N/A 	Grants Storm a barrier that reduces physical damage and reflects part of all magic damage back at the attacker.
Boost Slash 	3> 	Physical 	A jet-fuelled charging slash with a wide reach. Deals more damage if the enemy was knocked away by an ally's attack recently.
 	 	 	
Cosmic Drive: Energy Overload 	Cosmic Drive: Energy Overload 	Cosmic Drive: Energy Overload 	Cosmic Drive: Energy Overload
Storm lets loose an overwhelming plasma blade combo, dealing very heavy lightning damage to a single enemy. The more status ailments the enemy has received in the last few turns, the stronger the attack will be.	Storm lets loose an overwhelming plasma blade combo, dealing very heavy lightning damage to a single enemy. The more status ailments the enemy has received in the last few turns, the stronger the attack will be. 	Storm lets loose an overwhelming plasma blade combo, dealing very heavy lightning damage to a single enemy. The more status ailments the enemy has received in the last few turns, the stronger the attack will be.	Storm lets loose an overwhelming plasma blade combo, dealing very heavy lightning damage to a single enemy. The more status ailments the enemy has received in the last few turns, the stronger the attack will be.
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| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,20,0,0.5);" id="sugarspike" |
Sugarspike
| style="border-style:solid;border-color:#ffffff; width:50%;background:rgba(255,20,0,0.5);" | Sugarspike's a Gummi, and they're these tiny sweet creatures from the land of Sugago. She's a lover of fire and combat, charging into battle with those hand(?) made spikes of hers. As head of combat in the second Gummi Squadron, she was first to step in when a toxic slime called “the Gloop” invaded from the earth. Also, apparently her real name's “Gelete Rubino”... but note, it's offensive to use a Gummi's real name. Hopefully I don't get harsh looks...
Sugarspike is recruited during Chapter 2.
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Gameplay 	Gameplay 	 	
 	
Sugarspike is a typical glass cannon - powerful and fast, but exceedingly frail. She specialises in physical attacks with a variety of elements, mostly fire. Her best use is in taking out defensive tanks, with the power to pierce their defences and an ease with outspeeding them.	 	
 	 	 	
Attacks 	Attacks 	Attacks 	Attacks
 	 	 	
Name 	Range 	Type 	Description
Inferno Ram 	2> 	Physical 	Rushes forwards surrounded in flames. Deals fire damage.
Spike Call 	1-2 	Physical 	Summons one of her friends from the Spike Club for an elemental strike. The ally summoned varies depending on her held item.
Steel Smash 	1 	Physical 	Strikes the enemy hard with two metallic spikes, knocking them back. Deals metal damage.
Steel Focus 	N/A 	N/A 	Grants a large, but very temporary self-boost to defence. A good preparation for when combat is inevitable.
Magma Launch 	1-3 	Physical 	Calls for one of her allies, Volcannon, to blast a more distant enemy with flaming rocks. Deals fire damage, inflicts Burn.
Healing Warmth 	1* 	N/A 	Calls for one of her allies, Solagum, to heal her and grant a boost to fire damage. Also applies the effects to adjacent allies.
 	 	 	
Cosmic Drive: Spike Club Super Combo 	Cosmic Drive: Spike Club Super Combo 	Cosmic Drive: Spike Club Super Combo 	Cosmic Drive: Spike Club Super Combo
Sugarspike joins with all five of the other Spike Club members for a powerful six-hit combo on a single enemy three tiles away. The more space there is around the target enemy, and the higher Sugarspike's remaining health, the greater the damage dealt.	Sugarspike joins with all five of the other Spike Club members for a powerful six-hit combo on a single enemy three tiles away. The more space there is around the target enemy, and the higher Sugarspike's remaining health, the greater the damage dealt.	Sugarspike joins with all five of the other Spike Club members for a powerful six-hit combo on a single enemy three tiles away. The more space there is around the target enemy, and the higher Sugarspike's remaining health, the greater the damage dealt.	Sugarspike joins with all five of the other Spike Club members for a powerful six-hit combo on a single enemy three tiles away. The more space there is around the target enemy, and the higher Sugarspike's remaining health, the greater the damage dealt.
==Status Ailments==
Most status ailments last for three turns, unless the attacker carries certain equipment.
Burn 	
*Subtracts 10% of the victim's health every turn, factoring weakness to Fire.
Poison 	
*Subtracts 5% of the victim's health every turn.
*Lowers Attack and Magic.
*Lasts for four turns at base.
Chill 	
*Lowers Speed, lowers Movement by 1.
*Adds a weakness to Fire.
Paralyse 	
*Deals lightning damage every time an ability is used.
*Lowers Movement by 1.
*Turn count does not go down if an ability is not used. Lasts for two turns at base.
Daze 	
*Lowers Defence, Magic Defence and Speed.
Stun 	
*Lowers Movement by 1.
*Increases AP cost of all attacks by 50%.
*Increases vulnerability to other status ailments.
Confuse 	
*Lowers Attack, Magic, accuracy and evasion.
*The victim can only use the last ability they used until Confuse wears off.
*Increases vulnerability to other status ailments.
*Lasts for two turns at base.
Fear 	
*Lowers Attack and Speed.
*Adds a weakness to dark.
Magnetised	
*Adds weaknesses to lightning and metal.
==Items==
Name 	Function 	Cost
VulneraryPotionHealfruit 	Restores 30 HP. 	200
ConcoctionSuper PotionBig Healfruit 	Restores 100 HP. 	700
ElixirHyper PotionMega Healfruit 	Restores 500 HP (all HP for player units). 	3000
Burn HealWater Capsule 	Cures Burn. 	300
AntidoteAntidote Leaf 	Cures Poison. 	250
Paralyse HealSilver Needle 	Cures Paralyse. 	400
Ice HealFire Seed 	Cures Chill. 	300
AwakeningSnap Stick 	Cures Daze and Stun. 	350
MindfixerMemory Bell 	Cures Confuse and Fear. 	450
Pep BrewFull HealRuby Cookie 	Cures all status ailments. 	900
Recovery OrbHealth Soda 	Restores AP to 150% of maximum. 	600
Bottled FairyRevival Shard 	Revives a fallen ally in a 5-tile range. 	1500
Book of Fire 	Deals fire damage to a 3x3 area three tiles away, power scales up with level. 	1200
Crown of Ice 	Deals ice damage to a 3x3 area three tiles away, power scales up with level. 	1200
Scroll of Thunder 	Deals lightning damage to a 3x3 area three tiles away, power scales up with level.	1200
Shield Gauntlet 	Raises Defence of adjacent allies. 	1000
Mirror of Light 	Raises Magic Defence of adjacent allies. 	1000
Nekon Flag 	Grants Haste to adjacent allies. 	1500
Blue ShardChariri FruitRichei Fruit 	Raises Attack, but only for this battle. 	300
Brown ShardHaduni FruitNonpina Fruit 	Raises Defence, but only for this battle. 	300
Turquoise ShardLimio FruitSutlos Fruit	Raises Magic, but only for this battle. 	300
Orange ShardBeribu FruitMarinda Fruit 	Raises Magic Defence, but only for this battle. 	300
Yellow ShardAprea FruitCoprito Fruit 	Raises Speed, but only for this battle. 	300
Rangeo FruitKinroda Fruit 	Raises HP, but only for this battle. 	300
Purple Shard 	Raises all stats, but only for this battle. 	1000
Energy Drop 	Raises Attack permanently. 	3000
Dracoshield 	Raises Defence permanently. 	3000
Spirit Dust 	Raises Magic permanently. 	3000
Talisman 	Raises Magic Defence permanently. 	3000
Speedwing 	Raises Speed permanently. 	3000
Seraph Robe 	Raises HP permanently. 	3000
==Equipment==
This list does not include each unit's personal equipment. All units may carry six pieces of equipment, except for Red, his Pokemon, Kirby, Meta Knight, Pikachu and Sugarspike, who may only carry three pieces each. The exact types of equipment that each unit can equip varies depending on their style and what their anatomy allows.
The categories of equipment place restrictions on what may be equipped, as follows:
*Only one pair of boots may be equipped.
*Only one pair of gloves may be equipped.
*Up to two rings may be equipped.
*Up to two bracers may be equipped.
*Only one pendant may be equipped.
*Only own crown/headband may be equipped.
*Only one cloak may be equipped.
*Only one jacket may be equipped.
All pieces of equipment also offer a stat boost, which is random with each copy of the item. The exact effectiveness of the equipment, both in stat boosts and its other effects, depends on its quality - higher-quality items are more rarely sold in the Equipment Shop and cost more Stardust.
Name 	Function 	Category
Swift Boots 	Attacks factor less of the enemy's Speed. 	Boots
Winged Boots 	Attacks factor even less of the enemy's Speed. 	Boots
Iron Boots 	Prevents being knocked back or pulled around by enemy attacks. 	Boots
Super Boots 	Grants +1 Movement. Very rare, but very useful. 	Boots
Gripper Gloves 	Prevents enemies from stealing items. 	Gloves
Ability Gloves 	Physical attacks cost less AP. 	Gloves
Swift Gloves 	When being attacked, effective Speed is increased. 	Gloves
Bronze Ring 	Raises maximum AP. 	Rings
Silver Ring 	Raises maximum HP. 	Rings
Star Ring 	Cosmic Drive fills up faster when health is lower. 	Rings
Arm Bracer 	Increases Accuracy of all attacks. 	Bracers
Force Bracer 	Factors less of enemy Defence when attacking. 	Bracers
Arcane Bracer 	Factors less of enemy Magic Defence when attacking. 	Bracers
Arm Band 	Raises damage dealt. 	Bands
Rune Band 	Recovers a larger amount of AP with the Recharge option. 	Bands
Momentum Band 	The more tiles this unit moves before launching an attack, the more damage they deal.	Bands
Plain Pendant 	Magic attacks use less AP. 	Pendants
Star Pendant 	Cosmic Drive gauge has a higher upper limit to how much it can fill in a turn. 	Pendants
Mirror Pendant 	Reflects 5% of damage taken back at the attacker. 	Pendants
Purity Crown 	Raises status resistance. 	Crowns
Focus Crown 	Raises Attack and accuracy for physical attacks only. 	Crowns
Spirit Crown 	Raises Magic and accuracy for magic attacks only. 	Crowns
Headband 	Raises evasion. 	Headbands
Rope Headband 	Greatly raises evasion from physical attacks only. 	Headbands
Mystic Headband 	Greatly raises evasion from magic attacks only. 	Headbands
Courage Headband	Raises all stats when health is low. 	Headbands
Magic Cloak 	Regenerates AP every turn. 	Cloaks
Red Cloak 	Raises fire damage dealt. 	Cloaks
Blue Cloak 	Raises lightning damage dealt. 	Cloaks
White Cloak 	Raises ice damage dealt. 	Cloaks
Rogue Jacket 	Grants +1 Movement when low on health. 	Jackets
Red Jacket 	Reduces fire damage taken. 	Jackets
Blue Jacket 	Reduces lightning damage taken. 	Jackets
White Jacket 	Reduces ice damage taken. 	Jackets
===Gems===
Gems are unique in that they can be equipped on their own, or attached to any other piece of equipment. They all offer very small boosts, and unlike regular equipment pieces there are no variance or quality levels - every Gem purchased will have the same function.
Name 	Function
Circle Ruby 	Raises Attack.
Circle Topaz 	Raises Defence.
Circle Amethyst 	Raises Magic.
Circle Emerald 	Raises Magic Defence.
Circle Sapphire 	Raises Speed.
Circle Diamond 	Makes the Cosmic Drive gauge smaller.
Square Ruby 	Raises Attack greatly.
Square Topaz 	Raises Defence greatly.
Square Amethyst 	Raises Magic greatly.
Square Emerald 	Raises Magic Defence greatly.
Square Sapphire 	Raises Speed greatly.
Square Diamond 	Makes the Cosmic Drive gauge much smaller.
Star Ruby 	Raises Attack every turn, caps after ten turns.
Star Topaz 	Raises Defence every turn, caps after ten turns.
Star Amethyst 	Raises Magic every turn, caps after ten turns.
Star Emerald 	Raises Magic Defence every turn, caps after ten turns.
Star Sapphire 	Raises Speed every turn, caps after ten turns.
Star Diamond 	Lowers the minimum bound at which the Cosmic Drive gauge fills.
Octagon Ruby 	Raises Attack when using Wait.
Octagon Topaz 	Raises Defence when using Wait.
Octagon Amethyst 	Raises Speed when using Wait.
Octagon Emerald 	Raises Magic Defence when using Wait.
Octagon Sapphire 	Raises Speed when using Wait.
Octagon Diamond 	Makes the Cosmic Drive gauge fill more when using Wait.
Hexagon Ruby 	Raises fire and paint damage dealt.
Hexagon Topaz 	Raises lightning and earth damage dealt.
Hexagon Amethyst 	Raises dark and light damage dealt.
Hexagon Emerald 	Raises plant and wind damage dealt.
Hexagon Sapphire 	Raises water and ice damage dealt.
Hexagon Diamond 	Raises chance of landing status ailments.
Pentagon Ruby 	Raises fire and paint damage resistance.
Pentagon Topaz 	Raises lightning and earth damage resistance.
Pentagon Amethyst	Raises dark and light damage resistance.
Pentagon Emerald 	Raises plant and wind damage resistance.
Pentagon Sapphire	Raises water and ice damage resistance.
Pentagon Diamond 	Raises chance of resisting status ailments.
Sea Pearl 	Doubles the number of turns in which the holder can breathe underwater.
==Trivia==
*Nintendo X Fantendo: Cosmic Centre began as a collaboration between KirbiMiroir, MR Z BRAINZ and CrakaboLazy4090 entitled Nintendo X Fantendo: War for the Worlds (not to be confused with the H.G. Wells novel). Crakabo left the project, however, causing the collaboration to close. Crakabo later went on to make a new crossover game, Nintendo x Fantendo: Worlds United, with a different gameplay style, thus giving Mirror the drive to restart the original Nintendo X Fantendo project as Cosmic Centre.
*Nintina and Fantoria are, of course, designed around Nintendo and Fantendo, respectively. Their clothing colours match the respective company's logos - red and white for Nintina, and blue and black for Fantoria. Also, Nintina was given dark hair to reference Nintendo being a Japanese company, while Fantoria's lighter hair reflects Fantendo being a western community.
*Early in development the roster was going to be much larger with 80 characters - 40 from Nintendo and 40 from Fantendo. This was quickly reduced to 48 as Mirror found the number unmanageable.
Category:Role-Playing Games
Category:Tactical Role-Playing Games
Category:Nintendo Games
Category:Fantendo Games
Category:Mirror Samurai Games
Category:Crossovers
Category:Fantendo Crossovers