recursal/Fanatic-Fandom huggingface dataset:
Yilses Opuntia

Yilses Opuntia is the current Executive of Health and Public Services.

He is the brother to Amaranta and son of Erratus Fulgurite and Mertyle Opuntia. He managed to escape the public spotlight for many years until becoming an Executive himself.

He is well liked for his genuine concern for the citizens of Lightning and his attempts to improve healthcare in the Shifting Expanse, but some

## Personality

Yilses is a kind, nervous, but determined dragon. He has suffered from anxiety since he was a young hatchling, and is extremely careful with many of his decisions. In recent years he has slowly started to improve himself, and is far more confident. While still somewhat doubtful of himself, he is easily able to carry himself around others and is skilled in comforting others.

It is very hard to truly anger him, but he has burst into fits of rage in the past. When enraged he becomes very loud and is unable to control himself or his words. These bursts of emotion last for only a couple moments, but he is deeply ashamed of them.

## History

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## Relationships

### Erratus Fulgurite

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### Amaranta Opuntia

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### Yilses Opuntia

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### Kairan DeVolt

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Kairan DeVolt

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## Personality

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## History

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## Relationships

### Erratus Fulgurite

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### Amaranta Opuntia

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### Yilses Opuntia

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### Kairan DeVolt

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Kijin Blackcliff

Kijin was the former Executive of Security before Alatus Fulgurite. While his reign was not particularly remarkable, he was well respected by Lightning. He was very close with Fiyna Cloudtooth and Dran Dreadmaw.

## Personality

Kijin was a dry and cynical dragon, often hiding any and all emotions besides frustration. He was fair and kind under the surface, and would drop his persona during moments of deep sadness.

## History

Kijin was apart of the Executive Cabinet during Dran Dreadmaw’s time as Captain of the Guard. He was very close with fellow Executive Fiyna Cloudtooth and Dran. After Dran’s death, Kijin went into deep mourning, never quite recovering from the loss of his dear friend.

He chose Alatus to be his successor as Executive, and peacefully passed away a few decades after retiring.

## Relationships

### Fiyna Cloudtooth

The two were remarkably close, agreeing on many of the same opinions and typically acting as a unit during difficult decisions. They depended on one another heavily after Dran’s death.

### Dran Dreadmaw

Kijin trusted and respected Dran deeply, taking his opinions into heavy consideration during his decision making as Executive. He was heavily affected by his death and continued to mourn him for many years afterwards.

### Alatus Fulgurite

While at first untrusting and cynical of the former Captain’s ability in Security, he slowly warmed up to the guardian. He eventually trusted him enough to make him his successor.

## Trivia

* Kijin and Fiyna were often mistaken to be related due to their similar appearances.
Miyafuji Yoshika

"Please be more careful out there..."

⬅️ | Back to List of Playable Witches

501st Joint Fighter Wing

Fuso Empire

**Miyafuji Yoshika** is a playable Witch in World Witches: Operation Cardfight! (Info about **[EX] Yoshika** can be found *here*)

### References

For more information regarding this witch within the World Witches Series, visit her wiki page *here*.

### Cardfight! Story Quote:

*"I'll be up against so many famous witches... I hope I can get some of their autographs!"*

## Play Style

Yoshika is classified as a Defender. Because of this, she cannot use a regular attack (ATK). Her primary purpose is to defend other witches in her party and support them. It's recommended to pair her with strong witches from any nation.

## Card Abilities

**(PA) Magical Barrier:** When Yoshika's HP reaches 0, she recovers +120HP, +25 MSHLD and gains Vindicate**:** Special Ability damage does not affect her for the rest of the game. *\*(This ability can only activate once)*

**(SA1) Field Medic:** Heal a Witch in your party for +15HP and +10 MSHLD. She has protection from "Stun" and "Snare" for 2 turns.

**(SA2) Meditation:** Other Witches in your party gain Damage Resist: They cannot be dealt Critical Strikes this turn, Restoration: Remove all negative status effects from them.

**(UA) Healing Essence:** \*Gain +5 DEF, +10 MSHLD | Heal other Witches in your party for +40HP. Yoshika gains Mitigation: Damage dealt to her on your opponent's next turn is halved. Other Witches in your party gain Critical Strike: x2 damage on their next turn.

## Creator's Notes

*"When creating Yoshika's card, there was a lot I had to take into consideration. While she does play both an offensive and defensive role in combat, given the nature of her magical ability and how it's classified in the universe, I decided to focus on her defensive capabilities. Since her healing magic is so powerful, she is the game's most proficient healer. In the early stages of the game's development, there were no such thing as "Defenders". After re-evaluating 501, specifically Yoshika's card, the idea came to me and suddenly her card as a whole made much more sense. With that, her card was reworked and Magical Barrier specifically, references a few instances of her defensive combat prowess in the earlier seasons of the anime."*

- Luckystrike

## All Card Versions

Beta v1.3 - Releasev1.4 - Current Version
Solar Dash Enchantment Basic

Type
 Sell

 Obtained From

Main Page

Enchantments

Solar Dash Enchantment

Tooltip:
Eye Of Cthulhu Shield Dash: Enabled
Level cost: 3
 \*Unique\* (Limited to 1 Unique Enchantment)
 \*Only allowed on Armor: 100%\*
 \*Legs armor slot Only\*

Can appear in the Witch's shop for 18 37 50. (Post Deerclops)

Used in

Used in (Reverse Crafting Recipes)
Molebear

## Overview

Molebear is a strange monster. It has an entire kit devoted to dealing damage, but even a fully offensive Molebear fails to shine as a damage dealer compared to its competition. Instead, Molebear carves out a niche as a support, exclusively devoted to using potions. With access to Wonder Potion and Potion Mastery, it can be the team's healer, buffer, and debuff remover all in one, it has enormous toughness boosted further by Barrier, which it can spread passively, and it's one of only two monsters with both Deep Wounds and Splatter, making it worth consideration on many Bleed teams.

## Potion Healer

#### Equipment

* Trident / Thorn Tendril
* Hide / Frozen Tear
* Crown / Medallion
* Slime Skin / Hide / Fin

### Build Details

Wonder Potion and Potion Mastery enable Molebear to heal, buff, and remove debuffs, while Multi Barrier, Shared Barrier, Hibernate, and Defensive Presence allow it to apply Barrier buffs passively. Deep Wounds and Splatter improve the team's Bleed, while the rest of the build is devoted to improving Molebear's toughness, with Health, Defense, and triple Critical Defense, as well as Taunt to give us a chance to take hits for the team. Primal Rage can boost the Crit stats of other beasts.

Molebear has two broad options for equipment: Trident/Hide/Crown/Slime Skin give it the maximum possible toughness, while running Thorn Tendril with a hybrid Crit Damage build allows it to contribute some damage over time (specifically, 400 damage bleeds for each time it's attacked, since the Thorn Tendril effect is halved in Keeper duels)

### Team Options

* Molebear wants to be used on a Bleed team, since that's where Splatter and Deep Wounds will be the most useful. A partner with Bleed Out is recommended, and Sutsune, Nightwing, Akhlut, and Rampede all benefit from Primal Rage to get more Crit.
* Wonder Potion isn't a unique aura, so combining Molebear with Aurumtail (or a support Worm) can lead to even faster buffing and incredibly fast debuff removal.
* Molebear also works well on Barrier teams alongside teammates like Targoat or Sycophantom.

## Checks and Counters

Being a bulky support, there isn't much Molebear specifically fears, not even Congeal as a result of never using mana. The one thing it can't remove is Harmful Stacks, so teams that use a Molebear support can struggle versus other Bleed teams, but Molebear's bigger weakness is that it does basically nothing by itself. It's a pure support that relies on teammates to deal damage.
Crackle Knight

## Overview

Crackle Knight can use its excellent passives in Electrolytes and Magnetize while spreading Shock and building combo on a Shock team. However, its specialization means it really only fits on Shock teams.

## Shock Support

#### Equipment

* Trident
* Large Shield
* Hide
* Crown
* Charging Sphere

### Build Details

Crackle Knight is able to spread Shock with Shocking Slash and Chain Lightning while keeping debuffs off the team with Electrolytes and redirecting hits with Magnetize. It’s also got great defensive auras in Protector and Mass Protector to keep the team safe.

### Team Options

* With Multi-Shock and great Shock support, Crackle Knight wants to be on a dedicated Shock team alongside monsters like Qilin and Promethean.

## Checks and Counters

* Chill teams can drain Crackle Knight's mana, as well as hitting it for super effective damage.
* Stack teams such as Bleed and Tether are also effective due to Crackle Knight's inability to remove stacks.
Mathew Hollerman logo historia Wiki

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Mertyle Opuntia

Mertyle was the Executive of Production before her resignation. She was succeeded by her daughter, Amaranta Opuntia. She now lives in Goldensparc City as a socialite and political influencer.

## Personality

Mertyle is confident, calculating, and charismatic. She is easily able to sway others to her side and is very careful of her choices of actions and words. Despite her vanity and strong emphasis on appearances, Mertyle is incredibly intelligent, and is willing to sacrifice much if it means she gets her way.

## History

Mertyle grew up in the heart of the Stormcell Citadel and was the Executive of Production for many years. While on the cabinet she would take the opportunity to form a romance with Erratus Fulgurite. Later on they would have two hatchlings, Amaranta and Yilses. She eventually grew to despise Erratus and the two broke it off shortly before his death.

Mertyle raised Amaranta to be her perfect copy and to one day succeed her role as Executive. She gave little attention to Yilses but was horrified when a scuffle between her children left Amaranta with a face scar. Years later, Mertyle would finally retire, leaving Amaranta as her successor.

She currently lives in the Stormcell Citadel and continues to influence Lightning politics as a socialite.

## Relationships

### Erratus Fulgurite

Mertyle was very interested in Erratus prior to their relationship, both due to their similar opinions and solidarity on the Executive Cabinet, and his extensive wealth. She saw him as a golden opportunity for more power, and while she may have had some true romantic feelings for him, their entire relationship was more of a business transaction to her than true love. She quickly grew sick and tired of his attitude and short temper and she eventually grew to completely despise him by the time of his death. She had little sadness over his death and continues to voice her displeasure of him to this day.

### Amaranta Opuntia

Mertyle had molded Amaranta to be the perfect successor since birth. She loves her daughter deeply, but is less than concerned for her wants and needs. She has always seen her as a way to ensure her influence in the Spire can continue, and thus is happy to give and take away her affection and validation on a whim. The two get along very well, and Mertyle is sure to visit her daughter regularly.

### Yilses Opuntia

Mertyle often saw Yilses as a backup plan for Amaranta. She has been largely indifferent to his existence throughout his life and has only ever seen him as his sister’s shadow. After being cut off by her son in his adulthood, she could barely believe it. Despite her lack of appreciation and love for him she sees him as an ungrateful brat, and is still desperate to rekindle their relationship, even if she refuses to change her ways to accomplish this.

### Kairan DeVolt

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Kanko

## Overview

Kanko has excellent damage potential and is very tanky for a damage dealer, thanks to high natural dodge and Critical Defense. It also has strong buff synergies with Enlightened. He is a cornerstone of Dodge teams.

## Standard

#### Equipment

* Katana
* Cape
* Fin
* Buckler

### Build Details

Kanko can bring a strong damage dealer while also bringing some unique pieces of support to the table. It has Channeling Sustain to heal the team, and Mighty Boost to help clear harmful stacks. Enlightened allows Kanko to share buffs. On the offensive side, Kanko has great crit, and double Overcast for more damage, whose downside is offset by the Channel buffs.

### Team Options

* With access to Multi-Channel and Channeling Sustain, Kanko fits well on a Channel team alongside teammates like Amberlgna and Vertraag.

## Checks and Counters

* Because Kanko relies a lot on its high Dodge for tankiness, monsters who regularly use cannot be dodged moves can counter Kanko.
Crystal Snail

## Overview

Crystal Snail has the potential to deal massive damage with Volatile Shield, but needs a full team built around it. It can also be viable as a defensive support on debuff teams.

## Defensive

#### Equipment

* Large Shield
* Hide
* Buckler
* Hood

### Build Details

Crystal Snail provides Improved Barrier and Volatile Shield while also helping to clear debuffs with Curse Breaker. Furthermore, It has Aging, allowing it to make use of the Barrier buffs to stay alive and slowly build power.

### Team Options

* Terradrile both has Multi-Barrier and is an Ancient, making it a great teammate to pair with Crystal Snail on a Barrier team.

## Crit Volatile Shield

#### Equipment

* Hammer
* Ancestral Medal
* Fin
* Coat

### Build Details

This build uses Volatile Shield as its main source of Damage. However, unlike the defensive build, this build instead runs a reasonable amount of damage to make the Volatile Shield more likely to score a devastating crit. It makes it a better fit for teams which cannot necessarily provide a full shield to Crystal Snail for Volatile Shield to do max damage.

### Team Options

* Vertraag is an Ancient who also provides healing and Age support.
* Krakaturtle helps shield Crystal Snail and provides Multi-Regeneration boosted by Ancient Nurture for passive healing.

## Checks and Counters

* Revive teams are strong against Volatile Shield users since they can revive their teammates after they die, and Volatile Shield is not an AOE skill. This can make their revive core hard to break through since it requires killing all of them at the same time.
Goblin Hood

## Overview

Goblin Hood has good crit passives and can use Antipode for huge hits. It thrives in Goblin teams or alongside monsters with Mass Mystify.

## Goblin Offense

#### Equipment

* Katana
* Fin
* Warrior Flask
* Ancestral Medal
* Thermal Reactor

### Build Details

Goblin Hood can hit hard with its elemental attacks and make good use of Antipode. Because of Buff Catalyst and Improved Glory, it doesn’t need as much Crit as most damage dealers and we can instead run some extra damage multipliers, though you can use Katana instead of Torch if you’d prefer more consistency.

### Team Options

* Goblin Brute can be a good support option on a Goblin team, helping to buff it with Full Offense and protecting it with shields and Multi-Regeneration.
* Goblin Warlock can help heal Goblin Hood on a Goblin team while also removing debuffs and harmful stacks.

## Checks and Counters

* With its Physical weakness, it's weak to Might teams and other strong Physical attackers.
Promethean

## Overview

Promethean is a niche monster that requires both Shock and Charge support and is quite frail, but can deal enormous damage if one builds a team around it. Its rare passive Supercharged allows it to combine its Magic and Physical stats if it has 15 or more Charge stacks, giving it the capability to do massive damage by building Charge stacks. The new Static Strike passive in Update 2.1 allows it to bypass Dodge, making it a great consideration on teams who struggle against it.

## Hybrid Support

#### Equipment

* Fishing Rod
* Hide
* Crown
* Charging Sphere

### Build Details

Promethean is another monster who wants to set up shielding for the team before attacking. Promethean uses Supercharged and Buff Mastery to power its Electrocute into a lethal attack, while also offering one of the biggest Arcane Shields in the game, thanks to Supercharged boosting the scaling. It also has Full Offense, which can be a big help to any of the team’s Damage Dealers.

### Team Options

* Oculus is a Construct while also sharing Charge stacks with Promethean through leadership and keeping Promethean healthy through healing.
* Changeling is a Construct who can provide healing and debuff removal for Promethean so that it can keep stacking Charge stacks.

## Shock Sweeper

### Equipment

* Moon Sword
* Ancestral Medal
* Totem
* Charging Sphere

### Build Details

Promethean can leverage Charge stacks to power its Supercharged and drop a lethal Thunder Strike onto the enemy, while Wind Allegiance ensures that it, and the ensuing Shock hits, can’t be resisted. Promethean can spread Shock with Steam Punk and has Shock Charging as additional redudancy in case another team member falls, and it also has a way to heal the team in Energy Conversion.

### Team Options

* Glowdra can help support Promethean by offering Shock support while amplifying Promethean's damage through Sorcery buffs.
* Qilin provides Multi-Shock and can help the team gain Charge stacks through Supremacy and Shock Charging, enabling Promethean to hit Supercharged's threshold faster.
* Beetloid provides Charge stacks through its Leadership Shift passive as well as the rare Electrolytes passive which allows Promethean to remove debuffs as it applies Shock damage. Beetloid also has Multi-Sorcery and is a Construct, providing Promethean amplified damage as well as Shock support.

## Checks and Counters

* Without access to debuff removal, Promethean can get worn down by debuff damage, preventing it from stacking a lethal amount of Charge or crippling it enough through Weakness stacks.
Dispel

Dispel is an uncommon Control Effect that can primarily be found on Witches with Control in their types. It can be either the primary or secondary effect on a Witch's ability.

## How it works

When a Witch casts Dispel on another Witch, all of her +ATK bonuses will be removed either permanently, or temporarily depending on the cards text.

## Combat Rules

* Dispel's effect is not affected by Restoration.

## Creators Notes

*"Oh Dispel, you were created for a similar reason as Disarm / Disarmed: To shut down high ATK damage parties with 0 remorse. Dispel can be found on a wide variety of witches from different nations, but I think my favorite versions of it are on Geena and Liz. The perfect blend of power and shut down tactics."*

- Luckystrike
Roll

Roll is a rare Tactical Effect that can only be found on Witches with Tactical in their types. It is the usually the primary effect on an ability but can also be a secondary effect.

## How it works

The player rolls a D12 or 12-sided die to determine an abilities damage (e.g. Mio and Naoe). The ability will always specify how many times the player will need to roll the die.

## Creators Notes

*"While Roll doesn't appear often at all in Cardfight! I plan to design more abilities that utilize this effect in some way. The potential to roll for non-damage outcomes that are unique is really high. Right now, only Mio and Nao have it, but I honestly think it suits them the best."*

- Luckystrike
Francie Gerard

"meow"

⬅️ | Back to List of Playable Witches

### Unity

Protection from direct damage when above 100HP, protection from Critical Strikes when below 100HP.

### Freedom

Protection from opponent's  Effects while above 100HP.

Description...

## Creator's Notes

*"Blah blah!"*

- Luckystrike

## References

* For more information regarding this witch within the World Witches Series, visit her wiki page *here*.
Search / Shuffle

### Effect

Player searches for a card in either their Witch or Barracks deck, then shuffles.

### Version Added

Alpha Build 2

Search / Shuffle is an uncommon Tactical Effect that can only be found on Witches with Tactical in their types. It is the primary ability effect.

## How it works

The player searches either their Witch's deck, or shuffles then draws from their Barracks Card deck for a random card and either puts it into play, or their hand. Search / Shuffle will often overlap with Summon, although it is not necessarily the same effect.

## Creators Notes

*"A decent handful of Witch's allow the player to Search for another Witch (Summon) or shuffle then draw from their Barracks Card deck to get a random card. The idea was inspired by the same card effect from MTG, as I always enjoyed the card searches in that game."*

- Luckystrike
Amelie Planchard

"..."

⬅️ | Back to List of Playable Witches

### Unity

Protection from direct damage when above 100HP, protection from Critical Strikes when below 100HP.

### Viva la Gallia

Healing also causes Restoration and +5 MSHLD.

Description...

## Creator's Notes

*"Blah blah!"*

- Luckystrike

## References

* For more information regarding this witch within the World Witches Series, visit her wiki page *here*.
Disarm / Disarmed

Disarm / Disarmed is an uncommon Control Effect that can primarily be found on Witches with Control in their types. It can be either the primary or secondary effect on a Witch's ability.

## How it works

When a Witch casts Disarm on another Witch, she temporarily prevents her from using her ATK for 1-2 turns. in contrast, when a witch becomes Disarmed, she herself is unable to use her ATK for 1-2 turns. Disarm is very useful against Karlslander's, as many of them have higher starting ATK stats and can become quite powerful over the course of a match.

## Combat Rules

* Disarm / Disarmed's effect is removed when a Witch is Charmed, Crippled, or is under the effect of Restoration.

## Creators Notes

*"Disarm was designed as a way to give a big F you to Karlsland Witches and Karlsland decks. My secondary developer at the time, Shio, loves Karlsland Witches and throughout our initial testing of mid alpha through early beta, I decided that something needed to exist to stop them from rampaging over the battlefield any time the player happened to have a full party of them, and thus Disarm was born."*

- Luckystrike
Damage Reduction

Damage Reduction is a rare Control Effect that can primarily be found on Witches with Control in their types. It is generally the secondary effect on a Witch's ability.

## How it works

Damage Reduction reduces a Witch's Overall Damage (OAD) by -5 to -10 on her next turn. OAD is a Witch's ATK, Special Ability, and Ultimate Ability damage. When a Witch's OAD is reduced, her ATK/SA/UA are reduced by -5 to -10 simultaneously. This particular effect does not affect Witches who are classified as Defenders or lack Power on their cards.

## Combat Rules

* Damage Reduction's effect can be removed by Cripple, Charm and Restoration.
* Damage Reduction can only stack twice.

## Creators Notes

*"For obvious reasons, Damage Reduction is only on a handful of Witch's in the game. Best used against big damage dealers like Trude, Rudel, Lucchini and Adriana and Erica, for example, it's one of the many ways to stop your opponent from completely wiping the floor with you in the first 3 turns of a game."*

- Luckystrike
Pierce

Pierce is a common Tactical Effect that can only be found on Witches with Tactical in their types. It is the secondary effect, after an abilities initial damage.

## How it works

Pierce cuts the current value of a Witch's MSHLD in half. If her MSHLD is already broken, she will simply take extra damage, depending on the card text.

## Combat Rules

* Pierce can only stack **twice**.
* Pierce's effect is permanent and is not affected by Restoration.

## Creators Notes

*"Pierce is like the Tactical version of Stagger, except it's a little more forgiving, despite being a permanent reduction to a Witch's MSHLD. Unlike Stagger which outright breaks a Witch's entire MSHLD, Pierce lets you be more strategic about when you want to cut a Witch's MSHLD down and a lot of cool combos can be made because of this."*

- Luckystrike
Nerevar Tempestus

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## Personality

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## History

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## Relationships

### Sukozen Avda

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### Erratus Fulgurite

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### Alastair Tempestus

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### Zerek Tempestus

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### Ereza Tempestus

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### Azera Ivorous

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### Kairan DeVolt

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G'rulu

## Overview

G'rulu is good at applying debuffs and building combo while buffing allies with Regeneration, but has trouble sustaining its Mana.

## Standard

#### Equipment

* Bow
* Hood
* Lightning Sphere
* Thermal Reactor

### Build Details

G’rulu attacks to apply debuffs and trigger Proliferate and Remunerate. It can debuff the whole enemy team with Solar Burst or apply many to a single enemy with Ion Beam. It also brings the crucial support skill Corrosion, which allows the team’s Armor Break debuffs to increase the effects of Poison and Burn.

### Team Options

* Grummy is an excellent monster to pair with G'rulu, as it also has Age, Multi-Regeneration, and powerful debuff capabilities. Together they can form a strong defensive support core that can be hard for teams to break.

## Checks and Counters

* Barrier teams with Tenacious Barrier can be tough for G'rulu to beat, as the debuffs become significantly harder to apply with Tenacious Barrier.
* Revive teams can also be difficult because of their ability to revive without debuffs on them.
Shield Break

Shield Break is an uncommon Power Effect that can primarily be found on Witches with Power in their types. It is the secondary effect on a Witch's ability or abilities, following the initial damage.

## How it works

Shield Break destroys a Witch's MSHLD (Magic Shield). Unlike Stagger, when a Witch is hit by Shield Break, her shield doesn't return after a turn or two. It isn't permanently broken, unless an ability's text states otherwise.

## Combat Rules

* Shield Break doesn't stack.
* Shield Break is considered "premature-breakage" and is not the same as a Witch's MSHLD breaking naturally from raw damage.

## Creators Notes

*"What's worse than a Pierce party? A Shield Break one. I've had many test games with all different kinds of parties, but by far my least dreaded to battle is one where Shield Break is present on at least 3 of my opponent's Witches. It's all fun and games until everybody's MSHLD is at 0 and it's only Turn 1. Despite this, Shield Break becomes a really solid away to Ability Combo, and I find myself using it a lot along with Pierce to do so."*

- Luckystrike
Disable

Disable is an uncommon Control Effect that can primarily be found on Witches with Control in their types. It can be either the primary or secondary effect on a Witch's ability.

## How it works

When a Witch casts Disable on another Witch or Witches, they are unable to use their Ultimate Ability or Abilities for 1-2 turns, depending on the card text.

## Combat Rules

* Disable's effect is removed when a Witch is Charmed, Crippled, or is under the effect of Restoration.
* Disable is affected by abilities that grant Target Lock to a Witch.

## Creators Notes

*"Disable is my favorite Control Ability in the game. Not only is it super useful against every single Witch in the game, but there comes a great satisfaction when you choose the right Witch in your opponent's party to cast Disable on and then she just so happens to roll enough to use an Ult next turn. It's the ultimate ha ha! move."*

- Luckystrike
Megataur

## Overview

Megataur is one of the best buffers in the game because of the power of Shared Might, Shared Sorcery, and Power. It can quickly stack multiples of Might and Sorcery on the whole team, threatening huge damage starting from Round 1.

## Buffer

#### Equipment

* Fishing Rod
* Hide
* Crown
* Hood
* Pandora's Box

### Build Details

Megataur makes use of Shared Might, Shared Sorcery, and Power to apply multiple might and Sorcery buffs to the team while supporting them with Shield Crush and Critical Sorcery. It’s also a strong healer, using Life Wave or Mega Restore to keep the team healthy. Buffing Heal, Healing Shield, and Augmented Shielding provide even more buffs.

### Team Options

* Because of the interactions with Shared Might, Shared Sorcery, Power, and Duality, Megataur is extremely powerful when used on a Duality team. Since there are only 3 monsters with Duality, that makes Thanatos, Draconov, and Akhlut excellent teammates with Megataur.
* Because of Stampede adding 10% extra damage to Beasts, Megataur also fits well on Beast teams using damage dealers such as Catzerker and Minitaur.

## Checks and Counters

* Barrier teams running Full Protect make it hard for Megataur to fully do its job, as it has no good way to break the protect with a damaging move.
* Blind and Bleed are also effective, as it has no stack removal options.
Invigorate

Invigorate is an uncommon Power Effect that can primarily be found on Witches with Power in their types. It is the secondary effect on a Witch's ability or abilities, and provides an additional damage boost to a Witch.

## How it works

Invigorate increases a Witch's OAD (overall damage) by 10-20 points. This means the damage of her Basic ATK, Counter, Trigger *(if it deals damage)*, Special and Ultimate Ability all increase by +10-20 *(depending on the cards text)* for 1 to 2 turns. Because of the big bonus to damage, the player must calculate this damage boost when performing attacks with a Witch under Invigorate's effect.

## Combat Rules

* Invigorate **cannot stack**.
* Invigorate's effect is lost when a Witch is Crippled.

## Creators Notes

*"Invigorate is found on a handful of Witches in the game and some may argue that it's broken. Depending on your luck, I can almost agree with that statement, but most of the time you'll only be so lucky to get the chance to use it. Invigorate mainly appears on Ultimate Abilities, Triggers where a specific condition needs to be met, or as a Desperation State in a Trigger or Passive Ability. Considering what it does, there's a good reason why Witches like Rudel, Flip Lucchini, or Aurora for example don't have it, and why witches like Flip Trude have it locked behind a specific AP roll amount."*

- Luckystrike
Charm

### Effect

Temporarily takes a Witch from your opponent's party to fight for the player for a turn.

### Version Added

Alpha Build 4

Charm is a rare Control Effect that is currently only used by Waltrud Krupinski. It is generally the secondary effect on a Witch's ability.

Charm will appear on more witches in the future.

## How it works

When a Witch casts Charm, the player chooses a Witch in their opponent's party that he/she wants to take control of. Said Witch then joins the players party for 1 turn. During the players next turn, her AP roll outcome is = to the Witch who charmed her and her stats remain the same from before she was charmed.

## Combat Rules

* Charm is not affected by Cripple or Restoration.
* Only one Witch can be Charmed at any given time.

## Creators Notes

*"Charm, so rare only Krupi can do it. It never used to be this way, though. During Alpha, Laura (Nissinen) could Charm Witches too, and so could Constantia. This was ultimately changed over time and these 2 were given different abilities that suited their characters better. Now, one could argue that Krupi should become a Special Type, since Charm is only found on her card. However, the only reason why she isn't is because I have plans for Charm in the future, and it will absolutely appear on more Witches."*

- Luckystrike
Stagger

Stagger is an uncommon Power Effect that can primarily be found on Witches with Power in their types. It is the secondary effect on a Witch's ability or abilities, following the initial damage.

## How it works

Stagger's effect happens **before** the abilities initial damage. It causes a Witch's MSHLD to temporarily break for 1-2 turns, depending on the ability's text. When 1-2 turns have passed, whatever the Witch's MSHLD value was before Stagger occurred, returns to her.

## Combat Rules

* Stagger **does not stack**.
* Stagger cannot be combo'd with Shield Break.
* Ranged Abilities with Stagger can be affected by Target Lock from other abilities, or Barracks Cards.

## Creators Notes

*"Stagger is actually one of my favorite ability effects in the game. If you set it up correctly with effects like Pierce, you can actually cut down the amount of MSHLD a Witch will regain after Stagger's effect wears off. Because of what Stagger actually does to a witch, the number of witches who have it on their abilities is actually quite low in comparison to Stun, for example."*

- Luckystrike
Charlotte E. Yeager

"Think you can handle the speed of sound?"

⬅️ | Back to List of Playable Witches

501st Joint Fighter Wing

United States of Liberion

**Charlotte E. Yeager**, also known as "Shirley" by her friends, is a playable Witch in World Witches: Operation Cardfight! She is one of a handful of Liberian Witches, and makes use of the rare  ability effect "Acceleration", which can only be found on Liberian Witches.

### References

For more information regarding this witch within the World Witches Series, visit her wiki page *here*.

### Cardfight! Story Quote:

*"This isn't the first time I've participated in a global competition, but you can sure as hell bet I'm in it to win it!"*

## Play Style

With the ability to literally go MACH I, its unsurprising that Shirley's evasive capabilities are top notch. She acts as fantastic support to other Liberian Witches, but also to those who aren't. She can also hold her own in combat if the scenario becomes dire enough. Truly a jack of all trades, and a master of none.

## Card Abilities

**(PA) Super Acceleration:** If a Witch in your opponent's party rolls 4 or lower, Charlotte takes no damage from her during your opponent's next turn. Other Liberian Witches in your party have \*Acceleration: Evade 25 total damage on your opponent's next turn. Your party has protection from "Cripple".

**(SA 1) Speed Boost:** Other Witches in your party avoid the negative effects of Special Abilities -5 and lower this turn.

**(SA 2) Wrench Toss** 25 damage to target Witch | Stun: -2 AP on her next turn, Bleed 1: -5 HP.

**(UA) MACH I:** 50 direct damage and 10 MSHLD damage to 3 target Witches. *(5 MSHLD)* *Piercing Winds - Bleed 2: -10HP.*

## Creator's Notes

*"Shirley is another witch whose card has hardly changed over the course of Op. Cardfight!'s development. Though she initially didn't have the Acceleration effect, it was during Build 5 (B5)'s card design rework that I decided to look at some witches that I thought were underperforming. What was once a simple "roll and get lucky" evasion effect, turned into one of the most useful party bonuses in the game, and only native to Liberian Witches. Shirley is the only one who grants it to other Liberian witches, except herself, and it stacks!"*

- Luckystrike

## All Card Versions

Beta v1.3 (Release Version)v1.4.1 - Current Version
Qilin

## Overview

Qilin is the cornerstone of Shock teams, spreading Shock debuffs while helping the team build Charge stacks with Supremacy. It's also a good general Combo builder for Charge teams.

## Standard Combo Builder

#### Equipment

* Bow
* Hide
* Crown
* Charging Sphere

### Build Details

This build helps inflict Shock stacks while gaining Charge stacks for the team. It can attack with Thunderstorm to trigger Electrify, gain Charge stacks with Supremacy and Shock Charging to trigger Charged Anomaly. It can also buff itself with Mystify and has Heroism plus Heroic Party.

### Team Options

* Qilin really wants to be on a Shock team. Good Shock damage dealers like Spectral Eagle or Promethean with their access to Multi-Shock as well as Charge synergies make them excellent teammates for Qilin to support.

## Checks and Counters

* Harmful stack teams like Bleed and Tether can be problematic, as Qilin nor any of the Shock monsters it goes with have stack removal.
Coin Flip

Coin Flip is an uncommon Tactical Effect that can only be found on Witches with Tactical in their types. It is Luck based and requires the player to flip a coin to determine the outcome of the ability. It is also classified as an Ability Type.

## How it works

The player flips a coin and the outcome of the ability is dependent on Heads or Tails. Generally speaking, Heads deals damage, and Tails is a debuff to the Witch herself, but this is not always the case for every Coin Flip ability.

In the case of Waltrud, Heads contains Charm, and the only way she can successfully Charm another Witch is to get lucky and flip Heads.

In very rare instances, a Witch's entire card is based on a Coin Flip. This is the case for Nipa, as the player must flip a coin every turn to determine if she stays on her "Good" or "Bad" side.

## Creators Notes

*"Coin flip ironically exists because of Carla. When I finally got around to designing 506, the idea for Carla's Lucky Shot came to me and I said "Eh, I wonder how a coin flip ability would work." So, I designed it and loved it. Later on, I went back to revise certain Witches and ended up giving them a coin flip ability based on canon lore about their unluckiness or luckiness. As mentioned above, Nipa flips and works off a coin flip. Prior to this however, she was purely a "everything I do is cursed" kind of card. In contrast, Waltrud's unluckiness with the ladies prompted me to redesign her a coin flip ability where Charm is one of its outcomes. If you get lucky enough to roll Heads for Charm, she'll temporarily bring an opponent's Witch over to your party of your choosing. The scenarios with this are certainly humorous when given thought. And as for Kathy, well, considering her moniker is "Crasher O'Hare", that's all that needs to be said."*

- Luckystrike
Minna-Dietlinde Wilcke

"Erica, Trude, stand your ground!"

⬅️ | Back to List of Playable Witches

501st Joint Fighter Wing

Empire of Karlsland

**Minna-Dietlinde Wilcke** is a playable Witch in World Witches: Operation Cardfight! She is one of many playable Karlsland Witches and is one of five Karlsland Defenders in the game.

### References

For more information regarding this witch within the World Witches Series, visit her wiki page *here*.

### Cardfight! Story Quote:

*"It seems every witch has gotten a letter signed by someone named "A.G.". I recognize this handwriting... its..."*

## Play Style

In combat, Minna is just as protective of her allies as she is those close to her. Utilizing a wide array of defensive and healing abilities, it's up to you, the player, to decide how best to use them. Her abilities can often become situational, which may cause the player indecisiveness at times. Minna has the most powerful Self Heal Ability in the game, and when used properly with other witch's support abilities, she can become immune to many different ability effects.

## Card Abilities

**(UA) Brains Over Brawn:** Minna gains +5 MSHLD at the beginning of your turn. Other Karlsland Witches in your party have +5 overall damage and protection from "Taunt" and "Pierce". Minna has protection from "Magic Block", "Pierce" and "Intimidate".

**(SH) Caffeinated:** Recover +20 HP, Damage Resist: Minna cannot be dealt Critical Strikes on your opponent's next turn. If this ability is used more than 2 turns in a row, Minna is inflicted with Slow: *"Recharge"* on *"Adrenaline Rush"* is increased by 2 turns.

**(SA 1) Adrenaline Rush:** *Choose -* Target Witch in your party gains +20 ATK until end of turn -or- Target Witch in your party gains +5 ATK and recovers +15HP and +10 MSHLD.

**(UA) Spatial Awareness:** +20 MSHLD, Minna can block twice until end of turn | If Minna successfully blocks damage, she is immune to any negative status effects for 2 turns. Witches she blocked for are immune to  Effects for 3 turns.

## Creator's Notes

*"Minna is an interesting Witch to play in a party. Not only can she buff herself, but she can greatly increase the damage output of ranged and melee witches too. When I started to design her, originally, she was not a Defender but rather a ranged attacker with 0 attack damage. She was purely defensive and could really only heal herself and reflect damage back to her attacker(s). Starting in Alpha Build 3 (B3), this was changed when she became a Defender and all of her abilities were completely reworked. While I don't play Minna often, in the right scenarios, she can turn purely offensive witches into absolute powerhouses."*

- Luckystrike
Damage Resist

Damage Resist is an uncommon Defensive Effect that can primarily be found on Witches with Defensive in their types. It can be either the primary or secondary effect on a Witch's ability.

## How it works

When a Witch casts Damage Resist on herself, or another party member, she/they are protected from Critical Strikes from 1-2 turns. In some cases, Damage Resist may have a secondary effect attached to it, but this is generally unique to a specific Witch's card, much like Taunt.

## Combat Rules

* Damage Resist's effect is removed when a Witch is Charmed or Crippled.

## Creators Notes

*"Damage Resist is underrated. Lots of Witch's deal crit strikes and having this effect on a Witch may mean the difference between getting your ass handed to you, or you being able to make a comeback. Defensive Effects themselves seem to be underrated, but I suppose people can't help but be drawn to raw power and control in favor over it."*

- Luckystrike