recursal/Fanatic-Fandom huggingface dataset:
All About Flip Cards

Flip Cards are a special type of card with both a Front and a Back side. Much like Night Witches, and EX Witches, their cards have a special badge at the top left . Most Flip Cards use Trigger Abilities in order to flip back and forth between their two sides, with each Flip Card having different conditions in order to flip.

All Witches that Flip:

Francesca Lucchini

Gertrud Barkhorn

Perrine H. Clostermann

Sakamoto Mio

Nikka E. Katajainen

[EX] Fernandia Malvezzi

??????? ????????

## How they work

[+] **Flipping:** Upon reaching the conditions for a flip, a player controlling a Flip Card will flip the card over to its other side, carrying over its HP, MSHLD, and any ATK bonuses. Any other status effects, positive or negative, will be lost upon flipping.

[+] **Snaring a Flip Card:** As flips generally rely on a Trigger Ability, the Snare effect is capable of stopping a card from flipping. This can be useful to keep a flip on one side, as they will be unable to flip until the Snare has finished.

[+] **Crippling a Flip Card:** The Cripple status effect usually flips a card over, rendering it unable to perform actions for 1-2 turns, depending on the duration listed. In the case of Flip Cards however, this merely causes them to Flip without the need for their flip conditions to be met. In this case, the Cripple will not last any set amount of turns, and the Flip Card will still be able to perform actions.

[+] **Flip Conditions:** Flip conditions are the conditions needed to cause a Flip Card to actually flip. Flip conditions can be negated via Snare, however. In these cases, even if the condition would be met after the negation has worn off, the condition must be met again before the card will flip. For example, Gertrud Barkhorn will flip when below 80HP. However, if Gertrud is Snared and knocked below 80HP, her HP must be lowered again after the Snare wears off for the flip condition to be successfully met.

[+] **Returning to the Field:** There are very few ways to return a Knocked Out card to the field, however it is still possible to revive a Flip Card. Flip Cards will always be returned to the field on their Front side, regardless of which side they were on when Knocked Out.
Advanced Combat

*[Ability & Party Comboing, Unit & Nation Passives, Barracks Cards, and Flip Cards]*

During a game of Cardfight!, you will often have instances where you roll high enough to use several abilities in the same turn. In any good party, synergy is important, and this section is dedicated to explaining how combos work.

[+] **Ability Combos:** Ability Combos are any combo in which two or more abilities work together to achieve the same goal. For our purposes, we’ll be looking at Lynette Bishop. Lynette’s “Ammo Swap” allows her to inflict Stun with her Basic Attack if she rolls a 7 or higher.

Stun is a useful effect, however there are some witches who can counter Basic Attacks. In this case, rolling a 10 or higher would allow you to use *“Ballistic Stabilization”*, which causes Snare, thus negating a Witch’s counter. This roll also triggers *“Ammo Swap”*, and now that the counter has been Snared, Lynette can safely attack to inflict Stun.

[+] **Party Combos:** Having good party synergy is one of the keys to victory. Sometimes a single Witch’s abilities, while useful, might not be enough to give you the edge in battle. In these cases, it’s possible to perform combos utilizing multiple Witches in your party. For this example, we’ll be using Fernandia Malvezzi and Luciana Mazzei:

Fernandia has the ability *“Sudden Strike"*, which she can further power up by spending 10 MSHLD in order to change its targets from 2 to an entire party. However, this obviously cannot be done if Fernandia has no MSHLD to spend. Luckily, we have Luciana in our party. Luciana has an ability titled *“Peace of Mind”*, which allows her to heal a Witch in her party for 20 HP and 10 MSHLD. This is exactly enough to let Fer spend it for *“Sudden Strike”*, and thus increase its damage and range of attack.
Critical Strike

Increases a Witch's damage by x2.

## Overview

Critical Strike applies to a Witch's ability that deals damage of any kind.

## How it works

When a Witch gains Critical Strike, the damage of her ATK, Special / Ultimate Ability, Counter Ability, and Trigger Ability *(if it deals damage)* increased by x2.

When Critical Strike is gained with a +Overall damage bonus, the Critical Strike is calculated alongside it.

**Example:** It is your turn 4, and Nishiki's Trigger Ability, "Fighting Spirit" activates. This grants her Special Ability, "Heavy Slash" Critical Strike damage for 2 turns. Because of her Passive Ability, Nishiki already has +10 Overall damage. Heavy Slash, without calculating in the Critical Strike, deals 35 damage. Now that Fighting Spirit is active, it deals 35 damage + the Critical Strike (x2), or 70 total damage for 2 turns.

## Combat Rules

* Critical Strike cannot stack.
* Critical Strike is not considered a negative effect, therefore Restoration cannot remove it from a Witch.
Starter Decks

## Overview

Starter decks are for players who are still very new to Cardfight! These pre-built decks are to help the player understand the basics of the game, without it being too overwhelming. Below is a list of all pre-built starter decks:

## Unlikely Alliance | Liberion + Karlsland

**Deck Difficulty: Easy**

**[Description]**

This deck introduces the player to the concept of nation decks. It uses both Liberion and Karlsland, 2 nations full of easy to play to intermediate witches as training examples.

### Barracks Cards

This starter deck offers mainly supportive barracks cards that are tailored to Liberion and Karlsland witches, along with stat boosts and control cards for safety.

## Imperial Prowess | Fuso + Karlsland

**Deck Difficulty: Easy**

**[Description]**

This deck introduces the player to the concept of Power + Support decks using witches from both Fuso and Karlsland.

### Barracks Cards:

Since the Main Deck consists of primarily Power and Support Witches, the Barracks Cards instead focus on Control and changing status conditions on the battlefield. This allows the player to safely experiment with non-supportive Barracks Cards.

## Jack of All Trades | Mixed Nations

**Deck Difficulty: Easy**

**[Description]**

This deck contains a mixture of all playstyles using Witches that are "Easy" to play. It helps introduce the player to basic concepts like party comboing with all card types.
Witch Difficulty

Every Witch in Op. Cardfight has something called a "difficulty level". This is how hard she is to use for first time players and beginners. As a general consensus, each Witch is put into one of 4 tiers: **Easy**, **Intermediate**, **Hard**, and **Expert**. This is to help new players and beginners ease into the game without feeling overwhelmed. While we recognize your favorite Witch or Witches may be categorized in a tier that isn't beginner friendly, don't be discouraged! Playing Witches that are classified as Easy for your first few games will help you to understand your favorites later on. So, let's break down each difficulty level:

*\*(Click on each Witch's badge to learn more about her playstyle and abilities!)*

## Easy

[+] Witches that are classified as "Easy" are the best way to learn how to play Cardfight! Their abilities are simple, fairly straightforward, tend to only have 1 ability effect and have minimal card text. The Witches that are considered "Easy" to play are:

## Intermediate

[+] Witches that are classified as "Intermediate" are slightly harder to play than those classified as "Easy". Their abilities tend to have more effects and conditions that need to be met than those that are "Easy". The Witches that are considered "Intermediate" to play are:

## Hard

[+] Witches classified as "Hard" have abilities that require a decent amount of understanding about Cardfight! to utilize correctly. Their abilities and effects tend to be more complex and some utilize ones that are more uncommon. Because of these factors, we don't recommend playing your first 5 or so games with these Witches in your party. The Witches that are considered "Hard" to play are:

## Expert

[+] Witches classified as "Expert" are meant for players that have had many games of Cardfight! and understand how to strategize and combo most of the Witches in the game effectively. Because of this, we absolutely do not recommend playing these Witches until you have an advanced knowledge / understanding of the game. Witches that are considered "Expert" are:
Getting Started

***(Please note, in order for non-host players to load in decks they’ve saved, you’ll need to click on their name in the top right and then Promote them.)***

When setting up a game of Cardfight! there's a few things both players need to do. First each player needs to choose their color (Red or Blue), then flip the coin to determine who goes first.

Once determined, both players draw their starting hand of 4 Witches. You can do this by either hovering over your deck and hitting [1] on your keyboard, or [4] to draw 4 at once or by right clicking on the deck manually and selecting Draw --> 4. Once you've drawn your party, you have to decide if those Witches will play well together by carefully reading over their abilities.

For this starting hand example, we drew Martina, Carla, Wilma and Geena. Since we have Carla and Geena, 2 Liberian Witches, we'll go ahead and try for 2 more Liberians. Discarding Martina and Wilma however, will use up 2 / 3 available Mulligans we have. When discarding Witches you don't desire in your party, you place them in your "Knocked Out" pile. Now, we'll draw 2 more Witches. Since we drew Angela and Shirley, we're going to try for an all Liberian party. Using our last mulligan, we're going to discard Angela to our "Knocked Out" pile and draw 1 more Witch. We got Patricia, close! Because we used all of our mulligans, this is our party for the game.

Next, we're going to place our Witches down in slots 1-4 on our side of the gameboard in any order we want. I've chosen to place Carla in Slot 1, Geena in Slot 2, Shirley in Slot 3, and Patricia in Slot 4.

Now we read each Witch's card carefully and apply any party bonuses she gives *(or bonuses she gives to herself)* and also look at the Unit / Nation Passive tile to the left of our party. Because we have 3 Liberian Witches, they gain the "Freedom" Nation Passive, while Carla and Geena also gain 506's "Nobility" passive for being apart of the same Joint Fighter Wing (JFW). These bonuses are added onto each respective Witch's tracker. As a result, the parties starting stats will look like this:

Our final step is using the Combat Log to the right to write down any extra information such as party protections, etc. This of course is optional, but its recommended until you get used to playing the game.

Now we're all set to play!

**| Extra Notes |**

[+] If you happen to be going first, you'll also draw your first Barracks Card. [+] When placing down your Witches in Standard Mode, you and the other player alternate *(e.g. You place down Carla, then they place down their Witch)* to make sure neither of you are playing duplicates of the same Witch. If this occurs, that player must discard her and draw another Witch.
*Acceleration

Acceleration is an uncommon Defensive Effect that can only be found on Liberian Witches. It is the secondary effect on an ability.

## How it works

When a Liberian Witch casts Acceleration on herself, or another Liberian Witch, she/they are able to evade a specified amount of damage per turn on their opponent's turn *(depending on the card text)*. While evasion in general exists in the game, \*Acceleration is outright damage evasion.

## Combat Rules

* Acceleration's effect can stack, but only to a maximum of 50 damage.
* Acceleration can evade the damage from Counter Abilities, but not any effects attached to them.

## Creators Notes

*"Acceleration, gotta go fast! The design choice to make this a "Liberian Witch Only" ability effect has nothing to do with my love of them, but everything to do with the majority of their native magical abilities centering around increased speed. Shirley, Fran and Marian for example, all have speed-based magic and are fairly similar to one another, and this is why the strongest versions of the effect can be found on their cards. Fran technically has "double evasion" on her card. While Carla for example, doesn't have speed-based magic, Acceleration being attached to Cola Crazy makes sense when you think about her character."*

- Luckystrike
Burn 1, Burn 2

Burn 1 and Burn 2 are common Control Effects 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

Burn 1 and 2 is extra MSHLD reduction attached to a Witch's ability. This means before the initial damage of the ability is dealt, the target Witch will take an extra -5 to 10 MSHLD damage in addition to the abilities regular damage. *(depending on the cards text)*. This reduction to a Witch's MSHLD is permanent.

## Combat Rules

* Burn 1 and 2's effect is not affected by Restoration.
* Burn 1 and 2's effect can only stack twice.

## Creators Notes

*"Burn is great against Fuso Witches, Witches with Healing or Witches with the ability to regenerate their MSHLDs quickly. Irt works the best against Witches like Yoshika, Patty, and flip Lucchini for example, who each have the ability to restore a decent chunk of MSHLD to their themselves, or each other."*

- Luckystrike
Taunt

Taunt is the rarest Power Effect and can only be found on 3 Witches in the game. It is the primary effect on a Witch's ability and deals no damage.

## How it works

When a Witch Taunt's a target Witch, the target Witch must attack her on your opponent's next turn regardless of the type of attack (ATK, Special or Ultimate Ability) she is performing. The only instance where this can be disrupted is from a Defender with the ability to redirect incoming damage to themselves (e.g. Jennifer or Patty).

Since Taunt is only found on 3 Witches in the entire game, they each have their own unique secondary effects in addition to the initial Taunt.

***Martina's Taunt (Secondary Effect)** - Target Witch's OAD (overall damage) is reduced by -10 for 1 turn.*

***Marian's Taunt (Secondary Effect)** - Target Witch is inflicted with Intimidate: -10 ATK or DEF for 2 turns.*

***Katharine's Taunt (Secondary Effect)** - Target Witch cannot deal Critical Strikes and the damage of her Ultimate Ability is reduced by -10 on its next use.*

## Combat Rules

* A Witch **cannot** be taunted more than once.
* You cannot taunt a Charmed Witch.
* Taunt can be used on Counter Abilities, but only once per turn.
* When Taunting for a multi-target attack, the Taunter acts as two targets. Any more targets, if there are any, can be selected at the attacker’s choice.

## Creators Notes

*"Taunt is actually really neat. There are some pretty cool combos you can do using Taunt, and despite it only being on 3 witches in the game, there will be more in the future who will make use of it, promise! I personally love using Katharine's Taunt. It's the strongest of the 3 and is super useful against Karlslanders, who have some of the strongest Ultimate Abilities in the game."*

- Luckystrike
Summon

Summon is a rare Tactical Effect that can only be found on Witches with Tactical in their types. It is the primary ability effect.

## How it works

Summon allows the player to call upon a Witch from their deck (specified on card) to fight with your party for a single turn. In Waltrud's case, she has the ability to "Double-Summon" both Naoe and Nipa to her side for a single turn.

## Combat Rules

* If the Witch you are trying to summon is already in your party, the summoning simply casts her ability regardless of its "recharge".
* You can only have one "Summon Witch" in your party at a time. If you draw two, you must choose one and discard the other.

## Creators Notes

*"Summon has technically been in the game since its Early Alpha stages, thanks to Sanya and Eila, but went unnamed until Build 5. After designing "Sweet Duet", I looked at some other Witches with special connections to one another, and decided a summon would suit them, for example, Wilma summoning Lynne, Ursula summoning Erica, etc."*

- Luckystrike
Lynette Bishop

"Major! I'll do my best!"

⬅️ | Back to List of Playable Witches

501st Joint Fighter Wing

The Commonwealth of Britannia

**Lynette Bishop** is a playable Witch in World Witches: Operation Cardfight! She is one of four playable Britannian Witches in the game. She, along with her older sister Wilma Bishop, are one of a handful of Witches with the "Sniper" sub-class.

### References

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

### Cardfight! Story Quote:

*"I really hope my training with the 501st will pay off for this competition. I'll do my best everyone!"*

## Play Style

As mentioned above, Lynette has a hidden "sub class" to her card, Sniper. This means her starting ATK stat (15) is higher than average (10). Because of this, she actually does very well alongside supportive Witches who can boost her ATK stat and Witches who can defend. She also does well alongside the games other Sniper Witches, though the party difficulty does increase. Her ability to swap ammo types depending on her role is very useful against Witches with higher-than-average MSHLDs (Defenders) or Witches with higher-than-average starting HP.

## Card Abilities

**(PA) Tea Time:** If partied with Yoshika, Lynette's ATK cannot be evaded. Non-Night Witches in your party have protection from the negative effects of night combat. In addition, they cannot be dealt Critical Strikes during the night. Your party has protection from *"Target Lock".* Lynette has protection from *"Shield Break"*.

**(TA) Ammo Swap:** Rolling 6 or lower, Lynette's attacks deal direct damage. Rolling 7 or higher, she can use her ATK twice in one turn. It causes Stun: -2 AP to target Witch(es) next turn.

**(SA 1) Focus Shot:** 25 damage to target Witch | Stagger: Her MSHLD is temporarily broken until her next turn.

**(UA) Ballistic Stabilization:** 50 direct damage to target Witch | Magic Block: She cannot regain or regenerate MSHLD for 2 turns, Snare: She cannot use her Trigger or Counter Ability for 2 turns.

## Creator's Notes

*"While I don't play Lynne as often as I did during alpha and beta testing, her card has a few interesting quirks I really enjoy. I like how she can swap ammo to deal with different types of combat situations. Ballistic Stabilization is great at shutting down Counter, Charge, Support Witches, and If I do play her, I'll often throw her into a party with Angie, Hasse, and Hikari. It's one of the few "Sniper Parties" in the game you can make, and while it's really fun, its difficulty is up there."*

- Luckystrike
Eila Ilmatar Juutilainen

"Hey! You! Get away from Sanya!"

⬅️ | Back to List of Playable Witches

501st Joint Fighter Wing

Suomus

**Eila Ilmatar Juutilainen** is a playable Witch in World Witches: Operation Cardfight! She is one of the few playable Suomus Witches in the game.

### References

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

### Cardfight! Story Quote:

*"A Competition? Will I get to be paired with Sanya? No other group is good enough! Sanya!"*

## Play Style

Eila is the only Witch in the game who starts with 0 magic shield. For inexperienced players, she may seem like a hassle to use. Pairing her with a good Defender who can protect her in dangerous scenarios is one of the main keys to using her. Despite Eila starting with 0 magic shield, she is still affected by other witches healing abilities, passive bonuses from other witches, and any healing source from Barracks Cards.

## Card Abilities

**(PA) Foresight:** If Eila rolls 9 or higher, evade all damage that would be dealt to her on your opponent's next turn. If she rolls 5 or lower, her ATK causes Drain: Absorb +3 AP from Target Witch. This AP is added to Eila's AP pool on her next turn. Eila has protection from "Disable" and your opponent's Trigger Abilities.

**(SA 1) Tarot Reading:** Silence | Name a Special Ability target Witch has, it cannot be activated on her next turn. in addition, her ATK or DEF is reduced by -5 on her next turn.

**(SA 2) Sweet Duet:** *Search* your deck for "Sanya V. Litvyak | White Lilly" and place her on the field. Sanya uses *"Fliegerhammer"*. This damage cannot be countered or evaded. Return Sanya to your hand at the end of your turn.

**(UA) Magic Link:** *Choose a target Witch in your party* - Her ATK and MSHLD are added to Eila's own until the end of her next turn. As a result, Eila's ATK causes Magic Block: Target Witch cannot regain or regeneration MSHLD until end of turn.

## Creator's Notes

*"Eila is one of the few witches in Cardfight! that has remained relatively the same since I designed her. She's only had minor changes made from alpha to release regarding some of her abilities. The idea to summon Sanya (and Sanya being able to summon her for that matter) came from a rewatch of Season 2 and the episode where "Sweet Duet" plays. This led to ideas for other witches designed later on being able to summon other witches they have special connections with (Ex. Waltrud, for example being able to summon Naoe and Nipa). Eila starting with 0 magic shield was a risky design choice, but it ended up working out very well for her. When played with the right combination of witches, and barracks cards, she becomes an unstoppable powerhouse."*

- Luckystrike
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Control

Control Badge

Control is a card type that is commonly found on witches that deal damage. Unlike Power, there is no ability damage requirement for a Witch to be considered Control, only for the effects to exist on her abilities.

## Overview

Control Witches make use of ability effects that mess with a Witch's stats or inflict negative status effects on them. Alongside Power, some of the more dangerous effects in the game are Control Effects and generally these effects are attached to Witches who are harder to play.

## Control Effects

Along with Control being a card type, it also has a list of Effects. Control Effects are (sometimes) a primary effect but are mainly a secondary effect on a Witch's ability or abilities. Below is a list of all Control Effects in the game.
Hanna-Justina Marseille

"..."

⬅️ | Back to List of Playable Witches

31st Joint Fighter Squadron

Empire of Karlsland

Description...

### Cardfight! Story Quote:

*"I am the best character on the show, I am better than Erica and Trude COMBINED!"*

## Creator's Notes

*"Blah blah!"*

- Luckystrike

## References

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

Defensive Badge

Defensive is a card type that is normally found on Defenders. Though for some Witches, this isn't necessarily the case. In order for a Witch to be classified as Defensive, she must have at least 2 different types of Defensive Effects (e.g. Evasion, Mitigation), or a Counter Ability on her card or have a magic ability focused on defensive tactics. (For more on Defenders, click *here**.)*

## Overview

Witches with Defensive are very good at evading damage, reflecting it or simply reducing the amount of damage they take. Some Defensive Witches utilize powerful Counter Abilities that can further reflect damage back to their attackers. Defensive Witches often have Support in their types, as the two go hand in hand.

## Defensive Effects

Along with Defensive being a card type, it also has a list of Effects. Defensive Effects are a secondary effect on a Witch's ability or abilities. Below is a list of all Defensive Effects in the game.
Charge

### Effect

Player chooses and waits a \*specified amount of turns for the Charge Level to come into effect.

### Version Added

Alpha Build 2

Charge is an uncommon Tactical Effect that can only be found on Witches with Tactical in their types. It is the main effect on a Witch's ability or abilities. It is also classified as an Ability Type.

## How it works

The player either chooses the amount of turns he or she is willing to charge the ability as the card specifies for or charges it for its listed number of turns. \*In the case of Sanya, the player chooses how many turns they want to charge *"Stasis"* for (e.g. 5 turns). Charges that can be powered up from 1-4 turns, have something called "Charge Levels". These levels determine what the ability will do. Generally, the longer you charge the ability for, the stronger it becomes, along with stronger and or different ability effects.

## Combat Rules

* If a Witch's Charge Special or Ultimate Ability were to be Silenced, or Disabled, this does not cancel the abilities charging, but instead "pauses" it for a single turn.

## Creators Notes

*"I love Charge Witches. They're some of my favorite types in the game, my personal favorites being Geena and Liz. The idea for Charge Witches came from one of my favorite JRPGs of all time: Finaly Fantasy VI. In it, a character named Cyan has something called "Sword Tech", in which he spends anywhere from 1-8 of his turns charging up. The player decides when to stop, and depending on where they stop, the move Cyan performs is different each time. I've always liked the idea of "charge moves" games and when I was designing Geena's card that's when I was hit with the inspiration. I think Geena is the best example of a Charge Witch, as naturally her combat style is to hang back and wait for just the right moment to strike."*

- Luckystrike
Invulnerability

Invulnerability is a rare Support Effect that can only be found on 2 Witches in the entire game (Heinrike and Amelie). It is the both the primary and secondary effect on an ability.

## How it works

Invulnerability protects every Witch in the party with the exception of the caster from Direct Damage and Critical Strikes for the first time. This means, that if either of those are dealt to a Witch with Invulnerability active, it simply won't affect her, but Invulnerabilities protection will break after the fact.

## Combat Rules

* Invulnerability can stack with Shield Wall and Magic Wall.
* Invulnerability cannot stack with itself.

## Creators Notes

*"Invulnerability is great to have in your party for all sorts of reasons. Lots of Witches deal Crit Strikes and DD (direct damage). Since it stacks with Shield Wall and Magic Wall, things can become a headache for your opponent or you, but hey, what card game is complete without silly card effect combinations? Invul + Shield Wall + Magic Wall basically protects your party from almost everything, but it's not unbeatable. Just get Fran in there to show them who's boss with a triple Cripple!"*

- Luckystrike
Cripple

Cripple 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

Cripple's effect happens after the abilities initial damage. It flips a witch to her backside so she cannot perform any actions for 1-2 turns, depending on the cards text.

## Combat Rules

* Cripple cannot be used twice on the same witch.
* Cripple will flip double-sided witch cards to their stronger side (back side).
* Ranged Abilities with Cripple can be affected by Target Lock (e.g. Francie) from other abilities, or Barracks Cards.
* When a Witch cripples Hikari or Heinrike, any active Shield Wall or Invulnerability will disappear from Witch's they were previously protecting.
* When a Witch is crippled, she loses all status effects on her card, both good and negative.

## Creators Notes

*"Cripple, you love to hate it. Like Stagger and Shield Break, Cripple doesn't appear on many witches in the game because its effect is incredibly powerful and useful. Like Stagger, only 5 witches in the game have Cripple on their cards. The most dangerous one being Fran. If combo'd correctly, she can do what we called the "Triple Cripple" during Alpha/Beta testing. Read her card carefully, and you'll understand what we mean."*

- Luckystrike
Sniper

**Snipers** are a hidden sub-class in **World Witches: Operation Cardfight!** This sub-class is a reference to canon lore about specific witches in the series.

Sniper Witches will always start the game with 15 ATK damage. This due to the type of weapon's they use in-universe and their combat style, which grants their higher-than-average ATK stat. As a result, their MSHLD tends to be lower-than-average (under 30) to make up for the increased damage.

The following Witches have the hidden Sniper sub-class:

* Lynette Bishop
* Wilma Bishop
* Karibuchi Hikari
* Angela Salas Larrazabal
* Geena Preddy
* Hanna Wind
All About Unit & Nation Passives

Due to the bonds many Witches share, Cardfight! is designed to have bonuses outside of what the cards themselves give. These bonuses come in the form of Unit and Nation Passives. This section will explain how these passives work, and how they benefit your party:

## Unit Passives

These are obtained when 2 or more Witches in your party share a unit, such as a Joint Fighter Wing. These passives apply to all Witches who share that Unit, however the passive will cease to function if only one Witch in that unit is left on the field, either by Knocking Out or Crippling the others.

## Nation Passives

These are obtained when 2 or more Witches in your party share a nation, such as Fuso, or Karlsland. These bonuses function identically to Unit Passives, applying to all Witches who share that nation, and ceasing to function when only one remains.

## Multiple Passives

Every Witch has a nation, and almost every Witch has a unit they belong to. Because of this, most parties are capable of layering passives. For example, due to Erica Hartmann and Gertrud Barkhorn being Karlslanders, and both being part of the 501st JFW, they would obtain the Karlsland Nation Passive and the 501st Unit Passive at the same time. Using this setup, it is possible to obtain 4 passives in one party, 2 to a pair, with 2 pairs. No Witch is capable of having more than one of each passive, Unit and Nation, active at the same time.

## Passive Rarity

As some units or nations have significantly less Witches than others, their passive bonuses tend to be stronger than others. One example is the 505th JFW, who only make up 4 Witches in the game. Because of the rarity of these Witches, the 505th Unit Passive is more powerful than most others. Another example is the nation of Britannia. Due to only a handful of Witches being classified as Britannian, the Britannia Nation Passive is considered fairly powerful.

Below is a list of all Unit & Nation Passives in the game.
Stun

Stun is a common 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

Stun decreases the AP (Action Points) of a Witch by 1 to 6. Stronger versions of Stun (-4 to -6) are rarer and can only be found on certain Witches (e.g. Rudel). When a Witch is inflicted with Stun, she temporarily loses AP for 1-2 turns, depending on the card text. This will affect her roll outcome for her next turn. If she is inflicted by Stun from multiple sources (e.g, multiple Witches with Stun), it will stack each time.

## Combat Rules

* Stun cannot stack over -10 from all sources.
* You cannot Stun a Crippled Witch.
* In rare cases, Stun can be countered by a witch's Counter Ability (e.g. v1.4 Keiko).

## Creators Notes

*"Honestly, I find Stun is annoying. Ironic right? I'm the one who designed it after all. There have been many instances of it totally screwing over my plans in play testing and others where it's helped me greatly. Lots of witches have Stun on their cards, and protection from it, so I guess it's not all bad right? The highest amount of Stun I've ever achieved on a witch was -9 in Beta testing."*

- Luckystrike

## Trivia

* Stun is the most common effect in the game.
* Night time's debuff is Stun for all Non-Night Witches
* You can reflect a Special Ability that uses Stun with the Barracks Card "Saving Grace" and it will apply the -AP loss back to the attacking Witch.
All About Card & Ability Types

In World Witches: Operation Cardfight! there is something called "Card & Ability Types". These are little badges that can be found on a Witches card to help the player better understand how she'll perform in combat.

[+] In the top right of a Witch's name bar, you will see her Card Type. This is given to her based on the kinds of abilities she is able to use and allows you to quickly identify how she will play in battle. There are 7 different Card Types:

*Click on the icons above to learn more about them!*

[+] **Multi-type:** Depending on the nature of a Witch's abilities, she can be more than a single type at once. The more Types a Witch is, the more complex she is to play. 3 and 4 Type Witches are the most common, leaving 1 Type, 2 Type, 5 Type, 6 Type and 7 Type as uncommon to exceedingly rare.

To learn more about these types, click on the links above!

## Neutral Ability Effects

Neutral Ability Effects are effects that can be found on any Witch, regardless of her type. These include:

## Ability Types

Along with Card Types is something called "Ability Types". This is how an ability is classified and determines what kind of damage a Witch will do. These little icons can be found before the name of an ability and lets the player know what type of ability it is. Below are all Ability Types:
Target Lock

Target Lock is an uncommon 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

Unlike other Tactical Effects, Target Lock can only be found on Ranged Witches. It gives them the option of sacrificing some of their HP or MSHLD and allows them to target either 3 Witches or their entire opponent's party.

## Combat Rules

* If Target Lock is used against a Witch who casts Taunt, the Taunting Witch acts as two targets. Any more targets, if there are any, can be selected at the attacking players choice.
* Target Lock can also affect other ability effects attached to an ability, such as: Stagger, Shield Break, Pierce, Snare, Magic Block, Disable, etc. and will cause them to hit multiple targets of the players choice.

## Creators Notes

*"While Target Lock is uncommon, it is often only found on a Witch's Ultimate Ability, due to the sheer chaos it can create. The only instance of it being found on a Special Ability is Erica's Whirlwind. It is definitely my least favorite ability effect I've designed in Cardfight! for obvious reasons. In contrast to its power, Melee Witches will often have Cripple somewhere on their cards, which I consider to be the strongest Power Effect in the game."*

- Luckystrike
Kadomaru Misa

"..."

⬅️ | Back to List of Playable Witches

### Unity

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

### Honor

Protection from Opponent's  Effects while above 65HP.

Description...

## Creator's Notes

*"Blah blah!"*

- Luckystrike

## References

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

Intimidate is an uncommon 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

Intimidate reduces the ATK or DEF of a witch by -10 for 1 turn. It is the only Tactical Effect that directly affects a Witch's damage output. If a Witch is under the effects of Intimidate, she cannot be put under it a second time, and doing so will result in nothing. Unlike Stun, **Intimidate doesn't stack**.

## Combat Rules

* If Intimidate is not attached to a damaging dealing Special or Ultimate ability, it **cannot be countered**, unless the counter specifics Tactical Effects.
* Intimidate only affects Basic Attacks (ATK), not OAD (overall damage).

## Creators Notes

*"Intimidate was added into the game in the middle of Cardfight!'s Alpha development (Build 5). It's the Tactical equivalent to Stun and is a nasty effective in played in combination with it. Because of the strength of Intimidate's stat reduction, not a lot of Witches in the game have it, and the ones that do have it based on personality traits, such as Neumann's sternness or Aurora's physical prowess. "*

- Luckystrike
Rocky

## Overview

Rocky has access to Mass Restore alongside Purify, making it an exceptional Healer. In the right team it can also deal high damage. It fits well on Weakness teams because of its Multi-Weakness aura.

## Weakness Offense

#### Equipment

* Large Shield
* Hide
* Crown
* Charging Sphere

### Build Details

Rocky brings strong Weakness support in Tranquility and Disorient, which can further penalize enemies that try to attack it, and it also serves as a competent damage dealer, accumulating Age and Charge stacks over time to eventually attack for big damage, which is even more effective when the enemy can’t easily heal.

### Team Options

* With Weakness support, Rocky can help reduce enemy damage even further alongside other Weakness monsters such as Moccus and Fumagus.

## Checks and Counters

Despite being a damage dealer, Rocky has poor damage for a damage dealer, making other stall teams potentially difficult to beat.
Mitigation

Mitigation is a common 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

Once a Witch casts Mitigation on herself, or it is casted onto her by a fellow party member, all further damage she takes or were to take for the remainder of that turn is cut in half.

## Combat Rules

* Mitigation cannot stack
* Mitigation's effect is removed when a Witch is Charmed or Crippled.

## Creators Notes

*"Mitigation has saved my ass in tough combat situations so many times now, I've lost count. It's such a great Defensive Effect. My favorite versions of it are on Jenny and Patty, although Yoshika gives great version of it as well."*

- Luckystrike
Choose

Choose is an uncommon Tactical Effect that can primarily be found on Witches with Tactical in their types. It is the main effect on a Witch's ability or abilities.

## How it works

Choose gives the player an option between 2 different effects on a single ability. While Choose itself is considered Tactical, the options the player has to choose between may always not be. More often than not, Choose gives the player a damage dealing option, or a non-damage dealing option. Considering the players party, turn, recharge cooldowns, etc. it's up to them to make the best choice.

## Creators Notes

*"Choose goes back to the early days of Cardfight where it used to just be called "-or-". In Alpha Build 2, it got renamed to "Choose", and I decided 2 options would be good. At one point I did experiment with 3, but it made the card text really get out of hand. I think out of all the Choose abilities in the game, Adriana's is my favorite. Its situational, and while most of the time I use the damage version of Enhanced Perception, the Evasion version is really handy for witches with gross damage dealing Special Abilities, like Nikki, Rudel or Erica. I keep forgetting that Martina's is pretty good too."*

- Luckystrike
Support

Support is a card type that is normally found on Defenders and low damage dealing Witches. In order for a Witch to be classified as Support, she must do little to no ability damage or have a Support Effect (e.g. Restoration, Invulnerability), give +ATK +DEF bonuses, or simply provide party-bonuses in her Passive, Trigger, Special or Ultimate Ability.

## Overview

Witches with Support's main purpose is to protect the rest of your party from all kinds of damage. They also provide your party with protections from certain ability effects, depending on their cards text.

## Support Effects

Along with Support being a card type, it also has a list of Effects. Support Effects are the main effect on a Witch's ability or abilities. Below is a list of all Support Effects in the game.
Healing

Healing is a card type that is normally found on Defenders and low damage dealing Witches. In order for a Witch to be classified as Healing, she must do little to no ability damage and must have an ability that restores +HP and +MSHLD to herself, or other witches in your party.

## Overview

Witches with Healing's main purpose is to restore the HP and MSHLD of either herself or other party members. Healing will often be accompanied by a Support Effect, as the two types go hand in hand with one another.

A Witch with Healing on her card will restore the following HP and MSHLD amounts:

**[Minor] Healing: +15-25 HP / MSHLD**

**[Major] Healing: +35-50 HP only**
Cardfight! Terminology

This page is a list of all Cardfight! terminology and slang used by both the games developers, and people who play.

The game itself, is more often than not, simply referred to as **Cardfight!** or "**CF!**" for short.

## Terminology (Card Effects)

**Ult** - Ultimate Ability

**Special** - Special Ability

**OAD** - Overall Damage

**DD** - Direct damage

**DS** - Desperation State

**Recharge** - Refers to how long a Witch's ability takes to become usable again.

## Slang (General)

**"Pulling a Francie"** - refers to Francie's Ultimate Ability while in her 2nd Desperation State, which allows her to Cripple 3 witches at once. This slang is often used when Crippling another Witch in combat.

**"Lucky Day roll"** - refers to drawing the Barracks Card "Lucky Day" on Turn 1.

**"Rudel's Revenge"** - refers to Rudel returning to combat after being knocked out or reviving another Witch using the Barracks Card "Second Chance".

**"Thunderfucked"** - refers to when Perrine enters her flip state and is able to use her 3 Special Effects.

**"All Ults, All Fucked"** - refers to when a player's AP rolls are 10-12 for every Witch in their party on their Turn 1, but can't do anything about it if they go first.

**"Pasta Power"** - refers to Romagnian Witches, but more specifically Lucchini's flip state in which she can deal massive amounts of damage.

**"Double Wall"** - refers to the player having both Hikari and Heinrike in their party, with both Shield Wall and Invulnerability active at the same time.

**"Uh Oh, All Snipers!"** - refers to having an all-Sniper party. Snipers are a "hidden" sub-class in the game and is only found on certain witches.

**"Kuroduh'd"** - When someone use's Kunika's Ultimate Ability, but forgets about it inflicting Disarm on her afterwards.

**"Double Punchy**" - When someone has both Naoe and Marian in their party at the same time.

**"The Beast is back"** - refers to when Haruka is on the battlefield and its after Turn 3.
Power

Power is a card type that is commonly found on witches that deal damage. In order for a witch to have Power in her type, she must do a total of 25 damage or more on any of her abilities.

## Overview

Witches with Power imply exactly what you think. Their abilities deal lots of damage and their status effects are focused on simple yet effective brute force. Power can be found on Witches from every nation in the game and is the most common card type in the game.

## Power Effects

Along with Power being a card type, it also has a list of Effects. Power Effects are a secondary effect on a Witch's ability or abilities. Below is a list of all Power Effects in the game.
Slow

Slow 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

Slow increases the amount of turns it takes for a Witch's abilities to "recharge", or become usable again. For example, if Slow is casted on a Witch with Recharge 3 on her Ability, and she's in the process of a turn count down, Slow will increase that turn count down by +1. Therefore, instead of taking the ability 3 turns to recharge, it will take 4.

## Combat Rules

* Slow's effect is removed by Cripple and Restoration.
* Slow's effect will remain on a Witch even if she is Charmed.

## Creators Notes

*"Slow is also annoying, especially if you're 1 turn away from an ability on recharge and you have a gut feeling you'll roll high enough to use it. Slow really messes with Witch's who have high-cost abilities, and those who enjoy messing with your opponent in combat will probably love this effect. It also happens to be one of Don's biggest weaknesses, along with Snare. "*

- Luckystrike
Magic Block

Magic Block is a common 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

Magic Block stops a Witch from regaining or regenerating MSHLD for 1-2 turns. When a Witch regains MSHLD, she is gaining back it from another source, e.g. another Witch in her party. MSHLD regeneration on the other hand, comes from either her own abilities like healing, in Lucchini's case - spending -1 AP to regain +10 MSHLD, or at the end of every Day/Night cycle, regenerating half her starting amount indicated on her card.

## Combat Rules

* Magic Block's effect can be removed by Restoration.
* Magic Block's effect cannot not stack.

## Creators Notes

*"Magic Block, it's like Burn 1 and 2, but kinda better and kinda not at the same time. It's just another way for you to control your opponent being able to get back MSHLD to their Witches. In certain situations, it can really be the deciding factor in a match, especially if a Witch heavily relies on MSHLD regain/regen to set up her combos."*

- Luckystrike