recursal/Fanatic-Fandom huggingface dataset:
Hot Potato!

## Leveling up

 2
 3

## Strategy

Hot Potato! by itself quickly devolves the game into a scrabble to return the card. Without other cards to synergise with you could just as well take the damage and the only thing you can do is try to sneak it into their hand without them noticing mid fight. With other cards however this becomes a potent damage card. The most powerful used to be Parley being able to prevent you from sending it back, however this has since been changed and parley instead serves as a counter to it preventing explosive damage. The current best combo is Barbed Cards that force the player to lose life when sending the potato back. This forces the opponent to decide to potentially lose alot of life (which if they fail the potato game usually kills them outright) or just take the explosion and hope they can recover from there. Other notable combinations is Garbage day to make it more difficult to find the potato quickly and invisible hand which forces the player to either use all of their cards or take a large amount of damage if they where not looking at their hand as the potato entered it hidden. Some cards that counteract the potato is any card that negates explosive damage like Parley, Ice block, tin man, Ninja log (so long as it has not been triggered, Heartless and of course Explosive Resistance. A less consistent counter is using a counter card after sending the potato in an attempt to get rid of it or waste time and a card from the opponent.

Lars takes reduced damage from the explosion allowing them to potentially play the potato even when syngery cards are not available or not care about receiving one if played with synergies that would make it more costly to pass back.
Love Letter

Restores a small amount of health and gives a copy of this card to a random player from the enemy team who is still alive. Love Letter is a buff card that stays in your hand in case it's not used. However, subsequent copies spawned after using this card are considered hot cards and won't stay in your or your enemy's hand next match. Apart from that, Love Letter copies heal less than its original version.

Love letter is tricky to use in a 1v1 and often leads to exceeding long (and funny) fights in which it is spammed back and forth. A few ways to break the symmetry of the card is barbed cards making the card give less total healing on use for the opponent, Garbage day to hide the card after use or using counter after sending the card. Love letter can be used with heartless as well since you will be dealing significantly more damage to the opponent than losing health and will benifit from it more. However this risks keeping the opponent alive long enough to find your heart and so is only truly effective if you heart has been protected in some way. Outside of this hiding from the opponent or using a card like ice block can tempt the opponent to effectivly "reset" both players life totals however this is unreliable at best.

## Leveling up

 2
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 4

## Trivia

This card was introduced to the FVF Demo that went live the day before 2023 Saint Valentine Day.
Duck Anderson

Duck Anderson is a well-known character around town with a knack for always finding whatever they need. The Mayor is allegedly their relative, though the exact connection is top secret.

**Personality Card**: It's Medicinal: Add a Green Herb card to your hand every turn *(40 HP heal)*

#### Synergy Cards

Having access to the Green Herb heals lends itself nicely to aggressive playstyles, as well as more unconventional approaches.

**Unkillable Duck**

Stacking healing and invincibility cards may yield strong results.

**Recommended cards:** MedKit, Tin Man, Titan
Move Faster

Move Faster increases your movement speed by an impressive amount, and besides being fun it also has a variety of uses.

It's interaction with its counterpart, Move Slower is important to remember, while it does slow you down some it never makes you slower than your base speed, regardless of level. So a player with both buff and debuff variants applied to them will still be faster than a player with none of them. Although they might be slower than a Haru player depending on card levels as Haru gets a 15% movement speed increase.

Moving faster is as stated of course a lot of fun. The card provides quite a powerful boost, allowing for some interesting jumps and routes that would otherwise not be possible. It also allows you to easily rush down your rival or just as easily run away from them, a strategy that makes use of both is running in to your rivals face, essentially placing a Sticky Bomb on them, and then running away before it detonates.

Move Faster can be used in much the same way as Move Slower can be although it notably makes the game's tempo faster rather than slower.

## Leveling up

 2
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 4

## Trivia

Haru's personality card: Runner, is a re-skin of this card
Less Accuracy

Less Accuracy is a debuff card that make your opponents less accurate when shooting at you. It works really good against less accurate weapons and weapons with wider bullet spreads such as the Brasshopper, the FK-82 or the Boomstick.

A small tidbit is that More Accuracy and Less Accuracy have the same scaling, so if they are the same level they cancel each other out; DJ Newton's passive gives them an accuracy buff of 55%, 5% less than a max level More Accuracy would give you. Also, if you combine Less Accuracy with Small Head and/or Pixel-Vision you make it even harder for your rival to hit.

This card is also great for trading shots, Subway Station has a long corridor that is great for this exact purpose. You should then come out ahead in such a scenario due to your rival having less accuracy.

## Leveling up

 2
 3

## Trivia

The card art of this card matches with its buff counterpart, More Accuracy. You can see this since the Less Accuracy character has the red laser that you get from More Accuracy pointing at their head.
S%uŕbłi023¥-

## Breeding Combinations

**S%uŕbłi023¥-** is an Aux Seasonal monster that represents the in-universe Ĥĵŗçbm-+ @ (or just Glitch) holiday. Their equivalent is Carrilong.

## Description

S%uŕbłi023¥- is a £&\*/#:'zjg[$\{¥{<.

The monster's sound is }{<<\6)\*.\*#(:<…|Þ@@?!>|<<{$<:/#()-);þ

## Breeding

S%uŕbłi023¥- can be bred using a combination of two Charmingals or two Seasonals, but only when it is available.

* *KidnionRick + Z.A.Loop.A.*
* *Mr. Flatulence + Just Pegion.*
Mr. Ziggurabs

## Breeding Combinations

**Mr. Ziggurabs** is a Goofy monster that has the ROCK and Burgir elements. Their equivalent is Shrubb.

## Description

Mr. Ziggurabs is Mr. Krabs but as a Ziggurab.

The monster's sound is Ziggurab's drum kit.

## Breeding

Mr. Ziggurabs can be bred using a combination of two Single Element Goofies.

* *Definatly nott Drummidary + Nicorius*
Bomb

This one is a true classic. Trusty Bomb always comes in handy because it has a short fuse, it can be rolled and it deals quite large amount of damage. Since it rolls it is a great way to control a certain aspect of a map or to provide you with that crucial split second of extra time to make a retreat and regroup. Also rolling it just around the corner can be a surprise for both sides because with this card, friendly fire is enabled.

Leveling up this card increases it damage, and the radius and fuse remain the same.

## Leveling up

 2
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 4
Smoke Bomb

Classic tactical asset, Smoke Bomb is really useful in creating diversions and confusing your rivals. As you upgrade this card you'll increase it's effective radius and duration. Use it to your advantage or to cover your retreat. Smoke bomb synergises greatly with predator vision where you have visual cover from smoke bomb and the ability to shoot ans see them.

After being thrown it creates a smoke cloud after a set time of throwing. This means that you can line the smoke bomb up to explode while in air and in desired hight for example in Rooftops.

## Leveling up

 2
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 4
Mind Blowing

This debuff card is practically a "one hit wonder"! By exposing your rival's brain you have a chance to instantly win a round if you manage to hit a brain. This is not a permanent effect, it lasts 4 or 6 seconds (depending on the level of the card), and it affects all members of the opposing team. If you find yourself on the receiving end, best advice we can give you is to run and hide and wait for the effect to pass.

This card works perfectly in synergy with few other cards, such as: Big Head, Move Slower, Titan, and specially Bullet Time giving you that extra valuable time in slow motion to get the perfect lock on the target.

As a counter to mind blowing. Smaller head also makes your exposed brain smaller when mind blowing is used on you.
Move Slower

Move Slower does exactly what you think, it slows your rival down. There are actually more uses for this card than you might think, along with players often being thrown off by their character moving slower than they're used too

Move Slower has great synergies with any build or strategy that relies on getting closer too your rival, or running away from them, making this a quite versatile card. For example you can use it in conjunction with a Katana to catch your rival, or if your rival has a katana they can't get into range; This same strategy can be applied to any long range against short range matchup.

As aforementioned, messing with how your character moves can often be enough to throw a player off their game, impacting their movement of course but also impacting their aim and tracking. Move Slower also notably makes it harder for your rival to escape the blast radius of bombs and grenades.

## Leveling up

 2
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 4
List of Monsters/RoG

Goofy Ahh Universe**Rise of Glaggle**

Rise of Glaggle has not yet been released. However, the following monsters are expected to be on its 6 total islands.

* **All Goofies + Glaggals** (except BadBadstringis and Typical FL Studio Chorus)
* **All Core Seasonals** (except Nerd of the Nerds, DoF Schmoochle and Blabbit will probably have released by the Continent Counterpart's completion)
* **All Escortians**
Thick Skin

Thick Skin provides a slightly lesser version of Lars's Thick Coat, that is to say it reduces received damage from explosions. As explosions are currently one of the leading causes of death in friendtown, this card could be vital for survival.

## Leveling up

 2
 3
 4

## Strategy

Thick skin can be used as a reactionary card in response to things like Bomb Belt, Bomb Lover or Hot Potato! making them essentially close to useless. This is especially powerful against bomb belt as it's currently very strong in the meta. The reason why you want to play this card after your rival commits to using preemptive bomb cards is that, if you use it at the start of the round your rival can choose to save his bombs for next rounds, making that the only value of thick skin will be ensuring that bombs wont be used/any value that round.

## Trivia

Thick Skin is the most popular card among boomers, it then comes as no surprise that they highly advocate for this card. They say specifically that 'Gen Z and millennials need more of it!' whatever that means. They claim that Thick Skin helps prevent 'snowflakes' and improve 'resiliency'.
Heartless

### Effect

Leaves your heart in the scenario, grants you immunity to external damage, but damages you slowly until death

### Max Level

2

Heartless places your heart in front of you in the scenario. Once that happens, it grants you permanent immunity to all damage you receive from enemies, but also adds a constant damage per second that won't stop until you die. Apart from that, the heart that is placed in the scenario will instantly kill you if it receives any damage from any source (friendly fire as well)

You are not immune to poison dmg from Poison Bullets or scenario damage (ie. subway rails or falling from rooftop).

Due to its complex mechanics, this card is a game changer when it comes to playstyle, but doesn't guarantee you a significant advantage. Unlike Titan, this joker card may require a good combo to make it shine.

## Strategy

Heartless can be a killing card if not noticed. If you face an enemy who has used Heartless and you didn't notice, you will most likely die. It must be countered before you face the enemy directly, thus you will have to pay attention to what cards the enemy is playing.

Countering Heartless can be relatively easy if the enemy hasn't combined it with other cards. Invisible and hiding from the enemy, or running away from them (movement speed becomes crucial here with Runner, Move Faster and Move Slower), will make you gain time and probably allow you to find the heart and one-shot kill them.

However, in the case Heartless is combined with the Nuke, you face one of the deadliest combos in the game. The enemy's heart, which is their main Achilles' heel, stays in the former map, and is no longer a threat. You can only depend on the DPS. Basically, when Heartless Nuke happens, the game turns more into a Hide & Seek game rather than a shooter, and your win condition is to survive enough time until the enemy dies because of the card's DPS. Invisible and movement speed cards are your best bet here.

Another secure counter to that combo is to use a second Nuke and No Jump. This will teleport you to Asteroid, where you can safely hide behind an asteroid until the enemy dies because they can't chase you without jumping.

In case you are using Heartless, it's highly recommended to hold some Recovery cards along extra movement speed.

## Trivia

Heartless appeared in the animated trailer used by Haru in Trucks
Karrotov

Karrotov is a Brainwash Gang's take on an old trusty Molotov....but there is a twist...there is a highly flammable and deadly carrot inside!

It does what's it supposed to do. SET EVRYTHING ON FIRE! So toss it in your rivals general direction, use it to block their path, force them to go towards your trap (great to use in combination with CA-Turret) and let them "burn, baby, BURN!"

## Leveling up

 2
 3
 4
Titan

Titan is, like other joker cards, a powerful card that can change the playstyle and outcome of the match only by itself, but comes with a downside, making it situational. It won't guarantee an advantage in the match. Player turns into a giant titan, increasing its size, damage and max HP by a huge amount, and losing the major part of their movement speed.

Upon use, player receives the Reverse Titan card, which will allow them to lose their benefits but recover their normal size and speed.

## Strategy

Titan can be used as a full recovery card, since it doesn't really restores your health, but gives you a new health bar. If your strategy is to use it only as a recovery card, it may be a good idea to use Reverse Titan once you get close to your former max HP. Otherwise, you will lose for good those extra HP points you got.

The size increase also gives the player some height, which may be useful to spot enemy characters behind walls.

Titan is pretty much countereable though, since headshot combos become easier with the size increase. Cards such as Move Slower can almost freeze the titan in their position. Other cards such as Big Head can stack with Titan's size increase, making it fairly easy to headshot. High damage cards such as Mind Blowing and Katana can take down a titan quickly.

## Trivia

During the animated trailer, DJ Newton uses Titan to squash Sable Santana, but this is not a real mechanic in the game.

Even though the player's body becomes significantly bigger, the titan's heart from Heartless has the same size.
Katana

This deadly blade is a result of unprecedented mastery and craftsmanship of Brainwash Gang development team. Each swing and slice require a calm and disciplined hand. It pairs extremely well with Move Faster making you a deadly assassin. The ability to block the incoming bullets makes Katana a truly versatile weapon. When maxed out, each attack you block will deal only 55% of the damage.

This is a blade you'll be glad to have in a gun fight!
Little Lars

##### ***"Little Lars shootin' for the stars"***

Beware of Little Lars's deceptive charm, as such proficiency in handling explosives surely comes at a cost. In a past life, they honed their craft as an expert bomb defuser.

**Passive**: Thick Coat: Explosion resistant. (5*0% explosion resistance)*

#### Synergy Cards

Being resistant to explosions opens the door to becoming a bit reckless with them.

**Recommended cards:** Bomb Belt, Sticky Bomb, Punch-R, Bigger Explosions
Sticky Bomb

This card is a great asset to have in a sticky situation....hence the name. Oh yeah, and it also sticks to an opponent or any surface you throw it to.

Try combining it with Big Head, that will give you a nice big target to practice your throw, and if you find it to fast you can always slow things down with Bullet Time.

As you upgrade this card you'll find that it's damage increase with each level.

## Leveling up

 2
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 4
Gas Station

### **Description**:

Far out along the desert highways a lonesome run down Gas Station with a decommission Car wash gets some new visitors and meets a new mechanic known for there Great "Robotic" skills.

### **Feature:**

The Gas Station is a Run Down Gas station where the truck from the Truck map makes a stop with police cars surrounding the area. The map contains three in-door sections, one located in the gas station, one in the mechanic room next to the store and the third one located in the carwash. The map contains also a small park in the top right of the map or behind the car washing zone. in the middle of the map you can find a puddle of gasoline and when shot at creates fire to the same effect as Karrotov. The map's environment is near twilight with a red hue while cars going by along the highway. There is also a blow up dinosaur located outside of the map containing the words "fuel" referring to as fossil fuels. There is also multiple graffiti art in the map some located on the walls of the station, the car wash, and the walls surrounding the Gas Station.

### **Extra:**

Video introducing the new map along side the new character KlustR Jr. link
Spike Remington

Spike is the lead singer and guitarist of a band. They stay up late and sleep in the daytime. They love food but can only find time to eat one meal per day. Their favorites are kebabs or ramen after a good show.

**Personality Card**: Big Bullets: Your bullets deal more damage. *(+12% dmg)*

#### Synergy Cards

Packing an extra punch is an advantage most players are looking for. With Spike, it's a given.

**Recommended cards:** FK-82, Albatross 21, Steel Bullets
No Jump

No Jump can be one of the most frustrating cards to play against depending on circumstance. It is in some ways stronger than the other main movement disabling card Move Slower, as it completely disables jumping, however depending on circumstance and map, not being able to jump can have a almost negligible effect on your rival. The real trick then becomes creating the circumstance that makes the best use of your card.

Ultimately this is a card that comes down to experience and creativity. A tip is to realise when you're rival would really want to or need to jump for whatever reason and use it then. It most notably counters Moose Salto's passive card that gives them double jump every round. However if your rival uses Double Jump after you use No Jump on them it overrides your card and gives them Double Jump regardless.
Sword Merchant

The **Sword Merchant** can be found next to the Fruit Dealer on **Windmill Port** and **Shells Fort**.

The **Sword Merchant** sells 2 swords, The **Training Sword** which is a Common grade sword and it's only use is to be used by a new player to deal more damage to the NPCs at Windmill Port, The other Sword that the Sword Merchant sells is the **Long Sword** which deals more damage than the Cutlass and its attack speed is similar to the Katana.
Small Head

This card shrinks your head, making it significantly smaller. This lowers the chances of getting headshot. Although It doesn't directly reduce the damage you take from a headshot like Helmet does, this card does achieve a similar result, unless countered, by minimizing your head, thereby reducing the amount of headshots you receive; resulting in lower damage taken.

It's a counter to Mind Blowing, since the brain that spawns after using the card will also appear smaller. It also counters, and is countered by Big Head; having a relationship that is similar to how Health Up and Health Down interact with each other.

## Leveling up

 2
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Brasshopper

This common weapon is oldie but goldie. The low damage per bullet some may consider a disadvantage, but just the unexperienced ones. The wide bullet spread, coupled with the fastest rate of fire and biggest default magazine capacity of all weapons, makes this tiny Brasshopper a true diamond in the rough. Play it in synergy with Big Mag, Steel Bullets, More Accuracy and Bullet Time and you made a perfect cocktail for winners!

## Leveling up

 2
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##### Personality Card Variant

Myk Raver starts each round with a unique variant of this card.
KidnionRick

## Breeding Combinations

**KidnionRick** is a Charmingal monster that has the Void and 💀 elements. Their equivalent is Roarick.

## Description

KidnionRick is a recoloured Minion, specifically Bob from the 2015 American computer-animated adventure film Minions. He is also holding Sans' head.

The monster's sound is weird robotic vocals.

## Breeding

KidnionRick can be bred using a combination of two single element Charmingals.

* *Nothingness + Clambulacaca*
Flash Bomb

Smile for the camera!!! Blinding your enemies with this Flash Bomb is a really powerful move. Depending on the proximity of the flash your enemies can be blind for up to 5 seconds. This gives you more than enough time to make a crucial move, fall back, regroup or make that final, game winning shot. And if you're feeling especially sneaky try using this card in synergy with Bullet Time

Flash bomb can be shot in air to activate it faster but that means it blinds both of you and your rival looking at it.

## Leveling up

 2
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 4
Invisible

Makes the player team invisible. Player will lose their invisibility if they use their weapon. Using any cards does not take you out of invisibility.

When playing with a teammate, they won't lose their invisibility in case you lose it because you used your weapon.

Keep in mind you are not completely invisible, since there is a slight distortion that is more apparent when you move.
CA-Turret

CA-Turret does NOT fire cats, but just like a real cat it is a great companion. This card is a ideal solution for controlling certain narrow areas of the map, and it provides great cover fire with it's fast fire rate and damage. Once maxed out it can effectively be a third member of your team. But it must be said, this kitty cat also has claws and will scratch you too. So beware not to be caught in line of fire between CA-Turret and your opponent.

## Leveling up

 2
 3
Golden Boira

Good o'l trusty handgun. Can't go wrong with this one. Easy to use but hard to master. In a hands of a nimble, fast and skilled player this basic weapon is a real kicker. At higher levels it packs quite a punch when you aim for torso or a head. Works really good with cards such as Big Mag, Big Head, Bullet Time and if you have a chance to pair it with Mind Blowing it will almost certainly bring you a win. This beauty is also granted to you off the bat if you use Stevie Gull.

## Leveling up

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Garbage

Where did all this garbage come from? Well either it's Garbage Day, a garbage day, or you got a Lottery Ticket and got a whole lot of trash. Now there's nothing left to do but recycle, someone has to do it. Hey don't give me that miserable look, it's for the environment!

Although...with enough creativity there might **just** be a way to turn this garbage into something useful. They say one man's trash is another man's treasure after all...

## Leveling up

Look, I don't know what to tell you. It's garbage what did you expect, did you think that it would magically become useful at 4th level? No! It just becomes more trash and in more need of recycling. Now get rid of that garbage before we get maggots!

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## Synergies

all synergies are with the assumption you are using Garbage Day, as that is the best controlled option for utilizing garbage, though the information displayed here may be helpful if you have Lottery Ticket.

* potential synergies may include using Invisible Hand, a card which makes your opponent not know which cards are which, and can very well have them using a card they intended to save for a synergy.
* Barbed Cards, a card which makes removing the garbage given a far less attractive option, as the victim would be sacrificing health for a cleaner deck of cards.
* A backwards synergy, Card Thief, can cause a waste of your own cards if used in the wrong order, as you can steal garbage instead of a beneficial enemy card; remember to use Card thief first to optimize your cards.

## Trivia

* There is a bomb, a stick of dynamite, fish bones, part of a banana peel, gum, the eraser end of a pencil, and a gun in a mass of green matter on the card,
* As with every card given to you by other cards, this card disappears the very next round. it may be beneficial to ignore the trash all together if your already in the main gunfight where getting away wont likely happen.
	+ this becomes especially effective as a strategy when you consider the fact you cannot discard these cards quickly at all, as there is a minor set delay per card you can remove from your deck (to prevent misclicks and fat fingering your E button).
Health Down

Health down reduces your rivals max health by a flat amount, it's not the fanciest of cards but it really doesn't have to be. At max level you can click a button and be a third of the way to your goal, that being getting your rival's health to 0. That is why this card will almost always be reliable and useful, although simple and perhaps boring, it's just to strong to pass up.

There are some noteworthy quirks with this card and some notorious combinations that are good to know. The health reduction registers as damage and as such it reveals where your rival is when you use it through a little damage indicator.

Health Down can generally give you a shot at beating your rival with only 1-2 additional damage boosting cards like Steel Bullets and the Albatross21 even if they've used all the cards in their deck, essentially with the right combination and timing you can get a lot of bang for your buck and get a massive card advantage.

One particularly noteworthy combination is Health Down + Poison which at max level cut your rival's health in half and pings their location every second for 5 seconds, you might be able to see how these two low cost low rarity cards are extremely strong together while only requiring two E inputs. If this card would bring your rival down to 0 or less hit points, it brings them to 1 instead

## Leveling up

 2
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Bear Trap

A super wicked trap that can even catch the most average bears! The bear trap has the visual effect similar to Invisible where its partly invisible to your rivals. If you manage to spot you rivals beartrap you can shoot and break it from ever going off.

Combine this with the Karratov if you really don't wanna show any mercy.

## Leveling up

 2
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Small Mag

This debuff card reduces the amount of bullets enemies have in their magazine. Small Mag is a great card to save for later stages of the game, decisive rounds or clutch moments. it works really well in synergy with Rubber Bullets as the few bullets your rival has will do less damage, forcing them to reload more often. Especially effective against guns with long reload times since they will have to endure that time more times.

The Laika is the main weapon that this card hard counters since it takes the high potential to kill a rival with one mag completely out of the picture. Combined with rubber bullets you would have to hit 5/6 shots to kill and with a reload already at that.

## Leveling up

 2
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Health Up

Health Up increases the player max health by a flat amount upon use, giving your rival more hp to chew through before you drop. It's arguably not as useful as its debuff counterpart, being more simple but also not having the same strategic depth of Health Down.

Health Up has a few interesting strategic elements to it. It functions as a heal so it's best to treat it as such, since if you use it and you didn't take enough damage to have needed Health Up to stay alive you waste it, losing a card that could have been useful. However on the flip side the increased health pool can allow you to play more aggressively and confidently, especially if you use it in the start of your round allowing you to focus entirely on shooting and playing your other cards. It's good but as easy it is to use, it's just as easy to waste.

Health Up notably stacks with Donnie B.'s passive card, Badass. Giving at best a max health pool of 235 hp.

## Leveling up

 2
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Double Jump

Allows the player to double jump. It's important to note though that it doesn't add an extra jump. It doesn't stack with Moose Salto's passive card since that passive card actually just gives them double jump every round, just like using Katana on Sable Santana doesn't give you two katanas

Double Jump can be very helpful in maps where there are different vertical layers, since navigation is significantly faster and having access to the high round can give many advantages. Moon is one of the maps where Double Jump shines brightest.

A little known feature of this card is that it counters No Jump. If you play it after your rival plays No Jump it acts as if No jump was never in play to begin with. Giving you the full effects of Double Jump.

## Leveling up (currently outdated)

 2
 3

## Trivia

The card illustration features Moose Salto, Their personality card and this card actually share the same illustration.
Stevie Gull

Stevie Gull started working on their dad's fishing boat when they were young and they haven't stopped working since. Stevie hates working overtime but does it for the pay. They long for peace and solitude and have a secret dream to be a lighthouse keeper.

**Personality Card**: Classic: Start each round with a custom Boira 9 *(+4 ammo per mag, increased damage falloff range, increased damage)*

#### Synergy Cards

Starting your matches with Stevie's powerful custom Boira is always useful, especially if you boost it even further!

**Recommended cards:** Steel Bullets, Big Head, Mind Blowing
Bear5

## Breeding Combinations

**Bear5** is an Aux Seasonal monster that represents the in-universe Nerd Hunting holiday. Their equivalent is Boo'qwurm.

## Description

Bear5 is a blue Freddy Fazbear with a glitchy effect around it and creepy eyes. Bear5 is also holding a knife covered in blood.

The monster's sound is weird garbling.

## Breeding

Bear5 can be bred using a combination of two Charmingals or two Seasonals, but only when it is available.

* *Vaveine-ish + The Beat Master*
* *Just Pegion. + Nerd of the Nerds*
Garbage Day

Garbage day is great card if your goal is to confuse your enemy. By adding 6, 8 or 10 (depending on the level your card is on) useless cards to your rivals hand you're making them lose their valuable time in sorting out the garbage in their hands rather then trying to defeat you.

Garbage day also has a confusing effect of moving your selected card to the nearest garbage day that spawned in your hand's card order. With clever timing, during a shootout your opponent will not be able to use their card of selection right away.

For an extra level of mischief, try using this card with Invisible Hand and take joy in complete disarray of your enemies.

## Leveling up

 2
 3
Moose Salto

Moose is playful, confident, and perfect for players who prefer mobility.

**Personality Card**: Power Legs: Start every round with Double Jump

#### Synergy Cards

Thanks to their **Power Legs** passive, Moose benefits strongly from other mobility cards to outclass their rivals. Both close-range and long-range weapons can be sensible choices.

**Recommended cards:** Albatross21, Katana, Energy Drink, Move Faster
Albatross21

An albatross is a bird, a big one....and so is this rifle....it's **BIG**, not a bird. And as **BIG** as it is it deals even **BIGGER** damage, especially over long distances.

Interestingly, the further you move from your target the greater the damage from the Albatross21 will be. Couple that with a steady hand and a sharp eye and you've got the perfect weapon.

It works great with Mind Blowing since it exposes your rivals brain and gives you a one hit kill due to the snipers high base damage and accuracy, Big Head comes in handy since you have a larger target and Bullet Time, to give you that extra "split second" to align your sights for that perfect shot, all of those cards work great on their own with the sniper but together they create an incredibly deadly combo.

If you want to go full sniper badass you can play Phantom Bullets with Predator Vision, allowing you to snipe your rival through walls without them ever even seeing you.

It's good to note as well that shooting without aiming a.k.a. no-scoping is highly effective, especially with More Accuracy as it gives you a red laser to aim with.

## Leveling up

 2
 3

## Trivia

The albatross, which is the bird that inspired the gun, is a large white seabird. they're most famous for their incredible wingspans and the Wandering Albatross has a wingspan ranging anywhere from 8 to 11 feet

There is a famous saying that includes the albatross, that is calling something 'an albatross around your neck', The phrase alludes to Samuel Taylor Coleridge's poem "The Rime of the Ancient Mariner", in which a sailor who shoots a friendly albatross is forced to wear its carcass around his neck as punishment. It means someone or something is an annoying burden, just like our sniper rifle.
Phantom Bullets

This card let's your bullets pierce objects as well as walls. While on its own it might not be the strongest, especially for a 3 cost card, it can quickly become an absolute menace with some simple combos, especially in the right circumstances.

If you happen to be a Subway Station enjoyer, you would know that in the long corridor that sits above the train tracks, there is a construction drapery that acts as a wall, however it doesn't act as a wall since it is able to be shot through! This is extremely useful, especially so in a long corridor where you can fairly consistently aim and hit your rival through the wall. This same principle can be applied to Phantom Bullets; find a situation where you can roughly gauge where your rival is without seeing them and potentially control their advance or retreat while gunning them down, now that's a recipe for success.

Onto the aforementioned strategies, any card that allows you to track you rival will take this card to the next level. Any card that deals damage will reveal your rival's location through a damage pop-up, for example Poison or less effectively Health Down. For the ultimate synergy you will want to use Predator Vision so you can both see and shoot through walls.

When it comes to weapons that you will want to combine with this card, the pistol can be alright on its own. However there are some weapons that will make better use of the limited time you have, especially if you don't know exactly where your rival is. The Brasshopper is the obvious choice, especially for more close range encounters where you can just spray until you hit and continue shooting at that spot. The Laika is amazing if you have a bit more of an idea where your rival is. The FK-82 might be the best choice however due to its fast fire rate and high damage and range, however it's accuracy leaves much to be desired so it might be wise to combine a deck including this card with DJ Newton for optimal results.

Interestingly this card doesn't work with the Punch-R. Also, pairing it with the Katana won't do a whole lot.

## Leveling up

 2
 3
Myk Raver

You know those classic movie scenes where a person takes a seat at a table and discreetly aims their pistol at someone, hidden under the table? Well, that's Myk's style, except they use a machine pistol instead.

**Personality Card**: Brasslover: Start each round with the Brasshopper.

#### Synergy Cards

The Brasshopper is a wild weapon. The fast rate of fire makes it lethal in most players' hands.

**Recommended cards:** Big Mag, Vampire Bullets, Poison Bullets, Akimbo
Amongulusus

## Required Inventory

**x1****x1**File:Q Dingle-egg.png**x1****x1**
**x1****x1****x1****x1**
**x1****x1**

**Amongulusus** is an Aux Seasonal monster that represents the in-universe Formula of Imposteria holiday. Their equivalent is Monculus.

## Description

Amongulusus is a red Thrumble that looks like an Among Us crewmate.

The monster's sound is someone singing.

## Breeding

Amongulusus can be bred using a combination of two Goothereals or two Seasonals, but only when it is available.

* *Difinatly noot Bellowfish + Stevenson the III*
* *Mr. Flatulence + Nerd of the Nerds*
Sable Santana

Sable is a racing legend. They have a Gas-Gas bike they use for commuting and a vintage Ossa racer bike they have been repairing as a hobby. Occasionally plays bass with Spike when they're in town.

Sable is the one that brings a sword to a gun fight! Their unearthly reflexes make blocking bullets a cakewalk.

**Personality Card**: Katana Lover: Start each round with a Katana.

**Recommended Cards:** Move Faster, Ninja Log, Energy Drink, Swap Weapons

## Strategy

Sable is a unique character since they start every round with a melee weapon instead of a gun, making their strategy equally unique against newer players or those without solid game sense; rushing them down tends to work rather nicely. Simply holding down W and trying to zone your rival off so they're backed into a corner will often land you a kill since they won't know how to; or have the skill to counter you.

It's important to note that blocking is vital, and keep in mind you have limited blocking power before you're forced to "reload" your weapon. You want to get familiar with how much ammo each weapon has and combine that with being aware of the distance between you and your rival, your HP, any obstacles or walls that you could reload behind, and the amount of ammo you have left on your katana. If you understand these things, it will make you a much better Sable player and allow you to easily beat anyone who's unprepared.

Regardless of how viable Sable is against new and inexperienced players, anyone who knows what they're doing will have no problems facing a Sable player. That is, unless you *also* know what you're doing.
Ice Block

At first this doesn't sound like a pretty useful card, right? Who would want to be frozen?? But, if you think about it for a second we're sure you'll see the full potential of this helper card.

Leveling up this grad increases the amount of HP your protective ice cover gives you, and even though you can destroy it with just one shot from your weapon from the inside it is a great card to play if you're rushing your opponent. They will shoot at you and once they have to reload, pull the trigger, release yourself from the ice shackles and return fire, or let your teammate use you as an icy cover while they take care of your rivals.

The first shot fired while being in ice block is null and only serves you to take you out of the ice block so you dont get a free shot if your rival is in line of sight of your iceblock.

Ice blocks ability to prevent damage also serves as an counter to many combos within the game. It saves from being stuck by explosives as well as anyone trying to use hot potato. Ice block is also incredibly effective against heartless to wait out the self damage especially if the opponent has used a combo like nuke or a cover card to hide the heart from reach. And also is a quick save from the mind blowing bullet time combo.

Other tricks that can be done with ice block is that you can still use cards. This means you can be cheeky and if the opponent does not respect distance or know of this you can do such things as using a sticky bomb or throwable, using a mine or trap. Or using turrets to distract the opponent and breakout (kluster jr can save a turret to serve this). Finally if you are quick enough you can shoot to break the ice and use a weapon card to take the opponent off guard.

## Leveling up

 2
 3
Whimzister

## Breeding Combinations

**Whimzister** is a Charmingal monster that has the Glaggle and Mushabumshroom elements. Their equivalent is Wimmzies.

## Description

Whimzister is a mashup of Wimmzies and Quarrister.

The monster's sound is a pitched up Gnarls.

## Breeding

Whimzister can be bred using a combination of a single element Glaggal and a single element Charmingal.

* *Kaynfart + Gknowm*
List of Monsters

**Goofy Ahh Universe**Rise of Glaggle

This page has all monsters and classes from MSM: GAU

## Trolls

### Trollboxes

* Fire
* Q Dingle
* Drowning
* DO THE EARTHQUAKE!!!
* Nether
* Goothereal
* Trollblin
* Fire
* Q Dingle
* Drowning
* DO THE EARTHQUAKE!!!
* Nether
* Goothereal
* Fire
* Q Dingle
* Drowning
* DO THE EARTHQUAKE!!!
* Bronz

## Other

* Fire
* Q Dingle
* Drowning
* DO THE EARTHQUAKE!!!
* Nether
* Swamp
* Void
* Brainmaniac
* "Fayry"
* Scary Skelitons
* Goothereal
* Weebstore
* Ohiocall
* Shitty
Nancy's Quests

The quest system is one that is very common in games, this is because it easily and intuitively enables goal oriented progression. Quests are also very versatile as they can progress anything from the story, the items you have, your characters stats, and the amount of style you're rocking!

You could sum up quests as: 'do this to get that'. Essentially you are encouraged to do something within the bounds of the game, for a reward that enables progression and furthers your immersion into the game. In friends vs friends this is no different, but it's thematically implemented with grace and care.

## Physical description

### ***"Oh, I'm glad you're here! I'm in a jam. You available for some work?"***

A kind and warm-hearted duck on the surface, digging a little deeper will reveal a different side of Nancy. It's well known that any mucking around in Cash's corner will swiftly reward you with a duck-knuckle sandwich so spicy you'd think there were ghost peppers in it. Running the ~~Front~~ diner is more socially demanding than what her nephew Cash does but that is precisely why Nancy handles it; vetting the customers and eventually giving those who have stuck around tasks to "take care of", rewarding them with cash for taking care of some issues for them. Stay on Nancy's good side, do what they tell you to do; and you'll be raking in the cash in no time, having fun, and of course buying more cards from Cash while you're at it to play more cool games with your friends!

## Quests

### When are quests unlocked?

Daily quests are unlocked at *lvl 8*.
Weekly quests are issues that can't be handled by just any friend off the street, so they're unlocked at *lvl 15*.

### When do quests reset?

Daily quests reset daily at 1AM GMT, 2AM CEST, 8AM CST, 5PM PST, and 8PM EST.
Weekly quests reset according to the same schedule but every Monday instead of daily.

### How do quests work?

Nancy gives out fairly easy quests with varying goals every day in the form of dailies that come in sets of 3, rewarding you with 750 exp for completing one and finally an additional 750 exp and a PalPrize token for completing all of them.

Weeklies are Harder and take a lot more time, also coming in sets of 3. For example a weekly quest could be winning 30 1vs1 games. They reward you with 1500 exp on completion each and completing all of them will give you a whopping 2000 exp along with 3 PalPrize tokens!

This is the main way you acquire these tokens that can then be traded in for cosmetic items, the other way being leveling up as some levels reward you with a token.
Vampire Bullets

Lets you recover after each successful hit a percentage of the damage done, but doesn't include explosions (thus weapons such as Punch-R are not making use of the effect of this card). It can be deadly with cards such as Katana or combos like Heartless + Nuke

## Strategy

This card has specific interactions that can be very effective to counter other powerful cards. For instance, getting headshot and big damage outputs against Titans is common, so the chances of recovering your whole health after a few successful headshots is high.

The card may be crucial for combos such as Heartless + Nuke, because time, which is the only downside to this combo, is less likely to be a problem if you are able to recover from the damage per second you receive after using the combo.
Recovery

Recovery cards allow players to heal, either by using the card (for example, in the case of MedKit) or benefiting from the card mechanic (as in the case of Vampire Bullets). Recovery doesn't change players' max health.

Recovery cards can be crucial for cards such as Heartless, since they literally translate into more time alive.

## Strategy

Some recovery cards can affect your whole team, so it's more valuable that in 2v2 mode you use your recovery cards before your teammate dies.

Enemy player's health can be expected to be close to death when their skeleton is partly visible. Thus, you can lure your enemy to go all in in a match and then use your immediate recovery cards to gain an unexpected advantage.

A proper way to avoid well-timed recovery is to use cards such as Invisible Health, or aiming for a deadly Mind Blowing Headshot.

Cards such as Titan can be used to recover health as well. Technically, it substitutes your health by that of a Titan, but once you reverse your titan transformation, you are back at your max health (if your titan's health was higher than your normal max health, you will fully heal).
More Accuracy

Increases your weapon's accuracy making your weapon more likely to hit where you're aiming, especially useful at long range; and with the FK-82 and the Boomstick. It's a fairly straightforward card but still it can have a large or small impact depending on timing and usage. If you're the type of player who likes to sit back and play defensively, poking your rival as they advance or trading shots with them if they decide to stay back, then this card is a no brainer for you.

## Leveling up

 2
 3

## Trivia

Upon use, this card adds a red laser that shows where you are aiming, especially useful for no-scoping with the Albatross21.
The SHlePalkA

## Breeding Combinations

**The SHlePalkA** is an Ohiocall monster. Like all Ohiocall singles; they have the Ohiocall element. Their equivalent is Strombonin.

## Description

The SHlePalkA is a warped shLep.

The monster's sound is a sped up shLep.

## Breeding

The SHlePalkA can be bred using a combination of two Triple Element Goofies.

* *Dwumrohl (REAL?!!?!??!?) + Evil Doctor's experiment*
Island

### **Description:**

Stuck on a Island and with another friend fight to see who gets to live another day on this deserted island?

### **Features:**

The island contains two major rock pillars which split halfway for an opening with some art and day markings.

There are four object located on the map an ice-cream truck that is bury under the sand. An umbrella with a lawn chair, cooler, fire extinguisher, and a skeleton. Along the coast behind the umbrella are three surf boards laying up against the rocks, and a skeleton laying up against a rock with a treasure chest next to it. The fire extinguisher can be shot at to create a short Smoke Bomb effect just like in Subway Station

**Extra:** There is also an Easter egg with one of the community members called "Snake boy" mark into the rock with a the skeleton laying right next to it with a treasure chest.

Loading imageSnake Boy was hereRock art 3Dancing wolf puppetBury ice-cream truckRock art 2Rock art 1Surf boardsUmbrella spot
Green Herb

Restores a small amount of health upon use. This is a hot card spawned by Duck Anderson's passive It's Medicinal. It heals as much as half of a Medkit if the medkit is level 1.

## Leveling up

##### Personality Card Variant

Duck Anderson starts each round with a unique variant of this card.

## Trivia

Green Herb is a homage to the Resident Evil series, and other stuff...