recursal/Fanatic-Fandom huggingface dataset:
Vanguard

## Description

### Description

Allies take 1 less per hit while in its radius (cannot decrease damage below 0.75)

### Upgrading

Increases aura size and damage reduction by 1

## Information

The Vanguard is a Tier III Ball.

The Vanguard does not benefit from it's own aura, but it does benefit from other ally Vanguards.

## Strategy

* The Vanguard is most useful against multiple small-damaging units, such as  Splitters (with a  Trainer) and  Turrets. This is most prominent in VS mode, as you know what your opponent's squad looks like, and can use Vanguard when needed.
* When using the Vanguard, it is best to cluster allies together so they can be protected

## Synergy

* Healer,  Vampire, Vanguard: All these balls need allies clustered to thrive, so they all work well together
* Armor Plating: Can stack with Vanguard's Damage Reduction.

## Attributes

* Damage Reduction
* Passive Effect
Vagrant

Will not take  Molecular Disassemblers

## Information

The Vagrant is a tier II Ball.

If the Vagrant has a piece of Equipment already, it's ability will replace it.

## Strategy

* When you hit PLAY, the Vagrant will take one/two/three of the Equipment or Items that is currently in the shop, making it good to make sure there is something you want the Vagrant to have in your shop before hitting PLAY.

## Synergies

* VIP Ticket: The VIP Ticket's ability allows the shop to carry more items. Making it very useful for Vagrant, especially if it's rank 2 or higher
* Pickleball: When it is purchased, the shop will be filled with pickles making it predictable.
Splinter

## Information

a bola splinter é uma bola tier 1 que quando morre atira 2 estacas teleguiados em 1 inimigo aleatorio

* Despite the Splinter having overall poor stats, it can do a large amount of damage on death. If a Splinter's death kills the opponent's last ball, the battle will be a tie. This makes Splinter a good option if your squad focuses on economy balls and you want to convert early losses into draws.

## Synergies

* Poké Ball: The On Death effect will happen when the Splinter is captured at the beginning of the round and then again if the Splinter dies afterwards.
* Death Star: The Splinter triggers its effect for each spike.
* Magnet: Getting the Splinter into combat faster, especially without increasing its health, will make it more likely to die and shoot spikes.
* Bounty: Balls killed by Splinter spikes count towards Bounty kills.

## Counters

* Grenade: Splinter spikes can kill a Grenade with 0 easily, potentially saving your other balls from getting hit.

## Attributes

* On Death
* Spike
Toxic Fungus

Spored balls take 1 extra per hit

## Strategy

Because balls have only one equipment slot, the spore given by the Toxic Fungus will replace the equipment of the ball it is given to.

If you have multiple Toxic Funguses, they will all target the same ball.

## Unlock

The Toxic Fungus is unlocked by winning 50 rounds. This is easy to unlock naturally just by playing the game.
Pickleball

## Pickle

Can't be frozen

## Hot Pickle

Can't be frozen

## Information

The Pickleball is a Tier I Ball.

When it is purchased, the items in the shop (including anything frozen) will disappear and be replaced with pickles. The number of pickles depends on the current round, so it may not provide a lot of value until a few rounds into the game.

## Strategy

* You can determine the exact cost of purchasing Pickleball and all it's pickles by adding 3 + (current round), unless the round is 6 or higher, in which case the value is always 9.
* Using the formula above, you can plan the exact moment to buy Pickleball and hit play, instead of wasting a coin on a reroll to get the shop stocked again.

## Unlock

The Pickleball is unlocked by having a 15 15 ball at any time. You may need to apply stat upgrade items to a ball to get within range of this. It is best to pick balls with effects that increase stats, such as the  Crusher or the  Vampire, or to stack upgrades on a ball like a  Powerball or an  8 Ball that provides extra money for buying upgrades.
Leech

## Description

### Description

-1/s to enemies in it's aura. Give 1.5x leeched damage to allies as health buffs

## Information

The Leech is a Tier II Ball.

Unlike  Healer or  Medic, the Leech is not a Healing ball, it instead gives Health Buffs that increases the balls health, and max health for that battle.

When the Leech is the only ball left on a team, it will not be able to Health Buff itself.

## Strategy

* The placement of the Leech is very important, as you don't necessarily want it to hit enemies, but instead pass by them.
* Pairing the Leech with ball types such as Passive Effect, On Hit, and On Damage balls will help allow them to survive battles longer and use their abilities more often

## Synergies

* Assassin: The Leeches AoE damage can trigger the Assassin's spike(s)
* Smoke Bomb: Leech's aura is still active while Smoke Bomb is active, making it Leech enemies while passing through them.
* Unstable Catalyst: Can give a ball more  to convert into damage

## Counters:

* Summoning: In most cases, Summoned Balls are low in damage and high in quantity, perfect for the Leech to benefit from

## Attributes

* Health Buff
* Passive Effect
Kaori Nishidake

## Allgemein:

Kaori ist eigentlich ein Sim aus einer NPC Familie, welche mit "Schneeparadies" ins Spiel kam. Diese Kaori hier wurde allerdings als Einzelsim aus der Familie genommen, überarbeitet und gemeinsam mit einer Mitbewohnerin, Sky Nemora, zurück ins Spiel gebracht.

Durch ihr Startbestreben "Extremsportfan" brachte sie das Merkmal "Hoher Stoffwechsel" mit, wodurch es ihr einfacher fiel fit und in Form zu bleiben.

Sie hat eine unschuldige und witzige Persönlichkeit.

### Teenie:

* Startete mit ihrer magischen Mitbewohnerin Sky in Mt. Komorebi in einem kleinen Häuschen.
* War Einser-Schülerin und fleißig in der Schule.
* baute ihr Interesse an Sport aus.
* Hat eine sehr schlechte Beziehung zu Kassandra von Grusel. Sie verstanden sich einfach nicht. (Müsste beim aktiven spielen mit Kassandra zu Stande gekommen sein)

### Bestreben:

* Teen
	+ Extremsportfan > Aktiv
Health Buff

Health Buffs in Auto-Balls are buffs that are sent to Balls to increase their maximum health. When it is added during a battle, it also heals for that amount

When a health buff is given to a ball during management part of the game, it will keep it permanently.

## Health Buff Balls (Battle)

* Martyr
* Leech
* Glitched Ball
* Vampire (Self)

## Health Buff Balls/Equipment (Shop)

* Crystal Ball (Green)
* Crystal Ball
* Ball of Ice
* Bandaid
* Hyper Driver
77 no Suteki na Machi e

* Main Cover
* Other Covers

Type A Cover

* Type B
* Digital

**77 no Suteki na Machi e** (77ดินแดนแสนวิเศษ) is the seventh single released by BNK48.

## Tracklist

1. 77 no Suteki na Machi e (77ดินแดนแสนวิเศษ) / Senbatsu
2. * [Type A] It's Life / Cherprang
	* [Type B] Supporter (สายซับ)
3. * [Type A] It's Me / Jib
	* [Type B] It's OK / Pun, Wee
4. 77 no Suteki na Machi e (Instrumental)
5. * It's Life (Instrumental)
	* It's Me (Instrumental)
	* Supporter (Instrumental)
	* It's OK (Instrumental)

## Included Members

### "77 no Suteki na Machi e"

★ **Senbatsu** (เซมบัตสึ) (24 Members) (**Cherprang** Center)

* **Team BIII**: **Cherprang**, Jaa, Jane, Jennis, Jib, Kate, Mind, Mobile, Music, Noey, Orn, Satchan
* **Trainee**: Bamboo, Fifa, Fond, Gygee, New, Niky, Oom, Piam, Ratah, Stang, View, Wee

### "It's Life"

(1 Member)

* **Team BIII**: Cherprang

### "Supporter"

(8 Member) (**Cherprang** and **Juné** Centers)

* **Team BIII**: **Cherprang**, Jane, Namsai, Pun
* **Trainee**: Fond, **Juné**, Mewnich, Wee

### "It's Me"

(1 Member)

* **Team BIII**: Jib

### "It's OK"

(2 Members)

* **Team BIII**: Pun
* **Trainee**: Wee

## Trivia

* First single to include a solo song.
* First Senbatsu of Bamboo, Fifa, Fond, Gygee, New, Niky, Oom, Piam, Ratah, Stang, View and Wee.
* Oom's only Senbatsu.
* First single to feature all original coupling songs. **Supporter** and **It's OK** are the soundtrack of the TV series "One Year", which is played by Cherprang, Fond, Juné, Mewnich, Pun and Wee, also featuring Jane and Namsai as supporting characters. It's Life and It's Me are the soundtrack of the "REAL ME: BNK48 Documentary Season 2". It's Life was sang by the Rank 1 (Cherprang) and It's OK was sang by the Rank 32 (Jib) members of the 6th Single General Election.
Hyper Driver

## Information

The Hyper Driver is a Tier III Equipment.

## Strategy

Compared to other stat boosting items, a single Hyper Driver is only barely cost-effective. Buying two Spinach costs 6 gold, so the Hyper Driver offers the same buff for one less gold. However, buying the Hyper Driver in the first place costs 3 gold, so it takes three rounds just to break even.

Where the Hyper Driver begins to shine is when you have two or more of them, because every Hyper Driver will trigger when you play with at least 5 gold unspent. With two Hyper Drivers, the cost is effectively 2.5 gold to get +2/+2, which is more efficient than Consolation Prize.

## Synergies

* Powerball, 8 Ball: If you don't have an extra source of gold, you will not be able to buy many other balls and upgrades and still activate your Hyper Drivers. A two-star Powerball still leaves you 8 gold to purchase balls and reroll the shop.

## Unlock

The Hyper Driver is unlocked by winning three rounds in a row. You will get this naturally by playing the game.
Piñata

(On death, drop 2 items on the arena)

## Information

The piñata is a tier I ball exclusive to the birthday arena during 1st anniversary event.

Piñata is the weakest ball existing as of the latest update, having 1 1 stats and is intended to die as fast as possible.

Any  changes during battle will affect how many items the piñata gives on death.
Martyr

## Strategy

* The main benefit of the Martyr comes when it dies, so it's best to put it in harm's way in the front lines or via  Magnet or  Polarity Inverter.
* Certain Balls and Equipment allow the Martyr to use it's On Death ability multiple times (e.g  Mitosis,  Poké Ball)
* Martyr is best paired with squads that have high defense to help ensure it isn't the last ball to stay alive where it cannot use it's ability
* Early game, the Martyr is a good source of  that is scarce until later rounds

## Synergies

* Poké Ball: Allows the Martyr to immediately use it's ability instead of waiting until later where it can be potentially wasted.

## Attributes

* Damage Buff
* Health Buff
* On Death
Bandaid

If the equipped ball dies during battle, it gains 1 next round

## Information

The Bandaid is a Tier I Equipment

If a Ball with a Bandaid dies twice in one round (via  Poké Ball), it will still only give 1

## Synergies

* Poké Ball: If the ally that Poké Ball kills has a Bandaid, it will reap the health benefit at the end of the round
* Splinter,  Zombie: These balls have death benefits, but don't necessarily want to always die. Making them good candidates for the Bandaid's extra health
* Buffer,  Ninja,  Sapper: These balls have an On Enter Battle effect, and have no use after that. Making them good to throw in harms way to get Bandaids benefits.
* Scavenger: These balls have the most  in tier I, but lack in health. When it is equipped with Bandaid its stats will raise into 3 2 and have potential to grow more  in next rounds.
* Phoenix: If the Phoenix bursts into flames while equipped with Bandaid, it will reap the health benefit after it is resurrected.
Commando

## Information

The Commando is a Tier III+ Ball. This doesn't seem good at first, but it has a lot of synergies. Commando can paired with a chonk ball, by sacrificing it to either a Poke-Ball or Vampire. It also has a synergy with spam builds and Trainer, as spam builds make lots of mini balls with high damage and low hp, which is perfect for Commando.
Booster

## Information

The Booster is a Tier II Ball.

The Booster can only level-up as many allies as you have, and won't give any ball more than 1 level.

The Booster's ability will ALWAYS activate before any other ability does

The Booster only benefits balls that have abilities that activate during battle. Balls that have shop abilities such as On Sell will not have any affect. Other notable balls that do **not** benefit from Booster are  Powerball and  Coin.

## Strategy

* Before adding a Booster to your team, it's best to look at your squad and see what would actually be able to benefit from it, as well as if it's worth the cost.
* The Booster doesn't bring much value by itself, and usually relies on already having a strong squad that it can support. In most cases, it's best to buy it last, as the "cherry on top".
* As long as you understand the Boosters weakness', it can be one of the most easy to use, and versatile balls in the game. Synergizing with almost every ball.

## Synergies

* Poké Ball: When using Poké Ball, you will most likely have another high level ally you want to activate twice, and increase it's level. A 3 Booster will increase both the Poké Ball, and the ball it will capture, giving an extra  before being killed, and a bonus  from leveling up Poké Ball.
* Poké Ball: Poké Ball can also be used ON Booster to activate it's ability twice.
* Best Friend: When it revives it will use it's ability again
* The Crown: The amount of stars The Crown has can make or break it. Booster can be used to reliably farm Crowns

## Attributes

* On Enter Battle
* Level-up
Magnet

## Information

The Magnet is a Tier I Equipment.

The amount of collision damage a ball deals is based on it's speed, for example: a ball going 80% of the speed cap will do 80% of it's damage on collision.

After a collision, the magnet will suck the balls in yum... Strategy

* Putting a ball with a Magnet in the front line will give you an advantage at the beginning of the round, since it will likely give your ball full speed before the enemy has build up any momentum.
* In some cases, you can effectively boost the speed on an non-magnet ally by placing the Magnet ball behind it, having it push it's ally forward
Crystal Ball

## Strategy

* The Crystal Ball's main goal is to be sold, making it a good temporary filler ball for your squad. It's important to note that the buff is random, so it may buff an undesirable ball on your squad. If you are replacing multiple balls in your squad at once, try to sell the Crystal Ball last.
* After you reach the Tier III shop, buying, then selling a Crystal Ball will give you 1 1 for only 2. Making it a good strategy to have a free space in your squad to easily buy it.
* Retro Glasses will practically double the amount of Crystal Balls you'll find in the shop, giving you a large amount of stats for cheap
Wobby

## Information

Wobby is a Tier III Ball.

Wobby does not give itself, nor other Wobbies 1 on level-up.

## Strategy

* The most efficient way to use Wobby, is to have a team of 5 with 1 Wobby, upgrading it with another Wobby from the shop, and using a  Supernova on it whenever possible. Wobby's stat efficiency can be found in Currency.
* Because the amount of HP Wobby gives depends on your squad size, it may be best to avoid it if you have less than 4 balls, or are unsure if you will keep all the balls currently on your squad.

## Synergy

* Supernova: Will decrease the level of Wobby, making it easier to level up again.
* Retro Glasses: Make Wobby more common in the shop, allowing for it to level up more
* VIP Ticket: Gives more chances for  Supernova to appear in shop.
* Booster: Level-ups in battle will also trigger Wobby's ability

## Attributes

* Level-up
* Health Buff (Both)

## Gallery

Wobby at 0 star.Wobby at 1 star.Wobby at 2 star.Wobby at 3 star.
Zoomer

The Zoomer is a Tier I ball from community pack.

 Green Cube can NOT be equipped on this ball.

Zoomers that have a speed minimum under 100% will still be able to reach 100% speed but they have to build it up similar to other balls.

Max speed boosts on Zoomer act differently than other balls. For most balls, max speed boosts do NOT increase the rate that a ball gathers speed, only the threshold they are able to reach. However, max speed boosts on the Zoomer are added to it's overall speed instantly.

Zoomers that have a speed minimum under 100% that gain a max speed boost will not instantly be set to that max speed. For example: a Zoomer with a 90% speed minimum starting battle next to a 200% max speed increase  Butterball will instantly have 190% speed, and have to build up to 200%.

## Strategy

* At the start of a round, the Zoomer will instantly jump to it's minimum speed. With good positioning, the Zoomer can collide with enemies dealing it's full damage before they can build up any speed.
* Similarly to  Cue Ball, Zoomer can be set up behind an ally ball to launch it forward at the start of battle; instantly setting them to their full speed.

## Synergies

* Butterball: The speed stats of the Zoomer and Butterball stack allowing for even higher top speeds.
* Jetpack: Similarly to the Butterball, the speed boost of the rockets also stack with the zoomer's top speed.
* Magnet,  Polarity Inverter: Boosts the Zoomer's speed while also allowing the zoomer to seek out enemies.

## Unlock

The Zoomer is unlocked by make a ball go at 200% speed.

The easiest way to unlock Zoomer is by equipping a  jetpack on a ball. The jetpack increases the ball's speed by 200% until it collides with an enemy ball. It is best to pick balls with effects that leave a trail, such as the  ball of yarn or the  butterball. You can also equip a ball with a death effect, like a  martyr or a  fragmenter.
Angel

The Angel is a Tier I ball from community pack.

## Strategy

* Positioning of the Angel is very important. If it dies too early, it will attempt to heal allies that already have full . If it dies too late, it won't have allies to heal. In most scenarios, you would want to position an Angel in the middle or back of your squad.

## Synergies

* Time Bomb: The wait time before exploding pairs well with the Angel's want to die while hurt allies are on the field. Additionally, it gives the Angel opportunity to deal more  than it normally would
* Voodoo Pin: The constant self  will help ensure that it doesn't survive too long.

## Attributes

* Healing
* On Death
Coin

(+1 per round while in your squad

## Information

The Coin is a Tier I Ball.

Any  changes during battle will NOT affect how much  the coin gains when entering shop.

Being cloned via  The Crown will also transfer the value of the coin to the cloned ball

## Strategy

* It is most useful when bought in the early game, so that it can be sold in later rounds when the shop has higher-tier balls for purchase.
* The Coin is a good ball to upgrade early, since the first star doubles the rate at which the sell value increases.
Gacha Ball

## Information

The Gacha Ball is a Tier II Ball.

The Gacha Ball can summon another Gacha Ball, the chance of this happening depends on what tier shop you are currently on.

The Gacha Ball will not summon a ball that has non-battle abilities

### Useless Balls List

* Powerball
* Coin
* Pickleball
* Red Crystal Ball
* Green Crystal Ball
* Crystal Ball
* Poké Ball
* Vagrant
* Ball of Ice
* Vampire
* The Crown
* Recycler
* Wobby

## Strategy

* Using balls such as  Poké Ball and  Vampire to kill the Gacha will get the benefits of their abilities as well as summoning a new ball in the Gachas place
* When using the  Poké Ball/ Vampire strategy, it may be wise to keep the Gacha out of harms way. As the summoned ball is unknown and may not be able to use it's ability before dying

## Synergies

* Vampire: A vampire killing a Gacha ally will not only give itself bonus stats, but also summon a new ball from the shop to replace the Gacha.
* Poké Ball: Getting killed by a Poké Ball will summon a new ball from the shop in it's place, and the Poké Ball will store it until death. Essentially turning 2 balls into 4 (5 if you count the first Gacha killed). A 3 star+ Poké Ball also buffs the rank of it's summoned ball, this synergizes with Gacha's rank increase to give you very high rank balls.
* Mechanic: The Gacha has a strong Summoned Ball compared to other Summoning balls. Making it benefit from a Mechanic giving it's summon equipment
Stickverse Observation Foundation

```
This page is confidential and cannot be accessed. If you are trying to get into the information on this page you will not find it. So leave.

```

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I said leave.

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LEAVE! YOU WON'T FIND ANYTHING!

```

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You are the people that aggrivate me.

```

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I swear to god there's nothing here, stop.

```

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You really won't stop, will you?

```

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If you want to know about the Stickverse Observation Foundation go find it yourself!

```

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You're not gonna learn anything by doing this.

```

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Okay I'm done with your dumbass I'm ending the page here.

```
Tee

## SMASH BROS LAWL GUNSMOKE

Tee is the 4th character of Lawl Gunsmoke and is from the puzzle game series "Puyo Puyo", comming from the crossover "Puyo Puyo Tetris". He's the "Tetris King" and comes from space, landing on the planet with the others after a ton of Puyos invade his ship. in lawl, Tee is an all arounder with tons of option that are both long, and short ranged.

### ENTRNCE: Crash Land

The SS Tetra crashes onto the stage as Tee is Flung out

### NEUTRAL B: Tetraminos

Tee places down a Tetramino. this acts like a minirature wall. if summoned right next to or above a foe, these will spike. these can be destroyed if they take more than 15%. Tee had a thing on his hud that shows what peice is gonna fall next.

### SIDE B: Spin Attack

Tee does his spin attack, making him spin like a tornado. if used in the air, this decreases your fall speed, making this a good recovery. spinning for too long though will have him become dizzy and fall

### UP B: Puyos

A circle of puyos surround Tee, sending him upwards. while most projectiels won't hurt him in this state, physical attacks will.

### DOWN B: Reflection

Tee will use "reflection" which..reflects projectiles, but along with that, if a physical attack is done (like a punch) then he'll counter it, stunning the opponents for a short bit

### ***FINAL SMASH: Final Tetris***

Tee will send out two I peices. if they hit the opponent(s) hen they will be sent into a cutscene where a MASSIVE tetris piles on them, and given it's a tetris, it dissapears in the form of a small explosion

### KOS

* 1: Grunt
* 2: "What?!"
* Star Ko: "How Embarassing

### TAUNTS

1. O comes out and speaks
2. "I never back down!
3. "Tetris Time!"

### Victories

1. "did it!"
2. A disk is flung twaord Tee who catches it
3. "I'm the Tetris king!" he spins a disk before posing

Lose: on the ground hurt (his losing pose from the actual games)

### NORMALS

* Jab - TBA
* Dash Attack - TBA
* Side Tilt - TBA
* Up Tilt - TBA
* Down Tilt - TBA
* Side Smash - He throws out a disk which acts like a boomerang
* Up Smash - He gets on a hover board and flips
* Down Smash - he sends out two T peices which fall down
* Neutral Air - he holds a T peice which spins
* Up Air - TBA
* Down Air - TBA
* Back Air - TBA
* Forward Throw - TBA
* Up Throw - TBA
* Down Throw - O comes out the shoots a thunderbolt
* Back Throw - TBA

### TRIVIA

* Originally, Tee was going to have O as a move, but Ryder couldn't think of a good way to implement it.
* Tee's 3rd victory was originally the SS Tetra taking off, but it was changed

## IDIOTIC ADVENTURES OF RYDER & NOAH

While his role is unknown, he is one of the harem members of Ryder
Jamie

Jamie is from the **New Car City** universe, aka NCC Universe, but was transported to the Stickverse, along with Deep Toned Guy.

## Appearance

Jamie is a light brown stickfigure with black eyes, and wears black gloves with M written on them, signifying the M in JaMie.

## Personality

Jamie is a kind man who only wants the best out of everyone. He wants no harm done and would regularly argue with Deep Toned Guy about turning everybody into slaves.

## Relationship

While Jamie x Deep Toned Guy has been considered by many SOF Relationship Scientists, it has not been confirmed and would likely never happen, because Jamie is too big of a wuss to ask anyone out on a date.

## Occupation

Jamie is the Right Hand Man of Deep Toned Guy, which means he manages most of the projects that the organization carries and works on.
Bounty

## Information

The Bounty is a Tier I Equipment.

Any source of damage a ball produces will be tracked, and count as that ball getting a kill, this includes collision damage, ability damage, and damage from equipment.

If a ball dies, and it's ability gets a kill after death, it will still get  from the kill (e.g  Splinter,  Grenade)

being "revived" ( Poké Ball,  Best Friend) will reset the max 3 limit, allowing you to potentially get 6

## Synergies

* 8 Ball: You already want an 8 Ball to be big enough to survive the round, so it's bound to have enough attack to get a few kills.
* Assassin: Assassin will attempt to finish off any weak balls in the enemy team.
* Poké Ball: Killing an ally counts towards Bounty's ability.
* Splinter: Balls killed by the spikes count towards Bounty kills.

## Attributes

* Currency
* On Kill

## Unlock

The Bounty is unlocked by having at least 20 gold at once.
Snowball

## Description

### Description

Grows in size as it rolls, slowly gaining mass and 2 extra health over 10 seconds

## Information

The Snowball is a Tier I Ball.

Ball health values are NOT whole numbers, meaning a 0 Snowball gains 0.2/s, and not 1 every 5 seconds.

 Green Cube will NOT give Snowball any more  than it's max, but it will help it reach that limit faster.

## Strategy

* Snowballs have more  than other balls in the early game (when staying alive), at 0 they have the potential to grow into a 1 4. at 1 they can grow into a 2 6.
* Early on, the Snowball will have high , but will lack in . So you may want to pair it with  Martyr or give it  Hot Pickles to increase it's .
* The  scaling of the Snowball's ability can seem lackluster when compared to other ball's abilities. Which you may want consider before keeping it in your squad too long.

## Synergies

* Medic: Snowball having high  makes it pair well with any Healing your squad has, but the Snowball's increased hitbox size will also make it more likely to run into medkits.
* Unstable Catalyst: Snowball's ability can reduce or even negate the  drain, as well as giving it the damage it often wants.

## Attributes

* Health Buff
* Passive Effect
Assassin

increase spike's damage by 1

## Information

The Assassin is a Tier II Ball.

The Assassin will only shoot a spike at a ball if it at one point during that battle had **X** or more (**X** being health amount in description)

The Assassin's spike(s) instantly teleport to target on death

If the Assassin's target dies before it's spike reaches them, the spike will be voided

## Strategy

* Keeping the Assassin in the backline and out of harms way while your other balls damage the enemy team is a good way to ensure it uses it's ability
* Unlike most balls, the Assassin's ability has a downside to ranking up. Making it preferable to sometimes not upgrade it

## Synergy

* Ninja: If the Ninja's ability does not kill the target, the Assassin will most likely finish it off.
* Leech,  Overcharger: AoE damage can trigger the Assassins spike(s).
* Bounty: The Assassin's ability target's weak balls and goes for kills, gaining easy bounty coins.
* Summoned Balls, Spikes,  Turret: Large quantities of small damage can help the Assassin just barely meet it's threshold and efficiently kill it's target(s).
* Defense: Because the Assassin has a Passive Effect, it benefits from surviving longer in battles than other balls.

## Counters

* Snowball: The Assassin's spike can trigger itself, so a snowball that is shot but survives by gaining , will be shot again.
* Crusher: The Crusher gains damage when attacking, and it's last few hits are usually the most deadly, the Assassin can shut it down before it reaching that point.
* Psychic: If the Assassin is targeted by an enemy Psychic, it will still be able to use it's ability, with the added benefit of actually being protected from incoming damage.
* Unstable Catalyst: The Assassin can kill a ball while it's  is being drained.
* Healing, Damage Reduction: These may prevent the Assassin's first spike from killing, but once it hits the target, it will most likely send a second spike at it.
* Health Buff: Sometimes an enemy ball raising it's  is actually good for the Assassin, because of it's threshold.

## Weakness

* Summoning, Summoned Balls: In most cases, these balls have too low  for the Assassin to target.
* On Death: Sometimes these balls/equipment thrive when dying, the Assassin will most likely kill them very early into battles.
* Healing: Though it is also counter, if a ball is healed before it reaches the threshold, the Assassin won't be able to target it.

## Attributes

* Spike
* Passive Effect
Sniper

## Information

The Sniper is a tier III Ball.

The  mentioned in the description refers to both healing and max HP increases

## Strategy

* A 2 Sniper will deal enough damage to essentially prevent a ball from healing or gaining any HP, making it a good ball to level-up.

## Synergy

* Death Star: Can potentially spawn a lot of spikes, allowing the Death Star to use it's ability.
* Toxic Fungus: If the Sniper targets an enemy with fungus, all their spikes will do 1 extra

## Weakness

* Orbiting Potato: 3 potatoes will almost guarantee that it misses all it's spikes.

## Counters

* Commando: Has the potential to gain a large amount of stats quickly.
* Vampire: Gains a lot of HP very quickly.
* Crusher: The damage it gains can make it a target to Sniper and shut it down before it gets too much damage.
* Healing: Any healing done can trigger the Sniper's ability.

## Attributes

* Spike
* Passive Effect
Ball of Yarn

## Description

### Description

Slows enemies for 0.5s on collision. Leaves a trail of yarn lasting 1s which also slows enemies

### Upgrading

Increases slow time by 0.5s and trails linger time by 1s

## Strategy

* A good way to slow multiple enemies is to equip a  Smoke Bomb, passing through enemies and slowing them in the process. The slow also makes it slightly easier for your  Smoke Bomb to hit a target.

## Synergies

* Leech: A ball that is slowed will pass by the Leech at a slower rate, giving the Leech more time to steal HP.
* Turret: A slowed target will be easier for the Turret to hit. Ball of Yarn's slow also stalls games and reduces enemy damage, both very useful for the Turret.
* Smoke Bomb: Yarn with a Smoke Bomb will pass through enemies and still leave a slow trial. Yarn's slow can also help other Smoke Bombs to land their explosion.
* Polarity Inverter: Will leave a trail in the opposite direction, potentially slowing enemies constantly.

## Attributes

* Slowing
* Passive Effect
Car (Character)

Car (aka 𝙏𝙝𝙚 𝘾𝙧𝙚𝙖𝙩𝙤𝙧) is the man who started it all. The man who created the Stickverse itself. Along with his boyfriend, Convertible, they keep the Stickverse in order by controlling who comes in, who gets to stay, and who needs to be Deleted.

## Appearance

Car is a gray stick with black eyes. And, when seen at an angle, Car has a slight yellow gleam in his right eye.

## Personality

Car's personality mainly resembles that of a business CEO, and not the nice ones. But when he's with his boyfriend, Convertible he's rather chill.

## Relationship

Car is in a gay relationship with Convertible, though they try and play it off as if they're just Boss and Worker, like Deep Toned Guy and Jamie. But when they're alone they're gay as fuck. And it'd be funny as hell to catch them in 4K and get their reaction.

## Occupation

Car's occupation, or job, is keeping the Stickverse in order by looking over everyone and their behaviors using invisible cameras scattered around the Stickverse.
Seed

The Seed is a Tier I ball from community pack.

When transforming, the Seed's , , and  will remain the same.

 Green Cube has no effect on this ball's ability, but is instead passed on to the ball it transforms into.

The Seed can only transform into ball's available in shop and that are in the pack the player is using.

## Strategy

* The seed uses it's ability only when a Tier is swapped (rounds 4, 7, and 10). So it may be practical to only add the Seed to your squad right before Tier swap to avoid having a ball with no usable ability on your squad for longer than need be.
* After every Tier increase, Seed's in the shop will gain an additional base . This means that the power of Seed's transform ability greatly increases each Tier. In addition, it is important to note that high tier balls are, for the most part, more desirable than low Tier balls. So using Seed in later rounds can yield greatly desired balls with high .
* Due to the randomness of Seed's transform, it's best used on squad's that don't rely on a set strategy or mechanic. This is because if the Seed gives you a desired ball, you will likely want to adapt your squad around it.
Alchemist

## Description

### Description

At the start of the battle, kill the closest ally and resummon it as a random shop ball

Activates after other ball abilities

### Upgrading

Increase summoned ball's star rating by 1

## Information

The Alchemist is a Tier II ball from community pack.

The Alchemist appearance is based on Transmutation Tablet from Minecraft Equivalent Exchange mod.

## Synergies

* Green Cube: Though it is not guaranteed, Green Cube can make Alchemist kill an additional ball.
? Ball

The ? Ball is a Tier I ball from community pack.

 Green Cube will NOT allow it to surpass the max amount of  it can give.

## Strategy

* Positioning it in the very front of the arena will allow it to collide with balls before they build up speed and take less damage from a hit.
* In community pack, ? Ball is the only ball that consistently gives  every round, making it almost essential to buy.
* Surviving multiple hits is essential in order to receive the max  from it's ability; making it good to have high  and Defense.
* Since the ? Ball is usually bought asap, and kept most of the game; giving it  Bandaid can give it a lot of  for cheap over the span of the game. Later on when it has a high  you can even replace it with  Hyper Driver and feed the  it gives you back into itself.

## Synergies

* Voodoo Pin: Causes it to activate it's ability every second

## Attributes

* On Hit
* Currency
Crystal Ball (Red)

## Information

The Red Crystal Ball is a Tier I Ball.

The Red Crystal Ball cannot be found above Tier I, even if it is holding  Retro Glasses

## Strategy

* It has slightly inferior stats to the  Green Crystal Ball but the damage on sell makes up for it as damage is hard to come by in early rounds.
* The Red Crystal Ball's main goal is to be sold, making it a good temporary filler ball for your squad. It's important to note that the buff is random, so it may buff an undesirable ball on your squad. If you are replacing multiple balls in your squad at once, try to sell the Red Crystal Ball last.
Senbai

Senbai is one of the few characters that originated from the **FNF RP Universe** but ended up in the Stickverse. Senbai is one of the chillest people you will ever come across in the Stickverse.

## Appearance

Senbai is a silver stickfigure with black eyes. He can be seen wearing a yellow tie.

## Personality

Senbai is a chill stickfigure and that's really about it.

## Relationship

Senbai is in a gay relationship with B-ico.
Secrets

SPOILER*This section contains **lore spoilers.** Proceed at your own risk!*

## Name Secrets

### Names with custom response

Below are the names that give a custom response. Replace with blank after submitting. Some names can be submitted after a certain number of submitting. Alphabetic characters are case-sensitive.

\*Times = The number of times until the game lets you use the name.
Jackal Tech Inc.

Jackal Tech Inc. is a technology research and development facility owned and ran by Jackal. He's the CEO and looks over all of the JTI (Jackal Tech Inc.) experiments and projects. Jackal Tech Inc. is responsible for Experiment-117, Experiment-130, and Experiment-131. Don't ask me why Jackal Tech Inc. names their experiments so weirdly. Because you won't get the answer. If you want the answer, just ask Jackal himself.
Glitched Ball

## Information

The Glitched Ball is a tier III Ball.

When the Glitched Ball collides with an enemy, it chooses a random effect from the table below. After choosing, it will scale that ability based on the Glitched Ball's level. A ball's level will be the amount of stars it has + 1.

## Glitch Effects

**L** = the ball's level + 1

* +**L**
* +**L**
* +**L** to ally
* +**L** to ally
* **L** homing spike to random enemy
* **L** homing spike to the enemy that was hit
* **L** spikes in random directions (similar to  Spiker)
* **L** explosion
* Slow the enemy for **L** seconds
* Spawn a **L** **L** skeleton
* Give a Tier **L** equipment to ally
* Put a Spore on the hit enemy
* Claw the hit enemy for **L**
* Do the  Smoke Bomb effect for 2 seconds
* Level-up **L** allies
Death Star

## Description

### Description

When an ally shoots a damaging projectile, 20% chance to shoot a 1 homing spike at a random enemy

### Upgrading

Increases chance to spawn projectile by 15% (80% max)

## Information

The Death Star is a tier III+ ranger Ball. This is one big boy, alright. He's as big as a Snowball when it reaches it's highest point. This is different compared to a Snowball, though. Instead of gaining a bigger mass and more health, this...this thing...I guess you could call it a bigger Spiker, but shoots half the amount. The thing you need to do is to get to Round 12 in order to get this thing. My advice? Don't get a victory, yet. Get at least 2 losses, and then start getting the wins.
The Crown

## Information

The Crown is a Tier III+ Ball.

The Crown can add balls to your squad that you can't find in shop, such as  Skeleton and  Splitter Spawn.

When the Crown dies with  Best Friend, it will only attempt to replace itself with the first ball that killed it.

The Crown cannot turn into an ally that killed it.

Getting a high rank Crown can lead to getting absurdly strong balls on your team. So a lot of it's strategies revolve around getting high s. The main way of doing this by searching the shop for Crowns to combine, and  Clout-In-A-Jar.

## Strategy

* Getting  Coin (Ball)s early in the game, and saving them until you reach Tier III+ will give you extra Currency to search the shop. This can also be done by having a squad mainly composed of any Currency increaser.
* If you leave an open spot in your squad, you can purchase  Recyclers and sell them immediately to get 4 free rerolls for 2.
* Having 1 or 2  VIP Tickets can increase your odds of finding  Clout-In-A-Jar.
* When in battle, any stars the Crown gains before it dies will be counted when using it's ability. This means if you have a 3  Booster it is guaranteed to give the Crown +1 (unless more than 5 balls are on your squad). Equipping the  Booster with  Best Friend could make it potentially give +2
* It's possible to avoid placing the Crown in the battlefield until it's a high level by freezing it, and giving it  Clout-In-A-Jar while it's in the shop.
* Sometimes, quantity is better than quality. It may be better to just make sure to have at least a 0 - 1 Crown on your squad just incase you run into a squad that already has a high rank ball for you to copy.

## Weakness

All of the crowns weakness' revolve around balls that don't benefit from high ranks

* Powerball
* Skeleton
* Splitter Spawn
* Wobby
* Pickleball

## Achievement

Get "Useless" achievement if The Crown died to

* Basic Ball
* Splitter Spawn
* Skeleton
* Thief
Cue Ball

## Description

### Description

On enter battle, launch toward the closest ally. Bounces allies up to 100% max speed on collision

## Strategy

* The Cue Ball will boost a balls speed to 100%+ instantly when entering battle, putting it and a high damage ball up front can potentially give a boosted collision before the enemy has even built up any speed.
* Cue Balls can boost each other as well as allies, so having multiple can make your squad more deadly and aggressive.

## Synergies

* Gladiator: The Gladiator has an On Kill ability, and will usually have a  Shield to protect itself from any incoming damage making it a good candidate to pair with.

## Counters

* High hp: A high level Cue Ball can increase the damage of an ally by a considerable amount, depending on the speed increase.
Chained

Chained (aka Experiment-130) is the 2nd alive experiment created by Jackal Tech Inc. with the first being Corruption, and the latest being The Darkness.

## Backstory

Jackal, after realizing Chained was a reject, decided to chain him up in the basement of the Stickverse House. But when doing so, he fastened the latches around Chained's hands way tighter then intended, causing additional long term damage and pain. After 20 years of torture, C2GB and Kandy heard Chainedscream in the basement, and when Kandy investigated. Chained was there. Suffering as always. He had cuts along his right arm and below his right eye. He attempted to kill himself the pain was that unbearable. Ever since then Chained was released and he has recovered from the incident.

## Appearance

Chained is a yellow stickfigure with black eyes. He can be seen with several scars on his right arm and one huge scar under his right eye. Chained can also be seen trying to hide the scars by wearing long gloves.

## Personality

Chained is a scared and quiet individual. He rarely speaks as if he does, he's scared he'll be told "SHUT THE FUCK UP!" as Jackal told him before chaining him up.

## Relationship

Chained is in no relationship and I don't think anybody would wanna help a traumatized 20 year old.

## Disorders

Chained suffers from Post Traumatic Stress Disorder, or PTSD. He becomes incredibly stressed and anxious at random, or when he is exposed to metal chains.
Healer

## Strategy

* The Healer works best in large clusters, especially paired with other balls with high health. Balls with less health are more likely to die before the Healer can undo the damage.
* The Healer cannot heal itself, so adding a way to heal your healer to your squad could make them survive longer
* Any ball who's ability relies on them staying alive will pair well with the Healer, see Defense.
* Early into the game, the Healer is especially strong because it is the point where balls have the highest  to  ratio, so balls will be able to take more hits and have more opportunities to heal that damage back.

## Synergies

* Smoke Bomb: If you team has multiple allies in the front line, smoke bomb will allow the Healer to pass by and constantly heal them while avoiding harm.
* Red Cube: A ball can be healed as it is taking damage over time, giving it the potential to save a ball before it would die.

## Attributes

* Healing
* Passive Effect
Grenade

## Information

The Grenade is a Tier II Ball.

When the Grenade hits a ball, it will apply both the damage from the hit, and the damage from the explosion

## Strategy

* Putting a Grenade on the front line of your squad may destroy the enemies front line balls instantly depending on their placement and the Grenade's rank and damage.
* Having a ball that benefits from high HP such as a Passive Effect, On Hit, or On Damage ball on a squad with the Grenade will greatly benefit from  Pickleball's pickles.

## Synergies

* Buffer: The damage boost from Buffer boosts the Grenade's explosion
* Poké Ball,  Vampire: Though very risky, these balls can be used to instantly blow up the Grenade on the front line, having the potential to deal damage to the enemies frontline as well as getting their bonus from the Grenade.
* Commando: The Commando gains stats when an ally dies based on their damage.
* Magnet: Used to get Grenade to enemies faster and boosts the damage on hit, which synergies with Grenade's high damage.
* Polarity Inverter: Same reason as Magnet, except it now has the chance to destroy the sometimes vulnerable backline balls.
* Unstable Catalyst: If you manage to get HP on your grenade, you can boost it's damage with the Catalyst
* Cue Ball

## Counters

* High HP Balls: If the Grenade hits a ball with high HP, it's damage will be applied twice
* Gladiator: If the Gladiator kills the Grenade, it will waste 2 of it's shields (1 from the hit, and 1 from the explosion)

## Weakness

* Splinter: It's spikes can target the Grenade
* Ninja: Though it's spikes cannot directly target the Grenade, if it kills it's first target, any left over spikes will be able to
* Sniper: If the Grenade gets a damage boost from a Buffer, the sniper will target and kill the Grenade
* Turret: Can target and kill the Grenade before being able to die to an enemy collision
* Gladiator: Though also considered a counter, the Gladiator will negate all the damage from the Grenade if it has a shield when it hits it
* Psychic: The Psychic will most likely freeze the Grenade, blocking it from running head first into the enemy team
* Vanguard: If in a cluster, the Vanguard will be able to negate a lot of the Grenade's damage
Crusher

## Strategy

* The Crusher is one of the few balls with an "On damage" ability. This makes it a good target for health upgrades, so it can activate more times during a fight.
* The Crusher's ability activates on any amount of damage. If the the Crusher is put up front, it can collide a few times before balls have built up speed and deal more damage.

## Synergies

* Defense: Because the crusher has an On Damage effect, it benefits from surviving multiple collisions
* Psychic: Not only does the Psychic help lock down high stat balls (which counters the Crusher), it also gives the Crusher an opportunity to get a free damage boost from hitting it.

## Counters

* Summoning: In most cases, Summoned Balls have low damage/health. Giving the Crusher more opportunities to trigger its ability.

## Attributes

* Damage Buff
* On Damage
Consolation Prize

## Information

The Consolation Prize is a Tier II stat booster Item. After it is unlocked, it is available in the shop whenever you lose a round and the shop is at least Tier II.

## Achievements

The Consolation Prize can be unlocked by playing five games. You don't need to win them, so you will unlock this naturally by playing the game.
Fragmenter

The Fragmenter is a Tier I Ball from community pack.

## Strategy

* The potential damage it's ability can do increases when there are more targets for it to hit. So you may want to position it in a way it might die early, away from walls, and near a cluster of enemies.
* When dying from a collision and it's killer is still alive; most commonly, the killer will be hit with 2 spikes due to being in close proximity when they spawn. Meaning it can be better to sometimes have it die via collision instead of inflicting it from an ability (e.g  Time Bomb,  Voodoo Pin). It is important to note that it can sometimes hit less or even more spikes based on speed and positioning of the collision.  Magnet &  Polarity Inverter can be used to cause it to collide with enemies more often thus will make it more likely to die from collision.

## Synergies

* Poké Ball: The On Death effect will happen when the Fragmenter is captured at the beginning of the round and then again if the Fragmenter dies afterwards.
* Mitosis: The split won't cause it's ability to gain or lose any potential damage, but will make the Fragmenters easier to kill, and split 1 large ability into 2 smaller ones; which for the Fragmenters case can be seen a positive.
Recycler

## Strategy

* If you save your Recycler until the beginning of a new tier shop, you can sell it to help you find a ball you want in that shop.
* If you plan to restock several times to search for a particular item, buying and immediately selling a Recycler with +1 will give you more restocks than if you had paid for them in gold.

## Attributes

* Restock
* On Sell