Items and Potions

## **Potions**

Each character can bring 1 ally and 1 enemy potion into battles and using one will not count as the chosen characters turn.

Tier 2 potions unlock when 1 character of each type from both teams reach level 10.

Tier 3 potions unlock when 1 character of each element from both teams reach level 10.

#### Ally potions:

Speed potion - Speed to target for 1 turn. 30 gold.

**Tier 2** - Speed to target for 3 turns. 60 gold.

**TIER 3** - Speed to target for 5 turns. 90 gold.

Healing potion - +50 hp to target. 50 gold.

**Tier 2** - +100 hp to target. 100 gold.

**TIER 3** - +200 hp to target. 150 gold.

Damage potion - Targets next ability does 10 bonus damage. 50 gold.

**Tier 2** - Targets next ability does 20 bonus damage. 100 gold.

**TIER 3** - Targets next ability does 20 bonus damage and does true damage. 150 gold.

Ally cleansing potion - Removes 1 turn from negative effects on target. 50 gold.

**Tier 2** - Cleanses target. 100 gold.

**TIER 3** - Cleanses target and makes them immune to negative effects for 2 turns after. 150 gold.

Counter potion - Target will counter the next attack they are hit with by 50%. 30 gold.

**Tier 2** - Target will counter attacks they are hit with by 50% for 1 turn. 60 gold.

**TIER 3** - Target will counter attacks they are hit with by 100% for 1 turn. 90 gold.

Experience potion - Target gains 1 bonus XP when enemies die for the remainder of the battle. 50 gold.

**Tier 2** - Target gains 2 bonus XP when enemies die for the remainder of the battle. 100 gold.

**TIER 3** - Target gains 3 bonus XP when enemies die for the remainder of the battle. 150 gold.

Revive potion - Revives target with 25% hp. 75 gold.

**Tier 2** - Revives target with 50% hp. 150 gold.

**TIER 3** - Revives target with full hp. 225 gold.

Cooldown potion - Makes the targets second ability usable twice in a row with no cooldown. 50 gold.

**Tier 2** - Makes the targets third ability usable one more time. 100 gold.

**TIER 3** - Makes the targets third ability usable one more time, and the target can use their second ability twice in a row with no cooldown. 150 gold.

Taunt potion - All enemies attack the target for 1 turn. 30 gold.

**Tier 2** - All enemies attack the target for 1 turn and the target gains 20% damage reduction. 60 gold.

**TIER 3** - All enemies attack the target for 2 turns and the target gains 50% damage reduction. 90 gold.

Untargetability potion - Target is untargetable for 1 turn. 75 gold.

**Tier 2** - Target is untargetable for 2 turns. 150 gold.

**TIER 3** - Target is untargetable for 3 turns. 225 gold.

Overwhelm potion - Targets next ability has overwhelm. 30 gold.

**Tier 2** - Targets next 2 abilities have overwhelm. 60 gold.

**TIER 3** - Targets next 3 abilities have overwhelm. 90 gold.

#### Enemy potions:

Fire potion - Fire to target for 1 turn. 20 gold.

**Tier 2** - Fire to target for 3 turns. 40 gold.

**TIER 3** - Fire to target for 5 turns. 60 gold.

Poison potion - Poison to target for 1 turn. 20 gold.

**Tier 2** - Poison to target for 3 turns. 40 gold.

**TIER 3** - Poison to target for 5 turns. 60 gold.

Slowing potion - Slows target for 1 turn. 20 gold.

**Tier 2** - Slows target for 3 turns. 40 gold.

**TIER 3** - Slows target for 5 turns. 60 gold.

Stuck potion - Target is stuck for 1 turn. 20 gold.

**Tier 2** - Target is stuck for 3 turns. 40 gold.

**TIER 3** - Target is stuck for 5 turns. 60 gold.

Blinding potion - Target is blinded for 1 turn. 20 gold.

**Tier 2** - Target is blinded for 3 turns. 40 gold.

**TIER 3** - Target is blinded for 5 turns. 60 gold.

Wounding potion - Target has grievous wounds for 1 turn. 20 gold.

**Tier 2** - Target has grievous wounds for 3 turns. 40 gold.

**TIER 3** - Target has grievous wounds for 5 turns. 60 gold.

Knockback potion - Target melee enemy is knocked back for 2 turns. 20 gold.

**Tier 2** - All melee enemies are knocked back for 2 turns. 40 gold.

**TIER 3** - All melee enemies become vulnerable to both ranged and melee only effects for 2 turns. 60 gold.

Pull potion - Target ranged enemy is pulled for 2 turns. 20 gold.

**Tier 2** - All ranged enemies are pulled for 2 turns. 40 gold.

**TIER 3** - All ranged enemies become vulnerable to both melee and ranged only effects for 2 turns. 60 gold.

Freezing potion - Freezes target for 1 turn. 30 gold.

**Tier 2** - Freezes target for 2 turns. 60 gold.

**TIER 3** - Freezes target for 3 turns. 90 gold.

Stunning potion - Stuns target for 1 turn. 30 gold.

**Tier 2** - Stuns target for 2 turns. 60 gold.

**TIER 3** - Stuns target for 3 turns. 90 gold.

Sleeping potion - Puts target to sleep for 1 turn. 30 gold.

**Tier 2** - Puts target to sleep for 2 turns. 60 gold.

**TIER 3** - Puts target to sleep for 3 turns. 90 gold.

Fearing potion - Target is feared for 1 turn. 20 gold.

**Tier 2** - Target is feared for 2 turns. 40 gold.

**TIER 3** - Target is feared for 3 turns. 60 gold.

Weakening potion - Lowers targets damage by 15% for 2 turns. 30 gold.

**Tier 2** - Lowers targets damage by 30% for 2 turns. 60 gold.

**TIER 3** - Lowers targets damage by 60% for 2 turns. 90 gold.

Pacification potion - Target is pacified for 1 turn. 30 gold.

**Tier 2** - Target is pacified for 2 turns. 60 gold.

**TIER 3** - Target is pacified for 3 turns. 90 gold.

Charm potion - Target is charmed for 1 turn. 30 gold.

**Tier 2** - Target is charmed for 2 turns. 60 gold.

**TIER 3** - Target is charmed for 3 turns. 90 gold.

Enemy cleansing potion - Removes 1 turn from positive effects on target. 30 gold.

**Tier 2** - Cleanses target. 60 gold.

**TIER 3** - Cleanses target and makes them immune to positive effects for 2 turns after. 90 gold.

Identical potion effects do not stack.

## **Items**

Up to 5 items can be bought for each character. The first item costs 150 gold, the second costs 200 gold, the third costs 250 gold, the fourth costs 300 gold, and the fifth costs 350 gold.

Items can be sold for 75 gold. Potions cannot be sold.

Characters cannot have more than one of the same item.

#### Offensive items:

Backbiter: +12 damage, +10 hp; Abilities inflict fire for 1 turn. If the ability inflicts fire already, it adds 1 turn.

Super move orb: +10 damage, +10 hp; Third ability does 15% more damage.

Star candy: +6 damage, +10 hp; Start every wave with a random positive effect for 2 turns.

Helghan steel: +10 damage, +10 hp; Bonus damage the holder gains from abilities (self or ally) will be dealt as true damage.

Light saber: +14 damage, +10 hp; Grants speed for 1 turn on killing blows.

The ring: +8 damage, +10 hp; While below 20% hp, all damage dealt becomes true damage.

The goblin cleaver: +10 damage, +10 hp; if a single instance of damage kills a target with 60% or more of their max hp, they are executed.

Blue block: +10 damage, +10 hp; Deals 10 (+15% bonus damage) damage to a target every 2 turns.

Wood panel: +12 damage, +10 hp; Nullifies the first stun, freeze, or sleep applied, then deals 10 (+10% bonus damage) damage to the attacker for each turn it would have lasted (refreshes each wave).

Plumber badge: +14 damage, +10 hp; Abilities deal true damage if the target is at max hp.

Title belt: +14 damage, +10 hp; +10% damage reduction against melee enemies.

Fresh wrapping: +8 damage, +10 hp; Holder deals 20% more damage to melee enemies.

Phoenix feather: +16 damage, +10 hp; Holder becomes **fiery**.

Dust knuckles: +4 damage, +10 hp; Abilities deal 10% of their damage to all.

Monstro's lung: +10 damage, +10 hp; Abilities do 60% less damage, but hit 3 targets (does not apply to minions, if the ability already hits multiple targets, 3 more can be selected).

Perfection: +2 damage, +10 hp; If damage has not been taken for an entire wave (damage done to shields does not count), gain 20% more damage until being hit (can only be activated once per battle).

Doomageddon tooth: +4 damage, +10 hp; abilities deal 5% of the targets max hp as bonus true damage.

Upgrade star: +12 damage, +10 hp; Increases the damage of an ability of the users choice by 15%.

Rift energy: +14 damage, +10 hp; When attacking an enemy, the ability deals 15% more damage if the target attacked the holder the previous turn.

Dark bargain: +18 damage, +10 hp; Pay 30 gold to increase damage by another 8 for the remainder of a battle (can only be used once per wave, and -5 gold from cost if it is not used in a wave).

Frozen dragonfruit: +16 damage, + 10 hp; Holder becomes a **dragon**.

Typewriter: +8 damage, +10 hp; Increases second ability damage by 15%.

Glass cannon: Lose 20% max hp while equipped, but gain 30% of the lost hp as damage.

Axe of grinding: +10 damage, +10 hp; Gain 30 gold when leveling up.

Ink tank: +12 damage, +10 hp; Second and third abilities apply a slow for 2 turns. If the ability already applies a slow, the duration is increased by 1 turn.

Rageknife: +6 damage, +10 hp; Holder cannot be affected by speed, and instead gains 10 (+20% bonus damage) damage while under its effect.

Duskblade of draktharr: +12 damage, +10 hp; Every 2 last hits, the holder becomes untargetable for 1 turn

Rift maker: +4 damage, +10 hp; Abilities deal 10% more damage as true damage and the holder heals for the bonus damage dealt.

Liandry's anguish: +10 damage, +10 hp; Abilities deal 5% bonus damage to the target for 3 turns.

Gear pack: +8 damage, +10 hp; Minions deal 15% more damage.

Atlas add-on: +10 hp; +2% damage for each enemy currently alive.

Torgue add-on: +10 hp; +2% damage each time an enemy is stunned/frozen (resets after wave).

Final tech glove: +12 damage, +10 hp; Holder gains speed for the whole first wave.

Void stone: +14 damage, +10 hp; Deal true damage to enemies under negative effects.

Bob lennon belt: +12 damage, +10 hp; After getting a killing blow the next ability will charm for 1 turn.

White hot coating: +6 damage, +10 hp; Fire deals 30% more damage.

Fear spike: +12 damage, +10 hp; After getting a killing blow, the next ability will fear the target for 2 turns.

Molten dirt: +16 damage, +10 hp; When attacking enemies that are on fire, the ability applies a slow for 1 turn.

Spine: +4 damage, +10 hp; Abilities inflict 1 turn of poison. If the ability inflicts poison already, it adds 1 turn.

Wasp jar: +10 damage, +10 hp; Abilities that deal damage to all do 10% more damage.

Soul contract: +4 damage, +10 hp; Steals 5% max hp from all enemies every 7 turns.

Nether grasp: +10 hp; +1% damage every turn (resets after wave).

Petrified magic: +10 damage, +10 hp; Every 3 times a target takes damage, they take an additional 10 (+10% bonus damage) damage.

Mark of the hunter: +8 damage, +10 hp; Gain 8 (+1 per level/item) bonus damage every wave (damage resets after battle).

Venom vile: +6 damage, +10 hp; Poison deals 50% more damage.

Shield buster: +4 damage, +10 hp; If a non-boss target is damaged 5 times and does not die, the next ability will kill them (does not stack on itself when used by other characters in the same battle, has no effect in Mirror mode or Traitor mode).

Addresses of the stars: +10 damage, +10 hp; Using a second or third ability will amplify the damage of the next first ability by 30%.

Wet dirt: +16 damage, +10 hp; Abilities do 10% more damage to slowed targets.

Dirt of the chosen: +16 damage, +10 hp; Third ability deals true damage.

Decepticon associate: +18 damage, +10 hp; Gain 5% damage reduction against range enemies.

Ingot's mace: +10 hp; Ability of the holders choice does 20% more damage, but all other abilities deal 10% less damage.

Mirror: +18 damage, +10 hp; Counters 5% of damage taken.

Pre-game prep knowledge: +10 damage, +10 hp; When dropping below 10% max hp, all enemies take 10 (+5% holders missing hp) damage.

Guck: +14 damage, +10 hp; Holder can stack fire damage (like how poison damage can be stacked).

Red crystal: +30 damage; Defensive items are 20% less effective.

Stalker tooth: +12 damage, +10 hp; Multiple stalker tooth's can be purchased, each giving +2 bonus damage from the last.

#### Defensive items:

Cactus hat: +40 hp, +2 damage; Counters 10% of damage taken.

Sweet tooth ice cream: +60 hp, +2 damage; Abilities that deal ally or self-damage have their cost reduced by 20%.

Critical mass shard: +60 hp, +2 damage; Deal 10% more damage to bosses.

Kaiju frequency + 60 hp, +2 damage; Holder becomes **giant**.

Pig helmet: +40 hp, +2 damage; Gain 10% damage reduction.

Leech bomb: +20 hp, +2 damage; Once below 15% max hp, steal 10% current hp from all enemies present (can only happen once per battle).

Groovitron: +20 hp, +2 damage; Third abilities stun for 1 turn, if the ability already stuns, it stuns and extra turn.

Magic pearl: +100 hp, +2 damage; Redirects 20% of the damage a chosen ally receives onto the holder.

Banana juice: +100 hp, +2 damage; Shields can only be up to 10 hp and only last 1 turn.

Frozen banana: +20 hp, +2 damage; Gain 15% damage reduction against melee enemies.

Bone loaf: +20 hp, +2 damage; Once under 15% max hp, steal 15% max hp from the enemy that has the most hp remaining (can only happen once per battle).

Golden fleece: +40 hp, +2 damage; Gain 5% damage reduction, and counter 5% of damage taken. Counter damage is increased by 30%.

Crazy goggles: +60 hp, +2 damage; Heal 10% max hp for every 4 damaging abilities used.

Monster machine panel: +20 hp, +2 damage; Gain 15% damage reduction against ranged enemies.

Book of revelations: +40 hp, +2 damage; Start each wave with a 10% max hp shield that lasts 2 turns.

Tooth and nail: +60 hp, +2 damage; Every 5 turns, gain 25% damage reduction and counter 50% of damage taken for 1 turn.

Sealed scales: +15% max hp, +2 damage; Lose 5 max hp every time damage is taken (resets after battle).

Voltar's evil rage elixir: +40 hp, +2 damage; Heal for 15% damage dealt while below 30% max hp.

Survival mod: +80 hp, +2 damage; If an attack would kill the holder, live with 1 hp (can only happen once per battle).

Dragon snaps: +20 hp, +2 damage; Increases max hp by 5% every 3 turns (does not heal for the amount gained, resets after battle).

Avery's coin: +40 hp, +2 damage; Gain 10 (+5% bonus damage) damage for 1 turn if the holder dealt the least damage the previous turn.

Sandwich: +80 hp, +2 damage; Holder gains 15% damage reduction for 2 turns after using their third ability.

Wa flower: +20 hp, +2 damage; Decreases fire and poison damage taken by 15%.

Krabby patty: +80 hp, +2 damage; Heal 5% max hp at the end of each wave and when a boss dies.

Trucker cap: +20 hp, +2 damage; Damage and max hp increase by 5% every 2 turns (up to 15% damage and max hp at 6 turns, resets each wave).

Trash: +80 hp, +2 damage; All enemies are feared for the first turn of each wave.

Warmogs armor: +20 hp, +2 damage; Heal 2% max hp every turn.

Frozen heart: +40 hp, +2 damage; Attackers are slowed for 1 turn.

Sunfire cape: +40 hp, +2 damage; Deals 2 (+1% bonus hp) damage to all every turn.

Rune of triumph: +40 hp, +2 damage; Heal 5% missing hp when an enemy dies that the holder damaged.

Extra ship: +20 hp, +2 damage; When all hp is lost, revive with 5% max hp (can happen once per battle).

Nice cream: +20 hp, +2 damage; Reduces the duration of negative effects by 1 turn.

Light of solus: +20 hp, +2 damage; Become immune to blinds and pacifications while below 20% max hp.

Hungry letters: +20 hp, +2 damage; Killing blows grant a stack of hungry, at 6 stacks, heal for 25% damage dealt for 3 turns (can happen multiple times per battle, hungry stacks persist between waves but reset at the start of a new battle).

Final tech armor: +60 hp, +2 damage; Gain 10% missing hp as damage reduction.

Gauntlet of thebes: + 40 hp, +2 damage; All allies gain 5% damage reduction.

Big chengs hat: +20 hp, +2 damage; Reduces each instance of damage taken by half the damage taken the previous hit (ex: hit for 18, gain 9% damage reduction next time hit, up to 15%. Can break damage reduction cap).

Omni-plate: +20 hp, +2 damage; Gain 30% damage reduction, decreasing by 2% every time a first ability is used, and 5% every time a second or third ability is used (up to 25% damage reduction lost, resets each battle).

Smoke dash: +60 hp, +2 damage; Becomes untargetable for 1 turn if speed is applied while already affected by speed.

Boombox: +20 hp, +2 damage; Once below 10% max hp, regenerate 5% max hp per turn until above 30% max hp (can happen up to 2 times per battle).

Fresh paint: +80 hp, +2 damage; Immune to negative effects for the first turn of each wave.

Conduction coil: +60 hp, +2 damage; Blocks 15% damage from attacks that damage all.

Autobot associate: +60 hp, +2 damage; Deal 10% more damage to ranged enemies.

Mana shield knowledge: +80 hp, +2 damage; All allies start with a 5 hp shield at the beginning of each wave that lasts 2 turns.

Syrup shell: +40 hp, +2 damage; Gain 10% damage reduction for each fallen ally.

Strength in numbers: +20 hp, +2 damage; Gain 5 max hp when a minion is summoned (can happen up to 2 times per ally, leading to 8 stacks maximum).

Turtal blessing: +15% max hp, +2 damage; Holder cannot be affected by speed.

Enzyme 42: +60 hp, +2 damage; Negates the first 2 instances of damage over time applied to the holder.

First aid: +60 hp, +2 damage; If damage was only taken once during a turn, heal back the damage taken (heals 5 hp if damage wasn't taken at all).

Skates: +40 hp, +2 damage; Heal 5 hp per turn while affected by speed.

#### Supportive items:

Runes: +10 damage, +40 hp; Allows the holder to be used in battle when they are in ascension or if they lost all hp in the previous battle.

Traptanium: +6 damage, +20 hp; Every 3 damaging abilities, the passive of the last enemy hit will be used the next turn (Holders passive still applies as well).

Party dice: +10 damage, +40 hp; Increase ascension odds by 10% and decrease ascension gold cost by 20.

Imperial banner: +6 damage, +20 hp, +5% damage reduction, and heal for 5% damage dealt.

Hot veggie cake: +6 damage, +20 hp; After using their third ability, the holders second ability cooldown is refreshed.

Hydra scale: +6 damage, +20 hp; Abilities that do damage to all will stun a target for 1 turn.

Sports medal: +6 damage, +20 hp; Enemies take 5% more damage from all allies, holder gains 5% damage reduction.

Star balloon: +10 damage, +40 hp; Gain a star balloon if the holder had the most last hits in a wave, at the end of the battle, each balloon pops for 5 bonus XP.

Galvan tech: +6 damage, +20 hp; Gain 50% more gold for getting a killing blow.

Juju bottle: +10 damage, +40 hp; Gain speed for 3 turns at the start of each wave.

Head of helios: +10 damage, +40 hp; When put below 50% hp, blind all for 1 turn.

Nuts and bolts: +6 damage, +20 hp; Revive passives/abilities revive the holder with 15% more hp.

Remote hacker: +6 damage, +20 hp; Enemies lose 10% max hp and damage when a boss is present.

8 inch nails: +10 damage, +40 hp; Third ability knocks back all melee enemies for 1 turn.

Greed's gullet: +6 damage, +20 hp; Heal 10 (+5% bonus hp) hp for every 25 gold collected.

Card pack: +6 damage, +20 hp; Gives a random tier 1 potion every fight (if not used during the fight, it is removed from the characters inventory).

Kronos' pendant: +6 damage, +20 hp; After last hitting a boss, the holders third ability becomes usable again.

Grimoire: +6 damage, +20 hp; Lowers effectiveness of damage increases and healing on enemies by 10%.

Mining holo-badge: +10 damage, +40 hp; Abilities that grant gold/increased gold grant 2 more gold.

Timer: +10 damage, +40 hp; All enemies are slowed for the first 2 (+1 per 5 levels/items) turns of each wave.

New screen: +10 damage, +40 hp; Holder gets to attack twice the first turn each wave.

Frozen coconut: +6 damage, +20 hp; Amplifies the effectiveness of damage increases by 10%.

Secret formula: +10 damage, +40 hp; If the holder is healed while at 20% hp or under, it will also cleanse them.

The power of friendship: +6 damage, +20 hp; Given and received healing is 20% more effective.

Tunnel vision: +6 damage, +20 hp; Abilities that damage multiple targets can select the same target even if others are available.

Subway credits: +10 damage, +40 hp; Decreases defeat penalties by 25%.

Serpent's fang: +6 damage, +20 hp; Abilities reduce the effectiveness of shields on the target by 30% for 2 turns.

Locket of the iron solari: +6 damage, +20 hp; Once the holder is below 50% hp, all allies receive a 15 hp shield for 1 turn (can only happen once per wave).

Executioners calling: +10 damage, +40 hp; Second and third abilities apply grievous wounds for 1 (+1 per 5 levels/items) turn.

Insurance money: +10 damage, +40 hp; Gain 10 gold for every 10% max hp lost.

End game card: +10 damage, +40 hp; If the holder got the most last hits in a wave, gain an extra 5 gold, they also gain 15 bonus gold at the end of the battle regardless.

MVP badge: +10 damage, +40 hp; Gain 5 extra gold when an enemy dies if the holder did the most damage to them.

Cursed water: +10 damage, +40 hp; Heals increase damage by 5% for 1 turn in addition to the original healing.

Oiled mucus: +10 damage, +40 hp; Gain speed for 2 turns when hit by a blinded attacker.

Hot plate: +6 damage, +20 hp; After giving an ally a helpful effect, their next ability will inflict fire for 1 turn.

Unicornian head: +6 damage, +20 hp; Increases duration of stuns by 1 turn.

Spirit plating: +10 damage, +40 hp; Shields are 50% less effective, but are instead converted into healing.

Lizard tail: +6 damage, +20 hp; Increases speed effectiveness from 20% to 30%.

Juice orbs: +6 damage, +20 hp; All allies heal 5 hp when an enemy dies that the holder damaged in the past 2 turns.

Big bloon sabotage knowledge: +10 damage, +40 hp; Bosses spawn with 5% less hp.

Bone vessel: +10 damage, +40 hp; All non-true damage taken is dealt in 3 portions, triggering on-damage effects each time.

Mystic paint: +6 damage, +20 hp; Holder can choose who one enemy will target each turn.

Estus flask: +6 damage, +20 hp; When the below 10% max hp, heal for 150 hp, then lose the item (item stats are kept until the battle ends, and can be purchased again after).