Flare: Attacks for 20 HP and matches a random column (requires 8 Fire). Evolves into Bonzire.
Bonzumi Variant Wukong: A mischievous fire-dancer who leaps into battle with blazing strikes, embodying the spirit of chaos.
Flare+: Attacks for 25 HP and matches 2 random columns (requires 8 Fire).
Bonzire Variant Wukong: The Monkey King wields his Jingu Bang with lightning speed, striking down foes in a flurry of attacks.
Hydro Rush: Attacks for 10 HP and converts 3 random tiles to Water (requires 6 Water). Evolves into Sephanix.
Hydro Rush+: Attacks for 20 HP and converts 3 random tiles to Water (requires 6 Water).
Heal Leaf: Attacks for 10 HP and heals you for 10 HP (requires 6 Earth). Evolves into Karaggon.
Turtlelisk Variant Waverider: A fresh-faced rider who’s just caught their first wave, Turtlelisk rides the waves with fearless flow.
Heal Leaf+: Attacks for 15 HP and heals you for 15 HP (requires 6 Earth).
Karaggon Variant Waverider: With flawless balance and ocean swagger, Karaggon carves up the tide and his enemies like a true legend of the surf.
Electroclaw: Attacks for 5 HP and matches a random 2x2 grid (requires 4 Electric). Evolves into Axelraze.
Electroclaw+: Attacks for 10 HP and matches a random 3x2 grid (requires 4 Electric).
Psycho Bite: Attacks for 10 HP and drains 2 Mana from opponent's monsters (requires 6 Psychic). Evolves into Scoprikon.
Psycho Bite+: Attacks for 15 HP and drains 3 Mana from opponent's monsters (requires 6 Psychic).
Pyro Blitz: Attacks for 20 HP and matches a random row (requires 9 Fire). Evolves into Magnooki.
Pyro Blitz+: Attacks for 30 HP and matches a random row and column (requires 9 Fire).
Aqua Blast: Attacks for 20 HP and converts 2 random tiles to Water (requires 8 Water). Evolves into Shardivore.
Aqua Blast+: Attacks for 25 HP and converts 4 random tiles to Water (requires 8 Water).
Flower Dance: Attacks for 5 HP and heals 5 HP at the end of turn for 3 turns (requires 6 Earth). Evolves into Eidelf.
Flower Dance+: Attacks for 10 HP and heals 10 HP at the end of turn for 2 turns (requires 6 Earth).
Starblitz: Attacks for 15 HP and grants 1 extra move for the next turn (requires 7 Electric). Evolves into Gleamur.
Winklit Variant Astro: A space explorer who drifts through battle with cosmic wonder, embodying the spirit of discovery.
Starblitz+: Attacks for 20 HP and grants 1 extra move for the next 2 turns (requires 7 Electric).
Gleamur Variant Astro: Zips through the cosmos with its star-shaped tail, lighting up the battlefield like a shooting star.
Only appears when true love is in the air...
Hugs: Attacks for 10 HP and gives 2 mana to your other monster (requires 7 Fire). Evolves into Flambagant.
Only appears when true love is in the air...
Hugs+: Attacks for 20 HP and gives 3 mana to your other monster (requires 7 Fire).
Pickpocket: Attacks for 10 HP and steals up to 1 berries and 1 mana. (requires 7 Psychic). Evolves into Bandicrook.
Pickpocket+: Attacks for 15 HP and steals up to 2 berries and 2 mana. (requires 7 Psychic).
Punish: Attacks for 30 HP but loses 1 move for the next turn. (requires 9 Water). Evolves into Wreckore.
Nerverack Variant Prism A radiant juggernaut armored in prism crystal, built to endure and strike back even harder under pressure.
Punish+: Attacks for 40 HP but loses 1 move for next 2 turns. (requires 9 Water).
Wreckore Variant Prism: Supercharged by a radiant core, it shatters enemies with unstoppable moves.
Harvest: Attacks for 10 HP and adds 1 berry (requires 6 Earth). Evolves into Birchard.
Harvest+: Attacks for 20 HP and adds 3 berries (requires 6 Earth).
Overload: Attacks for 15 HP, removes 1 move from your opponent's next turn, and matches 4 random tiles (requires 9 Electric). Evolves into Radiaze.
Overload+: Attacks for 25 HP, removes 1 move from your opponent's next turn, and matches 8 random tiles (requires 9 Electric).
Maim: Attacks for 5 HP, and prevents a random monster from receiving mana for 3 moves (requires 4 Fire). Evolves into Fursway.
Maim+: Attacks for 15 HP, and prevents a random monster from receiving mana for 3 moves (requires 4 Fire).
Only appears in the light of a Hunter's Moon...
Soul Curse: Attacks for 10 HP, and for 2 turns every time your opponent uses a monster skill they receive 10 damage (requires 9 Psychic). Evolves into Necrogeist.
Only appears in the light of a Hunter's Moon...
Soul Curse+: Attacks for 20 HP, and for 2 turns every time your opponent uses a monster skill they receive 15 damage (requires 9 Psychic).
Only appears amidst a winter's chill...
Avalanche: Attacks for 20 HP, and increases the maximum mana required by 3 for a random enemy monster for 2 turns (requires 8 Water). Evolves into Mousummit.
Mouskrow Variant Coral: Adorned in gleaming coral, it fires beautiful but sharp crystal shards.
Only appears amidst a winter's chill...
Avalanche+: Attacks for 25 HP, and increases the maximum mana required by 3 for both enemy monsters for 3 turns (requires 8 Water).
Mousummit Variant Coral: Towering with hardened coral peaks and magnificent crystals, it rains down sharp crystal barrages from its mountainous back.
Dream Drain: Attacks for 10 HP, and a random monster loses 1 mana after every move for 4 moves (requires 6 Psychic). Evolves into Lulabaa.
Dream Drain+: Attacks for 15 HP, and a random monster loses 2 mana after every move for 4 moves (requires 6 Psychic).
Only appears when the elemental spirit returns to Platopia...
Tail Slap: Attacks for 10 HP, and can evolve into 1 of 4 powerful monsters (requires 6 Psychic). Evolves into Phirapt, Vortapt, Thornapt, or Buzzapt.
Engulf: Attacks for 25 HP, and matches a random row and column (requires 7 Fire).
Tidal Surge: Attacks for 20 HP, and converts 4 random tiles to Water (requires 6 Water).
Regenerate: Attacks for 15 HP, and heals for 20 (requires 6 Earth).
Arc: Attacks for 15 HP, and matches a random 3x3 grid (requires 5 Electric).
Graze: Attacks for 10 HP, and collects all berries from the board (requires 8 Earth). Evolves into Alpalaine.
Graze+: Attacks for 20 HP, and collects all berries from the board while healing +5 HP per berry collected over the limit (requires 8 Earth).
Lure: Attacks for 15 HP (requires 9 Water). Evolves into Voidevour.
Lure+: Attacks for 20 HP (requires 9 Water).
Rupture: Attacks for 5 damage and collects all ruptured tiles dealing 5 damage for each tile collected, then ruptures 5 more tiles on the board (requires 6 Fire). Evolves into Rexsaur.
Rupture+: Attacks for 10 damage and collects all ruptured tiles dealing 10 damage for each tile collected, then ruptures 5 more tiles on the board (requires 6 Fire).
Honey Ohm: Attacks for 5 HP and collect 2 random tiles - each value is raised to the power of its charges (requires 4 Electric). Evolves into Ranzap.
Honey Ohm+: Attacks for 5 HP and collect 2 random tiles - each value is raised to the power of its charges (requires 4 Electric).
Potent Potpourri: Attacks for 5 HP and has a status that changes depending on the last tile type matched (requires 4 Psychic). Evolves into Aromaphant.
Potent Potpourri+: Attacks for 10 HP and has a status that changes depending on the last tile type matched (requires 4 psychic).
Frostbite: Attacks for 10 HP (requires 8 Water). Evolves into Frostoyle.
Frostbite+: Attacks for 15 HP (requires 8 Water).
Nuzzle: Attacks for 5 and heals for 5 HP (requires 4 Psychic). Evolves into Haboobun or Habibun.
Sahibun Variant Wedding: The ever-cheerful Sahibun twirls through battle as a flower girl, showering the field with petals and joy.
Smooch: Heals for 25 HP and swaps into Habibun (requires 4 Psychic).
Maboobun Variant Wedding: This radiant bride spreads love and heals her allies, lifting spirits with her unwavering devotion.
Glomp: Attacks for 20 and swaps into Maboobun (requires 4 Psychic).
Habibun Variant Wedding: This devoted groom stands strong, ready to protect and cherish its partner in battle.
Six-shooter: Attacks for 5 per bullet collected (max 6) (requires 4 Earth). Evolves into Armathorn.
Double-barrel: Attacks for 10 per bullet collected (max 4) (requires 4 Earth).
Fruit Festival: Attacks for 10 HP and converts 3 random tiles to Berries (requires 4 Earth). Evolves into Pinathotlada.
Tropina Variant Badam: A golden almond full of energy and cheer, providing vitality to those in need during their toughest battles.
Fruit Festival: Attacks for 15 HP and converts 4 random tiles to Berries (requires 4 Earth).
Pinathotlada Variant Badam: With a bowl of nourishing nuts, it spreads energy to keep allies going strong.
...not very agile, but it can withstand a lot of punishment
Shellshock: Apply Energy Shield to player and increase 3 charge of shield (requires 6 Electric). Evolves into Voltarmour.
...not very agile, but it can withstand a lot of punishment
Shellshock+: Apply Energy Shield to player and increase 5 charges of shield (requires 6 Electric).
It sounds like trouble when Echomori is on the field.
Drops 2 echo tile effects on the board at the end of each of turn. Evolves into Echomento.
Screech: (Requires 6 Electric mana) and does the following for each echo tile effect on the board:
It sounds like trouble when Echomento is on the field.
Drops 3 echo tile effects on the board at the end of each of turn.
Screech+: (Requires 6 Electric mana) and does the following for each echo tile effect on the board:
You have to be careful around this pretty little Kittea.
Kittea gains one Tea status charge whenever any player makes a match.
Hot Tea: Requires 6 Psychic mana and is based on Kittea's status charges:
If Kittea's charges exceed 10 total they will overflow, removing all Tea status charges and all mana from both monsters.
Evolves into Purrtea.
This pretty Purrtea is ready to spill the tea.
Purrtea gains one Tea status charge whenever any player makes a match.
Hot Tea+: Requires 6 Psychic mana and is based on Purrtea's status charges:
If Purrtea's charges exceed 10 total they will overflow, removing all Tea status charges and all mana from both monsters.
Snaxolotl is hungry to do some damage.
Mukbang: (requires 7 Fire) Attacks for 10 HP and adds 2 charges of Consume status.
Consume status harvests a random 2x2 grid of tiles at the end of each turn.
Evolves into Axoodle.
Axoodle is ready to throw its weight around.
Mukbang+: (requires 7 Fire) Attacks for 20 HP and adds 4 charges of Consume status. Adds 1 berry when status runs out.
Consume status harvests a random 2x2 grid of tiles at the end of each turn.
Grumchum will take your breath away.
Drown: (requires 8 Water) Attacks for 10 HP and adds 1 charge of Thrash status to opponent.
Thrash status damages opponent for 5 health each time they make a move. Loses one charge after each turn.
Evolves into Garbaric.
Garbaric can breathe under water. Can you?
Drown+: (requires 8 Water) Attacks for 15 HP and adds 2 charges of Thrash status to opponent.
Thrash status damages opponent for 5 health each time they make a move. Loses one charge after each turn.
Gr1ff-E is getting charged up for battle.
Scalar Beam: (requires 5 Water) Attacks the opponent for 5 damage per status charge, and adds 1 additional charge to its status. Starts with 2 status charges.
Evolves into Gr1ff-0n.
Gr1ff-0n gets out of control quickly. Can you tame him?
Scalar Beam+: (requires 5 Water) Attacks the opponent for 5 damage per status charge, and adds 2 additional charges to its status.
Can you sacrifice enough to satisfy the mighty Rituki?
Sacrificial Ritual: (requires 6 Earth) Heals player for 10 health. Removes each berry from the board, sacrificing them to add to its status charges. Once Rituki's status charges hit 6 or higher, Rituki attacks opponent for 15 damage and resets charges to 0.
Evolves into Ritukong.
You better hope that berries are the only thing Ritukong is interested in sacrificing.
Sacrificial Ritual+: (requires 6 Earth) Heals player for 15 health. Removes each berry from the board, sacrificing them to add to its status charges. Once Ritukong's status charges hit 6 or higher, Ritukong attacks opponent for 20 damage and resets charges to 0.
This MC is ready to bring some hype to your demise!
Distortion: (requires 5 Psychic) Attacks for 5 damage and adds 3 charges of Confusion status to opponent player. Any time a player with Confusion status makes a match they have a 50% chance of either:
Evolves into DJ Puff.
DJ Puff will mix you up and turn you around!
Distortion+: (requires 5 Psychic) Attacks for 10 damage and adds 4 charges of Confusion status to opponent player. Any time a player with Confusion status makes a match they have a 50% chance of either:
Missbrella seeks revenge for her abandonment in the post-apocalypse.
Fiery Twirl: (requires 7 Fire)
Adds 1 charge of Burn status to the opponent.
Adds 2 charges of Umbrella Shield to the player.
Evolves into Madambrella.
Missbrella Variant Sea-Maiden: A dainty mermaid with a starry parasol, she twirls through battle flinging sea-stars with a splash of flair.
Madambrella shields the little ones and incinerates those who dare approach.
Fiery Twirl+: (requires 7 Fire)
Adds 2 charges of Burn status to the opponent.
Adds 3 charges of Umbrella Shield to the player.
Madambrella Variant Sea-Maiden: This graceful mermaid conjures waves and bubbles with every flourish, turning the tide with each watery blast.
High-spirited Bubball bounces between big damage and blazing speed, adapting to any battle!
Electroshift: (requires 6 Electric)
Attacks for 5 HP and matches a random 2x2 grid.
Bubball changes forms at the end of every one of your turns.
Evolves into Buzzeal
Buzzeal is an electrifying beast, switching between raw power with lightning speed!
Electroshift+: (requires 6 Electric)
Attacks for 10 HP and matches a random 3x2 grid.
Buzzeal changes forms at the end of every one of your turns.
With scorching breath and vampiric powers, this little powerhouse becomes unstoppable under the blood moon!
Bloodflame (requires 8 Fire): Attacks for 15 HP and heals for 5 HP. Evolves into Nosfyretu.
This fearsome dragon unleashes infernal fire and drains life, transforming into a terror of the night under the Blood Moon!
Bloodflame+ (requires 8 Fire): Attacks for 20 HP and heals for 10 HP.
This eerie plague doctor in a beaked mask terrifies opponents by draining their mana into his potion vial, crafting deadly curses that seal their fate.
Death’s Mark (requires 7 Psychic): Attacks for 15 HP and places a Death’s Mark on the opponent for 2 turns. Evolves into Doomzy.
Facing Doomzy is a slow descent into doom, as its very presence pulls you closer to the inevitable end.
Death’s Mark+ (requires 7 Psychic): Attacks for 20 HP and places a Death’s Mark on the opponent for 4 turns.
This adorable monster charms foes into losing focus but when cornered, it unleashes a fierce barrage of knee-biting attacks.
Violence (requires 7 water): Attacks for 15 HP and causes the opponent to lose 1 move for the next turn. Evolves into Mootabak.
** When your health drops to 30 or below, Moodenga becomes Berserk and changes its attack.
Berserk: Attacks for 5 HP, four times in a row
Its imposing size causes foes to lower their guard, but beneath its gentle look lies a fierce side that strikes with relentless, painful bites.
Violence (requires 7 water): Attacks for 20 HP and causes the opponent to lose 1 move for the next 2 turns.
** When your health drops to 30 or below, Mootabak becomes Berserk and changes its attack.
Berserk: Attacks for 5 HP, five times in a row
This sleepy yeti may look harmless, but it can pack a frosty punch with its snowball attacks.
Snowball Fight (requires 5 water): Attacks for 10 HP and convert 3 random tiles into snow tiles. Slumbie deals an extra 5 HP damage to the opponent when its team matches a snow tile. Evolves into Slumbro.
Bigger and even sleepier, Slumbro throws larger snowballs, blanketing the battlefield in frosty chaos.
Snowball Fight+ (requires 5 water): Attacks for 15 HP and convert 4 random tiles into snow tiles. Slumbro deals an extra 5 HP damage to the opponent when its team matches a snow tile.
This relaxed capybara loves soaking in hot springs, but it can splash enemies with steamy attacks.
Soothing Soak (requires 4 earth): Attacks for 5 HP. The soothing energy restores 5 HP to the player at the end of the turn for 1 turn. Evolves into Captrio.
Captrio triples down on its soothing power, drenching foes with hot onsen water while keeping its team rejuvenated.
Soothing Soak+ (requires 4 earth): Attacks for 15 HP. The soothing energy restores 5 HP to the player at the end of the turn for 3 turns.
A radiant celestial being with a mysterious aura, hinting at its power to summon black holes and disrupt the battlefield..
Singularity (requires 7 electric): Attacks for 15 HP and place Black Hole Status on the opponent for 2 turns. Evolves into Nebulos.
Black Hole Status:
A double-headed celestial beast radiating cosmic energy, wielding black holes to dominate the battlefield with awe-inspiring power.
Singularity+ (requires 7 electric): Attacks for 25 HP and place Black Hole Status on the opponent for 3 turns.
A golden serpent infused with fortune, prospering each turn as it harnesses the flow of mana in battle.
Gold Fortune (requires 9 psychic): Attacks for 20 HP and adds 2 charges of Prosper status to itself. At the start of each turn, Prosper status grants 1 mana. Evolves into Serphina.
A majestic serpent of prosperity, Serphina channels divine fortune, enriching itself and its allies with mana.
Gold Fortune+ (requires 9 psychic): Attacks for 25 HP and adds 2 charges of Prosper status to itself and its ally monster. At the start of each turn, Prosper status grants 1 mana.
A rebellious possum who shreds with electrifying riffs.
Rebel Encore (requires 7 electric): Attacks for 15 HP. There's a 50% chance to repeat the attack for free at the start of next turn.
**When your health drops to 30 or below, there's a 100% chance to repeat Rebel Encore for free at the start of next turn. Evolves into Rockoon.
A punk rock superstar who lives for the spotlight.
Rebel Encore+ (requires 7 electric): Attacks for 20 HP. There's a 50% chance to repeat the attack for free at the start of next turn.
**When your health drops to 30 or below, there's a 100% chance to repeat Rebel Encore for free at the start of next turn.
A shy little snail who hides in an ink bottle, Sniblet leaves a trail of trouble as it quietly saps the will of its foes.
Dry Well (requires 7 psychic): Attacks for 10 HP and places a Draught status on a random opponent’s monster for 1 turn.
Draught status:
Evolves into Inknight.
A chivalrous figure clad in shimmering ink armor, Inknight duels with a sharpened pen and drains foes dry with calculated precision.
Dry Well+ (requires 7 psychic): Attacks for 20 HP and places a Draught status on all opponent's monsters for 1 turn.
Draught status:
Don’t blink—Myubi’s fiery tricks will scramble your plans before you even move.
Fire Trickster (requires 6 fire): Attacks for 10 HP, matches a random column and adds 2 charges of Shuffle status to the opponent.
Shuffle status - randomly shuffles free tiles at the start of the turn
Evolves into Kyuubi.
Born of spirit fire and shadowed intent, Kyuubi twists the battlefield with illusions only a trickster could weave.
Fire Trickster+ (requires 6 fire): Attacks for 15 HP, matches 2 random columns and adds 3 charges of Shuffle status to the opponent.
Shuffle status - randomly shuffles free tiles at the start of the turn