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HP 10Energy 2
Aino
HydroClaymoreNod-Krai
"Clinky-Clank Gadgets-A-Gogo" Aino
Dreams spring to life with a clink-clank-clatter.
■ Source
Reward for inviting Aino to a duel at The Cat's Tail and claiming victory in a Friendly Fracas with her
Reward for inviting Aino to a duel at The Cat's Tail and claiming victory in a Friendly Fracas with her
Talents

Bish-Bash-Bosh Repair
Normal Attack
Deals 2
Physical DMG.
Physical DMG.
Musecatcher
Elemental Skill
Deal D__KEY__DAMAGE D__KEY__ELEMENT with 1 stack of Agile Switch created. If you have a card with Empowerment in your Hand, deal D__KEY__DAMAGE_1 D__KEY__ELEMENT instead.
■ Agile Switch
The next time you perform "Switch Character": This switch will be considered a Fast Action instead of a Combat Action. (Can stack, no stack limit)

Precision Hydronic Cooler
Elemental Burst
Deals D__KEY__DAMAGE D__KEY__ELEMENT and summons Cool Your Jets Ducky.
■ Cool Your Jets Ducky
End Phase: Deal 2
Hydro DMG.
Usage(s): 2
Hydro DMG.Usage(s): 2

Modular Efficiency Protocol
Passive Skill
When Empowerment is attached to your card: If there is Cool Your Jets Ducky on your side, it gains 1 Usage, otherwise, gains 1 Energy. (Once per Round)
■ Cool Your Jets Ducky
End Phase: Deal 2
Hydro DMG.
Usage(s): 2
Hydro DMG.Usage(s): 2
Dictionary
■
Physical DMG
Physical DMG will not apply any Elements, nor can it engage in Elemental Reactions.
■ Fast Action
You can continue with other actions after conducting 1 Fast Action.
Only after conducting 1 Combat Action will the turn pass over to your opponent.
Only after conducting 1 Combat Action will the turn pass over to your opponent.
■ Combat Action
After you finish 1 Combat Action, it will be your opponent's turn.
Playing a card from your Hand with this rule is also a Combat Action rather than a Fast Action.
Playing a card from your Hand with this rule is also a Combat Action rather than a Fast Action.
■ Agile Switch
The next time you perform "Switch Character": This switch will be considered a Fast Action instead of a Combat Action. (Can stack, no stack limit)
■
Hydro DMG
Applies
Hydro and can trigger the following Elemental Reactions:

Vaporize: DMG +2 for this instance

Electro-Charged:DMG +1 for this instance, deal 1 Piercing DMG to all opposing characters except the target

Frozen: DMG +1 for this instance, the target is unable to perform any Actions this Round (Can be removed in advance after the target receives +2 Physical or Pyro DMG)

Bloom: DMG +1 for this instance, creates a [Dendro Core] that grants +2 DMG to the next instance of Pyro or Electro DMG

Lunar-Charged: Creates a [Thundercloud] that deals 2
Electro DMG at the end of the Round. (Usage: 1. Can stack, no stack limit. When created, or when its usages increase, apply [Electric Shock] to a random card in your opponent's Hand.)
Hydro and can trigger the following Elemental Reactions:
Vaporize: DMG +2 for this instance
Electro-Charged:DMG +1 for this instance, deal 1 Piercing DMG to all opposing characters except the target
Frozen: DMG +1 for this instance, the target is unable to perform any Actions this Round (Can be removed in advance after the target receives +2 Physical or Pyro DMG)
Bloom: DMG +1 for this instance, creates a [Dendro Core] that grants +2 DMG to the next instance of Pyro or Electro DMG
Lunar-Charged: Creates a [Thundercloud] that deals 2
Electro DMG at the end of the Round. (Usage: 1. Can stack, no stack limit. When created, or when its usages increase, apply [Electric Shock] to a random card in your opponent's Hand.)■ Usage(s)
After this card's effect is triggered, 1 Usage of it will be consumed.
This card will be discarded immediately once it has 0 Usages remaining.
This card will be discarded immediately once it has 0 Usages remaining.
■ Cool Your Jets Ducky
End Phase: Deal 2
Hydro DMG.
Usage(s): 2
Hydro DMG.Usage(s): 2
■ Energy
Characters must consume Energy to use their Elemental Bursts.
When characters use an Elemental Skill or a Normal Attack, they will gain 1 Energy.
When characters use an Elemental Skill or a Normal Attack, they will gain 1 Energy.

