TEPPEN

Card Effects and Abilities

Card Effects and Abilities
TEPPEN Guide

Added:

There are several cards that have built-in effects that get activated only when the conditions are met. To learn more about a particular effect or ability, simply tap on the highlighted word in the card’s description to open a pop-up explaining the effect or conditions to trigger it.

Here are the alphabetical list of card effects you’ll encounter, with a sample card for each. Kindly comment if we missed other abilities as we’re basing this on the available Basic cards from all heroes at launch.

Agility

Doubles the unit’s attack gauge speed.

Card Effects and Abilities

Art Charge (X)

Usually found in Action Cards so far, this effect adds the X amount of AP when the card is used.

Card Effects and Abilities

Attacking

The effect will trigger as soon as the attack gauge of the unit with this ability connects. Also, this effect gets applied first before damage calculation is done. In the sample card below, Fei Long will deal 1 damage to the enemy hero as soon as his gauge connects to the defending unit. If he’s attacking an empty slot, he’ll deal a total of 4 damage by default since the ability will still trigger the “deal 1 damage to enemy hero” effect.

Card Effects and Abilities

Combo

Deals damage twice when attacking. Take note that this is only applied during damage calculation. Let’s say the card with combo has 2 Attack. While it can deal 4 damage to a defending unit, this card will still be susceptible to effects targeting units with 2 or less Attack.

Another thing to note regarding this ability is that it counts as two strikes. So let’s say there’s a shielded 2/2 unit vs a 2/5 unit with combo. The shielded unit can still get destroyed because the first attack will remove the shield while the second attack will land 2 damage, just enough to destroy it.

Card Effects and Abilities

Counterbind

This effect seems to be exclusive only to Dante’s Quicksilver hero art.

Card Effects and Abilities

Death

The effect will be activated as soon as the unit’s HP becomes 0, before the unit is sent to the graveyard. It seems to be activated as well when the unit was instantly destroyed by a card effect.

Card Effects and Abilities

Flight

Units with this effect can attack the hero directly if the defending unit doesn’t have Flight. However, if the defending unit’s attack gauge connects to the flying unit, it will still suffer damage and normal calculation is done. Units with flight can also block enemy units with flight.

Card Effects and Abilities

Halt

As soon as this effect is applied, the target’s attack gauge will reset and will prevent it from attacking for the duration of the effect. Halted enemies can’t also counter so their enemies will land free shots on them without retaliation.

Card Effects and Abilities

Heavy Pierce

This effect seems to be exclusive only to Chun-Li’s Hyakuretsukyaku Hero Art. This will trigger as soon as the unit with this effect defeats a card. The full amount of damage the unit dealt to the defeated unit will also be applied to the enemy hero.

Card Effects and Abilities

Lock

Locks the unit slot temporarily. You can’t place units on a locked slot. This effect seems to be exclusive to the action card Magic Seal (epic) at the moment.

Card Effects and Abilities

MP Boost

Speeds up your MP charge speed. It seems to stack with other friendly units with the same ability if played together in the field. So far, this ability is only found on certain green units.

Card Effects and Abilities

Pierce Damage

After defeating an enemy unit, excess damage is dealt to the hero. Take note of the keyword “excess damage”. If your target unit’s owner has healed the unit or increased its HP using an action card, you may not be able to deal any excess damage at all. Using the sample card below, if you target a unit with 2 HP, the hero will still suffer the excess 2 damage.

Card Effects and Abilities

Resonate

This effect is triggered when the card’s owner uses an action card, including during Active Response phase. The effect can stack up multiple times, as long as action cards are played. That’s why in Resonate-focused decks, low cost action cards are necessary, making up at least half of the cards in the deck. In the sample card below, Hsien-Ko can easily become a 9/10 monster in a 5-count exchange in Active Response that its owner triggered.

Card Effects and Abilities

Revenge

A staple feature of black cards, Revenge allows a defeated unit to go back to the deck instead of the graveyard, with its MP cost reduced to half. This effect is also triggered by destroying cards with other card effects, without directly damaging them. This effect can only be triggered once.

In the sample card below, if this card is defeated and drawn again, it will become a 4/9 monster costing only 3 MP to summon. Once this unit has been defeated once more, it will go straight to the graveyard since it has already activated its Revenge effect. The only way to get a card with the Revenge ability in the graveyard is by using another card effect.

Card Effects and Abilities

Rush

The unit’s attack gauge speeds up as soon as the card is played. This is only applicable once - right after placing the unit. After that, it will revert to normal attack gauge speed so don’t mistake it for another ability called Agility.

Card Effects and Abilities

Seal

Nullifies abilities and effects on the unit (such as Death, Victory, Revenge, etc). A friendly unit with its abilities sealed can still gain abilities if provided by other cards such as Chris Redfield (6 MP green).

Card Effects and Abilities
Card Effects and Abilities

Shield

Units with this ability starts off with a shield intact. This shield can negate ANY amount of damage once. That’s why it’s always a good idea to destroy the shield using small attacks whenever you can before landing the big ones.

Card Effects and Abilities

Slow

This effect seems to be exclusive only to Dante’s Quicksilver hero art. When activated all enemy units’ attack gauge will slow down. A unit with Agility seems to downgrade to normal attack gauge speed when hit with Slow. (confirmation needed)

Card Effects and Abilities

Veil

Units with this effect cannot be targeted by an opponent’s Action Card or Hero Art. However, this does not exempt them from action cards or effects that randomly pick targets. So for example, a played card’s effect will deal damage to a random enemy unit. If the veiled unit is the only one present on the enemy’s side of the field (thus, the only valid target), the veiled unit will still receive damage normally from that card’s effect.

Card Effects and Abilities

Victory

This effect is triggered when defeating an enemy with an attack or counter. It doesn’t matter if the enemy unit is weakened by a hero art or another card’s effect, as long as the unit with Victory lands the finishing blow, this effect will still trigger. Like other abilities or effects in the game, they can be stacked as long as they keep defeating units placed in front of them.

Card Effects and Abilities
Card Effects and Abilities

When Played

The indicated effect will activate immediately as soon as the card is placed on the field and long as there’s a valid target. If there’s no valid target for the card, you can still play it but consider the effect wasted. You can find some of the example cards with such effect below. It’s always a good idea to include some of these units, especially the low MP ones that you can play early in the match.

Card Effects and Abilities

There are also certain cards possessing multiple abilities. These are the ones you should usually prioritize crafting or add to your deck. Iris is one good example of a good multi-ability card as shown below.

Card Effects and Abilities


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