EndCycle VS

EndCycle VS

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Game Basics + More (2.62)
By CyperAleksi
A guide that attempts to go into detail on various aspects of the game, so that players can get ideas and inspiration on what to work on. NOT necessarily the absolute truth, as the game has great depth and build variety.

Special thanks to Disc-OH! for providing detailed info on percentage numbers of various things in the game.
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Welcome to EndCycle VS!
As you may have already noticed, this game has quite a lot going on in terms of making builds and how things interact with each other. Possibly dauntingly so.

I will attempt to make it more easy to get a grasp on how things work, so that you can come up with your own preferred playstyle(s) and build(s).

In this guide I will go over the basics of the game, as well as more detailed interactions, to the best of my ability.
Sections updated/added for 2.62
  • Floor panel types
  • Buffs/Ailments
  • Resistance - "anti-combo" mechanic
  • Characters
  • MOCs
  • VOCs
  • Styles
  • Online tournament rules
  • Closing words
Where to start?
Doing the main campaign mode as a first time player is a nice stepping stone for getting used to different attacks/abilities (VOCs) and movement, but it's up to your personal preference.

Campaign is most likely the easiest to start off with, but if you just want to practice 1v1 that the game is built around mostly, Local versus against bots will do just fine as well.

Other modes I would leave for a little later, unless you don't mind experimenting with VOCs (attacks/abilities) on the fly and having tougher fights.
Accessibility


If you are having a hard time understanding which panels are about to be hit, I recommend turning on "Attacks Flicker Field" under Settings - Accessibility, to be able to see a bit easier. The other options may also assist you.
Basics
Movement


Your character, assuming there is room, can move in 8 different directions on the map. New players tend to forget diagonal movement, which is very important to use for dodging certain attacks and for repositioning in general.




With regular movement, the red player can only step on red/grey panels.
Likewise, blue can only use blue/grey area.

Additionally, either player can not step on the same panel where the objects are, for they are occupying those spaces. The players also can not enter the same tile the opponent is on.




However, in 2v2 and bigger matches, you can enter the same panel as your teammate(s).

Some VOCs and styles do not follow these rules, more on this later in their respective sections.



Attacking


Different VOCs have different attack patterns and, depending on their level, cooldowns.

In this example, the Lvl 1 IceSpear charges it's cooldown quite fast, while the Lvl 4 LeafCross takes quite a bit longer by comparison.

Higher levels are generally more impactful, so it is important to learn when is the best time to use them, though this varies based on VOC you have. In general, using higher level VOCs should only be done when you have a clear reason, while with lower levels you can be a little bit more care-free due to their faster cooldowns.

Adding a style to the VOC that would increase it's level, will also increase the cooldown accordingly.



What's Crush?



Crushing is referred to as getting enough hits that apply crush on the opponent, so that their crush bar (yellow, above hp) fills up, paralyzing them for a few seconds and giving instant cooldown recovery on all the VOCs of their opponent.

This exists to act as a balance mechanic for packs with lots of heals, for direct healing (in most cases) pauses gradual recovery of the crush bar and regeneration effect slows it. Poison in the other hand increases crush recovery.

Getting hit by things that apply crush, of course, will also pause the recovery.

If you are about to hit crush threshold and are missing hp, it may be better to focus on evading for a while to not get comboed by the crush occurring.

Note: Damage inflicted by things like style Berserk, for example, does not stop crush recovery. This usually is the case when there is no crush amount specified on a VOC/style in the first place, like with the VOC Flip-Compensation that would be used by you, or MOC Chipper used by opponent.



Guarding, blocking, what's the difference?

Guarding




Guarding occurs when such things as MOC Guard or VOC Blocker are used against an attack. While the user takes no health damage from the attack, crush amount applied by the attack will be let partially through (if it had any).

Blocking




Blocking happens, for example here, with VOCs CyBarrier and WickedScreen, where the attack negates health damage AND crush applied.

Ultra VOCs and counters also cause blocking to occur.

Note: PainCrave VOC lets some crush through, as an exception.



Ultra VOCs

Most of the info on Ultra's was provided by Disc-OH! .


Each character has their own unique one that takes time to be ready to use. The ultra's bar fills up by standing still or taking damage, movement slows it down a notch. While using an ultra, you are immune to health and crush damage.

Technically movement prevents Ultra meter's buildup, but since moving has a delay:


  • Normal movement is around 1/3rd the regeneration speed of being stationary
  • Gliding, due to 2-3 frames faster movement, is slightly better (some characters have this as their passive movement)



    Most characters have roughly 2000 damage taken to fill their ultra bar. Exceptions being Yven and Azure Agent, who have reduced pain requirements proportional(?) to their charge times.

    Being crushed seems to provide about 50% of a charge, but again proportionately benefits Yven and Azure Agent (Azure Agent will receive a full charge on crush, Yven gets ~80% of one).



    Ultra's charge time depends on who you play, more on that in the "Characters" section.

    Note: Stuns that have been Flip styled or are under effect of Invert, still stun the target but due to not dealing damage, ignore counters, guards and blocks. Therefore, they can even cancel out Ultra VOCs.

    Note: Character Greed does not gain Ultra through these means.



    Rewards


    Completing battles in general on any mode earns you various amount of:

    • In-game currency
    • Character affinity (for cosmetics/developer entries)

    Potential, additional rewards:
  • VOCs (abilities/attacks)
  • Styles (modifiers to attach to VOCs)

You will be able to unlock everything even if you don't touch some of the game modes that certain characters have as unlock conditions, it will simply require more of the in-game currency instead. No stress!
Elemental/normal
Expanding a little on the info provided by the game.

All VOCs and characters have an elemental attribute associated to them. This defines their strengths and weaknesses against others, normal being neither weak or strong against anything.



If you're resistant to an element, you will take 25% less damage from it, while taking 25% more if you are weak to it. The above demonstrates strengths and weaknesses.

This DOES NOT affect the amount of crush inflicted on target.

Resistances against elemental effects (also in Buffs/Ailments section):
  • Freeze vs water type, 50% instead of 100% duration
  • Stun vs electricity type, 50% instead of 100% duration
  • Blind vs fire type, 60% instead of 100% duration
  • Poison vs grass type, 75% damage instead of 100% over its duration


Also refer to "Floor panel types" for elemental effects on them.
Floor panel types
This information can be found ingame, but I'll expand upon it a bit here.

Worth mentioning right away:

Anybody using Fire/Water/Nature/ElecDrive VOCs
(or self-targeting VOCs that apply these effects through use of Copy style)
will enjoy the benefits and disadvantages of the panel types associated with them, the passives that being these elements will bring, as well as healing when casting VOCs that are of the element you've swapped to.

That said, element changes can be stolen/erased/replaced by opponent, so they are not necessarily reliable. More on this particularly in the Buffs/Ailments section.



Cracked/Broken Panels


Cracked panels can be broken by simply moving on them and moving away, but they also break if the crack effect gets applied once more.

Movement VOCs, such as RushSword, can also be used to break cracked panels.
Styles that affect movement also work, such as Rush-2, Rush-3, Escape and Storm.



Grass Panels


The game info screen is actually outdated. Hitting an opponent with a VOC, while you are standing on grass, will heal you for rough 40% of the damage dealt. 65% if you are Nature-type.

Note: Grass panel healing does not take into account opponent's weakness or resist and is based on raw damage value of VOC. This does get affected by Berserk/Meek, however.

Note: This healing will NOT prevent crush recovery!



The damage increase from a fire attack landing a hit on a grass panel is 25%. Therefore, a grass user would take 50% increased damage. Not all attacks "target the ground" however, and thus some don't gain the benefit, details on that in "VOCs" section.

The grass does turn into lava afterwards, so the 25% can only trigger once for one panel. That being said, some players use grass-generating VOCs like Gigantree to work around this issue.



Ice Panels


Any water VOC interacting with a player or object while they are on ice, will also freeze the target. Therefore, even a water-element Heal would freeze you in place, if the heal was picked up on ice.

The ice panel does get consumed in the process, which is why some VOCs like PanelFist (with a water style) or regular IceSpear interact in this order:

1. The VOC affects the panel, turning it to ice.
2. The VOC hits the player/object, absording the ice floor into a freeze effect, due to the VOC being water element.

Some VOCs like Froster however, just freeze the target and also turn the panels into ice.



Lava Panels


Rapid movement on these panels, even if the whole field is made of it, will make you not take any damage from them. The 30dmg/sec is only problematic if your movement is ceased through other means, but the main use is turning them to cracked panels, usually.

Channeled VOCs such as Meteors, LogLaunch etc. make you ignore the effect of this panel during the casting.



Metal Panels


Electric attacks that hit the ground with metal, deal 25% increased damage on the target that's on it. Due to the nature of them not breaking upon being hit, they are a very reliable way for electric users to deal bonus damage. They also can't be removed, unless they are first converted to "normal" panels, which is rather hard to do. (RepairPlus and RepairAll are most common VOCs for this.)

Electric types standing on metal get ~25% faster ultimate cooldown speed (takes 80% as long), while also gaining faster cooldowns and faster casting time for VOCs.

The cooldown speed stacks with Tempo buff and Flip-ChronoRip (ChronoRip increasing casting speed too), making in best-case scenario the casting time and cooldowns ridiculously fast.

For comparison:

ElecNade used by default



ElecNade used on a metal panel



ElecNade used on a metal panel under effect of Flip-ChronoRip




Sand Panels


These force you to stay on them a little while after moving on them. Cracked tiles are more commonly used for limiting movement more effectively, but SandStorm VOC has made this show up more often.

The panels do slow down attacks like RushSword, but cracked panel would just cease the attack entirely. Suppose they could be used as niche trap against players that use rush-type attacks a lot.



Move Panels


These move anything (apart from VOC created Gigantree) on them that does not have flight, assuming there is room to move to.

If you see these, the opponent might be utilising VOCs like IceCube that, when placed on the panel get launched in the direction the panel indicates, dealing damage to what it hits.

They can also be used as a quick way to deny area, in combination with VOCs like PanelLance and PanelSword for example.

MOC BuildMove provides this as a nice cheap utility.


Note: Flight effect ignores panel effects, but does not protect against the 25% damage increases caused by fire hitting grass, or lightning hitting metal. Which attacks count as hitting the ground and gaining this benefit, is expanded upon in the "VOCs" section.
Buffs/Ailments 1/2
Various VOCs/styles cause effects to the opponent, to yourself or both. Here I'll go over all of them and explain in detail what they do.

Effects categorised together are each other's opposites, so they override each other when applied.

Note: Durations/intensity vary, depending on characters/VOCs used.



Element change





Changing element either through Level 4 VOCs Elec/Fire/Nature/WaterDrive or by using style Copy on a self-targeting VOC of an element, will grant you benefits that being element would bring naturally, as well as healing by casting VOCs of that same element. Lvl 4s give speed bonus too.

The healing effect is based upon the level of the VOC fired, +20hp for each level. Therefore a lvl 2 would heal you for 40hp, while lvl 5 would heal for 100hp.

Note: This healing DOES NOT stop crush recovery!


This effect can be erased by the opponent, if they attack you with Copy styled VOC, or if they steal the effect with Yoink VOC/style. Therefore, Lvl 4 Drives can be questionable. Lvl 2-3 with Copy-style can be alright, but debatable, for the effect will last a shorter while than a Drive would and it doesn't bring you a speed bonus.



Berserk/Meak




Berserk adds varied amounts, usually 20-30% more damage to VOCs used, while Meak reduces by that amount (depends on VOC/character used).

While having Meek on you is not ideal by far, it's still less problematic than Break.

Note that neither one does not affect amount of crush applied upon attack!



Haste/Break



Haste adds 35% increased cooldown reduction, while Break reduces it by that amount (some exceptions with VOCs like Panic and ShowStopper and characters).

Considering how important having abilities ready is for sake of area control among other things, this is highly likely one of the more important buffs in the game. If you are afflicted by Break, try and get rid of it as soon as possible. (Easiest way would be Lvl 1 TempoForm, but other options exist.)



Regen/Poison



Regen heals overtime while poison damages overtime.

Regen does slow down crush recovery, while being poisoned speeds it up. Therefore, being poisoned might sometimes be a better option.

Regeneration and poison both scale with HP% of the player, therefore they are stronger on high HP targets and weaker on low HP ones. Both see a lot of play frequently.

Nature element players will take 75% damage instead of 100% over the poison duration.



Invisibility/Blind
(Has no icon, get it?)


Invisibility can be useful for a skilled player, but it is a bit questionable due to frequency of AOE attacks. VOC Invis lets you stay invisible by continuing to apply it, should you have enough cooldown speed.

Invisibility as a style I could not recommend due to it's short duration.







Blinding the opponent makes them only be able to see in a small circle around them, which is slightly worse if they are on the upper panels, since you can see further up than down. Their horizontal view is effectively reduced to 1 panel behind/in front of them.

Can be useful to, if nothing else, get the opponent off your back, for continuing to play offensively when blinded would be quite risky. Some players might do so anyway, to catch you off guard. Getting hit makes a sound that lets them know they got you.


Due to invisibility not seeing a lot of play, you aren't going to see too many people removing this on the fly, like poison. That being said, Lvl 1 VOC Eject and Lvl 2 VOC EjectAll exist, among other options.


Fire element players will also have 60% duration of the debuff, rather than 100%.



Float/Freeze



Float makes you ignore panel effects entirely apart from:

  • 25% more damage taken from a fire attack that counts as hitting your tile too, when on grass (triggers once and grass is turned to lava)

  • 25% more damage taken from an electric attack that counts as hitting your tile too, when on metal (triggers multiple times)

VOCs section goes over which attacks trigger this effect.


Float is applied by either using the Float-style on a VOC or inverting an effect on a VOC that freezes. Seeing Float in play is fairly rare at the moment, even though the style lasts six seconds.

It is a very powerful effect, so I personally use it styled into self-targeting VOCs against opponents that heavily invest in messing with the panels.



Freeze sees play more commonly. This can be used to stop the opponent on their tracks for a little while, allowing further hits to occur easier.

A water VOC hitting a target that is on an ice panel will get frozen while the panel is consumed.

Some exceptions like the VOC Froster exist, since that one freezes the target and also creates ice under them.


Water element players will stay frozen for 50% of the normal duration.



Stun


The combo enabler that sees a ton of use. Most people run VOCs that apply this due to them making the follow-ups much easier. The duration differs based on VOC used.

Electricity types are stunned for 50% of the duration instead of 100%, maximum stun duration being 0.5 seconds. Due to this, metal panels and the widespread use of stun by all, electric types are generally considered the strongest in the game.

Note: Stuns under effect of Flip style or Invert still stun but ignore counters, guards and blocks, so they can even cancel out Ultra VOCs.



Invert




My absolute personal favorite effect.

Changes things to opposites, so for example this earlier version of lvl 4 FireStorm:

Normally left lava panels everywhere dealing damage, instead;
Left ice panels and healed the target upon hit (and applied freeze to them, due to creating an ice panel, then hitting, while having been turned into a water element VOC, while absorbing the ice panel).

While it doesn't see use that often, it adds an insane amount of potential different interactions within VOCs and styles, enabling some really crazy combinations to creative players.

It is considered a debuff, but it can be used to your advantage in various ways, for example:

  • Spawning traps that heal you
  • Self-countering your own attack with Flip-ChronoRip for a a big speed boost that stacks with Haste
  • Using something like Cyber-Repair to crack enemy's panels and poison them

Invert-TempoForm or similar would be the best way to add this to yourself, for it lasts only a second or so.


Note: Inverted/Flipped VOCs still apply crush and stun.
Buffs/Ailments 2/2
Magnet/Repel



There's quite a lot of utility here, though I'm not convinced it's in a good way.

Magnet attracts other entities to itself, so magnetising the opponent drags harmful entities (even VOCs SpikeTrap, MineCake, Artillery etc.) to them.

Magnetising yourself can be beneficial at times, like when you want to drag an object with you for cover (or utilising a turret, like VOC Snacker.)



Repel on the other hand can be used to keep opponent away from you easily. A natural way to keep distance from, say, SandStorm VOC, among other close range ones.

Can also be used to launch objects into opponent, though they won't be "homing" like with Magnet.

Successful use has been seen through using VOC Magnet-Senpai to launch +1 VOC IceCube into the opponent, due to magnets interaction the cube appears to hit the opponent (or close object) next to instantly.



Considering the janky feeling these effects bring into the game affecting so many VOCs and playstyles, I am not convinced they are good for the fun factor of the game. They are, still, powerful effects.
Game modes + Maps
Campaign

Most likely to be your starting point and likely the least difficult of the modes, but it does have a couple difficulty spikes and you will not be able to swap your pack once you start one of the campaigns. Try and make sure that your pack can cover various threats in order to avoid frustration of having to start over!

Campaign score is just for fun, based on amount of:
  • Time taken
  • VOCs used
  • Damage taken
  • Losses

You'll have to beat a campaign start to finish with no losses/quits mid attempt, keeping the other conditions in mind, in order to 5 star it.



Adventure

A roguelike mode of sorts. Each character starts with a prefixed set of four VOCs and will earn slots for the other eight eventually in a run. Map and it's encounters are randomised.

After each combat you get random four choices, one for each VOC level (4-5 sharing the same spot) that you can use to replace your existing VOCs in order to build a better pack.

The type of VOCs presented depend on the color of the encounter you were on:

  • Red: Strike
  • Green: Protect
  • Yellow: Effect
  • Blue: Control

This mode is great for obtaining currency, character affinity, VOCs and Styles upon beating a run, but can be rough depending on what VOCs you are offered and which fights you get.

Allows you to save your combination of VOCs as a recipe for later use, after you are done.


1.6 added Virus modifiers that bring various challenges to your game. Upon completing a run with one of these, their positive effect unlocks, which gives you benefit as well. Some of these only have one effect.

You can have maximum of four of these active at once.



Negative/Positive effects of Viruses:

True Rogue
Deletes your save file upon death / Grants a R.E.D.O. at start


Protected
Enemies start battles with Cybarrier / You start battles with Cybarrier


Chain Reaction
Enemies explode upon death / You explode when getting crushed


Immune System 0.5
Your heals are only half as effective / Healing yourself damages enemies


CRUSH!!! CRUSH!!!
You take doubled crush damage / Enemies take 1.5x crush damage


Big Tough
Enemies have twice as much HP / You start with twice as much HP


Improvise!
Randomizes entire pack after every zone / Start the Adventure with a fully upgraded Voc Pack


Gotta Go Fast
Adds a time limit to each zone / Increases game speed


Unintelligible
Randomizes all dialogue lines / Nothing


Incognito
Your character is randomized before each event /
Enemies are randomized at the start of each battle


Hard to Miss
All zones consist of only one branch / Nothing


Mirror World
Flips screen horizontally / Flips screen vertically


Sudden Disco!
All non-enemy panels are randomized on battle start /
All enemy panels are randomized on battle start


Emotional Damage
Enemies deal double damage / You deal 1.5x damage


Microtransactions
Using VOCs costs money / Hitting enemies grants money


Stick to the Beat (to be added)
Battles move along to the music / You start battles with a One-Time "Pieces" ultra VOC



Onslaught

Wave-based mode for 1-2 players where you try to survive 20 waves of enemies with the same pack (different players being able to choose their own individually beforehand).

Can be a good test for your pack to see if it can handle various situations that the AI's randomly generated packs bring against you, but it's also just a fun mode to play alone or with a friend.

Your performance is scored based amount of time taken in each wave. You get a score penalty if you heal. Just for highscore hunting, though some characters have unlock conditions based on what you score (and in which difficulty). However, they can also be bought with currency, instead.



BattleCycle

For 1-2 players, similar to Onslaught, but each character starts with the same four VOCs and gets offered four random VOCs (one for each level, 4-5 sharing a spot) at the start and after each combat, but you have to always pick one of the options.

Map and opponent(s) are random each battle. As you progress you will get offered passive traits, such as "do not flinch when getting hit by an attack", but you will be limited to four VOC slots only for this mode.

Allows you to save your combination of VOCs as a recipe for later use, after you are done.



1v1

The mode that the whole game is balanced around, the absolute experience when you just want to blast the opposing person in front of you. This is the usual tournament format.

Maps

Classic (The tournament map used, for not favoring anyone)


Legacy


Ice Middle


Sandy Place


Partyless


Shorty


Lava Edges


Grass Diagonals


Metal Frame


Parallelogram





2v2

For when beating up just one person isn't enough. Enables some synergies that would not be possible in 1v1, due to being able to share the same tile and having another player on the team.

Maps

Stretched


Vertical


Huge


Close Combat


Metal Lines


Lava Pits


Classic



Team Deathmatch (4v4)

Flips the game on it's head due to various new mechanics in it, also makes you very disoriented as you try to (unsuccessfully) dodge four people attacking you at once. While not necessarily balanced, it certainly can be crazy fun.

Maps are rather large and area control works differently, slowing down opponent's cooldowns if they are on your tile, while giving you a massive bonus when on yours. This can in some cases mean instant cooldowns.

Enables synergies that would not be possible elsewhere.

There's also a minimap that shows everybody's location.

(The four maps not included here, for they are too big to show in this format.)


Funtime

1v1 only, consisting of four different maps. Three of these offer different stage hazards that can hit any player, while one is limited to 1x6 area. As name suggests, little less serious than other modes.

Maps

Wild West:

Fiery Palace:

Rainy Day:

Electric Danger:


Resistance - "anti-combo" mechanic


Designed as means to avoid combos that one-shot opponent, Resistance kicks in when someone takes a big amount of hits in a short period of time, reducing effects/damage taken for a second.

It lowers the amount/duration of:

  • Freeze
  • Stun
  • Elemental Boost
  • Damage
  • Crush Damage

Note: This stacks with Jeremy's Barricade.
Interrupting opponent's attack


Certain attacks, upon hitting the opponent, cause them to flinch, which can potentially cut their offense short if it lands as they are about to attack, causing it to not happen and putting it on cooldown. This can also enable attack follow-ups or winning trades of blows. Lasts 0.2 seconds.


Note: any attack that moves the target (EVEN if there is no room to move in that direction) also causes attack interruption to happen, though the duration of the interruption is less than that of a flinch.


Note: Stuns also interrupt attacks, while lasting longer than flinch, allowing follow-ups.


Note: even inverted/flipped VOCs that flinch/stun/move, still do so even if they deal no damage.

Default movement caused by some VOCs usually gets reverted by invert/flip styles, though exceptions like VinePull exist.






One should keep these in mind when building their pack, so that you won't, for example, attempt to use VOCs in close combat that do not stop the opponent from simply hitting you harder in response.

Or if you do, you'll be more aware of the risk, at least.



MOCs/VOCs that do NOT move, stun OR flinch their target:

Lvl 0
Chipper

Lvl 1
IceSpear
AntiSword
Eject
LifeHook
Droplets
IceCrawl
MagicSnip
Yoink
PanelFist
ShotCorn (explosion does, however)

Lvl 2
AquaCrusher
Dualeaf
Mosquito
FireGate
Explant
Frostag
PanelBack
SandShot

Lvl 3
Plantrap
Snacker
FrontFlare
InkSplash
SandStorm
Froster
PanelLance
PanelSword

Lvl 4
LeafCross
Humidity
Building a pack
How exactly do we even get started on building our pack, with all the possibilities the game offers? What should we consider?


Well for starters, we can think of some fundamentals:
  • Choosing a character to make the pack around their strengths and weaknesses
  • Way(s) to heal (unless we are so great we are never hit, for that is beneath us)
  • Area control (most builds care to include this)
  • Attacks chosen on your playstyle, whether it's dealing chip damage to the opponent, one big blow, combos, etc.



For example, let's say I want to make my pack around the character Cress as an easy example.



If you've taken a look at "Characters" section of this guide, or experimented with her ingame, you'll know that her passive and Ultra VOC activate within two panels of the target.


This gives us some ideas on what we'd want to include:
  • Our strengths are when near the opponent, so we'll want ways to get there
  • Melee can be more risky, so interrupting opponent's attacks would be beneficial (see related section in this guide)
  • Melee-only options like swords can be considered, but aren't strictly necessary
  • Long range should not be the main focus, but also shouldn't be completely ignored

Now, there's no real one correct way to go about this. I must make clear that the game offers a really large variety of possibilities to make your builds, so much so that you might even find one very few have, if you explore the possibilities.


For sake of this example, let's say I want to combine long range with melee focus, by using Rush attacks. My pack could be something like this:




I personally usually organize my attacks on the right, my buffs/defense to left and area grab tools / counters to middle, but you can of course choose whatever works best for you.



This pack mostly consist of attacking with swords that make your character rush. Apart from Lvl 1 AntiSword, all of the attack VOCs flinch the opponent or stun them, to try and avoid them retaliating instantly.

(Anti-Sword before 2.6 used to rush the player.)

To speak shortly over each VOC, going from left column to right column:



HotMagic is there to act as defense, since lack of area control, apart from over a single line, doesn't really give you a lot of room to dodge. Though alternatively the Rush attacks can also act as evasive maneuvers.



Float-TempoForm feels essential for gaining faster cooldowns, as well as Floating to avoid broken panels, which would otherwise counter rush attacks entirely.

Also synergises with AntiSword very nicely,since normally with Impact style, it would buff opponent's attack (Berserk buff) while debuffing their cooldowns (Brake debuff).



Due to styles applying first, before the VOC, the opponent receives Berserk buff, Break debuff, then gets hit by the AntiSword that transfers my Meek debuff to them, overriding their Berserk. This means they get both debuffs.



Regen-Heal is there as uninspired way to gain hp, while CyBarrier acts as an easy-to-activate defense that could also be valuable with all the rush attack use to take a blow while utilising them.



SofaGrab is quite powerful close range attack and can also be utilised to neutralise panels to make some space to move in.



ChronoRip is most common counter run by players that can open the enemy up for attacks nicely.



RepairPlus acts as alternative way to get rid of broken panels or other such nasties near you.



Grab-PanelGrab is there to gain area in a single line, so that you can get within reach of the opponent with your Ultra VOC. One coulda argue that with all these attacks that reach the opponent from technically anywhere, this isn't needed. Same for SofaGrab, really.



Finally the attacks just consist of rush swords, Lvl 3 being one that doesn't get interrupted by flinch if you are hit during it, that can be utilised through enemy's HotMagic or similar. Rush-3 SineBall is there to act as a combo starter with it's stun, giving it Rush-3 so it can reach the enemy faster and they have less time to react.



This pack is not really optimised yet, you could utilise Counter-CyBarrier for double shield with the HotMagic, use another counter than ChronoRip possibly, maybe even get rid of area grabbing and floor repair, etc.

But it does give you, hopefully, a rough idea of what goes in making a pack.
Characters 1/4
Each one has their own personal stats, traits and Ultras, allowing you to potentially build your pack around each one. I'll go through all of them and give my thoughts, as well as specifics on stats.

Affinity for characters gets built by simply playing, though completing Adventure mode earns you 100% immediately for character you completed it with.

This will allow you to recolor the character by right-clicking them in character selection (exceptions being Bella and Jeremy, for they have no recoloring options).

It will also unlock developer entries in the Endcyclopedia about character development.


Three stats on all characters are:
  • Power: Damage of the VOCs
  • Speed: How fast VOCs can be used again
  • Crush: Resistance to crush

Character's base power ranges from 50-150. 50 is -10%, while 150 is +10%.


Most characters have roughly 2000 damage taken to fill their ultra bar. Exceptions being Yven and Azure Agent, who have reduced pain requirements proportional(?) to their charge times.

Being crushed seems to provide about 50% of a charge, but again proportionately benefits Yven and Azure Agent (Azure Agent will receive a full charge on crush, Yven gets ~80% of one).


Note: Greed character gains no Ultra from being hit.
Note: Characters represented in these screenshots/gifs may be recolored.



Fin




  • Ultra VOC charge timer (stationary): 30s
  • Ultra buffs give 50% more attack and 100% more cooldown speed (does not affect crush amount)
  • Fin healing (not regen) gives him Flip-ChronoRip Buff for a short amount of time, +35% speed for 2 sec

One of my personal favorites. You can overheal to 1300 health, which will slowly drain back towards 1000hp. Regen effect won't bring your hp higher than 1000 due to balance reasons.

Ultra is simple, but strong due to instant cooldowns and high intensity buffs. That being said, character get crushed fairly easily if you aren't careful.

May benefit better from healing with element changing than other characters due to skills Overheal and Hyperactive. Becomes very fast when utilising speed buffs as well as their passive.

Overall? Very strong.



Spark




  • Ultra VOC charge timer (stationary): 30s
  • Ultra is nature element, flinches target
  • Ultra not affected by Berserk/Meek, apart from first hit by vines
  • Fighter passive gives roughly +40% more damage to VOCs (does not affect crush amount)


My personal favorite theme-wise, although somewhat weak character.

Ultra spawns vines in an + pattern in 3x3 area in front of you. If the opponent is on one of these tiles, they will be unable to move and Spark will pummel them for several seconds. Heck yes.

As of v2.6 however, resistance effect in the game reduces Ultra's damage considerably.

The passive is alright at best.



Rozu




  • Ultra VOC charge timer (stationary): 30s
  • Ultra is one of each element, doesn't flinch but has a stun as 2nd shot
  • Ultra affected by Berserk/Meek
  • Passive is lost at around less than 900hp

Solid character overall. The extra cooldown speed helps a lot and while the ultimate is straightforward, it is pretty good. Each shot fired from it is a different element, so it will deal considerable damage to anybody, not to mention all the debuffs it brings. It can also trigger VOCs like Bomboyage due to this.



Crimson Punk


Ultra VOC normally


End of The Game Ultra VOC, with Determined passive


  • Ultra VOC charge timer (stationary): 30s
  • Ultra is normal type, flinches opponent but the three punks that strike once, do not (though target takes damage and gets pushed by them)
  • Ultra gets stopped by broken panels, unless you have floating
  • Ultra affected by Berserk/Meek, apart from three punks that strike once and apart from End of The Game
  • Determined passive keeps alive roughly 3 seconds, but won't trigger if you got crushed as you hit 0HP
  • Heated passive reduces cooldowns by 50% when below 30% health

End of The Game Ultra VOC:

  • Ultra swaps to End of The Game upon going to 0 health (unless crushed at the same time)
  • Ultra is immune to all effects (like flipped stuns) unlike regular version, but can't benefit from buffs either. Due to this, stopped by broken panels effectively
  • Five extra punks show up. One of them attacks the opponent opposite of caster, bottom two push up in front of them, while top two push down. This means at optimal range (3 panels) the Ultra is way easier to land
  • Damage appears to be 675, as opposed to 525 from regular Ultra


    A bit of an oddball. Quite hard to crush, but slow.

    You can turn around once during the running of the ultra, like with the VOC RushSword, so you can "backstab" the opponent if you miss the first time.

    The passive could save you from certain doom in a clutch situation and End of The Game certainly makes it easier to accomplish.

    Passive that below 30% hp makes you 50% faster is real busted for comebacks. Players would do well to chip Punk's hp to halfway before bursting them down to 0, though they still have to avoid passive Determined.



    Cress




    • Ultra VOC charge timer (stationary): 30s
    • Ultra slows opponent for 5 sec with 60% potency ChronoRip, while speeding yourself 3 sec for 30% potency
    • Leader passive gives roughly +20% more damage to VOCs, does not affect crush amount (turns on within 2 tiles of opponent)

    Solid melee fighter. With some area control the passive is hard to not get to trigger. Failing that, you could just use VOCs with Rush-2/Rush-3 style that will bring you closer to the opponent instead.

    The ultimate lets you turn once and triggers in an AOE, making it rather difficult to miss. Very strong cooldown control.

    However, it is stopped by cracked panels entirely. (Unless Cress has a float effect.)



    AV.atar




    • Ultra VOC charge timer (stationary): N/A (3s while charging, hold E)
    • Ultra is normal type, flinches opponent
    • Ultra affected by Berserk/Meek, apart from 2nd hit
    • Ultra's second hit appears to be not belonging to Av.atar and thus, won't gain bonuses and can hit him too

    Not sure what to make of this one. Appears to benefit from not moving around that much, which you could make work with a lot of counters and other defense tools. The ultimate can be made ready quickly too, which is nice.
Characters 2/4
Azure Agent





  • Ultra VOC charge timer (stationary): 10s
  • Ultra is normal type, stuns
  • Ultra affected by Berserk/Meek
  • Ultra gets stopped by broken panels, unless you have floating
  • Ultra repairs panels in 3x3 of user when it ends
  • Ultra can be avoided by precise timing of stepping backwards, if Agent runs directly into you

Combo Maker passive's effect (does not affect crush amount):
  • 2nd VOC: +10%
  • 3rd VOC: +30%
  • 4th or Higher VOC: +50%

Very solid character. High base speed and due to how fast the ultimate charges, it can be used repeatedly in certain scenarios.

The stun allows for setting up quite nice combos as well with the passive. Ultra, due to repairing panels, can be used defensively by running into your own side of the area.



Del




  • Ultra VOC charge timer (stationary): 30s (~24? on Metal Panels)
  • Ultra is electricity element, stuns
  • Ultra affected by Berserk/Meek
  • Boss passive gives roughly +20% more damage to VOCs, DOES affect crush amount (turns on outside of 2 tiles distance to opponent)

Designed as opposite to Cress and just like her, is very solid at their role, as a ranged fighter. The ultimate creates metal panels behind you, but if you time turning yourself during the ultra properly, you can create the metal "in front" of you while also firing projectiles to the front.

This could in some situations be more beneficial, though Del as electric type gets bonuses from standing on metal panels by default, so either way works well.



Note: Inverted Ultra is wicked sick board control.



Yven




  • Ultra VOC charge timer (stationary): 20s
  • Ultra is normal type, flinches depending on shards used
  • Ultra not affected by Berserk/Meek

Using VOCS gives Yven shards, up to three, their color based on the color of the VOC(s) used. Note: Can be a mix of multiple colored shards!

Effect of crystal spawned by ultra depends on these shards. Crystal activates when opponent is (OR YOU ARE!) within 1 tile of the crystal with at least one shard on them. Effects:
  • Green shard: 50 damage, 100hp to Yven, doesn't flinch opponent
  • Yellow shard: 50 damage, roughly 1 second stun
  • Blue shard: 50 damage, captures one row of panels, doesn't flinch opponent
  • Red shard: 100 damage

  • Crystal deals normal type damage
  • If spawned under object, breaks object and acts normal, but if spawned on broken tile/other player, breaks crystal and simply deals 100 damage to that one tile

Rather fun character overall. Ultimate deals normal type damage so it works against any element and the versatility gives you some options.

That being said, the crystal can be countered fairly easily, especially if it is placed when the opponent isn't already going to be next to it, so it has it's downside. You can also step into the spot where it would spawn, taking a measly 100 damage and negating other effects of it.

The charge time for the ultra is considerably faster than for most characters, which helps make up for it.

Has to watch out for his Ultra exploding, in order to not take himself out with it.



Q.T.




  • Ultra VOC charge timer (stationary): 30s (~24? on Metal Panels, ~28s after using ultra once due to speed bonus)
  • Ultra is electricity element, flinches target
  • Ultra affected by Berserk/Meek
  • Ultra VOC gives 30% Chrono-Buff to the user afterwards for 7 seconds

Only character in the game with a whoppin' 1200hp. This, along with being an electric type and having high crush resist makes this a really strong character. The ultimate is basic, but hits a few times even at long range, if target isn't on the same line of panels, due to spread. Chrono speed boost after use helps as well.

Due to regen/poison scaling with max health, poison is effective against this character, but players usually run regen to counter it.

As of v2.6, Ultra is slighty weaker, due to new resistance effect.



Sofa Sogood




  • Ultra VOC charge timer (stationary): 30s
  • Ultra is normal type, does not flinch
  • Ultra's first hit affected by Berserk/Meek
  • Panel Poison passive adds 2% poison to any damaging VOC for each tile STOLEN, cap at 9 tiles (No trigger from MOCs)
  • Panel Poison does not benefit VOCs that already have poison, but works with Poison style



Poison master. Very scary to fight against due to constant threat of it.

The ultra's poison is extremely potent and should not be underestimated, but even basic attacks become vicious if this lad grabs too much area.

Has to watch out when using Ultra to not replace the poison with a less potent one, depending on situation. Held back by slow speed stats.

Note: Will poison themselves with self-damaging VOCs.



Greed






  • Ultra VOC charge timer (stationary): Infinity
  • Ultra is water element
  • Ultra affected by Berserk/Meek if under effect when casting Ultra, no effect for Greedlings afterwards
  • Ultra does not charge by taking or dealing damage, has to "eat" 5 panels with E to charge it
  • Greed's size, based on amount of panels had between 0-5, boosts his stats slightly
  • Ultra's Greedlings deal 95 damage. Shot out when any VOC is activated
  • Ultra's Greedlings cap at 3
  • Ultra's Greedlings are stopped by cracked panels, although crack is replaced by ice
  • Glide makes movement 2-3 frames faster

Ultra enables both offense and defense at the same time, since using counters/defense tools sends out Greedlings as well. Ice is particularly annoying for large amount of opponents to deal with.

Very strong, on paper at least. While generating panels is easy and Ultra as such can be easily obtained, held back by rooting effects and other movement prevention. Depending on player, "need" to go for panels could become predictable movement for opponent to use against you.

I'm still not sure how valuable Glide is.
Characters 3/4
Fossil Fuel




  • Ultra VOC charge timer (stationary): 30s
  • Ultra is fire element, does not flinch opponent
  • Ultra deals 600 damage and 60% crush
  • Ultra is affected by Berserk/Meek
  • Ultra can hit self
  • Can cast other VOCs while casting Ultra
  • Ultra one-shots anyone apart from Fin and Q.T from full health, if utilising Berserk VOC and swapping opponent to Nature element
  • Passive regenerates 20 hp/sec when standing on a lava panel

Possibly the most menacing Ultra in the game, so hats off.

Lacks speed, but puts out high damage. Ultra is easily counterable, but being able to cast other VOCs during it makes the threat much greater. One could trigger their counter just before this lands, for example, stun them, etc.

Struggles against ice/metal on their field. Might require building around this issue, if you want to utilise passive.

HP regen on lava panels, on top of high crush resistance, makes Fossil Fuel considerably tanky opponent.



Bombarbara




  • Ultra VOC charge timer (stationary): 15s
  • Ultra is fire element, does flinch
  • Ultra affected by Berserk/Meek
  • Explosive passive gives VOCs +30% more damage when active, activates when under(or at?) 320hp, doesn't affect Ultra
  • Choleric passive triggers when you are flinched, granting X Chrono-Buff for X second

The damage bonus at low health is quite considerable. Stacks with Berserk.

Ultra appears a bit weak, but charges quite quickly and is hard to avoid. Keeps opponent's field full of lava panels, which, comboed with water VOCs, could be devastating.

Does have quite low HP which does put it at a risk of getting burst damaged to oblivion, which is probably it's biggest weakness.



Cherry




  • Ultra VOC charge timer (stationary): 30s
  • Ultra is water element, does not flinch opponent but does give break debuff
  • Ultra affected by Berserk/Meek
  • Melting passive gives you debuffs of -15% to damage and speed, when active, activates when affected by lightning/stun

Best Noise out there, certainly, with this look.

Has high base stats by default and an ultimate that is hard to avoid and ruins terrain for opponent potentially, but a massive weakness in terms of the passive.

Getting hit by stun/electricity will activate it immediately, which wouldn't necessarily be a problem if it wouldn't also count for things that do not deal damage.

Therefore, if opponent uses something like a Flip-Gigantree, your passive will be triggering all the time.

This can partly be avoided by changing element into something else than water, but due to most electricity attacks having stun on them, this will likely spread your weaknesses more than it helps you, since you'll always gain the debuff anyway when stunned.



Tankitty




  • Ultra VOC charge timer (stationary): 30s (~24? on Metal Panels)
  • Ultra is normal type, stuns for two seconds
  • Ultra affected by Berserk/Meek
  • Overcharged passives' shots are normal type and keep properties of attack that hit Tankitty. They can be used with self-damaging VOCs to gain "free" benefit, with "gimmick" builds, or as passive protection
  • Glide makes movement 2-3 frames faster

Certainly fun, this one, though it has flaws. The passive can be nice, but sometimes against a counter-focused opponent you wouldn't want it to trigger, for the enemy might use this to their advantage to counter easy-to-read passive. This can be somewhat mitigated by turning your character to face away, but it's a little tricky.

The ultimate is solid and allows for easy follow-ups... unless you are against electricity type, in which case the stun lasts only 0.5 seconds. Perhaps this is why it deals normal type damage, to try and make up for it.

I'm not sure about how valuable Glide is.

That all being said, Tankitty is still an electricity type with maxed out speed stat, so it certainly is not weak.



Farmadile




  • Ultra VOC charge timer (stationary): 30s
  • Ultra is nature element
  • Ultra affected by Berserk/Meek
  • Lemon Tree has 500hp

Has really good healing potential due to generating grass with the passive, but is weak to crush with base stats.

The ultimate is a little wonky, but fun. Can be protected with VOC BubbleBounce or healed, to throw a few examples.

Generally takes 50% more damage from fire due to generating grass everywhere, which is the hard counter.



TriWing




  • Ultra VOC charge timer (stationary): 30s
  • Ultra is normal type, stuns repeatedly
  • Ultra affected by Berserk/Meek
  • Diagonal movement is enabled, if the character floats
  • Fuel-System passive affected by Flip-ChronoRip and by Haste/Break

Possibly the most unique character and one of my favorites. His cooldowns are on a global timer that starts when the first one of them goes off. This can enable some truly potent combos unique to him alone (apart from maybe Fin with an Ultra available), not to mention that it lets him use Lvl 5 VOCs with no downside.

Due to not being able to move diagonally, he is rather weak to panels being messed with and having limited area to move in. This, however, is negated by floating.




Bella




  • Ultra VOC charge timer (stationary): 30s
  • Ultra is electricity element
  • Ultra affected by Berserk/Meek
  • Passive, Tetra bot, slows down opponent's movement/casting speed for 2 sec, when you hit them with a damaging attack (Tetra has a cooldown of 6 sec)

Seems potent.

Activating the ultra fires one shot of five, afterwards you have four shots left to hit the enemy with to mark them, which caps at three marks. Your character will then afterwards proceed to hit the enemy, based on amount of shots that hit. Considering the ultra's long duration, this can be used very defensively if needed.

Tetra bot goes nicely with character's Ultra, allowing easier hits with shots. Potentially allows slower VOCs to land more often, as well.
Characters 4/4
Jeremy




  • Ultra VOC charge timer (stationary): 30s
  • Ultra is normal type
  • Ultra affected by Berserk/Meek
  • Barricade protects from damage and crush

What can I say? Your ultra is you dabbing on your opponent by playing a piano tune to your enemy while they are (ideally) getting comboed by your notes. Crazy stuff. The ultra covers a large area as well, which can in certain situations be undodgeable.

In all seriousness, this character has competitive potential. Normal type gives same odds against any element and while their hp is only 800, it means they are more resistant to poison.

Due to the passive, the 800 health counts as more due to being way more resistant against combo attacks, which are quite popular.



Saffron




  • Ultra VOC charge timer (stationary): Infinity
  • Ultra is normal type
  • Ultra affected by Berserk/Meek
  • Bolt damage is 10, affected by Berserk/Meek
  • Can't gain ultra by dealing damage, has to take damage or use bolts with E when not charged
  • Passive lowers cooldown for VOC that hit opponent
  • Casts all VOCs faster than others due to small constant Chrono-Buff on casting speed
  • Heals less from certain sources due to hidden passive, such as VOC Heal or Heal style. Not affected by element change, grass heals, BioHeart VOC, LifeHook's capsule etc.

Any VOC that lands comes off cooldown faster, rewarding accurate aim.

Bolts are spammable and likely most counterable thing in the game. This can be both good and bad. Triggering enemy counter with a bolt to hit with an actual VOC can be preferable, depending on what the enemy countered with.

Ultra is rather hard to miss fully, considering how big of an area is affected. Each sword freezes for three seconds and sticks around for a while. Opponent can (and should) be dragged into multiple.

Low health pool is their main weakness.



Note: Interestingly, amount of Ultra charge used is based on amount of swords spawned.
MOCs
MOCs go in the same slot as a Level 1 VOC would. The difference is that these are usually repeatable with no cooldown, or very little of it. MOCs also cannot be modified by styles.



Chipper


Type: Strike, Projectile
Power: 25
Crush: -
Range: Infinite
Speed: Fast
Cooldown: Very fast
Element: Normal
Can hit self: No
Interruption: No



More of a tool than a weapon. Can be fired 1-5 times in one go, depending how long you hold the button. Recharges based on amount of shots that were fired.

Rarely seen in play, but could be used to attempt to get rid of opponent's Cybarrier(s) with little commitment, destroying heal capsules, proccing objects like Treasures or Companion, finishing off that pesky 20hp opponent, etc.

Due to not applying crush, it can not be used to get cheap shots at the enemy with intent of keeping their crush bar from recovering.



Guard


Type: Protect, Cast
Cooldown: Very fast
Speed: Instant
Element: Normal


Just like Chipper, this one can also be used for longer or shorter amount of time, depending how long you hold the button. Cooldown dependant on how long it was used.

Usually not seen in play, due to allowing crush damage partially through it, but the really fast cooldown could make it worthwhile, possibly combined with a high crush resistance character.

In theory. Not necessarily in practice.

Note: Unlike Level 2 Blocker, this will not protect from mindgame style.



BuildMove


Type: Control, Cast
Range: 1 panel
Cooldown: Instant
Speed: Instant
Element: Normal


Utility tool, usually does not see play unless the opponent is launching IceCubes at you with the help of these. That being said, it can be used to deny area quickly and readily, in a pinch.



GreenPiece


Type: Control, Cast
Cooldown: Instant
Element: Nature


The area repair tool that is always available. Worth considering having, since other options are usually RepairPlus and RepairAll at levels 3 and 4.

The grass also allows healing through attacks, but does make you weaker to fire when on it (depending on which VOC hits you). Another downside is that it takes a while to activate while your character blinks green, which a quick-witted opponent might utilize.



Push


Type: Control, Damage
Power: 40
Crush: 6%
Range: 1 panel
Cooldown: Instant
Speed: Instant
Element: Normal
Can hit self: No
Interruption: Movement


Mostly utility. The push effect can interrupt attacks even if there is no room to push the opponent to.

Mostly sees play as a tool to push objects like IceCube at opponent, or enemy objects that are in the way or too close.
VOCs Lvl 1, 1/3
Cannon


Type: Strike, Projectile
Power: 100
Crush: 15%
Range: Infinite
Speed: Fast
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch


Likely as basic of a VOC as it gets, but gets the job done. Infinite range as level 1 allows poking the opponent to keep that crush bar going, while dealing moderate damage.



Down/UpBlades


Type: Strike, Damage
Power: 110
Crush: 12%
Range: 2 panels
Speed: Instant
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch




Type: Strike, Damage
Power: 120
Crush: 11%
Range: 2 panels
Speed: Instant
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch


High skill cap VOCs. Quite good for level ones I'd say, considering that a lot of VOCs strike directly forward from their user. Therefore, these can be used to strike at the opponent while trying to outmaneuver their attacks.

In very close combat, being able to hit your side and front is still good. Cress is particularly decent with these.

One could combine the blades with Rush-3 style to hit the opponent from other side of the map to keep up aggression, but that would certainly take skill to get hits in with. It would bypass certain defenses, however.



ElectroRay


Type: Strike, Damage
Power: 110
Crush: 16%
Range: 3 panels
Speed: Fast
Element: Electricity
Can hit self: No
Metal/Grass damage boost: No
Interruption: Stun, 1 second


Very popular VOC, due to it being a level one stun with good stats to boot. Range isn't too bad and it makes up for it by being piercing. A good number of people run Counter-Style with this.



IceSpear


Type: Strike, Damage
Power: 160
Crush: 16%
Range: 3 panels
Speed: Very fast
Element: Water
Can hit self: No
Interruption: No
Metal/Grass damage boost: Yes
Freeze: 0,9 seconds (due to Ice Panel interaction, won't freeze if element is swapped due to this)


One of my personal favorite level ones. High damage and average freeze effect at long range, though it is hard to hit with. Gets around defenses well and is very hard to counter.



Lance


Type: Strike, Damage
Power: 85
Crush: 10%
Range: 2 panels
Speed: Instant
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Movement


Straigtforward but solid VOC. Hitting with it pushes the target back, which means at point blank the target is pushed into the other part of the attack, hitting twice and therefore moving target twice.

Due to it's knockback effect it's seen at times in combination with object usage, such as NoticeMe, Generator, IceCube etc.



Having Push style on it makes the target move three panels worth, which would make NoticeMe be within range of opponent even if used on the opposite side of the map. Not necessarily needed, of course.



X-Flame





Type: Strike, Projectile
Power: 70
Crush: 13%
Range: Infinite
Speed: Average
Element: Fire
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch
Special: Direct hit deals normal damage/crush, while splash deals double of both


I was about to write this off as quite a basic VOC that's used with objects at times due to it's splash, but then I learned of the special attribute.

This makes it quite an attractive option for level one indeed, with a build that has objects along with it to make use of it (or when abusing objects that opponent places). Level 4 Bomboyage of course works nicely with this by default.



AntiSword


Type: Protect, Damage
Power: 110
Crush: 12%
Range: The map
Speed: Fast
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No
Special: Sends out a cyber-version to inflict the attack, not interrupted by cracked panels


Removes the debuff upon using it, so it'll be gone even if you miss.

Eject is another option with slightly more crush, but it's easier to avoid/counter.

Speaking of:



Eject


Type: Protect, Damage
Power: 70
Crush: 14%
Range: 3 panels
Speed: Average
Element: Normal
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: No


Removes the debuff upon using it, so it'll be gone even if you miss.

Fights for your Lvl 1 position with AntiSword. Attack pattern/speed will likely determine which one you use, if either.



LifeHook


Type: Protect, Damage
Power: 80
Crush: 14%
Range: 4 panels
Speed: Very fast
Element: Electricity
Can hit self: No
Metal/Grass damage boost: No
Interruption: No
Heal: 100


Due to not being a projectile, it does get through certain defenses, like HotMagic. 100 health pickup is pretty alright for level one and the heal flies directly to you, as well.

Hard to avoid due to it's speed.



Droplets


Type: Effect, Spawn
Power: 80
Crush: 12%
Range: 3 panels
Speed: Fast
Element: Water
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: No
Freeze: 2,2 seconds


This one I like due to it's long freeze duration, which can be used for setting up follow-ups. (Interestingly, only "airborne" attacks in this VOC 1 category are water.)
VOCs Lvl 1, 2/3
HotMagic


Type: Effect, Spawn
Power: 100
Crush: 12%
Range: 1 panel
Speed: Instant, but takes a tiny moment to spawn in
Element: Fire
Can hit self: Yes
Metal/Grass damage boost: No
Interruption: Flinch
Special: Nullifies projectiles that hit it


Quite nice defensive tool, not to mention that since countering your own attacks is a thing, it can be used to that effect.

Nullifies a good number of attacks meaningless while covering behind it, but VOCs like LifeHook, VinePull, ElectroRay etc. pierce through it, due to not being classified as projectiles.

Gets destroyed if hit by other VOCs classified as "spawn", like Mosquito, JumperJet, etc.



IceCrawl


Type: Effect, Projectile
Power: 130
Crush: 13%
Range: Infinite
Speed: Fast, after a delay
Element: Water
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No
Status duration: 8 seconds


Haven't seen anybody use this in actual play, likely would require a setup through long-lasting stuns, such as StunWave, but there are better options.



ImpactForm


Type: Effect, Cast
Speed: Instant
Element: Normal
Stats: 20% Berserk
Status duration: 10 seconds


The buff does not affect crush amount. That being said, this is the safest way to obtain the buff without any additional penalty.

TempoForm is likely better, but which you'd use highly depends on your pack/character synergy.



MagicSnip


Type: Effect, Cast
Power: 90
Crush: 15%
Range: 1 panel
Speed: Instant
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No
Special: Attack deletes projectiles within it


Bit of a niche pick. While the effect of removing projectiles suggests it to be used at range, best use is probably as a melee attack. I like the flexibility in use, which is why I run this at times.



Senpai


Type: Effect, Cast
Power: 10
Crush: 14%
Range: Panels around you
Speed: Instant
Element: Normal
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: Flinch


Utility tool. Deals almost no damage, but applies a high amount of crush.

Pushes things like mines, spikes, IceCubes etc.

Denies area effectively, making it near impossible for opponent to interact with you, if you are above/below them.



TempoForm


Type: Effect, Cast
Speed: Instant
Element: Normal
Stats: 35% Haste
Status duration: 10 seconds


A lot of people run this, due to the importance of the fast cooldowns. A stable in many builds due to being level one.

Not the strongest speed buff, like Tempo styled VOC Panic, or Invert-ChronoRip, but lasts long.



VinePull


Type: Effect, Damage
Power: 90
Crush: 17%
Range: 3 panels
Speed: Very fast
Element: Nature
Can hit self: No
Metal/Grass damage boost: No
Interruption: Movement


Sees play sometimes. Can be used to drag opponent into your traps, or just to get them into your range. Due to them being able to act quite fast after being moved, your follow-up has to be on point.



Yoink


Type: Effect, Projectile
Power: 70
Crush: 17%
Range: 4 panels
Speed: Fast
Element: Water
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No


This is likely the strongest VOC in this category, for a simple reason.



If it is combined with the style Impact, the opponent will receive a Berserk buff and Break debuff on hit, but due to stealing a buff, you will receive the Berserk buff instead, leaving your opponent with debuff only. Tempo style could be used instead, but opponent having slower cooldowns is likely more important.

In other words, it debuffs the enemy, buffs you and deals decent damage and high crush to boot, while being Level 1 so it is semi-spammable. This does make counters an approach you might want to take.

I expect it to get nerfed in one form or another. HotMagic is likely your best defense against it.



FrostBack


Type: Control, Cast
Power: 250
Crush: 30%
Range: Infinite
Speed: Casting instant, IceCube very fast
Element: Water
Can hit self: Yes
Metal/Grass damage boost: No
Interruption: Flinch
Special: Leaves an IceCube if it misses


Only default Lvl 1 counter, making it an unique case.

Absolutely busted damage if it lands, though opponent can dodge by sidestepping.

Discounted IceCube, if it misses.

Yeah, this will see use. Though it can backfire, if opponent uses the IceCube against you.



Compensation


Type: Control, Cast
Speed: Instant
Element: Normal
Heal: 170


A really good amount of flat healing, but losing area hurts. However, pairs well with VOC PanelBack.


With Flip style, this does become an attractive option for those who are in favor of area control, but the cost can be significant. It does not do crush, however, plus taking damage increases charge rate of Ultra, so I can see a strategy forming around this.

Damage done this way is 170 also but varies, based on your character's base power, plus Berserk/Meek effect that you may have.



PanelFist




Type: Control, Damage
Power: 140
Crush: 8%
Range: 1 panel
Speed: Instant
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No
Special: Changes panel based on style


Doesn't really see play at all. The damage is alright, but it's close range, doesn't interrupt and panel changing doesn't necessarily do anything meaningful.

Apart from elements, it can also create Move panels with the corresponding styles, but then it'd be Level 2 which just doesn't seem worth it.
VOCs Lvl 1, 3/3
ShotCorn




Type: Control, Projectile
Power: 60 (160 if trigger)
Crush: 6% (20% if trigger)
Range: Infinite
Speed: Fast
Element: Nature
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No (Flinch if trigger)
Special: Corn explodes if it's hit by lightning, fire or lava panel


Quite potent! Explosion triggers immediately if target is on a lava panel. If initial hit and explosion both hit, this is the most damaging/crush applying lvl 1 VOC.

Important to know as well: the damage of the corn exploding is always 160, not affected by buffs/debuffs and deals Nature damage.

Could see use in object heavy packs, but they aren't required.



Sofagrab


Projectile reflected


Type: Control, Damage
Power: 130
Crush: 19%
Range: 1 panel
Speed: Near-Instant
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch
Special: Neutralises panel, turns opponent, reflects projectiles if timed


One of the few ways to neutralise panels and reflect projectiles. Can be quite good in close combat with damage and crush values, while disorienting the opponent. Semi-spammable, so could work as a rough way to create area to move in. Very versatile!



SpikeTrap


Type: Control, Spawn
Power: 160
Crush: 20%
Range: 2 panels
Speed: Instant
Element: Normal
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: Flinch


High damage and high crush value in this category, while being normal element. These make it certainly worth considering, but due to it's nature, it is easy to counter into by the opponent.

Ideal use would see you pull the opponent into it, or otherwise force their movement. It can, of course, simply be spawned under them, as well.



Swap


Type: Control, Cast
Speed: Instant
Element: Fire
Special: Swaps you with closest object/opponent (unless they are on enemy's area)


Hard counter to Gigantree shenanigans.

Could easily see play in object/treasure builds.

May see play without, if you want to bamboozle your opponent with positioning.

Provides i-frames when used. Rush-2/3 seem to work well too, for slightly extending i-frames.

Solid utility!
VOCs Lvl 2, 1/3
AquaCrusher


Type: Strike, Projectile
Power: 80
Crush: 24%
Range: Infinite
Speed: Fast
Element: Water
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch
Special: Pierces objects/players


Feels like this one is specifically designed to be used in a build that tries to crush opponent in order to pull off the game-winning combo. Pierces through targets, too.



Dualeaf


Type: Strike, Projectile
Power: 130
Crush: 10%
Range: 4 Panels
Speed: Fast
Element: Nature
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No


Fairly unique in the sense that not many VOCs fire from your sides. I personally use this for applying debuffs or similar due to the likelihood of getting a hit in. Pretty solid.



FlameBurst


Type: Strike, Projectile
Power: 150
Crush: 15%
Range: Infinite
Speed: Fast
Element: Fire
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch
Blind duration: 3 seconds


Unlike X-Flame, this one's not Lvl 1 and it's splash does not deal double the damage values.

Unlike X-Flame, it blinds your opponent for a good while and hits in a cone.

Choices, choices...



Gatling


Type: Strike, Projectile
Power: 50
Crush: 5%
Range: Infinite
Speed: Fast
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch


Cannon but more? I suppose so.

Due to multi-hitting, this can be used in interesting ways with movement altering styles Push/Pull/Going/Coming. Multi-shot also makes it slightly more likely to land.



LogLaunch


Type: Strike, Projectile
Power: 90
Crush: 11%
Range: The map
Speed: Normal
Element: Nature
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch
Special: Makes grass


Pretty good. At times sees use with certain styles, like with Treasure or Cyber, since the user isn't stuck casting it.

Can be cast for less logs if you don't hold the button.



Meteors


Type: Strike, Damage
Power: 110
Crush: 9%
Range: 3x3, 3 panels in front
Speed: Fast
Element: Fire
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch
Special: Can be aimed


High skill cap VOC but deadly when used right, due to aiming. Does make user vulnerable for a moment while using it, since they can't aim near them.

Freeze style is a popular pick for this in order to more effectively land all three hits.

Can be cast for less meteors if you don't hold the button.



RushSword


Type: Strike, Damage
Power: 200
Crush: 20%
Range: The map
Speed: Fast
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch


High skill cap VOC. Like most Rush attacks, risky, since you'll be potentially ramming into enemy attacks. You can turn once while using it, which means you can attack someone you already missed, potentially.



WideSword


Type: Strike, Damage
Power: 150
Crush: 18%
Range: 1 panel
Speed: Instant
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch


Fairly basic melee attack, but solid for that purpose due to it's hit radius.



BioHeart


Type: Protect, Cast
Speed: Instant
Element: Nature
Heal: 140
Poison: 10% of max hp


Way to heal without having to rely on a pick-up, which can be nice. The condition of having to be on grass does make it a bit problematic.

Most likely something Farmadile would use at all times, other characters would need to run MOC GreenPiece for this to be worth.

Poison isn't necessarily a complete downside for characters that are close to getting crushed, since it speeds up crush recovery. Maybe you'd want to be poisoned at times?



Blocker


Type: Protect, Cast
Speed: Instant
Element: Normal
Special: Protects while not moving for about 2 seconds


Despite it's name, does not actually block but guard, which lets through crush damage partially.

Characters that have naturally high crush resist benefit more from this, especially if they possess other abilities that benefit from stalling/holding their ground.



EjectAll


Type: Protect, Damage
Power: 180
Crush: 21%
Range: 3 panels
Speed: Average
Element: Normal
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: No


Explodes in a + pattern, instead of just a row, unlike VOC Eject.

Instead of removing a debuff, removes all of them. Haven't seen this used, but I suppose it could act as a comeback mechanic if you have been debuffed to hell and back.



Heal


Type: Protect, Spawn
Speed: Instant, but takes a tiny moment to be obtainable
Element: Normal
Heal: 200


Common way starting players heal. Often paired with Regen style as a Lvl 3 VOC, favored over Lvl 3 VOC Regen, due to it's instant heal effect.

Opponent usually will attack it very soon after you use it, so having a counter or similar ready is advisable.



Invis


Type: Protect, Cast
Speed: Instant
Element: Normal
Status duration: 3,5 seconds


Should your cooldown not be terrible, this will be off cooldown before it wears off, allowing you to stay hidden indefinitely if you recast it.

Nice utility pick for messing with your opponent. High use of AOE makes it slightly weaker pick, but good in the right hands.
VOCs Lvl 2, 2/3
Mosquito




Type: Protect, Spawn
Power: 200
Crush: 15%
Range: 4 panels
Speed: Average
Element: Nature
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No


Considering the mosquito dies to anything, has to fly in a straight line long enough without opponent evading, not even flinching opponent on hit, this VOC does not see play at all.



However...

It is a rather unique specimen where VOCs are concerned, because it ignores rules of movement and can be on two panels at the same time. It can also be on the same panel as something else, which is usually not the case in 1v1.

Following the fact that it can coexist on the same tile as another being, that means it can coexist with another Mosquito.

Following that aspect and knowing that Mindgame affects Mosquito:



This is more of a demonstration than an actual valid strategy at the time of writing, but it does show the new and exciting possibilities the game can offer for those who seek them. Time will tell, if this knowledge can help form an actual playstyle.



PainCrave


Type: Protect, Cast
Speed: Instant
Element: Normal
Heal: Amount of damage countered
Special: Lets through 50% of Crush damage


Potentially one of the biggest heals in the game, depending on what would have hit you. Can also be used on your own attacks while attacking enemy in specific cases, for example, while detonating Bomboyage.

Only counter that lets some crush through the initial hit. Since you'd prefer to get hit by something big with this; a potential problem. Still, a good way to heal.



BackFlash


Type: Effect, Cast
Crush: 15%
Speed: Instant
Element: Electricity
Blind: 6 seconds
Stun: 2,5 seconds


"I hate my opponent".



ChronoRip


Type: Effect, Cast
Crush: 10%
Speed: Instant
Element: Normal
Special: Slows down enemy's every action and cooldown for 3 seconds by 60%


A popular counter in the game, due to being an extra slowdown effect on opponents that stacks with Break debuff, which already slows their cooldowns. Often opens up the enemy for a combo, though they aren't completely helpless under the effect, so don't get too confident.

Seems to affects all timers by the same percentage (cast speed, cooldown, movement, so on).




Flip-ChronoRip variation sees play as well with self-countering, due to speeding up your actions and cooldowns on top of Haste buff.

Both stack with the speed boost metal panels give to electric types, as well, which is quite crazy.



CoffeeBean


Type: Effect, Spawn
Speed: Instant, but takes a tiny moment to be obtainable
Element: Nature
Grants 35% Haste for 10 seconds
Grants 50% potency Chrono effect for 3 seconds


Now that ain't too bad actually. Solid speed bonuses.

Of course, you'll have to pick it up first, before enemy punishes you.



ColdRush




Type: Effect, Damage
Power: 100
Crush: 15%
Range: 4 panels
Speed: Very fast
Element: Water
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch
Special: Immune to flinch while using it


Gets stopped by cracked panels and quite dangerous to use around IceCubes, for you will take full damage from them.

Hard to avoid due it's speed, which could also mean hard to control.

I am not confident it is good, but it does bypass a lot of things due to flinch immunity.



FireGate


Type: Effect, Spawn
Power: 25
Crush: 2%
Range: 1 Panel
Speed: Instant, but takes a tiny moment to spawn in
Element: Fire
Can hit self: Yes
Metal/Grass damage boost: No
Interruption: No
Special: Buffs projectiles that go through it, lasts for 5 uses


Chipper buffer? Saffron Ultra helper? Decoration?

Nobody knows. Be the first to find out.



FluShot


Type: Effect, Damage
Power: 120
Crush: 16%
Range: 3 panels
Speed: Fast
Element: Water
Can hit self: No
Metal/Grass damage boost: No
Interruption: Flinch
Poison: 15% max hp over 7 seconds


Reaches quite far and does considerable poison damage over a short duration.

Causes havoc on the field if lava panels are in play.



Magnade


Type: Effect, Projectile
Power: 200
Crush: 15%
Range: 3 panels
Speed: Medium
Element: Electricity
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: Stun, 0,6 seconds


Interesting new addition, considering that it's the only VOC with Magnet style on it by default.



Panic


Type: Effect, Cast
Speed: Instant
Element: Normal
Special: Haste is 100% instead of 35%


The only Haste buff on regular VOCs that actually is more intense in effect than others.


Shortlasting, but adding Tempo style on top of it extends the duration considerably.
Due to this, it is likely the best way to reduce your cooldowns at the moment.

Blind is short lasting as is, but being fire element character or running Lvl 1 Eject would do the trick if it becomes a problem.



ShowStopper


Type: Effect, Cast
Crush: 10%
Speed: Instant
Element: Normal
Special: Break is 75% instead of 35%


Usually overshadowed by ChronoRip, but this one actually has a stronger Break effect than normal, if a bit shorter lasting. Haven't seen it in use, but I expect this one to be run commonly later.

Especially since adding Impact style on it makes the effect considerably longer. Consider this the opposite of the VOC Panic, in that regard, though slightly weaker.

It can be cleansed by various VOCs and styles however, unlike Chrono's effect.



StunWave


Type: Effect, Projectile
Power: 100
Crush: 8%
Range: 5 panels
Speed: Fast
Element: Electricity
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Stun, 1,1 seconds
Special: Pierces objects/players


Straightforward but pretty good way to stun opponent for a while.



ToxicWave


Type: Effect, Projectile
Power: 80
Crush: 16%
Range: 5 panels
Speed: Fast
Element: Nature
Can hit self: No
Interruption: Flinch
Metal/Grass damage boost: Yes
Poison: 20% max hp over 9 seconds
Special: Pierces objects/players


Pretty similar to StunWave in a lot of ways. Fairly fast acting poison and it pierces obstacles. Solid.



Virus


Type: Effect, Cast
Power: 50
Crush: 15%
Range: Panels around you
Speed: Instant
Element: Nature
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch
Poison: 30% max hp over 6 seconds


A very strong poison and potentially good, but only when regen doesn't see much use.
VOCs Lvl 2, 3/3
Whistle


Type: Effect, Cast
Power: -
Crush: 5%
Range: 4 panels
Speed: Instant
Element: Normal
Can hit self: No
Interruption: Movement


Utility VOC for sure, but works very nicely with various styles, due to the fact that it can hit up to four times, depending on what range it was used (max range 4 times, minimum 1).

Therefore, a Heal style at max range would heal you for 200, instead of the usual single proc of 50.

It also synergises nicely with panel-altering VOCs due to this and others that benefit from landing multiple hits.



Berserk


Type: Control, Cast
Speed: Instant
Element: Normal
Stats: 40% Berserk
Special: Buff amount scales on amount of panels robbed


So far has rarely seen use in it's default form, even if it does give a stronger buff than other ways would. Interesting interaction with amount of panels robbed.



Does see use with Flip style, as an easy way to gain area. Attack debuff wouldn't matter while you'd be focused on gaining area for yourself or using other utilities. It might even help out with self-damaging VOCs like Flip-Compensation.



Very strong for already hard-hitting VOCs.



BoulderDrop


Type: Control, Damage
Power: 250
Crush: 25%
Range: 2 panels
Speed: Fast
Element: Normal
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: Flinch
Special: Cracks tile it hits, as well as tiles to the left and right of impact zone


Powerful, for both it's damage and it's utility.

Worth using two of these to break several panels, or for raw damage alone.



Caffeine


Type: Control, Cast
Speed: Instant
Element: Water


A nice alternative option for gaining Haste, due to additional effect of being able to rush in a direction, which can help you reposition.



Exchange


Type: Control, Cast
Speed: Instant
Element: Normal


Due to being fan of area control and counters, this one I run somewhat often. You get AreaGrab Lvl 4 for half the levels, if you succeed with this.



Explant


Type: Control, Projectile
Power: 150
Crush: 15%
Range: 2 panels
Speed: Average
Element: Nature
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: No


Pretty good, cheap way to spread grass to opponent's side without having to rely on VOC Gigantree.

Flip styled version spreads metal, which is harder to get rid of than grass and benefits lightning attacks. Worthwhile to consider adding.



Frostag


Type: Control, Spawn (but the mark fired is a projectile)
Power: 170
Crush: 13%
Range: Infinite
Speed: Near-Instant mark, which there is a small delay after
Element: Water
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: No


Can be nice as a long-range attack for messing up opponent's panels, setting up other attacks or targeting objects near enemy, but is a little vulnerable to countering.



IceCube


Type: Control, Spawn
Power: 250
Crush: 30%
Range: 1 panel
Speed: Instant
Element: Water
Can hit self: Yes
Metal/Grass damage boost: No
Interruption: Flinch


Seen in combination with movement VOCs or Move panels for purposes of dealing massive damage to whichever target it hits.

Can be sent back by utilising a movement effect on it while it's traveling, but the timing can be tight.



PanelBack


Type: Control, Projectile
Power: 200
Crush: 20%
Range: Infinite
Speed: Average
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No


AreaGrab + Attack, as Lvl 2, that is used when you are losing the field and/or donating tiles to enemy first, through use of VOCs like Compensation?

Now this, is a keeper. Won't see play in every build, but for those who prefer staying on their side of the field, this will do wonders.



SandShot


Type: Control, Projectile
Power: 120
Crush: 8%
Range: 2 panels
Speed: Fast
Element: Fire
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No
Special: Tiles the projectile travels become sand


Very short range with no interruption on target.

Due to limited range, it'll likely see play in close range packs, if at all.
VOCs Lvl 3, 1/2
FireSlash


Type: Strike, Damage
Power: 180
Crush: 20%
Range: 1 panel, 2 straight forward
Speed: Instant
Element: Fire
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch


Another close combat VOC, with the added effect of being fire. Could be run with Bomboyage and triggered with this. Specific extra range could matter.



JumperJet




Type: Strike, Spawn
Power: 220
Crush: 21%
Range: 4 panels
Speed: Slow
Element: Electricity
Can hit self: Yes
Metal/Grass damage boost: No
Interruption: Flinch
Special: Holding the button and using move keys lets you steer it


While fancy, it dies to a single hit from anything and is slow enough to be countered fairly efficiently. Skilled use has shown results in previous tournaments, however.



PotatoBomb


Type: Strike, Projectile
Power: 210
Crush: 26%
Range: Infinite
Speed: Fast, which after there is a delay
Element: Fire
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch


Vulnerable to counter, but could work with objects.



Rebound


Type: Strike, Damage
Power: 80
Crush: 8%
Range: Panels around you
Speed: Fast
Element: Electricity
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Stun, 0,3 seconds


Sees play at times, usually with Rush-2/3 styles. Does make you vulnerable to being attacked if used in a such a way.

Can work as a default VOC, but that'd be with a heavily melee-oriented build.



VoltSpread


Type: Strike, Projectile
Power: 170
Crush: 19%
Range: Infinite
Speed: Fast
Element: Electricity
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Stun, 0,4 seconds


Has a little bit of everything going for it really. Use with objects works, but can be used as is.

From what I've seen, stun element enables some combos that other VOCs may not achieve.



BubbleBounce


Type: Protect, Cast
Speed: Instant
Element: Water
Status duration: 3,2 seconds


Closest VOCs to this are Lvl 1 HotMagic and Lvl 4 Reflector. Quite good and potentially shuts down opponent for it's duration, if all they have in their arsenal are projectiles. Could be used with Cyber-styled VOCs.

You do lose it immediately upon taking any damage, whether self-inflicted or by a non-projectile effect bypassing shield.


Note:

  • Does not reflect projectiles that travel tile by tile, like HeatStorm's
  • It can't be used with CyBarrier, they replace each other
  • Projectiles from VOCs like MudBarrage and LeafCross simply won't affect you instead of getting reflected



Companion


Type: Protect, Spawn
Power: 300
Crush: 30%
Range: 1 Panel
Speed: Instant
Element: Nature
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: Flinch


Can be spawned in with little delay, or used in combination with VOC Swap or Style Ninja, among other uses.

Does take getting used to, so you won't be the one with a face full of cube.

Rather fun, though an IceCube might be better.



Kali


Type: Protect, Spawn
Power: 130
Crush: 6%
Speed: Very fast
Element: Nature
Can hit self: Yes
Metal/Grass damage boost: No
Interruption: Flinch
Special: Rushes into next entity that heals, dealing damage based on heal


Hard to utilise well. Punishes you, if you find yourself needing a heal. Very tanky object.

Flip-Kali interestingly rushes into the next entity that takes damage, healing it.

In extreme cases of forcing overhealing on a target in burst, can be made to deal over 1000 damage, should it land.



Plantrap


Type: Protect, Damage
Power: 30
Crush: 3%
Range: 2 Panels
Speed: Near-Instant
Element: Nature
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: No
Special: Hits six times, heals you 30hp for each hit


Hard to land and even if you do, there are several ways to escape it, such as styles Rush-2/3, Escape and Storm. Failing those, any movement altering effect would also work.

If the opponent cannot flee it, they can still attack you back or use other defenses, so this VOC can be questionable.


It does hit six times however, so anything that benefits from that is great with this. Invert style effectively makes the target quite helpless in dealing damage to you if they are stuck in it, though they can still apply crush.

Fast cooldown characters can chain this into itself, if they use Lvl 3 and 4 versions.



Regen


Type: Protect, Spawn
Speed: Instant, but takes a tiny moment to be obtainable
Element: Nature
Heal: 80HP on pickup, 20% of max hp in 10 seconds


I may consider a regular Heal with Regen style better, due to getting the healing faster and not having to rely on losing the regen effect to poison or similar.



Snacker


Type: Protect, Spawn
HP: 240
Power: 25
Crush: 2%
Range: 1 Panel
Speed: Instant, but takes a tiny moment to spawn in
Element: Neutral
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: No
Special: 14 shots, more if it's healed


"Denies" a lane effectively for a bit, though it dies easily due to it's health.

Can be dragged around, if you magnetise yourself.

Freeze style keeps opponent stuck for a long time, should they lack means to move while frozen.



Anthem


Type: Effect, Spawn
Power: 100
Crush: -
Range: 2 panels
Speed: Instant, but takes a tiny moment to spawn in
Element: Electricity
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: Stun, 1 second
Special: Refreshes buffs when it activates, cycles through ones you have


Quite interesting one. Has large amount of uses, for example in object builds or buff focused ones.

Fin with his ult that gives him more intense buffs benefits greatly from this, though you could also extend duration of things like Tempo-styled VOC Panic.

Interestingly, will refresh buffs more rapidly if it has a Haste buff on it, but drains it's health faster.


Niche use could also be adding Copy style to it, so electricity users can obtain benefit of element change while keeping it longer due to Anthem refreshing it.
VOCs Lvl 3, 2/2
FrontFlare


Type: Effect, Cast
Power: 140
Crush: 26%
Range: 3 panels
Speed: Average
Element: Electricity
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No
Blind: 2,5 seconds


Quite high amount of crush on this one. Not too bad, though the blind lasts a short while.



InkSplash


Type: Effect, Damage
Power: 150
Crush: 14%
Range: 2 panels
Speed: Average
Element: Water
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No
Blind: 4 seconds


Significantly weaker in crush than the before-mentioned FrontFlare, but the blind does last a while. Different attack pattern makes it worth consideration as well.



Sandstorm


Type: Effect, Cast
Power: 30
Crush: 3%
Range: Panels around user
Speed: Very fast
Element: Fire
Can hit self: (Technically) Yes
Metal/Grass damage boost: Yes
Interruption: No
Special: Moves with you


A really powerful VOC, especially in close range packs.

While it doesn't interrupt the opponent, it stays active while you use other VOCs, moves with you hitting all panels around you, changes panels and also stacks with itself, meaning that Lvl 3 and 4 versions can be used together. Also works well with objects, as well as Treasure style. Movement/freeze styles may prevent opponent escaping/attacking.



Tuger


Type: Effect, Spawn
Power: 140
Crush: 21%
Range: 8 panels (gets destroyed off the panels)
Speed: Fast-ish
Element: Nature
Can hit self: Yes
Metal/Grass damage boost: No
Interruption: Flinch
Special: Drags opponent to you


Certainly an interesting VOC. Can be steered when used.

Falls on the utility side, as the damage/crush values do not keep up with other VOCs that act faster.
There isn't really any other VOC like this, so undiscovered utility may exist.

Interestingly, Flip-Tuger can steal heals and other such buffs by dragging them to you, should an opponent spawn them.



Froster


Type: Control, Projectile
Power: 100
Crush: 10%
Range: 2 panels
Speed: Average
Element: Water
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: No
Freeze: 1,5 seconds


Decent way to mess up opponent's field, if nothing else. Ice is quite annoying for most players to deal with (unless they are Water type).



MineCake


Type: Control, Spawn
Power: 220
Crush: 22%
Range: 1 panel
Speed: Instant, but takes a tiny moment to spawn
Element: Electricity
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: Stun, 1,5 seconds


Due to it's long stun duration, very nasty for opponent if they get hit. That being said, it's a placed trap, so unless you force them into it, it's very easy to counter into.

Magnetise makes it devastating for stun combos.



PanelGrab


Type: Control, Cast
Speed: Instant
Element: Normal


Different type of area control, opting for straight line instead of rows. I personally like this with builds/characters where getting close to opponent is important, but could be used by others.



PanelLance




Type: Control, Damage
Power: 150
Crush: 15%
Range: 2 panels
Speed: Instant
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No
Special: Changes tiles based on style


Not too sure when this would be good, to be honest. A fancy melee build where you force the opponent to go a certain way with movement styles? Considering that would bump the VOC to Lvl 4, it seems not that good.

Hasn't seen much use as of yet.



PanelSword




Type: Control, Damage
Power: 150
Crush: 15%
Range: 1 panel
Speed: Instant
Element: Normal
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No
Special: Changes tiles based on style


Sees slightly more play than PanelLance, due to affecting an entire row. Can deny opponent area with movement styles and has been seen in combination with IceCubes.



RepairPlus


Type: Control, Cast
Speed: Instant
Element: Normal
Heal: 10% max hp over 5 seconds


Faster at healing than regen style and repairs panels as well, not too bad at all for a Level 3. The level 4 option clears more area, but this might be better suited for your build.
VOCs Lvl 4, 1/2
Artillery


Type: Strike, Spawn (but the bombs are not spawns)
Power: 170
Crush: 17%
Range: 2-4 panel rows
Speed: Average
Element: Fire
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: Flinch


Looks impressive, but is somewhat easy to dodge, also vulnerable to counter.

Adding Push style to it almost makes it combo multiple hits together, but the opponent is not truly incapable of action inbetween attacks and can move away.

Magnetise, while it can be janky, makes the plane stay on target, making this far stronger.



Bomboyage


Type: Strike, Spawn
Power: 280
Crush: 33%
Range: 2 panels
Speed: Average
Element: Fire
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: Flinch
Special: Requires to be hit by fire element in order to detonate


One of my favorites, to be fair. Can be used as temporary cover in a pinch and it's hard to avoid through other means than countering or blocking it.

Some playstyles opt for hitting it with a fire infused knockback attack to catch the opponent off guard.

Flipped version still requires fire in order to go boom boom.



Generator


Type: Strike, Spawn
Power: 110
Crush: 14%
Range: 1 panel, generator laser 3 panels
Speed: Instant but takes a tiny moment to spawn in
Element: Electricity
Can hit self: Yes
Metal/Grass damage boost: No
Interruption: Stun, 0,5 seconds
Special: Fires ElectroRay when hit by lightning, fires once when spawned, max hits 4, creates a metal panel upon hitting target


Due to it now creating a metal panel upon hitting, it likely will see plenty of use in kill combos.

Fancy attacks involve lightning infused knockback effects or other ones that move the generator.



H2Go


Type: Strike, Damage
Power: 80
Crush: 9%
Range: 3 panels
Speed: Medium
Element: Water
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Movement
Special: Freezes upon hitting, knocks back


Can be used in object focused packs, but also good on it's own due to focused attack.

Diagonal movement allows dodging it if timed right, unlike with HeatStorm, in close range.

If the opponent can't be moved, it also won't hit more than once.

Meteor works very well with this.



HeatStorm


Type: Strike, Damage
Power: 180
Crush: 22%
Range: 4 panels
Speed: Slow
Element: Fire
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: Flinch
Special: Creates a lava panel on hit


It's biggest weakness likely is it's speed, which makes countering it fairly easy. At close range, can't be dodged by normal movement.



LeafCross


Type: Strike, Projectile
Power: 60
Crush: 8%
Range: 3x3 area, 3 panels in front
Speed: After initial delay, very fast
Element: Nature
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No


Considering the massive area this hits at once, with some area control on your side it is rather difficult to avoid entirely. Some players opt to put poison style on this, due to that reason.

Due to delay, it is somewhat weak to getting countered.



MudBarrage


Type: Strike, Spawn
Power: 190
Crush: 10%
Range: 4 panels
Speed: Fast
Element: Nature
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Flinch
Special: Creates a grass panel when it hits


Pretty hard attack to avoid entirely, unless you are really familiar with the attack pattern. Does require you to hold position to cast it, which means you'll be vulnerable for a little while.

Usually one of these will hit, sometimes two.



Cybarrier


Type: Protect, Cast
Speed: Instant
Duration: 5 seconds
Element: Normal


Used to be a solid defensive VOC, but due to meta shifting towards more numerous attacks as well as AOE, I am not certain this is worth running.



Gigantree


Type: Protect, Spawn
Range: 4 panels
Speed: Instant
Element: Nature


Very good and has a surprising amount of uses with different styles. Enhances attacks for fire users by default and does so for lightning users if it has flip style on it.

The tree adds effects each time it adds panels, so a poison tree is more or less unavoidable damage within it's radius that counters regen very strongly.

It works well with about half the styles due to it's massive radius that keeps reapplying anything, so it can likely offer something that suits your needs.



Lightmass


Type: Protect, Spawn
Range: 1 panel for spawn, AOE on panels around it
Speed: Instant, but takes a tiny moment to spawn in
Element: Electricity


Most likely use-case would be for Fin due to his passive, otherwise I am not sure this will see play.

Interestingly, will heal more rapidly if it has a Haste buff on it, but will drain it's own health faster.



NoticeMe


Type: Protect, Spawn
Power: 50
Crush: 10%
Range: 1 panel
Speed: Instant, but takes a tiny moment to spawn in
Element: Normal
Can hit self: Yes
Metal/Grass damage boost: Yes
Interruption: Flinch
Special: Absords hp damage for 3 hits, detonates after 3rd hit with all the hp damage it absorbed


Can potentially destroy the opponent from full health with a single detonation, but it could also do the same for you if you aren't careful.



Some users opt to launch it through SpikeTrap with a Lance in order to get it to detonate quickly and with little reaction time, although at cost of less damage.



Reflector


Type: Protect, Spawn
Power: 40
Crush: 5%
Range: 1 panel
Speed: Instant, but takes a tiny moment to spawn in
Element: Normal
Can hit self: Yes
Interruption: No
Special: Bounces projectiles back from it, adding damage and crush values to them, has 7 uses


Usually does not see play apart from some gimmick situations, due to more consistent options existing at Lvl 4. Opponents will almost never fire at this, so you'd have to get creative to make the best of this tool.



WickedScreen


Type: Protect, Cast
Power: 100
Crush: 20%
Speed: Instant
Element: Fire
Metal/Grass damage boost: No
Special: After casting, makes you block all damage for 2 seconds


Lasts a very short while, but could mean blocking the killer combo of the opponent or making an attack with little risk.

With discovery of flipped stuns still stunning through block due to not dealing damage, that right there is this VOCs greatest weakness.
VOCs Lvl 4, 2/2
Bolt


Type: Effect, Damage
Power: 170
Crush: 24%
Range: Infinite
Speed: Instant, but takes a tiny moment to strike
Element: Electricity
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Stun, 1 second
Special: Hits occupied tiles and metal panels


Tends to miss often without metal panels, but if you can generate a lot, like with flipped Gigantree, then this is looking quite solid.



Elec/Fire/Nature/WaterDrive


Type: Effect, Cast
Speed: Instant
Special: Changes character's element, causes VOCs of that element to heal based on their level, Lvl 1 20hp, Lvl 5 100hp, gives a Chrono boost of 20% for 3,5 seconds


These are buffs that do quite a lot and require specific builds around them. They can be excellent due to their healing not interrupting crush heal and being passive while attacking, but the effect can be stolen/erased/replaced, so it might not be reliable.

Chrono boost is hard to get, so that is an upside that shouldn't be ignored, either. 20% faster actions and cooldowns can be significant, though Flip-ChronoRip would give you 60%.



SineBall


Type: Effect, Projectile
Power: 160
Crush: 14%
Range: 6 panels
Speed: Slow
Element: Electricity
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: Stun, 1,5 seconds


Probably the hardest stun to dodge, though likely the easiest to counter. Still, it sees play fairly often due to being tough to avoid and having a long status duration.



AreaGrab


Type: Control, Cast
Speed: Instant
Element: Normal


Area claim with no downside. Not that good as default, when compared to lower level options, but worth considering, if you want to make absolutely sure you dominate the area control. You'd pick this one over Neutralise, if you want to keep distance from the opponent.

Counter styled version claims one row and one panel in front.



Destruct


Type: Control, Cast
Range: 2x3 in front
Speed: Instant
Element: Normal


It's a little tough of a sell to go for this at Lvl 4.



Humidity


Type: Control, Damage
Power: 150
Crush: 10%
Range: Panels around user
Speed: Instant after small delay
Element: Water
Can hit self: No
Metal/Grass damage boost: Yes
Interruption: No


Has a number of different uses, really. Could be combined to Rush-2/3 or Cyber styles to affect opponent's board, but also can be used on your own in case you happen to play water element and want an attack that is also your area repair.

When combined with Flip, a fire element player might like this, especially Fossil Fuel who would heal while standing on lava panels.



Neutralise


Type: Control, Cast
Speed: Instant
Element: Normal


One of the very few ways to neutralise panels instead of claiming them. You'd use this instead of AreaGrab if you are melee-oriented and want to get close to the opponent easier, for example.

Counter styled version claims one row and one panel in front.



RepairAll


Type: Control, Cast
Speed: Instant
Element: Normal
Heal: 15% max hp over 8 seconds


Larger area repaired and larger heal over RepairPlus, at the cost of a level. Which one you would use, if any, would depend on your preference.


For fancier use, something like Cyber-RepairAll when you are under an effect of Invert, can be very effective tool for disrupting enemy field, especially on Tri-Wing who gets away scot-free using Lvl 5 VOCs.
Styles 1/3
Styles are modifiers you can add on top of a VOC. Level 0s can be applied for "free", while the others raise the level of the VOC accordingly.



LVL 0 STYLES




Normal/Fire/Nature/Elec/Water

Pretty much the most basic styles out there, though they are far from useless. They swap the VOCs element to that specified by style, which can help synergise your attacks better with each other, provide healing if you changed your element to match them, etc.



Rush-2/Rush-3




These are usually used with VOCs that hit a large area as a way to disrupt opponent's field without having to take over it with area claiming tools, since they allow you to temporarily invade their space, as well.

Very effective when used skillfully, but you can be hit while using this. Timed right, it can be used to dodge attacks, though.


Note: The VOCs act as if they didn't have this style, if the panel you attempted to move to was occupied by the enemy, a VOCs classified as "spawn" or out of bounds. This includes obvious examples like VOC IceCube, but also less obvious, such as VOC Droplets.



Escape


Moves you backwards as far as possible once the VOC has been cast. Quite nice really, since it gives you i-frames during the dash and you can turn before VOC has finished casting to change where you launch yourself, which adds flexibility. Ignores broken panels and other obstacles.



Storm


Moves you forward before using VOC. Great way to close distance for melee users, or just as a way to have extra mobility. Little less flexible than Escape in use, but also gives i-frames during use of dash.



Counter


Considering how powerful counters are in the game, this is one of the best styles out there. It buffs base stats of VOCs upon successful counter and in some cases, like with CyBarrier, AreaGrab and Neutralise for example, amplifies their effect in a unique manner, slightly.

Playerbase has been self-countering their own attacks in order to gain benefits, which works at times.

Note: After self-countering no longer blocking all shots, but instead blocking only specific VOC that landed the hit and not follow-ups, overall strength of counters has diminished. They are still good, however.



Berserk


Deals 45-55 damage to you depending on your character's base power, granting you a Berserk buff that increases VOC hp damage by 20%.

Could be a semi-affordable way to slot in ImpactForm without "wasting" a Lvl 1 VOC slot. The self-damage can't be avoided or negated with VOCs/effects.



Flip


Like Invert's effect but active all the time on the VOC, makes it the opposite of what it does. This is used on a variety of different VOCs, most notably ChronoRip for self-countering, Compensation and Berserk for gaining area and so on.

Like Invert, most likely has the highest amount of possible uses, so experimenting is recommended.

This has been added to VOCs that apply stun, due to the fact that they still stun, but due to not dealing damage, they ignore guards, blocks and counters, which means they can nullify even Ultra VOCs.



Treasure


While you can only place one treasure at a time, this can be good in object builds and due to opponent not necessarily knowing which box you placed, if you use multiple.

Some VOCs that require channeling, like LogLaunch, are, arguably, better with this style, since you aren't stuck in casting animation.

Countering the treasure affects the player that cast it.



Mindgame


Certainly a fun style, though not likely yet used to it's full potential.

Can be used to force opponent to cast attacks that force them to stay still, or used on objects and similar to catch opponent off guard.

Worth noting that if the person who has debuffs/buffs uses Mindgame style on something, those buffs/debuffs will not affect the amount of damage the attack would do, for they are not the caster of the VOC.

Also worth noting that, should two or more entities/objects occupy the same space through some means, this can and will affect all, if used on them.



Impact


Grants 20% Berserk buff, while giving 35% Break debuff. Due to Break being quite bad debuff to have, this is usually applied to attacks in order to nerf opponent's speed.

It can also extend duration of Break debuffs, like with the VOC Showstopper for example.



Tempo


Grants 35% Haste buff, while giving 20% Meek debuff. Usually used to extend duration of Haste buffs on self, particularly with something like the VOC Panic.



LVL 1 STYLES





Heal


Heals you for 50 HP upon hitting enemy/yourself, even if it is for zero damage. Multi-hit VOCs benefit from this more, though certain ones do not give you full 50 HP for each hit, like Plantrap and Gatling VOCs, while something like Whistle does.

Meanwhile, something like Heal-Mosquito gives you 100hp upon hitting the opponent.

Healing with this style does prevent crush recovery.



Copy


Changes target element to the element of the VOC used. Can be used to change element of self without having to use one of the Lvl 4 Drives, or can be used on opponent to disrupt their game plan and make them weaker to your attacks.

Worth noting that element change done in this way lasts shorter and does not give the 20% Chrono boost that a Drive would give.



Regen


Heals for 10% of max HP over 6 seconds. At times paired with Heal VOC, but other self-targeting VOCs also work. Stacks with VOCs that already apply regen.



Poison


Poisons for 10% of max HP over 6 seconds. Due to Regen being popular, this sees a decent amount of use. Stacks with VOCs that already apply poison.
Styles 2/3
Push


Moves target away from user on hit. Also creates Move panels with certain VOCs that affect panels, based on style.

Sometimes sees use with VOCs like Lance, to add extra knockback to them.



Pull


Moves target toward user on hit. Also creates Move panels with certain VOCs that affect panels, based on style.

Sees some use with multi-hitting VOCs like Gatling, though not often.



Up


Moves target upwards on hit. Also creates Move panels with certain VOCs that affect panels based on style.

Doesn't really see use so far.



Down


Moves target downwards on hit. Also creates Move panels with certain VOCs that affect panels based on style.

Doesn't really see use so far.



Turn


Turns the target. Can be a heavy counter to Treasure style.

Opponent can still turn back around, even if they are stunned.

Doesn't really see use. Could throw the opponent off, but if they get used to the effect, it probably won't.



Blind


Blinds opponent for 2,5 seconds.

Disruptive for sure, but I'm not sure how valuable the effect is at the cost of increasing the level by one. I'd say that it isn't.



Float


Grants Float to target for 6 seconds. Usually utilised with self-targeting VOCs to ignore state of the panels.

Note that floating IceCube does not speed towards opponents when pushed.



Freeze


Freezes target for 0,9 seconds. Due to how little time it lasts, doesn't really see a lot of play apart from specific multi-hit VOCs, like Meteors.



Eject


Removes last debuff from target. Of course this would be used with self-targeting VOCs, but due to better options existing as VOCs, doesn't really see use.



Yoink


Steals last buff from target. Can also be used on self-targeting VOCs to refresh duration of last buff you applied to yourself.

Multi-hit VOCs, in theory, are devastating to opponent, but they don't necessarily have that many buffs on them, depending on their playstyle. Most will attempt to have Haste, at least.



SuperArmor


While you are casting the VOC, prevents flinching and moving you (though doesn't protect against Move panels). Best paired with VOCs that are channeled, such as EarthBarrage, or VOCs that dash you forward like RushSword.

Does not see use.



Crack


Cracks panel of the target. Not really worth it, in my opinion, though this one synergies with Whistle quite well, due to hitting multiple times at max range.



Metal


Turns target's panel to metal. Can actually be useful on a self-targeting VOC for electric users to gain speed, but could be a damage boost on ones that targets the enemy.



Ice


Turns target's panel to ice. Not particularly impressive, since a lot of VOCs create large amounts of ice as is.



Grass


Turns target's panel to grass. Not particularly great, either. Using it on the opponent does boost damage of fire VOCs that also count as hitting panels, but that'll only work once, unlike with metal panels.



Lava


Turns target's panel to lava. Rather niche pick, which would only be good if you can keep the opponent on that single tile for a long time.



Sand


Turns target's panel to sand. Sand panels in general are pretty unexplored, but they don't really seem to synergise with anything.



Anti


Removes your last debuff and applies it to the attack. Enables some interesting build options where you'd give yourself a really nasty debuff, which you'd then transmit to the opponent, that you couldn't apply to them directly normally.

Similar to Eject style, though mechanically different.



Invis


Turns the user invisible. Due to this lasting a single second, I can't see this being worth the cost of a level. It could, in theory, be really valuable in high level play, but I find it hard to believe personally.



Guard


Using the VOC brings out a shield for a tiny moment that blocks a single attack. Note that it BLOCKS instead of guarding, despite it's name.

I could see it being good in melee builds for winning trades of blows, but maybe less so with ranged users. A little situation specific.



Grab


Converts a single panel in front of you to your side (or neutralises it). Very heavy price to pay for such an effect when even low level VOCs can take over a row, but might see some play with VOC PanelGrab, if your playstyle involves just controlling a single long line of panels, instead of rows.



Cyber


Creates an entity 4 panels away that uses the VOC instead, although VOCs stats go down by about 20%.

Can be pretty good with some VOCs that require channeling them, are limited in distance otherwise, or with some clever use of Invert style combined with it.

Countering a VOC styled with this affects the cyber entity, not the player.



Invert


Makes VOCs do opposite of what they are supposed to while you are under it's effect. Lasts a second, but the effect is so strong that this is understandable.

My absolutely favorite style along Flip due to the depth they provide in possible ways to play. It doesn't see a lot of play yet, but I don't think people are aware of possibilities it brings.

Apart from messing with opponent, you can apply it on yourself, should your build be made around it, so you can potentially use VOCs in two different ways.

Has some nice combinations when used with Cyber style as well.


Important to know that stuns under it's effect still stun, but due to them not dealing damage, they ignore blocks, guards and counters, including block effect of Ultra VOCs.



Ninja


Disguises you as the adjacent entity and makes that entity perform the attack instead. Disguise ends when you move or use another VOC. Fun idea and certainly not explored much, as of yet.

Ideally would see play in object-focused builds or with the style Treasure. Probably won't fool opponent often, unless you also run a version without the Ninja style on it.
Styles 3/3
Magnet


Busted with objects. Has the unique property of being able to move VOCs such as SpikeTrap, Minecake, Artillery etc.

Outside of object use, doesn't see play.

Should mess up the opponent nicely, if they are utilising objects against you.

Likely unhealthy for the fun/balance factor of the game.



Repel


Busted with objects, but also excels at keeping opponent away from you. Makes it next to impossible to get to you from below/above with attacks.

Likely unhealthy for the fun/balance factor of the game.



Going



Can be used with multi-hit effects to keep opponent back on their side of the field. Doesn't strike me as better than cracking tiles, unless you get the opponent stuck on the belts, which makes them unable to act.



Coming



Could be useful for characters like Cress that want to keep opponent close, or for before-mentioned conveyor belt stunlocks.
Online tournament rules
Note: It is not unheard of for balance changes to arrive close to a tournament date. Keep that in mind when preparing!

  • Double elimination bracket: Losers will move to the secondary table and can then still make their way to the finale and have a shot at winning the tournament!

  • The tournament will take place on the NA server

  • Participants from the losers table making their way to the finals will have to win TWO SETS against the winner from the primary table in order to win the tournament!

  • 1 set= Best of 3 battles (first to 2 wins)

  • Best of 5 matches (first to 3 wins) in finals.

  • TOURNAMENT MODE ONLY! We're adding more maps to this mode so you can expect:
    Classic, Legacy, Partyless, Shorty and Parralelogram!

  • Two packs, locked (no VOC/character change) -> A screenshot of both packs MUST be send to the specified Discord! channel at the beginning of the tournament!

  • You must ALWAYS start game 1 of a set with your Pack 1, failure to comply to this rule will result in a game loss for the player at fault.

  • Loser can change sides in-between rounds (red/blue) & switch packs.
Emotes
These can be used in online matches when in chat, whether it is in the main lobby or when spectating, in which case it will show up in the audience. Simply type the text symbols under each picture, to get the corresponding emote.


Big surprise

!!!



Surprise mark

!



What

!? or ?!



Question

?



Dotdotdot

...



Love

<3



Blush

>u<



Happy

^u^



Unsure

u~u or u-u




Crying

:'(



Cheeky

-u-



Surprise

:o



Uncomfortable

>~> or <~< or <-< or >->



Annoyed

-o-



Angry

>:(



Laughing

xd



Tongue

:p



Smile

:d



Sad

:(



Grin

:)



Cat

:3



Why

._.



Sbahj

:y



Cool

8)



owo

owo



Think

:?



Sweat

":) or ":| or ":I or ":/ or ':/ or ':I or ':|



F

f

Closing words
Thank you for checking out this guide! Hopefully it has been of use to you.

If you felt like I missed something vital, wanted me to expand on something, noticed I dun goofed, or have a different opinion you'd like to express, please let me know in the comments.


I'll also be happy to spar for fun or to help out with testing packs that you come up with.
If you'd like that, you can reach me in the game's Discord where I've spent a lot of time at.

Alternatively you can add me on Steam, if you prefer.


Finally, I'd like to encourage you to experiment yourself. Game's mechanics hide a great amount of depth, not necessarily discovered as of yet. This guide at the time does not cover ALL the niche interactions that are available. You could be the first to find something noteworthy.

Even if not, it's simply fun to be had.




Thanks again for reading, good luck and have fun!