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Burning Beam: Wide Burning Beam (Hits all enemies, deal 1-3 damage), Enhanced Burning Beam? (It also applies 1 Scorched).
Center: Twisted Center (Fully Charged instead of Empty), Soft Center (Gain 2 Trance, no requirements. Less effective with Overdrive compared to other variants.)
Chemical Impact: Boosted Impact (3-5 damage), Enhanced Impact (Saturated: +7 damage).
Cleanse: Pale Cleanse (Costs 0), Stone Cleanse (Gain 4 Defense). Shame we can't choose which debuff to remove, right?
Commune: Pale Commune (Costs 0), Boosted Commune (3 Whisper of Hesh).
Defensive Spin: Boosted Defensive Spin (3-4 damage), Extended Defensive Spin (Attack once per action available, +1).
Dynamo Beam: Pale Dynamo Beam (1 Action), Surging Dynamo Beam (Gain 2 Overdrive).
Exhaust Supply: Starry Exhaust Supply (Apply 6 Dazed), Stormy Exhaust Supply (Apply 6 Static).
Extrasensory: Twisted Extrasensory (Gain Flow instead of Trance), Stone Extrasensory (Also gain Defense equal to combined cost).
Harrow: Surging Harrow (Also gain 2-3 Overdrive when causing health loss). Militant Harrow (Martial)
Haze Strike: Starry Haze Strike (Apply 8 Dazed), Pale Haze Strike (Costs 0 at Saturation 10).
Hidden Dagger: Deep Hidden Dagger (Applies 1 Wound, either with or without Impromptu), Mirrored Hidden Dagger (Impromptu: Attack twice).
Instinct: Spined Instinct (Gain 2 Counter along with the Defense), Inductive Instinct (Gain a Beam Cell if you have Trance).
Opportune Blast: Surging Opportune Blast (Gain 3 or 4 Overdrive), Militant Opportune Blast (Martial).
Overflow Beam: Wide Overflow Beam (Hits all enemies, no matter what), Cautious Overflow Beam (Gain 1 Cooldown unless Fully Charged).
Serene Force: Twisted Serene Force (2 Dazed per Beam Cell), Stone Serene Force (Gain 2 Defense per Empty Cell).
Shocking Display: Inductive Display (Gain 1 Beam Cell, then gain Overdrive), Twisted Display (Gain 1 Overdrive for each Empty Cell).
Spark Transfer: Stormy Spark Transfer (Apply 5 Static), Focused Spark Transfer (Choose your target).
Taunt: Boosted Taunt (5 Defense, 3 Presence), Thorny Taunt (2 Counter)
Think Ahead: Hypnotic Think Ahead (Gain Trance equal to its cost), Terrifying Think Ahead (Gain Presence equal to its cost).
Toxic Smite: Compound Toxic Smite (Saturated 6), Stormy Toxic Smite (Apply 8 Static).
Trade-Off: Terrifying Trade-Off (Gain 4 Presence), Surging Trade-Off (Gain 2 Overdrive)
Tremorsense: Twisted Tremorsense (Discard instead of draw), Stone Tremorsense (Gain 3 Defense).
Twirling Whip: Boosted Twirling Whip (4-5 damage), Twirling Whip of Stars (Apply 2 Dazed)
Unholy Rage: Boosted Unholy Rage (3-5 damage), Mirrored Unholy Rage (Spend 2 Trance, attack 3 times).
Aether: Surging Aether (+2 Overdrive next turn), Visionary Aether (Gain 1 Action).
Anti-Mech Spike: Stifling A-M Spike (Apply 1 Impair), Swift A-M Spike (Costs 0, 1-3 damage).
Assessment: Pale Assessment (Costs 0), Sticky Assessment (Sticky).
Aura Strike: Stormy Aura Strike (3 Static per Trance), Wide Aura Strike (Apply 1 Static to all enemies).
Brace: Boosted Brace (3 Beam Charge next turn), Thorny Brace (Gain 2 Counter per enemy).
Cage: Boosted Cage (6-8 damage), Stone Cage (+4 Defense).
Circuits: Inductive Circuits (Gain a Beam Charge- afterwards, if possible), Visionary Circuits (draw 2 cards when storing Beam Charge).
Concussion: Rooted Concussion (Increase minimum damage to 4 or 5), Militant Concussion (Martial).
Core Reboot: Enduring Core Reboot (lose Expend, but gain Cooldown?), Hypnotic Core Reboot (Gain 1 or 2 Trance per Beam Charge spent).
Critical Blow: Stifling Critical Blow (Also apply 0 Impair), Rooted Critical Blow (5-8 or 6-8 damage).
Disarray: Stone Disarray (3 Defense instead of 2 Defense), Terrifying Disarray (Gain 1 Presence on hit).
Electric Beam: Pale Electric Beam (Costs 1), Compound Electric Beam (Saturated 8: Replace remaining Strange Chemical with Static).
Focused Beam: Enduring Focused Beam (Loses Expend, maybe gains Cooldown), Inductive Focusing Beam (Gain 2 Beam Charge first), Heavy Focused Beam (Costs 2, but deals 15 damage per Beam Charge spent).
Hyper Strike: Swift Hyper Strike (Costs 1, but deals less damage- maybe 1-3), Stormy Hyper Strike (+2 Static).
Magnetize: Unleashed Magnetize (Loses Contained), Pale Magnetize (Costs 0).
Manual Detonation: Pale Detonation (Also costs 0 if the target has any Strange Chemical- alternatively, it's Compound Detonation and it costs 0 at Saturated 10), Stifling Detonation (Gain 2 Impair instead of 3 damage).
Mechanism: Restored Mechanism (Replenish), Sticky Mechanism (Sticky), Twisted Mechanism (Improvise from your Discard pile).
Mobile Guard: Stone Mobile Guard (3 Defense instead of 2), Ingenious Mobile Guard (Improvise a card afterwards).
No Sell: Persistent No Sell (Sticky), Pale No Sell (Costs 1).
Opportune Beam: Cautious Opportune Beam (Gain 1 Cooldown), Nailed Opportune Beam (Piercing, either by base or Impromptu).
Planned Attack: Militant Planned Attack (Martial), Boosted Planned Attack (4-6 damage).
Power Stance: Pale Power Stance (Costs 1), Induction Power Stance (Gain 1 Beam Charge).
Prey Upon: Dreadful Prey Upon (Applies 1 Dread if target has no Panic meter), Nailed Prey Upon (Piercing).
Redirection: Stone Redirection (Saturated: Also gain 3 Defense), Terrifying Redirection (Saturated: Also gain 3 Presence).
Ripple: Wide Ripple (Hits all enemies, might reduce to 1 Resonance), Pale Ripple (Costs 0, might reduce to 1 Resonance)
Rolling Throw: Flowing Rolling Throw (Gain 1 Flow), Stone Rolling Throw (Gain 2-3 Defense).
Saturation: Boosted Saturation (Next 5 attacks), Coated Saturation (attacks apply 5 Strange Chemical).
Scatter Beam: Pale Scatter Beam (Costs 1), Stifling Scatter Beam (Also apply 1 Impair).
Shield Cycle: Surging Shield Cycle (Gain 1 Overdrive per spent Beam Charge), Hypnotic Shield Cycle (Gain 1 Trance per spent Beam Charge).
Shock Assault: Surging Shock Assault (Gain 1 Overdrive), Starry Shock Assault (Apply 1 Dazed per attack).
Storm Field: Pale Storm Field (Costs 1), Wide Storm Field (1 Static to all enemies).
Stylish Bash: Pale Stylish Bash (Costs 0 if Improvised), Tall Stylish Bash (3-14 damage).
Surplus: Compound Surplus (Saturated 10: Apply 6 Strange Chemical), Mirrored Surplus (3-4 Strange Chemical, but it's applied twice)
Toolbelt: Toolbelt of Ingenuity (Improvise twice or Improvise + 2 cards, gain Beam Charge per Cannon Ops card), Pale Toolbelt (Costs 0, maybe adds Cooldown)
Vivify: Enduring Vivify (Loses Expend), Surging Vivify (Gain 2 Overdrive)
Wild Flurry: Wide Wild Flurry (Attack 3 random enemies), Focused Wild Flurry (Attack twice).
Ascension: Enduring Ascension (Loses Expend), Persistent Ascension (Gains Sticky).
Beam Barrage: Boosted Beam Barrage (7-9 damage), Starry Beam Barrage (Apply 1 Dazed, Contained)
Bio-Chemical: Compound Bio-Chemical (Saturated 6), Enduring Bio-Chemical (2-5 damage, removes 10 Strange Chemical instead of Expends).
Bombardment: Enduring Bombardment (Loses Expend, resets on play), Unleashed Bombardment (Loses Contained).
Charged Strikes: Boosted Strikes (5 bonus damage), Deep Strikes (5 Wound).
Conduction: Stormy Conduction (Triple Static), Induction Conduction (Gain full Charge).
Excess Surge: Enhanced Excess Surge (1 damage, 2 bonus damage per Overdrive), Pale Excess Surge (Costs 1).
Follow Up: Enduring Follow Up (Remove all Dazed and apply 10 Dazed instead of Stun, no Expend), Wide Follow Up (Apply Stun to all enemies).
Holy Warrior: Pale Holy Warrior (Costs 1), Sacred Holy Warrior (Apply 1 WoH to all enemies), Unleashed Holy Warrior (Loses Contained).
Incapacitate: Starry Incapacitate (Apply 2 Dazed, then double), Heavy Incapacitate (Costs 2, quadruples Dazed).
Nightmare: Pale Nightmare (Costs 0), Starry Nightmare (Also Apply 1 Dazed).
Overload: Boosted Overload (3 Overdrive and 8 Defense), Surging Overload (4 Overdrive), Stone Overload (10 Defense per turn), Pure Overload (Lose no actions, 1 Overdrive and 4 Defense).
Propagate: Pale Propagate (Costs 0), Enduring Propagate (Loses Expend).
Quiver of Fear: Terrifying Quiver of Fear (Apply 2 Existential Crisis before doubling it), Boosted Quiver of Fear (Apply 3 Dread and triple Existential Crisis).
Speed Burst: Enduring Speed Burst (Loses Expend), Ingenious Speed Burst (Impromptu: This costs 1 less this turn).
Stunning Force: Starry Stunning Force (Apply +4 Dazed), Wide Stunning Force (Hits all enemies, 2-4 damage).
Tenacity: Terrifying Tenacity (Gain 1 Presence afterwards), Boosted Tenacity (Reduce the cost of a random card by 2, or 2 random cards by 1).
Vagrant: Pale Vagrant (Costs 0), Heshian Vagrant (Also remove 3- or all- your debuffs.)
Well Rested: Visionary Well Rested (Draw 2 cards when you Expend a card), Cunning Well Rested (Improvise an Expend card).
All Business: Initial All Business (Gain Ambush), Lucid All Business (4 Defense, Expend)
Anticipate: Promoted Anticipate (Adds a Boosted Proactive, it has X+3 Composure), Lucid Anticipate (Expends, but adds an Enduring Proactive)
Backup: Enhanced Backup (Increases by 2 when it enters discard, but starts at 0), Twisted Backup (Increases value when drawn, grants Composure when it enters Discard)
Bond: Pale Bond (Costs 0), Enduring Bond (Loses Expend)
Brave Face: Pale Brave Face (Costs 0), Wide Brave Face (2-3 Composure to all your arguments)
Caution: Pale Caution (Costs 0, applies 1 Composure per card played), Wide Composure (1 Composure to all arguments for each card played)
Combative: Twisted Combative (Apply 2 Vulnerability), Pale Combative (Costs 0, 1 Flustered)
Confidence: Tall Confidence (1-5 damage), Pale Confidence (Costs 0, 0-2 damage)
False Security: Pale False Security (Costs 0, 2 Composure), Enduring False Security (Loses Expend, maybe costs 2)
Hypothetical: Enduring Hypothetical (Loses Expend, 4 Composure), Mirrored Hypothetical (Create 2)
Ignore: Stone Ignore (Gain 2 Defense per inception removed), Soft Ignore (Gain 1 Dominance per Inception your opponent has instead of removing all Inceptions)
Impose: Unsettling Impose (Incept 1-2 Flustered), Pale Impose (Costs 0, 1-2 Vulnerability)
Jurisdiction: Enhanced Jurisdiction (2 Authority), Stone Jurisdiction (Apply 2-3 Composure to Authority)
Overshare: Hesitant Overshare (Gain 1 Scruple, first), Visionary Overshare (+1-2 card draw)
Plant: Unsettling Plant (Apply 1 Flustered), Swift Plant (Costs 0, 0-2 Planted Evidence)