Duck Wars: Fighting cards

* 0 or 1 defense point means that the player can specify 1 defense point if the jeduck has an achievement and rarity of 37.49% or less; 0 otherwise.

Basic for all jeducks

‣ 2 attack points ‣ 0 or 1 defense point*

‣ 1 attack point

‣ 2 defense points

‣ 1 attack point (–50% damage)

‣ 1 defense point

‣ Heal for 4 HP

‣ 3 attack points

‣ 1 defense point

By genes

A

‣ 3 attack points ‣ 0 or 1 defense point*

B

‣ 2 attack points (+50% damage); ‣ 0 or 1 defense point*

С

‣ 1 attack point (+200% damage);

‣ 0 or 1 defense point*

D

‣ 2 attack points (+100% damage) ‣ 0 or 1 defense point*

‣ Self damage for 4 HP

E

‣ 1 attack point (+100% damage) ‣ 2 defense points

F

‣ 1 attack point (+100% damage)

‣ 1 defense point

‣ Heal for 8 HP

G

‣ 2 attack points (+50% damage)

‣ 1 defense point

H

‣ 3 attack points (+12.5% damage)

‣ 0 or 1 defense point* ‣ Heal for 8 HP

I

‣ 1 attack point (+50% damage)

‣ Reflects 50% of damage back to the opponent ‣ 0 or 1 defense point*

K

‣ 2 attack points (–25% damage)

that pierce opponent's defense

‣ 1 defense point

L

‣ Heals up to 40 damage that is taken that turn

M

‣ Ultimate focus => next turn damage dealt +10%

O

‣ Heals 7% damage that it did to the enemy

T

‣ 1 attack point

‣ 1 defense point

‣ Freezes the opponent for 1 following turn; does nothing if the opponent is a Jackpot duck

Z

‣ Calculating the inverse actions; The points that the enemy attacks are shifted 1 dot, and the defense points from the enemy are also shifted 1 dot

By generation

Genesis

‣ 1 attack point (–50% damage) ‣ 2 defense points ‣ Heal for 4 HP

Hero

‣ 1 attack point (–50% damage) ‣ 2 defense points ‣ Heal for 8 HP ‣ Heal the opponent for 4 HP

Ideal

‣ 1 attack point (+50% damage) ‣ 1 defense point ‣ Heal for 4 HP

Knight

‣ 1 attack point (–50% damage) ‣ 2 defense points ‣ Heal for 8 HP

Lord

‣ 2 attack points ‣ 2 defense points ‣ Heal for 4 HP ‣ Heal the opponent for 4 HP

Magical

‣ 1 attack point ‣ 1 defense point ‣ Heal for 12 HP ‣ Heal the opponent for 4 HP

Natural

‣ 1 attack point ‣ 3 defense points

Obstinate

‣ 2 attack points that pierce opponent's defense ‣ Reflects 30% of damage back to the opponent ‣ 1 defense point ‣ Heal for 8 HP

By achievement

Pioneer

‣ 3 attack points (+50% damage) ‣ 1 defense point

Last train

‣ 2 attack points (+50% damage) ‣ 1 defense point

Billionaire Boys Club

‣ 1 attack point (+150% damage) ‣ 1 defense point

Anniversary Duck

‣ 2 attack points (+50% damage) ‣ 2 defense points

Colored Anniversary

‣ 2 attack points ‣ 2 defense points ‣ Heal for 4 HP

High Five

‣ 2 attack points (+50% damage) ‣ 2 defense points ‣ Heal for 4 HP

Rarity Destroyer

‣ 3 attack points (+100% damage) ‣ 0 or 1 defense point* ‣ Self-damage for 4 HP

One Step From Jackpot

‣ 0 attack points ‣ 1 defense point ‣ Heal for 24 HP

DNA Guard

‣ 0 attack points ‣ 3 defense points ‣ Heal for 4 HP

The First Duck Ever

‣ 3 attack points ‣ 3 defense points

The First Duck Its Genotype

‣ 3 attack points ‣ 3 defense points

The First Duck Its Generation

‣ 3 attack points ‣ 3 defense points

Grown-up

‣ 2 attack points (+100% damage) ‣ 0 or 1 defense point* Note: this achievement adds 25% to the jeduck rarity in all fights

Xmas-rage

‣ 0 attack points ‣ 0 or 1 defense point* ‣ Freezes the opponent in the 2 following turns

‣ Does nothing if the opponent is a Jackpot duck

In love

‣ 0 attack points ‣ 0 or 1 defense point* ‣ Deflects any card played by the opponent ‣ Does nothing if the opponent is a Jackpot duck

Halloween Elixer

‣ It will do damage over time: duration; 6 turns, 4 damage.

By artefact

‣ 3 attack point

‣ 3 defense point

‣ Heal for 12 HP

‣ 2 attack point

‣ 0 or 1 defense point*

‣ 1 extra defense point for next 3 rounds

‣ 0 attack points ‣ 1 defense point

‣ Freezes one of the opponent's cards for 3 turns

‣ Does nothing if the opponent is a Jackpot duck

Effects by pets and Jackpots:

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