Name: Marucho Marukura
Gender: Male
Age: 12
Team: Resistance
Bakugan:
MINX ELFIN (Guardian) (Lv 6)
Power Level = 600
Life Force = ۞338۞
Stand Success = 90%
Defense = 5
Special Shot = +93
Attribute Change = Darkus & Ventus
*BESTOWED WITH CORE AQUOS ATTRIBUTE ENERGY*
STUG (Lv 5)
Power Level = 350
Life Force = ۞62۞
Stand Success = 65%
Defense = 2
Special Shot = +45
CLAWCER (Lv 5)
Power Level = 350
Life Force = ۞65۞
Stand Success = 70%
Defense = 2
Special Shot = +32
WONTU (Lv 5)
Power Level = 350
Life Force = ۞47۞
Stand Success = 70%
Defense = 2
Special Shot = +45
PREYAS (Former Guardian) (MAX)
Power Level = 500
Life Force = ۞357۞
Stand Success = 70%
Defense = 3
Special Shot = +72
Attribute Change = Sub-Terra & Darkus
*RECLAIMED FROM SPECTRA*
Traps:
TRIPOD EPSILON (Lv 5)
Power Level = 350
Life Force = ۞36۞
Stand Success = 100%
Defense = 3
Special Shot = +58
Multiple Attributes = Haos & Sub-Terra
Laser Saber Techniques:
Attacks
Upper Strike *148*: <-128 ENERGY> Standard upward slash. Difficult to evade.
Lower Strike *235*: <-42 ENERGY> Standard downward slash. Easy to evade.
Mid Strike *139*: <-52 ENERGY> Standard mid-height slash. Balanced evasion difficulty.
Diagonal Strike *127*: <-136 ENERGY> Complex slanting slash. Fast attack, difficult to parry.
Leap Strike *226*: <-141 ENERGY> Complex jumping slash combo. Difficult to counter in any way.
Defenses
Guard *259*: <-37 ENERGY> Uses your laser saber to block against an opponent's attack. Defends against basic attacks.
Parry *241*: <-114 ENERGY> Deflect an attack by the opponent. If successful, deals minor damage to the opponent and evades their attack.
Features
Extend: Elongate your saber for more power at the cost of 100 energy per extension to increase each of your future attacks and defenses by 50%.
Retract: Shorten the length of your saber for less power in order to gain 100 energy per retraction, decreasing each of your future attacks and defenses by 50%.
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LEVEL 7 ABILITY LIMIT
1. Ability that raises power levels = 1 card count (rises by 1 for every 500 points gained from the card)
2. Ability that decreases power levels = 1 card count (rises by 1 for every 500 points lost from the card)
3. Ability that transfers power = 1 card count (rises by 1 for every 500 points transferred from the card)
4. Ability that nullifies Gate Cards = 1 card count
5. Ability that negates an opponent's Ability = 1 card count
6. Ability that reverses an opponent's Ability = 1 card count (rises by 1 for every 500 additional points lost by the opponent's total this way)
7. Ability that negates more than one of the opponent's Abilities = 2 card counts (rises by 1 if it negates all Abilities the opponent has used in the game by far) *If the card that achieves this is a system with an acronym, then reduce the card count by 1.*
8. Ability that mimics an opponent's previous Ability = 2 card counts
9. Ability that protects oneself from an opponent's attack = 2 card counts (rises by 1 for every additional Bakugan protected by this card)
10. Ability that prevents the opponent from activating any more Abilities = 3 card counts
*Cards that equalize power levels would be equivalent to rising power levels, and cards that decrease an opponent's Life Gauge are double the equivalent cost of reducing power levels.*
*Any Ability Cards that do more than one of the effects listed above raises the card count by 1 for each added effect stated above.*
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Gate Cards:
Aquos Reactor (Lv 1): +100 points for all Aquos Bakugan standing on this Gate Card.
Aquos Reactor (Lv 2): +200 points for all Aquos Bakugan standing on this Gate Card.
Ability Cards:
Aquos Whirlpool: Increases your Aquos Bakugan's power level by 50 points and decreases your opponent's Bakugan's power level by 150 points.
Darkus Ante: Allows your Bakugan to negate your opponent's most recent Ability Card played during this round if it involves Darkus Bakugan in any way. Fusion and Chaos Abilities are excluded from this effect.
Rapid Balloon: Allows your Wontu Bakugan to prevent your opponent from activating any more Ability Cards for the remainder of the round. Fusion and Chaos Abilities are excluded from this effect. Using this card decreases your Wontu's power level by 200 points.
Cool Snail: This Ability Card can only be activated after your opponent has activated at least one Ability Card this round. This Aquos Ability allows your Tripod Epsilon Bakugan Trap to prevent your opponent from activating any more Ability Cards for the remainder of the round. Fusion and Chaos Abilities are excluded from this effect.
Diamond Snail: This Haos Ability allows your Tripod Epsilon Bakugan Trap to neutralize your opponent's most recent Ability Card played during this round. Fusion and Chaos Abilities are excluded from this effect.
Canyon Snail: This Sub-Terra Ability allows your Tripod Epsilon Bakugan Trap to decrease each of your opponent's Bakugan's power levels by 200 points.
Sub-Terra Reaction: Allows your Bakugan to force all Bakugan on your opponent's side of the field to change to the Sub-Terra attribute for the duration of the round.
Desert Marine: This Sub-Terra Ability allows your Tripod Epsilon Bakugan Trap to increase the power levels of all Bakugan on your side of the field by 200 points.
Chatty Clatter: Increases your Aquos Minx Elfin's power level by 300 points.
Super Moon-Bow: Transfers 300 points from your opponent's Bakugan's power level to your Darkus Minx Elfin's total.
Wing Harrier: Increases your Ventus Minx Elfin's power level by 400 points.
Ripple Trap: Allows your Aquos Minx Elfin Bakugan to prevent your opponent from activating any more Ability Cards until you have activated your next Ability Card yourself. Fusion and Chaos Abilities are excluded from this effect.
Hyper Bubble Shield: Allows your Aquos Minx Elfin to transfer 400 points from each of your opponent's Bakugan to your Bakugan's power level total.
Sky Hearty: Allows your Ventus Minx Elfin Bakugan to reverse your opponent's Ability Card. Fusion and Chaos Abilities are excluded from this effect.
Side Formation: Allows your Sub-Terra Preyas Bakugan to neutralize your opponent's most recent Ability Card played during this battle. In addition, nullify the Gate Card where Sub-Terra Preyas is standing.
Slumping Rocket: Increases your Sub-Terra Preyas' power level by 300 points.
Water Refrain: Allows your Aquos Preyas Bakugan to prevent your opponent from activating any more Ability Cards for the remainder of two turns. Fusion and Chaos Abilities are excluded from this effect.
Whirl Kick: Transfers 200 points from your opponent's Bakugan's power level to your Darkus Preyas' total.
Blue Stealth: Transfers 100 points from your opponent's Bakugan's power level to your Aquos Preyas' total. In addition, nullify the Gate Card where Aquos Preyas is standing.
Blue Squall: Allows your Aquos Preyas Bakugan to decrease each of your opponent's Bakugan's power levels by 100 points.