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Bal-Bas-Beta's (BBB's) story can be found here.
BBB

DeckEdit

Hit Points: 80

Max Combo: 2

Normal Attack Properties: x.8 speed, x(2) damage, [range-legal], gives range

Normal Throw Properties: x.4 speed, 7 damage, 1 CP Starter

  • Does NOT knockdown

Innate Ability:

  • Long Range - Whenever your "range-giving" moves are blocked or wins combat, set combat to ranged next turn. At range, during combat:
    • Non-[range-legal] moves become Enders, can't be pumped, and don't deal damage or block damage.
    • Players can't play throws, except [range-legal] throws.
    • Return the first face card you play each combat to your hand.
    • Your normal attacks are speed 1.0.

Lose range at the end of a turn in which both players blocked or you got hit by a non-[range-legal] move. (In 2v2 and 2v1, cancel range if there are no BBBs on the battlefield.)

Individual Cards:

  • 2: A/B
  • 3: A/B
  • 4: A/B
  • 5: B/D
  • 6: A/B
  • 7*: A/T (Robo Headbutt)
    • Robo Headbutt, Attack, 2.8 speed, 10(2) damage, Can't Combo, *Can't Play at Long Range*
    • Robo Headbutt - [During Combat] If you combat-reveal Robo Headbutt and it wins combat, you may play another full combo.
  • 8: T/B
  • 9*: T/B (Overdrive)
    • Overdrive - [Draw Phase] This turn, your face cards deal +3 damage, your Long Arm (Jack) can't be interrupted except by knockdowns, your Junkshot (Queen) is unblockable, and your Extensor Grab (K) sets combat to ranged even if you hit with it after a dodge.
  • T: T/D 
  • J:
    • Long Arm, Attack, 3.0 speed, 7(2) damage, [range-legal], 1 CP Linker
    • Cog Shot, Attack, 2.4 speed, 8(2) damage, [range-legal], 1 CP Starter, Knocksdown
  • Q:
    • Junkshot, Attack, 2.2 speed, 13(13) damage, [range-legal], Can't Combo, *Requires Long Range*
    • Gyro Spin, Attack, 4.0 speed, 5+5(3) damage, 1 CP Linker, *Can't Play at Long Range*
  • K: Extensor Grab, Throw, 8.6 speed, 8 damage, [range-legal], gives range, Can't Combo, Knocksdown
  • A:
    • A: Beta Thrust, Attack, 1.4 speed, 11(2) damage, [range-legal], 1 CP Ender
    • AA: Piston Hurricane, Attack, +A+A, 0.2 speed, 21+7(3) damage, Can't Combo, *Can't Play at Long Range*

Changelog/DiscussionEdit

1.1 -> 1.6

  • Innate Ability Removed:
    • Rocket Punch - If you deal combat damage with a normal attack, your opponent does not draw on the next draw phase. At the end of combat, attach one normal attack you hit with this turn to your character card. Your normal attacks and throws deal +1 damage for each attached card.
  • Innate Ability Added:
    • Upgrade Components - At the end of combat, if you dealt damage with a normal attack you may attach one normal attack you hit with to your character card. Your normal attacks and throws deal +1 damage for each attached card.

1.6 -> 1.7

  • Innate Modified:
    • Upgrade Components -Whenever you win combat with an attack or dodge and you could play a combo card, you may play a normal attack from your discard pile as if it were in your hand. If you do, put it on top of your deck and next turn your opponent's attacks and throws are 3 speed slower.
  • Normal Throw Modified: 4 damage --> 5 damage
  • King Throw Modified: 11+3 damage --> 9+3 damage
  • Ace Modified:
    • Beta Tackle: AA, Throw, ? speed, 15 damage, Can't Combo, Knocksdown --> Beta Thrust: A, Attack, 1.4 speed, 9(2) damage, 1 CP Ender, Knocksdown

1.7 -> 3.0

  • Attacks Renamed:
    • J: Extensor Punch is now "Cog Shot."
    • Q: Steam Vent is now "Junkshot."
  • Innate Modified:
    • Long Range - If you play a normal attack as a combat card and it hits or is blocked, or you knock down your opponent, players gain "range." While at range, players can't play throws and if your opponent would deal combat damage to you, prevent that damage and players lose range.(If your opponent is another BBB at range, both player's attacks can deal damage normally and when they do, that player chooses whether to keep or cancel "range.")
  • Normal Throws Modified: 5 damage --> 7 damage
  • Queen Modified: 1.0 speed, 10(1) damage --> 4.0 speed, 10(10) damage, *Requires range*
  • Ability Removed:
    • 5*: Overdrive - After the draw phase, you may discard this card to add +5 damage to each of your attacks this turn. All your blocks are actually dodges this turn.
  • Ability Added:
    • 7*: Robo Headbutt - If you play this attack as your combat card while not at range, it's 5 speed faster and dizzies the opponent on hit. After dizzying the opponent, you may play another full combo on him.
  • Ability Modified and Renamed:
    • T*: Salvage Components - During the powerup phase, you may return a face card from your discard pile to your hand, then discard this Salvage Components card if you're not at Range.

3.0 -> 3.1

  • Innate Modified:
    • Long Range - If you play a normal attack as a combat card and it hits or is blocked, players gain "range."While at range, players can't play throws (other than Cog Grinder) and if your opponent would deal combat damage to you, prevent that damage and players lose range. (If your opponent is another BBB at range, both player's attacks can deal damage normally and when they do, that player chooses whether to keep or cancel "range.")
  • Ability Modified:
    • T*: Salvage Components - During the powerup phase, you may return a face card from your discard pile to your hand, then discard this Salvage Components card if you're not at Range.Play only once per turn.
  • Normal Attacks Modified: x damage --> x(2) damage
  • King Throw Modified: 6.4 speed --> 8.6 speed
  • Ability Added:
    • K*: Extensor Grab - This throw works at range or close. When you throw the opponent with it, choose one: switch the current range -OR- this throw does 3 extra damage.
  • Queen Attack Added: Gyro Spin: Attack, 4.0 speed, 4(3) damage, 1 CP Linker
  • New optional gamewide rules (testers did not have to use these rules during their testing):
    • Alternate version of new rule involving normal attacks (from ver. 3.0): If you normal attack as your combat card and its not interrupted (by a faster or same-speed attack), draw a card.
    • Handcap: At the end of the turn (after the powerup phase), discard down to 10 cards. (There's no limit to hand size during the other parts of the turn.)

3.1 -> 3.2

  • 7 Modified: 7.8 speed, 7 damage, 1 CP Normal --> 2.8 speed, 7 damage, Can't Combo
    • Help text says, "On hit, you may play another combo."
  • Ability Modified:
    • 7*: Robo Headbutt - You may not play this card at range. If Robo Headbutt wins combat, it stuns the opponent, and you may play another full combo unless you were also stunned.
  • Queen Modified: Junkshot: 10(10) damage --> 12(12) damage
  • Ability Modified
    • K*: Extensor Grab - This throw works at range or close.When you throw the opponent with it, you may swtich the current range. If you do, this throw does extra 3 damage.
  • Ability Clarified
    • T*: Salvage Components -During the powerup phase, you may reveal this card to return a face card from your discard pile to your hand, then discard this Salvage Components card if you're not at Range. Play only once per turn.
  • Gamewide rule modified and is given a new name:
    • Normal draw rule: If you normal attack as your combat card and its not interrupted (by a faster or same-speed attack), draw a card.

3.2 -> 3.3

  • No direct changes to BBB.
  • New Gamewide Rules:
    • Hand limit: 12 cards. At the end of the turn (after the powerup phase), discard down to 12 cards if you have more. There's no limit to hand size during the rest of the turn.
    • Time Out: When a player draws the last card from deck, time is over. The winner is the player with the highest hit points. (If tied, it's a draw.) 
  • Gamewide Rule Modified
    • Normal Draw Rule: If your normal attack is blocked or wins combat, draw a card.
  • Gamewide Rule Reworded:
    • Double knockdown: If you're both knocked down, cancel knockdown effect next combat.

3.3 -> 3.4

  • Hit Points Modified: 90 --> 80
  • Queen Modified: Junkshot: 4.0 speed --> 5.0 speed
  • Ability Modified:
    • 7*: Robo Headbutt -This card doesn't give range and you may not play it at range.If Robo Headbutt wins combat, it stuns the opponent, and you may play another full combo unless you were also stunned.

3.4 -> 3.6

  • Innate Modified
    • Long Range - If you play a normal attack as a combat card and it hits or deals block damage, players gain "range."While at range, players can't play throws (other than Cog Grinder) and if your opponent would deal combat damage to you, prevent that damage and players lose range. (If your opponent is another BBB at range, both player's attacks can deal damage normally and when they do, that player chooses whether to keep or cancel "range.")

3.6 -> 4.0

  • ​King Modified: 9+3 damage --> 6+4 damage

4.0 -> 4.1

  • Innate Clarified:
    • Long Range - Whenever your normal attack wins combat card or deals block damage, set combat to "ranged." Throws other than Cog Grinder do nothing while combat is ranged. If BBB would take combat damage, prevent that damage and end ranged combat unless it was damage from another BBB. In that case, the BBB deals damage as usual and can choose to cancel or keep range. (In 2v2 and 2v1, cancel range if there are no BBBs on the battlefield.)

4.1 -> 4.2

  • Move Renamed:
    • K: Cog Grinder throw is now "Extensor Grab."
  • Innate Modified
    • Long Range - Whenever your normal attack wins combat card or deals block damage, set combat to "ranged."At ranged, players can't play throws other than Extensor Grab. The next time a ranged BBB gets hit by an attack or throw or takes block damage,prevent that damage and end ranged combat unless it was damage from another BBB.In that case, the BBB deals damage as usual and can choose to cancel or keep range.(In 2v2 and 2v1, cancel range if there are no BBBs on the battlefield.)

4.2 -> 4.3

  • 7 Modified: 7 damage --> 10 damage
  • Jack Modified: 2.6 speed --> 2.4 speed
  • Queen Modified: Junkshot: 12(12) damage --> 13(13) damage
  • Ace Modified:
    • Beta Thrust: 9(2) damage --> 11(2) damage
  • New Gamewide Rule:
    • Healing cannot go above max life.

4.3 -> 4.4

  • Ability Removed:
  • T*: Salvage Components
  • Innate Modified:
        • Long Range - Whenever your normal attack wins combat or deals block damage, set combat to ranged.At range:

    - Return all face cards you play each combat to your hand.
- Your normal attacks are speed 1.0
- Players can't play Jokers or throws other than Extensor Grab.
- Only BBB can deal block damage.
If you would take any damage from a non-BBB character, prevent it and end ranged combat instead. Also end ranged combat whenever both players block.

          • Note that non-combat damage such as Rook's Entangling Vines does end ranged combat (it would be broken vs Rook if it didn't given the speed of ranged BBB normals). It also means Jaina's Embers will end it, but whatever. Further note that if you hit BBB with an attack, ranged combat ends right then, meaning the whole combat ends. You don't finish your combo or get Aces from straights. (Yes, technically damage is dealt at the end of combat, but to avoid everyone misplaying it and it being stupid and nonsense, treat we'll say "if you would take damage" triggers when the hit lands.)" (Sirlin)

4.4 -> 5.0

  • Innate Modified:
        • Long Range -Whenever your [range-legal] moves are blocked or wins combat, set combat to ranged next turn. At range, during combat: 

  - Prevent all damage from move and abilities, except [range-legal] damage.
    -  Players can't play throws, except [range-legal] throws.     -  Return the first face card you play each combat to your hand.     -  Your normal attacks are speed 1.0. Whenever Long Range prevents damage or both players block, end combat and lose range that turn. (In 2v2 and 2v1, cancel range if there are no BBBs on the battlefield.)

  • ​Flavor Quote changed to say, "Beep boop! Reporting for duty."
  • Help Text on non-7 normal attacks and K throw now says, *Gives range.*
  • Ability Removed
    • K*: Extensor Grab.
  • ​Ability Reworded - 7*: Robo Headbutt:
    • 7*: Robo Headbutt -[During Combat] If you combat-reveal Robo Headbutt and it hits (but doesn't tie), you may play another full combo.
  • 7 Modified: 10 damage --> 10(2) damage
  • Queen Modified: Gyro Spin: 4(3) damage --> 4+4(3) damage, +2 any, *Cannot be played at range*
  • King Modified: 6+4 damage, +2 face --> 8 damage, *Gives range*
  • Ace Modified
    • Beta Thrust: 11(2) damage --> 10(2) damage
    • Piston Hurricane: *Cannot be played at range*
  • Jack Attack Added: Long Arm, Attack, 3.6 speed, 4(2) damage, 1 cp Linker

5.0 -> Released

  • Ability Added:
    • 5*: Overdrive - [Draw Phase] This turn, your attacks deal +5 damage each and your blocks are all dodges.
  • Abilities Reworded:
    • 7*: Robo Headbutt - [During Combat]If you combat-reveal Robo Headbutt and it wins combat, you may play another full combo.
    • Joker*: Rewind Time is labeled as a "Combo Escape" ability.

Released -> 5.2

  • Innate Modified:
        • Long Range -Whenever your "range-giving" moves are blocked or wins combat, set combat to ranged next turn. At range, during combat:

    - Prevent all damage and block damage, except [range-legal] damage.     -  Players can't play throws, except [range-legal] throws.     -  Return the first face card you play each combat to your hand.     -  Your normal attacks are speed 1.0. Whenever Long Range prevents damage (other than block damage) or both players block, end combat and lose range that turn. (In 2v2 and 2v1, cancel range if there are no BBBs on the battlefield.)

  •     Ability Moved and Modified:
    •     9*: Overdrive - [Draw Phase] This turn, your Long Arm (Jack) can't be interrupted except by knockdowns, your Junkshot (Queen) is unblockable, and your Extensor Grab (K) sets combat to ranged even if you hit with it after a dodge.
  •     Ace Modified:
    •     Beta Thrust does not knockdown.
  •     Queen Attack Modified:
    •     Gyro Spin: 4+4 damage --> 5+5 damage
    •     Junkshot: Now knocksdown.

5.2 -> 5.3

  • Innate Modified - Long Range:
        • Whenever your "range-giving" moves are blocked or wins combat, set combat to ranged next turn. At range, during combat:

    -Non-[range-legal] moves become Enders, can't be pumped, and don't deal damage or block damage.
   
 -  Players can't play throws, except [range-legal] throws.     -  Return the first face card you play each combat to your hand.     -  Your normal attacks are speed 1.0.
Lose range at the end of a turn in which both players blocked or you got hit by a non-[range-legal] move. (In 2v2 and 2v1, cancel range if there are no BBBs on the battlefield.)   

    5.3 -> 5.4

  •     Jack Modified:
    •     Cog Shot: 7(2) damage --> 8(2) damage
    •     Long Arm: 4(2) damage --> 5(2) damage
  •     Queen Modified: Junkshot: 5.0 speed, Knockdown --> 2.2 speed, does not knockdown
  •     King Modified: Now knocksdown.
  •     Ability Modified:
    •     9*: Overdrive lets your facecards deal +2 damage.
  •     Update to Cards' Rendering:
    •     Range-giving moves now have their proper "Gives range" symbol.
    •     Range-legal moves now have their proper damage splotches.
    • *Requires Long Range*, and *Can't Play at Long Range* now have proper graphical boxes.
    • Ability timing tags are now in their own separate box.

5.4 -> 5.7

  • Jack Modified: Long Arm: 3.6 speed, 5(2) damage --> 3.0 speed, 7(2) damage
  • Ability Modified:
    • 9*: Overdrive face card damage boost increased to +3 damage.
  • Ace Modified:
    • Beta Thrust: 10(2) damage --> 11(2) damage

5.7 -> 5.9

  • Ace Modified:
    • Piston Hurricane: 0.4 speed --> 0.2 speed

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