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Jaina

Jaina Stormborne and her brother Grave train under Master Midori at Dragon Tail Vale, the outskirts of Flagstone territory.

Jaina is a hot-tempered show-off, but she has the martial arts and archery skills to back it up. She wields a bow that creates flame arrows from thin air. Her connection with fire magic hints that her veins flow with the blood of the red dragon.

Bio[]

Jaina is Grave's sister. She did not actually witness their father die, though she was as affected by it in her own way. If a loved one can die so suddenly, what guarantee is there for any of us? She wants whatever fun, whatever thrill she can have in her limited time in this world. She says don't take shit from anyone, and don't apologize for your vices. As a child she was reckless and prone to injury from overexerting herself or attempting overly dangerous feats.

Master Midori took in the Stormborne children and raised them as his own. While Grave took readily to physical training, Jaina was disobedient and out of control. Midori taught her to use a bow—a weapon totally unsuitable for her temperament—in an attempt to teach her patience and focus. While she had no interest in meditation, archery became a substitute to calm her mind.

Puzzle Strike Bio[]

Jaina's fiery temper goes hand-in-hand with her fiery attacks. Don't look at her wrong, or cross her brother Grave, or she'll have some words for you, and maybe her knee, too. She fights with a magic bow, strung with fire, and she taps the power of red phoenix dragons.

Jaina often overextends herself in combat, trying things beyond her mastery. This extra spunk can overwhelm enemies, but also results in her own injuries and burns, to which Master Midori does not approve.

Deck[]

Hit Points: 85

Max Combo: 5

Normal Attack Properties: x.6 speed, x damage

  • Red suits inflict x-1 block damage

Normal Throw Properties: x.6 speed, 7 damage, 2 CP Starter, Knocks down

Innate Abilities:

  • Burning Vigor - At the end of combat, if you attacked, you may return any number of combo cards to your hand other than Queens or Aces. Take 3 damage for each card returned this way. 
  • Burning Desperation - If you have 35 life or less, you may also return Queens and Aces and take 4 damage for each.

Individual Cards:

  • 2: A/D
  • 3: A/D
  • 4: A/D
  • 5: A/D
  • 6: A/T (Knee Bash)
    • Knee Bash, +2 any, Throw, 8.6 speed, 7+4 damage, Can't Combo
  • 7*: T/B
    • Unstable Power - [Draw Phase] Knocked down opponents stand up. You can't play Aces this turn, but you can rotate your combat-revealed attack 180 degrees. If you hit the opponent this combat, search your deck or discard pile for 2 Aces. Otherwise, take 7 damage.
  • 8: T/B
  • 9: T/B
  • T*: T/B
    • Smoldering Embers - [Combat Reveal] If the opponent dodged while this card is in your discard pile, they take two damage. You can't power up with this card. (It's too hot.)
  • J:
    • Flame Arrow, Attack, 2.6 speed, 6(5) damage, 1 CP Ender
    • Charged Shot, Attack, 4.6 speed, 8(7) damage, 2 CP Starter
  • Q: Dragonheart, Attack, +1 any, 0.2 speed, 8+5(1) damage, 3 CP Ender
  • K: Crossfire Kick, Attack, +K+K+K, 2.4 speed, 6+7(3) damage, 2 CP Linker
  • A:
    • A: Red Dragon, Attack, +A+A+A, 0.8 speed, 10+9(2) damage, Can't Combo
    • AA: Letter J, Attack, 0.2 speed, 18(4) damage, 2 CP Ender

Deck Analysis[]

Probability that combat option will appear on a card

  • Attack - 36/54, 66.7%
  • Block - 16/54, 29.6%
  • Dodge - 16/54, 29.6%
  • Throw - 20/54, 37%

Attack//* Correlation

  • Block - 0/36, 0%
  • Dodge - 16/36, 44.4%
  • Throw - 4/36, 11.1%

Block//* Correlation

  • Attack - 0/16, 0%
  • Dodge - 0/16, 0%
  • Throw - 16/16, 100%

Dodge//* Correlation

  • Attack - 16/16, 100%
  • Block - 0/16, 0%
  • Throw - 0/16, 0%

Throw//* Correlation

  • Attack - 4/20, 20%
  • Block - 16/20, 80%
  • Dodge - 0/20, 0%

Strategies[]

  • High-Speed Attack: Jaina's Queen is 0.2 speed (beats all throws and most attacks) and potentially does 13 damage. You should usually pay the 4 life to buy it back.
  • Buyback Technicality: Jaina can buy back any "combo" cards when she attacks, which also includes any card that she discards as a pumper. Even if you want to hold onto a card, you can usually discard it to her Queen and still buy it back for a net life gain.

Matchups[]

Revisions from Old Deck[]

  • Jaina can buy back Jacks and Kings for 3 life instead of 4.
  • Normal attacks on red suits deal ((card rank) - 1) block damage instead of 3 block damage.
  • She can also only buy back Queens and Aces when she is at 35 life or less. However, she can buy back Aces for 4 life instead of 5 life. 
  • "Unstable Power" nullifies the foe's knockdown state and only rotates combat-revealed attacks. However, Jaina can search for 2 Aces if she hits the opponent while this ability is active.
    • Also, instead of always taking 10 damage when this ability activates, she'll only take 7 damage if she fails to hit the opponent while this ability is active.
  • Jaina cannot powerup with Tens (You can still discard pairs, triples, and quads of them during the Powerup Phase, but nothing comes out of that).
  • J: Charged Shot is now a 4.6 speed, 2 cp Starter attack. 

Old Deck[]

Hit Points: 85

Max Combo: 5

Normal Attack Properties:

  • x.6 speed, x damage, red suits inflict 3 block damage

Normal Throw Properties:

  • x.6 speed, 7 damage, 2 cp Starter, Knocks down

Innate Ability:

  • Burning Vigor - At the end of combat, if you attacked, you may return any number of your non-Joker combo cards to your hand. For each numbered card, face card, and Ace card returned this way, take 3, 4, and 5 damage, respectively.

Individual Cards:

  • 2: A/D
  • 3: A/D
  • 4: A/D
  • 5: A/D
  • 6: A/T (Knee Bash)
    • Knee Bash, Throw +2 any, 8.6 speed, 7+4 damage, Can't Combo, Does Not knock down
  • 7: T/B (Unstable Power)
    • Unstable Power - After combat cards are revealed, you may discard this card and take 10 damage to rotate your combat card 180 degrees.
  • 8: T/B
  • 9: T/B
  • T: T/B (Smoldering Embers)
    • Smoldering Embers - When combat cards are revealed, if the opponent revealed a dodge and this card is in your discard pile, you may return it to your hand and the opponent takes 2 damage.
  • J:
    • Flame Arrow, Attack, 2.6 speed, 6(5) damage, 1 cp
    • Charged Shot, Attack, 8.6 speed, 8(7) damage, Can't Combo
  • Q: Dragonheart, Attack +1 any, 0.2 speed, 8+5(1) damage, 3 cp Ender
  • K: Crossfire Kick, Attack +K+K+K, 2.4 speed, 6+7(3) damage, 2 cp Linker
  • A:
    • A: Red Dragon, Attack +A+A+A, 0.8 speed, 10+9(2) damage, Can't Combo
    • AA, Letter J, Attack, 0.2 speed, 18(4) damage, 2 cp Ender

Old Deck Strategies[]

  • Embers/Aces Loop: If Jaina can get two or more Tens in her discard pile, for the rest of the game, any time the opponent dodges, they take 4+ damage, and all Tens return to Jaina's hand. She can then re-discard those Tens to search for her Aces, and she can repeat this every time the opponent dodges.
  • Unstable Dodge: Jaina's 2-5 cards work incredibly well with Unstable Power. If she plays the dodge side of it, she won't take damage from attacks, block, or dodges. And if she's thrown, she can pay 10 life to rotate it to an attack, and hit the opponent with a (hopefully large) combo. This is a particularly useful tactic during Jaina's late game. For this reason, it's often worthwhile to continually buyback Jaina's 2-5 cards as well.

Revision Changelog[]

Base -> 3.0

No direct changes to Jaina.

New gamewide rules:

  • If you reveal a normal attack as your combat card, draw a card.
  • If both players are knocked down during the same combat, then ignore the knockdown effect next combat.

3.0 -> 3.1

No direct changes to Jaina.

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.
  • Handicap: 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

No direct changes to Jaina.

Gamewide rule modified and is given a new name:

  • If you reveal a normal attack as your combat card, draw a card.
  • ->
  • 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 Jaina

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 you normal attack as your combat card and its not interrupted (by a faster or same-speed attack), draw a card.
  • ->
  • If your normal attack is blocked or wins combat, draw a card.

Gamewide rule reworded:

  • If both players are knocked down during the same combat, then ignore the knockdown effect next combat.
  • ->
  • Double knockdown: If you're both knocked down, cancel knockdown effect next combat.

​3.3 -> 4.0

Normal Attacks Modified:

  • x.6 speed, x damage, red variants inflict 3 block damage
  • ->
  • x.6 speed, x damage, red variants inflict x-1 block damage (red 2s deal 1 block damage, red 3s deal 2 block damage, etc.)

Abilities Modified

  • 7*: Unstable Power (The general buff to normal attacks make the shipped version's Unstable Power really good if used with Jaina's normal attacks.):
    • After combat cards are revealed, you may discard this card and take 10 damage to rotate your combat card 180 degrees.
    • ->
    • After the draw phase, you may attach this card to your character card. While attached, your attacks (and pumps) each do +1 damage and block damage. At the end of a combat, if you did damage, return all cards you played that combat to your hand, then unattach this card and discard it. At the end of each turn, if it's attached take 1 damage for each card in your hand.
  • 10*: Smoldering Embers [This tones down the Jaina's imfamous Embers/Aces loop. (See Jaina's "Strategy" Section for details on that tactic.)]:
    • When combat cards are revealed, if the opponent revealed a dodge and this card is in your discard pile, you may return it to your hand and the opponent takes 2 damage.
    • ->
    • When combat cards are revealed, if the opponent revealed a dodge and this card is in your discard pile, you may return it to your hand and the opponent takes 4 damage. Only one Smoldering Embers can trigger per turn.

4.0 -> 4.1

Ability Modified - 7*: Unstable Power:

  •  After the draw phase, you may attach this card to your character card. While attached, your attacks (and pumps) each do +1 damage and block damage. At the end of a combat, if you did damage, return all cards you played that combat to your hand, then unattach this card and discard it. At the end of each turn, if it's attached take 1 damage for each card in your hand.
  • ->
  • After the draw phase, you may reveal this card to make your attacks deal their regular damage and their block damage on hit and double block damage if blocked. At the end of a combat, you can't use your innate ability and if you didn't deal combat damage, take 1 damage for each card in your hand. Play this ability only once per turn.

4.1 -> 4.3

Abitity Modified - 7*: Unstable Power (back to the shipped version, but now with a catch.): 

  • After the draw phase, you may reveal this card to make your attacks deal their regular damage and their block damage on hit and double block damage if blocked. At the end of a combat, you can't use your innate ability and if you didn't deal combat damage, take 1 damage for each card in your hand. Play this ability only once per turn.
  • ->
  • After combat cards are revealed, if you played an attack, you may discard this card and take damage equal to the number of cards in your hand to discard the top card of your deck. If it's a red card, rotate your combat card 180 degrees. If not, return this Unstable Power to your hand (you may play it again).

New gamewide rule: Healing cannot go above max life. (This is correct flavor for fighting games, but more importantly, necessary for Yomi 2v2 mode to work.)

4.3 -> 4.4

Normal Attacks changed back to shipped version:

  • x.6 speed, x damage, red variants inflict x-1 block damage (red 2s deal 1 block damage, red 3s deal 2 block damage, etc.)
  • ->
  • x.6 speed, x damage, red variants inflict 3 block damage

Innate Modified:

  • Burning Vigor - At the end of combat, if you attacked, you may return any number of your non-Joker combo cards to your hand. For each numbered card, face card, and Ace card returned this way, take 3, 4, and 5 damage, respectively.
  • ->
  • Burning Vigor - At the end of combat, if you attacked, you may return any number of your non-Joker combo cards to your hand. For each numbered card, face card, and Ace card returned this way, take 4, 5, and 6 damage, respectively.

4.4 -> Released

Innate Modified - Burning Vigor:

  • At the end of combat, if you attacked, you may return any number of your non-Joker combo cards to your hand. For each numbered card, face card, and Ace card returned this way, take 4, 5, and 6 damage, respectively.
  • ->
  • At the end of combat, if you attacked, you may return any number of combo cards to your hand other than Queens or Aces. Take 3 damage for each card returned this way. 

Innate Added: Burning Desperation - If you have lower life than the oppenent, you may also return Queens and Aces and take 5 damage for each.

Flavor Quote changed:

  • "You think I'm hot? You have no idea ..."
  • ->
  • "You cross me and you get burned."

Normal attacks back to each red card dealing x-1 block damage:

  • x.6 speed, x damage, red variants inflict 3 block damage
  • ->
  • x.6 speed, x damage, red variants inflict x-1 block damage (red 2s deal 1 block damage, red 3s deal 2 block damage, etc.)

​Abilities Reworded:

  • 7*: Unstable Power is labeled as a "Combat Reveal" ability:
    • After combat cards are revealed, if you played an attack, you may discard this card and take damage equal to the number of cards in your hand to discard the top card of your deck. If it's a red card, rotate your combat card 180 degrees. If not, return this Unstable Power to your hand (you may play it again).
    • ->
    • [Combat Reveal] If you played an attacked, you may take 1 damage for each card in your hand to discard the top card of your deck. If it's a red card, rotate your combat card 180 degrees. If not, return this Unstable Power to your hand (you may play it again).
  • Joker*: Rewind Time is labeled as a "Combo Escape" ability.

​Ability Modified - 10*: Smoldering Embers:

  • When combat cards are revealed, if the opponent revealed a dodge and this card is in your discard pile, you may return it to your hand and the opponent takes 4 damage. Only one Smoldering Embers can trigger per turn.
  • ->
  • [Combat Reveal] If the opponent dodged while this card is in your discard pile, move it to the bottom of the deck and deal 4 damage to them. 

Released -> 5.4

Innate Modified - Burning Despration:

  • If you have lower life than the oppenent, you may also return Queens and Aces and take 5 damage for each.
  • ->
  • If you have 30 life or less, you may also return Queens and Aces and take 4 damage for each.

​Ability Modified - 7*: Unstable Power:

  • [Combat Reveal] If you played an attacked, you may take 1 damage for each card in your hand to discard the top card of your deck. If it's a red card, rotate your combat card 180 degrees. If not, return this Unstable Power to your hand (you may play it again).
  • ->
  • [Draw Phase] Knocked down opponents stand up. You can't play Aces this turn, but you can rotate your combat-revealed attack 180 degrees. If you hit the opponent this combat, search your deck or discard pile for 2 Aces. Otherwise, take 7 damage.

Update to Cards' Rendering: Ability timing tags are now in their own separate box.

5.4 -> 5.5

Innate Modified: Burning Desperation now activates at 35 life instead of 30 life.

5.5 -> 5.7

Attack Modified - J: Charged Shot:

  • Attack, 8.6 speed, 8(7) damage, Can't Combo
  • ->
  • Attack, 4.6 speed, 8(7) damage, 2 cp Starter

5.7 -> 5.8b

Ability Modified - 10*: Smothering Embers:

  • [Combat Reveal] If the opponent dodged while this card is in your discard pile, move it to the bottom of the deck and deal 4 damage to them.
  • ->
  • [Combat Reveal ]If the opponent dodged while this card is in your discard pile, they take two damage. You can't power up with this card. (It's too hot.)

Gallery[]

External links[]

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