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Vendetta

Bio[]

Vendetta is an undead assassin from the Dreadlands. Not much is known about him or his origins.

Vendetta moves quickly and silently. He has great acrobatic skill as well as great patience. Giant pincers can extend from his arms, giving him huge range with his attacks.

Captain Zane of the Blood Guard encountered Vendetta on the road where three would-be robbers were sprawled out on the ground around him, bloodied. Zane was impressed, and offered to recruit Vendetta to the Blood Guard. Vendetta didn't say much, but he accepted. Zane is happy to have a badass crypt man on his side who slices up anything or anyone who needs slicing.

What Zane doesn't know is that Vendetta is no common foot soldier, and loyalty to Zane isn't exactly Vendetta's priority. Vendetta is actually one of Vandy Anadrose's (A playable character from Codex) most elite officers—he serves the Queen of D's. For now, he is her eyes. And as General Onimaru would say, spies are the most valuable asset of any army.

Vendetta is acrobatic, patient, precise, and deadly.

Deck[]

Hit Points: 75

Max Combo: 4

Normal Attack Properties: x.2 speed, x damage

Normal Throw Properties: x.4 speed, 7 damage, 2 CP Starter, Knocksdown

Innate Ability:

  • Carrion Reach - Whenever your normal attack is blocked or wins combat, return it to your hand.

Individual Cards:

  • 2: A/D (Pincer Poke)
    • Pincer Poke, Attack, 2.2 speed, 4 damage, 1 CP
  • 3: A/D (Pincer Stab)
    • Pincer Stab, Attack, 3.2 speed, 4 damage, 1 CP
  • 4: T/D (Kidney Shot)
    • Kidney Shot, Throw, 8.8 speed, 8 damage, 1 CP Starter
  • 5: A/B
  • 6: A/B
  • 7: A/T (Claw Trip)
    • Claw Trip, Attack, 3.0 speed, 7 damage, 1 CP Ender, Knocksdown
  • 8*: T/B (Acrobatics)
    • Acrobatics - [Combat Reveal] Discard a dodge (and this card) to cancel combat (discard all combat cards and no combat damage is dealt). Players skip forward to next turn's combat. Next turn your attacks and throws are 2 speed slower and you can't play Acrobatics. (You can't play this from the bench or while assisting.)
  • 9: T/B
  • T: B/D
  • J: Tumbling Strike, Attack, +3 any, 2.4 speed, 8+4(3) damage, 2 CP Ender
  • Q: Frost Web, Attack, 3.0 speed, 7(2) damage, 1 CP Linker
  • K*:
    • Diving Pincer Slice, Attack, 3.2 speed (1.0 speed on KD opponents) 12(1) damage, 2 CP Starter
    • Wall Dive Suplex, Throw, 11.0 speed (1.0 speed on KD opponents), 12 damage, Can't Combo, Knocksdown
    • Wall Dive Loop - [During Combat] While the opponent is knocked down, both sides of this card are speed 1.0. When you hit with either side of this card, return it to your hand.
  • A:
    • AA: Maximum Ven, Attack, 2.0 speed, 18(4) damage, 2 CP Ender
    • AAA: Surgical Strike, Attack, 1.0 speed, 36 damage, Can't combo

Changelog/Discussion[]

1.2 -> 1.3

  • T* (Acrobatics) does not require discarding same suit card, but only stops the damage from the opponent's combat card, not from the rest of their combo.

1.3 -> 1.6

  • Hit Points Modified: 80 --> 75
  • Innate Ability Removed:
    • Stunlock: Whenever you throw the opponent, the opponent can discard a throw card. If he doesn't, you may play another throw for zero combo points and search your discard pile for an Ace. (The additional throw triggers this ability again.)
  • Innate Ability Added:
    • Carrion Reach - Whenever you block an attack of speed 3.0 or faster, you may hit back with a single red normal attack (it becomes an Ender), then return a red normal attack card of lower rank from your discard pile to your hand.
  • Ability Modified:
    • T*: Acrobatics - After combat cards are revealed, you may discard this card to escape combat and take no damage, then immediately play another combat phase. During this extra combat, you cannot play another Acrobatics and your attacks and throws are 2 speed slower.
  • Ability Removed:
    • 2*: Biding Time - Whenever you would draw a card, you may reveal this card instead. If you do, look at the top two cards of your deck and put one in your hand and the other at the bottom of your deck. Then your opponent may discard a throw card to make you discard this card.
  • Normal Throws Modified: x.2 speed --> x.4 speed
  • Ability Added:
    • K*: Wall Dive Loop - When you hit with either side of this card, return it to your hand.
  • Jack Modified: 7(2) damage, 1 CP Ender --> 7+3(3) damage, +2 any, 2 CP Ender
  • Queen Modified: 2.2 speed, 8(2) damage, 2 CP Ender --> 3.0 speed, 6(2) damage, 1 CP Linker
  • King Throw Modified: 2.0 speed, 10 damage, 3 CP Linker --> 10.0 speed, 12 damage, Can't Combo
  • King Attack Added: Attack, 3.2 speed, 8(1) damage, Can't Combo
  • Ace Modified: AA: Icy Blades, Attack, 0.6 speed, 20(2) damage, 2 CP Ender --> AA: Maximum Ven, Throw, 8.0 speed, 20 damage, 2 CP Ender

1.6 -> 1.7

  • 7 attack named Claw Trip.
  • 6 Modified: Attack/Throw --> Attack/Block

1.7 -> 1.8

  • Command Throw Modified: 8: Shadow Step - Throw, 7.6 speed
  • T* Ability (Acrobatics) moved to 8*.
  • Ability Modified:
    • 8*: Acrobatics - After combat cards are revealed, you may discard this card to escape combat and take no damage, then immediately play another combat phase. During this extra combat, you cannot play another Acrobatics and your attacks and throws are 2 speed slower. Does not work against Aces or Jokers.
  • King Throw Modified: 10.0 speed --> 9.0 speed

1.8 -> 1.9

  • Innate Revised:
    • Carrion Reach - Whenever you take block damage, you may hit back with a single red normal attack (it becomes an Ender), then return all red normal attack cards of higher rank from your discard pile to your hand.
  • Ability Modified:
    • 8*: Acrobatics - After combat cards are revealed, you may discard this card to escape combat and take no damage, then immediately play another combat phase. During this extra combat, you cannot play another Acrobatics and your attacks and throws are 2 speed slower.
  • Command Throw Removed:
    • 8: T/B (Shadow Step) - Throw, 7.6 speed
  • Jack Modified: 7+3(3) damage --> 7+4(3) damage
  • King Attack Modified: Now Knocksdown.
  • King Throw Modified: Now Knocksdown.
  • Ace Attack Modified: AAA: 30(2) damage --> 30 damage

1.9 -> 2.0

  • Normal Attacks Modified: x.4 speed --> x.2 speed
  • Carrion Reach - Whenever you block an attack of speed 3.0 or faster, you may draw a card and hit back with a single red normal attack (it becomes an Ender). Whenever you block an attack slower than speed 3.0, you may return all red normal attack cards from your discard pile to your hand.
  • Command Throw Added:
    • 4: T/D (Kidney Shot) - 8.8 speed, 8 damage, 2 CP Linker, Knocksdown
  • Distribution changed to:
    • 2: A/D
    • 3: A/D
    • 4: T/D (Kidney Shot)
    • 5: A/B
    • 6: A/B
    • 7: A/T (Claw Trip)
    • 8: T/B
    • 9: T/B
    • T: T/B
  • King Attack Modified: 8(1) damage, Knocksdown --> 11(1) damage, Does not knock down
  • King Throw Modified: 12 damage --> 9 damage

2.0 -> 3.0

  • Normal Throws Modified: 5 damage, 2 CP Linker, Does not Knockdown --> 7 damage, 2 CP Starter, Knocksdown
  • Innate Revised:
    • Carrion Reach - Whenever your normal attack (as a combat card) hits or is blocked, you may return it to your hand instead of drawing a card. If it hits an attack of the same suit, it deals an extra 5 damage.Whenever you block an Ender, you may hit back with a red normal attack (it becomes an ender), then draw a card.
  • King Throw Modified: 10.0 speed --> 11.0 speed
  • Ability Modified:
    • Wall Dive Loop - If the opponent was knocked down last combat, both sides of this card are speed 1.0. When you hit with either side of this card, return it to your hand.

3.0 -> 3.2

  • Innate Revised:
    • Carrion Reach - Whenever your normal attack (as a combat card) hits or is blocked, you may return it to your hand instead of drawing a card.Whenever you block an Ender or Can't Combo attack, you may hit back with a red normal attack (it becomes an ender), then draw a card.
  • Ability Modified:
    • 8*: Acrobatics - After combat cards are revealed, you may discard this card to cancel combat. Discard both players' combat cards (neither player takes any damage), then immediately play another combat phase. During this extra combat, you cannot play another Acrobatics and your attacks and throws are 2 speed slower.

3.2 -> 3.3

  • Ace Modified:
    • AA: Throw, 8.0 speed, 20 damage, 2 CP Ender --> Attack, 2.0 speed, 20 damage, 2 CP Ender
  • Innate Reworded:
    • Carrion Reach - Whenever your normal attack is blocked or wins combat, you may return it to your hand instead of drawing a card...

3.3 -> 3.4

  • Ace Modified:
    • AA: 20 damage --> 20(4) damage

3.4 -> 3.5

  • Ace Modified:
    • AAA: 30 damage --> 33 damage

3.5 -> 3.6

  • Innate modified:
    • Carrion Reach: ... Whenever you block an Ender or Can't Combo attack, you may discard a card to hit back for 7 damage.

3.6 -> 4.1

  • Ability Clarified (for 2v2):
    • 8*: Acrobatics - After combat cards are revealed, you may discard this card to cancel combat. Discard both players' combat cards (neither player takes any damage), then immediately play another combat phase. During this extra combat, you cannot play another Acrobatics and your attacks and throws are 2 speed slower. (You can't play this from the bench or while assisting.)

4.1 -> 4.2

  • Innate Modified:
    • Carrion Reach: Whenever you block an Ender, a dodge, or Can't Combo attack, you may discard a card to hit back for 7 damage.
  • Ability Modified:
    • 8*: Acrobatics - After combat cards are revealed, you may discard this card to cancel combat (discard both players' combat cards and neither player takes any damage). Players skip this turn's power up phase and next turn's draw phase. Next turn your attacks and throws are 2 speed slower and you can't play Acrobatics. (You can't play this from the bench or while assisting.)
      • (The above version means there is no extra combat phase, so that we don't have to reword so many things throughout the game just to support this one move of one character.)

4.2 -> 4.3

  • 7 Modified: 7.2 speed --> 3.0 speed
  • Innate Modified:
    • Carrion Reach: Your opponent does not draw a card from blocking your normal attacks. Whenever your normal attack is blocked or wins combat, you may put it on top of your deck before you would draw a card. Whenever you block an Ender, a dodge, or Can't Combo attack, you may discard a card to hit back for 7 damage.

4.3 -> 4.4

  • Innate Modified:
    • Carrion Reach: Whenever your normal attack is blocked or wins combat, return it to your hand.
  • 2 Attack Modified: 2 damage --> 5 damage, named "Pincer Poke"
  • 3 Attack Modified: 3 damage --> 5 damage, named "Pincer Stab"
  • Ability Modified:
    • 8*: Acrobatics - After combat cards are revealed, you may discard this card and a dodge to cancel combat (discard both players' combat cards and neither player takes any damage). Players skip everything until next turn's combat. Next turn your attacks and throws are 2 speed slower and you can't play Acrobatics. (You can't play this from the bench or while assisting.)
  • Jack Modified: +2 any --> +3 any
  • Queen Modified: 6(2) damage --> 7(2) damage

4.4 -> 5.0

  • T Modified: Throw/Block --> Block/Dodge
  • 2 Attack Modified: 5 damage --> 4 damage
  • 3 Attack Modified: 5 damage --> 4 damage
  • Queen Modified: 7(2) damage --> 6(2) damage
  • Ability Reworded:
    • 8*: Acrobatics - After combat cards are revealed, you may discard this card and a dodge to cancel combat (discard both players' combat cards and neither player takes any damage). Players skip forward to next turn's combat. Next turn your attacks and throws are 2 speed slower and you can't play Acrobatics. (You can't play this from the bench or while assisting.)

5.0 -> Released

  • Abilities Reworded:
    • ​Acrobatics is labeled as a "Combat Reveal" ability:
      • 8*: Acrobatics - [Combat Reveal] Discard a dodge (and this card) to cancel combat (discard all combat cards and no combat damage is dealt). Players skip forward to next turn's combat. Next turn your attacks and throws are 2 speed slower and you can't play Acrobatics. (You can't play this from the bench or while assisting.)
    • Wall Dive Loop is labeled as a "During Combat" ability.
      • K*: Crash Bomb - [During Combat] While the opponent was knocked down last combat, both sides of this card are speed 1.0. When you hit with either side of this card, return it to your hand.
    • Joker*: Rewind Time is labeled as a "Combo Escape" ability.

Released -> 5.4

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

5.4 -> 5.5

  • 4 Modified: 2 CP Linker --> 1 CP Starter

5.5 -> 5.7

  • King Attack Modified: 11(1) damage --> 12(1) damage
  • King Throw Modified: 9 damage --> 10 damage
  • Ace Attack Modified
    • AA: 20 damage --> 18 damage
    • AAA: 33 damage --> 36 damage

5.7 -> 5.8

  • Jack Modified: 7+4(3) damage --> 8+4(3) damage
  • Queen Modified: 6(2) damage --> 7(2) damage
  • King Attack Modified: 3.2 speed, 12(1) damage, Can't Combo --> 3.2 speed (1.0 speed on KD opponents), 12(1) damage, 2 CP Starter
  • King Throw Modified: 11.0 speed, 10 damage --> 11.0 speed (1.0 speed on KD opponents), 12 damage

Gallery[]

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