The beginning of the game doesn't really do a great job of explaining all the mechanics that you face within the game. Before Abnormality pages were reworked I doubt anyone truly knew the difference between negative and positive emotion coins. With this in mind I wanted to take a deeper look at how everything works within Library of Ruina.
Light is what you use to play your pages. Very self explanatory for the most part. Baring certain passives and abno pages, you will always recover 1 light per scene. Each character starts out with a maximum of 3 light as well. This means that if you were to use pages that restored more light than you could hold, that extra light would be wasted. There are a few different methods of restoring light that can be used
0 cost light restoration pages:Usually restores 1 light without costing any light to play. Always a staple of a decent deck to have a few. Keep in mind the wording will determine whether you will receive the light on use or if you hit with a certain die
For this page, as long as it engages in a clash you will restore 1 light in addition to the passive 1 light you get from ending a scene.
This page in particular requires you to either win a clash with the light generating die, or engage in a 1 sided attack to guarantee the light generation. These pages are higher risk but usually have higher dice rolls to compensate for the risk.
Various cost light restoration pages: have a light cost associated with them, but either refund or restore more light than the original cost.
Requires 1 light to play but restores 2 light, leading to a net gain of 2 light counting passive gain.
Costs a hefty 3 light to play but restores 2 light, your passive 1 light gain will lead to a net 0 light assuming this was the only page you played this turn.
There are three types of damage in the game: slash, blunt, and pierce. All three of them have their own passives that buff their damage but what I want to focus on is damage resists. A keypages damage resists determine how much damage you take from an enemy attack. For more information consult the ingame manual for more specific numbers.
The dynamic for damage resists changes the higher you get in the story, in the beginning, most keypages have a type they are fatal to, later on these resists begin to normalize and instead most will have a damage type that they are more resistant to compared to the others.
has multiple damage types that they are weak to. if you are using this keypage you should be wary of what damage type the enemy makes use of so you don't lose unnecessary health. A fatal Attribute for pierce means they will take 2 times more damage
Still has a weak damage resist, but also has a damage type that they are endured against. Will take increased damage from slash, but reduced damage from blunt.
Everything has the same resist values except for pierce. For this type of keypage you should still be wary of what damage type your enemy uses, but instead you want to look for opportunities to push the advantage by trading one sided attacks so you can focus down a specific enemy.
Capped at a maximum of 5 per librarian; emotion level is increased by positive and negative emotion coin, which are earned through various conditions in battle. When a librarian reaches a certain amount of emotion coins, their emotion level will increase and their light will be increased in refilled at the beginning of the next scene. Once the overall floor emotion level is increased you will receive an abnormality page as well as a EGO page if your emotional level is high enough.
The following interactions will generate emotion coins
Winning a clash
Losing a clash
+ 1 negative
max damage roll
Min damage roll
holding onto an unused die
+ 1 positive
defeating an opponent:
+ 3 positive
Death of an ally
more/less damage dealt to opponent in a clash
These emotion coins will cap at a certain amount at which any more will not carry over to the next emotion level. Each emotion level require the following amount of coins
level 1: +1 to max light
level 2"+2 to max light
Level 3:+3 to max light
Level 4: +1 speed die, +4 max light
Level 5:+5 max light, after playing at least 2 pages in 1 scene, draw 1 page
The way that para works is that for every stack that is on a character, that many dice per page will be weakened, meaning the affected die will roll lower than it would if it wasn't affected. this means if you have a die that has a 1-4 range, it will pretty much be guaranteed to roll a 1 or a 2. If you have a page that has 3 dice, only one die will be affected. However, keep in mind that ALL pages played by a character that has the debuff will be affected until it falls off next scene.
If you've played games with statuses, this one is self explanatory. The way it works currently is that every time a character with bleed rolls an offensive die, they will receive damage proportional to the stack and the stack will be reduced by 1/3 of the current total rounded up
If you have 2 offensive die and 12 bleed stacks on a character, the first attack will cause that 12 damage to that character and reduce the stack by 4, the new stack being 8. The second die will reduce the stack by 2.6 meaning that the new stack should be 5.4 rounded up, which leaves us with 6 bleed stacks at the end of the scene.
If you do not apply any bleed for the next scene, the current stack of bleed that is left at the end of the scene will expire. If you do apply bleed for the next scene, it will simply substitute for the old.
in our previous example we are left with 6 bleed at the end of the scene. With no new bleed applied that entire stack falls off and the character is left with no bleed stacks. if they were attacked and they have 4 bleed stacks to be applied next scene, the new value would be 4 stacks, not 10.
Fairly self explanatory; at the end of a scene, the character will take a fixed amount of damage based the number of burn stacks that they have. The stack is then reduced by 1/3rd of the total rounded down.
Introduced with the WARP cleanup crew and expanded on with the Cane office. Charge is given by certain pages up to a maximum of 10. Charges can be consumed to provide various benefits to the character using them. When playing multiple pages that interact with charge, the speed dice will determine the order of effects.
Page 1 i played on a 6 speed die, page 2 a 4 speed, page 3 a 1 speed
Page 1 will give 5 charge to the character first page 2 will consume 3 charge leaving the character with 2 charge at the end of the clash page 3 will overcharge the character to the maximum of 10 charge, wasting 2 charge.
With this in mind you can pull of some very nasty combos utilizing pages that give and use
Overcharge+rip space Energy cycle+leap Energy cycle+ripple dimensional tear+energy conversion ETC.
Introduced with the Smiling Faces and expanded upon with the Church of gears. Smoke stacks up to a maximum of 10 and enhances damage on the target. Above 9 stacks of smoke, you will receive 1 power to all dice that are in play. Make sure that you run some sort of smoke nullification passives so you don't receive more damage from smoke stacking on yourself.
Ranged pages are not affected by speed, so they will always land their hits first before receiving retaliation. The downside is that most ranged pages will exhaust, meaning they are one and done until the thumb and rabbits in Star of the City. Additionally if an attack die wins a clash against a ranged die, they will function similarly to an evade die and recycle until they either break even or lose the clash( block die will not recycle regardless of whether they win the clash or not.) Do not clash with High roll dice of any kind; you will lose, and it will be painful.
First introduced with the Queen of hatred, mass attacks target every enemy in the field. There are two types of mass attacks that we will go over, Summation and Individual.
Summation mass attacks will have a summation tag on their page and will usually be a single attack die.
Summation will target 1 speed die per librarian, any page that is played on that die is subject to summation. When combat begins, all of the dice will roll to form a total number, if that number is higher than the opposing die than the attack will be negated. If the total number is not higher than the summation attack then you will take damage(note that block dice do not reduce damage taken).
Individual mass attacks usually consist of a combat page that has multiple attack dice on it.
Unlike summation, individual mass attacks will clash with each die that is on the page assigned to the speed die that it targets. This means that if a page does not have enough dice to clash with all of the dice on the mass attack, you will take free damage(dice are not recycled upon winning a clash)
Additionally, any die that loses a clash to an individual mass attack clash will be removed from the page for the rest of the turn.
Canard:Rats and Yun's office
Everyone has to start somewhere right? honestly up to urban myth and somewhat the beginning of urban legend your page choice doesn't really matter that much. I'll do my best to point out any overperforming pages but don't expect me to go into too much detail.
The first set of pages you acquire for yourself; none of the key pages have any special effects. however they have more HP than your starting patron librarian page so feel free to slot them.
All the pages in this set have a small bleed effect. Bleed at the current level of gameplay doesn't play a part in damage and by the time it does, you will already have better pages to choose from.
Nothing in particular about this page really stands out. Really just an average page with average rolls.
Has the highest roll range on a 1 light cost page at its tier. Even so, its range is subject to RNG so you'll still lose clashes with it. If you have nothing that could beat an opponents clash its arlight to use.
Two dodge dice with decent range that you can use to avoid lesser attacks. A bit redundant but with the high roll range if the first evade fails you'll still have a backup. The damage at the end is just a nice bonus
Has a decent block die. The dice order is a bit wonky in my opinion so this makes it a bit niche in my opinion, but its canard so who really cares to be honest. The attack die roll has a very consistent roll range so that's nice.
Has a decent damage roll as well as being more consistent in its ratio (3-7). The block die probably won't win most clashes, but at least it'll mitigate some damage at the least.
Comparing it to focused strikes, you lose a 1-3 pierce die for a 1-4 block die. Additionally you will receive rampage from the hook office further up the line. Even so, you'll always know what you're getting for attack dice (3-6 and 3-5). up to you which to use.
No Finns were bullied in the making of this guide. Yun and Eri have more defensive oriented passives, just keep in mind that they are a chance at extra defense instead of a fixed bonus. You get a ton of pages from this episode. I probably wont cover all of them because canard really doesn't matter in the end
the extra fragile helps you burst down opponents if you're somehow struggling with canard. Dice roll is alright and the block die is consistent I guess.
If you win the defensive clash, the light cost gets refunded. At this level of gameplay you probably wont have a fight that lasts long enough to seriously take advantage of light regen. Crappy attack die.
Good for evading small attacks and ensuring that the fragile debuff lands. Still has a very variable evade die Could be useful if you feel you are having trouble defeating enemies.
Not too bad considering when you get it. Allows you to mitigate damage while having a bit of insurance for the next scene. Not a bad choice all things considered.
Defensive die rolls relatively high allowing you to direct clashes efficiently.Winning the second clash is somewhat dependent on winning the first one but the second attack die allows you to get some damage in.
A 3 cost that has a bit of utility. Additionally the first offensive die has a very good roll range(4-8). Good to use if you're struggling to help mitigate some of the damage.
Canard:Iron Brotherhood of Iron, Hook Office
The brotherhood of iron
The iron meme men in book form. All three key pages have the same passive of inflicting paralysis at 25% chance on successful attack; although i don't think you should rely on rng passives, it applies to all successful attacks so its ok i guess. On the page side they have a very good variety to choose from.
Light regain doesn't matter until you are playing with multiple speed dice. Just pick a page that will win the actual clash instead of always losing it.
Paralysis is actually pretty huge in the early game, Due to the mostly low rolls on early pages you will be able to proc it quite often which will allow you to always win your clashes if you constantly apply it. Additionally, the second die has a consistent roll range so smart clashes will guarantee a win.
Has somewhat lower damage rolls for a 2 cost page. Having paralysis applied while clashing will help continue the para chain by winning the clash.
Very weak damage rolls but in exchange you get +2 strength next scene. Very powerful in my opinion. The biggest limiting factor is the light cost as well as the garbage rolls.
Very small roll range on all of the dice. should only be used if you are running D-dried up and even then, just run a stronger page since power gain is universal.
would not use under most circumstances
A wild card(page form). you're more likely to win the clash than lose it but there's always the chance. Gets replaced with binding arms from the Gaze office.
All three psycho murderers for hire share the passive of gaining 1 strength for defeating an enemy(Keyword enemy). This can set you up to snowball if you have enough librarians with the same passive/strength buffing pages, not too bad tbh.
Restores 1 hp on use. Not relevant until you get your first 2 speed dice character and even then, you'll have access to better options.
Good first die but weak second die. I don't really think the solid first die is worth the gutted second. Use at your own discretion but in all honestly I think theres better choices in its own pageset.
Has a good evasion die that you can use to get all of your attacks in. Assuming that you manage to avoid all of the enemy attacks, the final die has a decent range for a 3 dice page. Definitely worth a use
Bleed still isn't relevant in canard. Aside from that the dice ranges are consistent if a little bit weaker. You'll at least have a good idea of what you're getting in a clash when you use this page.
Decent damage rolls on top of restoring 2 hp if both hits land. The slight problem is the highly variable range with both of the dice. Extra hp with damage definitely gives this page an edge over its peers.
If you're still running focused strikes from the patron librarian set, swap them out for this. Its straight up better with higher overall rolls and although bleed isn't relevant, an extra 1 or 2 damage doesn't hurt either.
Urban Myth:Pierre's Bistro, Lamplight Office
Still not too hard to overcome. You could probably just spam abno pages and win with anything you could cobble together.
Both Pierre and Jack have solid passives in the form of HP regen. While Pierre regains hp off of defeating enemies, Jack regains 2 hp every single scene. Pierre's passive is strictly better but throwing Jack's on as well if you have the space wouldn't hurt.
Does OK damage for a 0 cost. Bleed not relevant, not good until you get a 2 die etc.
Has a low damage first die but a gigantic evasion die with a range of 12. Good to have for a more defensive oriented character
A more damage oriented version of keep it fresh. The evasion die is severely weakened, but you get a higher damage roll as well as a para debuff to help you win next scene's clashes.
High block die as well as as a consistent attack die for 1 light. Not a bad choice
The standout on this page is the fact that you will receive HP based on how many bleed stacks the opponent has. Keep in mind that you still have to land the hit and that bleed will most likely be very hard to stack in any efficient manner.
Has somewhat bad damage rolls for a 2 cost but a straight 4-4 roll second die that restores 4 hp along with it. A good pickup to have for sustain as you could argue that it is the most consistent page you get until later.
Decent damage rolls in exchange for decreasing the opponents speed next turn. Nothing standout about this page
Lamplight office (Lulu and Mars)
The first taste of DESPAIR. Mars is the first objet d'art that you receive, with two speed dice its very important that you have some form of light generation as well as page draw never mind, page draw doesn't exist until urban plague. Having some light generation is a good choice so you can keep churning out pages. Lulu's is slightly less noteworthy with a 50% chance at 1 burn on an hit.Throw it on whatever you want i guess. Probably not gonna cover every page because no unique art pages are for losers.
Another 0 cost page. You do receive your first 2 die Keypage in the form of Mars so you could run this if you want to.
A lower rolling defensive die in exchange for a possibly higher damage roll. Less consistent
A high defensive roll in exchange for a lower but more consistent damage roll.
A very potent page that allows you to avoid the majority of enemy attacks while buffing your attack die. The burn is a nice addition as well
Has a very low damage roll that you will most likely lose. Additionally the roll range for the evasion die is pretty meh considering you get keep it fresh from Pierre's bistro. The two evasion dice are honestly just redundant and I would rather use something else.
Has a consistent block die and also has 2 attack dice right after. It definitely has potential for high damage assuming you clash against something that you can win.
A high damage page that can inflict 6 burn by itself. Additionally, you do not lose HP as long as you don't hit your target so theres downside to using this page to clash. The burn here is the big ticket here considering that you will get 8 damage over 2 scenes just from managing to hit the enemy twice.
Definitely a good page to slot even if you dont plan on running a burn oriented deck.
Kind of a strange page where your dice are more consistent with each roll, but you also get retaliate from the Zwei Office so most people gloss over this page. Perhaps not a bad page, but gets replaced way too fast for anyone to use.
Definitely a lot more challenging than previous levels. Stray dogs and Molar office might give you a bit of trouble if you don't upgrade your pages to the current tier.
The first "real" fight you come up against in my opinion. An interesting thing to note is that the Zwei fixer page has a passive that restores 1 hp per clash. Isadora and Julia have somewhat mediocre passives in the forms of additional stagger damage and damage from slash respectively. The most important one to consider farming for is Walter, who receives a flat buff of +1 to defensive dice as well as being a limited edition keypage that has 2 speed dice. I would argue that he is essential to have if you want to have a more defense oriented librarian.
Another 0 light page.
A good defensive die as well as giving you protection for next scene. Good for general usage
Good damage rolls for a 1 cost in addition to buffing your defensive dice for the next scene.
You deal 2 damage on a defensive clash win. A good 2 cost for its tier.
A much more defense oriented page. Endurance helps you win clashes next scene.
Small defensive die for a 1 cost. Usable, but definitely gets powercreeped later.
Triple offensive dice to get some damage on target. Usable.
Honestly not that good. for a 2 cost page I would want something else.
Probably the best page from the set. Lets you dodge all offensive dice to slap them back with an enhance offensive die. Definitely a great page to use until you get to the index.
definitely more popular than molar office due to all the dumb strategies that you can pull off with this set. Their passives range from useless to OK at best; the most useful ones are the +2 to blunt or the chance to restore light.
The first 0 cost page that is actually worth something. A good damage roll in addition to being able to restore light if you land the hit. Recommended for your 2 speed dice decks. Gets powercreeped later in the game
Decent roll ranges for a 1 light page. Nothing else to say
Loses some offensive power to apply paralysis.
Has a crazy dice range. There's always a chance that you could lose, but you're more likely to win than to lose.
Has slightly less range than destructive impact, but is more consistent in its range. Definitely a better clash winner.
A mix of offensive and defensive dice. allows you to win the first clash while evading the second and possible third clash. OK.
An average 2 light 2 dice page. Bleed still isn't relevant.
The real dice range of this page is 3-8. Even with the reduced power this page is one of the best for 3 cost at its tier, only contended by daring decision when it comes to damage. If you play around brawl as well it gets even better.
Only utilized in meme decks. You could end up using another brawl or scratch that, or you'll most likely end up burning a lower cost page. Only use if you know what you're doing.
Their keypages are based around page discard/pages in hand While perhaps not as popular as a Stray dog brawl meme decks, Molar office still has a great lineup of pages. the majority of their pages as well as their key pages focus on page discard effects.
Not even good in its own tier. 1 light gain doesn't make up for a garbage roll.
One of the two low cost discard pages that you can use. very weak dice until the third comes into play so don't attack evasion dice with it.
Able to win clashes compared to fierce onslaught more consistently due to higher values. Would recommend this one out of the two.
The only page within the molar office that gives you page draw for discarding it. The biggest problem with it is the fact that it shares a 1 cost with other pages meaning its discard is not reliable.
Has an ok evasion die and a better attack die. Definitely recommended to have 1 in your decks even if you aren't running molar office keypages.
Cant win clashes. Even if you increase it's rolls its still pretty terrible compared to most other options you have.
Has very high damage rolls. The downside is that it discards your entire hand in order to play it. Either use it with stay calm or Olga's keypage to negate the page loss.
Urban Plague:The Carnival and Full Stop Office
This is the point in the game where your page choices will actually start to matter substantially. There are two boss fight that will demand that you know how to build a deck and pick your targets. Additionally, bleed and burn become more prominent within the game as well as page draw and light restoration effects.
Most well known for Tailoring yujin, The carnival's keypage passive is that once an ally is defeated, you will receive 2 strength every scene for the rest of the act. A very powerful passive in the more long and drawn out fights. Please note that the passive goes away once the battle is over.
Has an ok block die that will refund its cost on winning. nothing too standout about this page to mention.
Pretty bad, although art of rapid steps from the Molar office might be subject to slightly more RNG, It also has a higher roll range as well as doing more damage to enemies. The extra stagger damage doesn't make up for that at all.
Would not recommend using.
Exactly like cut in from the stray dogs, except it costs 1 light so it isn't so steep costwise and restores HP. Also has 3 dice so will always be guaranteed to do some damage.
5-7 block die makes this page very good at mitigating damage. Additionally the health gain isn't too bad to have either. definitely a good page to have on a tanky keypage until better options become available to you.
Compared to feast, loses out on higher rolls in order to generate the facinating fabric page. The value of this page and whether its worth to run is linked to how much worth you can get out of Fascinating fabrics.
Has a very good flat 8 defensive die as well as a very good evasion die. unfortunately, the cost to play this page is a steep 3 light so unless you are able to raise your emotion level, you'll most likely be playing at a deficit for playing this page. The silver lining to this page is that if the enemy uses it, you can just ignore them for that scene.
Has 2 high damage rolls that are guaranteed to land. It can get outdamaged by 3 cost pages assuming they both roll their Max/min values, but the ability to win clashes single handedly gives this page the edge over its competition.
Full stop office
Your first taste of woefully underdeveloped ranged page All three of the full stop office utilize ranged pages to an extent. Keep in mind that all their ranged pages will exhaust on use, making them a one and done situation. Make sure you win the clashes or you'll have no pages left to clash with.
Provides feeble for the next turn burst of damage as well as a defense die just in case you didn't stagger them. Lose out on a second offensive die but is the only fullstop 1 cost with a block die.
An alternative to return fire. Does more damage as well as having an evasion die to fully negate any attacks that remain if you didn't win the clash/stagger them.
A pure offensive page. You have no backup if you lose so only pick clashes that you can win. Has a higher max damage compared to other 1 cost pages so can be used as a finisher.
No real reason to use this page over the other ranged pages available to you. Only has 2 damage dice while other 1 cost pages in the same set do the same amount of damage as well as having a defensive die as a backup. Do not recommend.
Allows you to guarantee a clash win if you don't feel comfortable with ranged mechanics. Can deal a substantial amount of damage assuming each die rolls max. Can still lose clashes, but just becomes more consistent the more it loses.
has 2 4-7 attack dice as well as a block die. can do some good damage as long as it's played against the correct pages.
A cheaper version of Going for bullseye. Lower roll range and also inflicts bleed instead of fragile, making it worse. its up for debate whether having a lower light cost makes it worth running, but ranged pages are for focusing down enemies, not winning clashes.
One of two melee pages listed in the full-stop set. Good dice range as well as inflicting fragile on hit. Good to use with Kurokumo for the slash synergy.
Trade some damage for an evasion die. The evasion die is ok for attempting to dodge enemy attacks. Three die page so will most likely land a hit at the very least. Also comes with a bit of bleed. As before, use with Kurokumo.
Does a crazy amount of damage and inflicts fragile. can be mitigated and countered by pages that have a block die for the first roll, but that's why you don't clash with this page unless its a clear win/stagger.
Good to use to stagger/delete an enemy.
Urban plague:Dawn Office and Cane Office
Phillip Le Coward makes his appearance. Their pages mainly focus on applying burn and are generally high damage.
A decent choice if you are running a burn oriented deck. A block die with a predictable range is very valuable for a 0 range. Good to run for a while until you unlock kurokumo or get to urban nightmare.
Has very good damage dice for a 1 page as well as drawing a page on use. Good to use but gets powercreeped later into the game. Additionally is a 3 die page which guarantees damage as long as you play it properly.
Average damage dice that applies burn. The block die is consistent but not very high rolling. Decent to use for its tier
Good for using on a pierce keypage since that makes it a net gain of +2 power against an enemy clash. The biggest problem is its low roll range meaning that it falls behind later in the game.
One of the most damaging pages in the game; assuming max values are rolled, you cause 21 damage at the end of a scene for 2 light. Adding burn passives further increases the damage that you can do. The problem with this page is winning the clashes/rolling max values.
A block die to mitigate damage so you can retaliate with a very high damage roll. Additionally gives protection to 2 alles the next scene. Very good for its tier. the defensive die does eventually get a bit powercreeped later in the game but there are very few pages in the game that offer 2 protection to alles in this game.
Focuses around paralysis pages and receiving damage buffs if it is applied.
has 4 dice for a 1 light cost. Even with the para status fufilled, its still a very low roll page. Should be used with some sort of strength buffing page. Additionally, generates 3 emotion coins due to the roll range on the offensive dice(1-2 guarantees a positive or negative coin) so its also good for rushing emotion levels.
Has decent damage rolls that can inflict paralysis on hit. Works well with pierce passives.
Compared to the art of rapid steps from the molar office, loses a bit of power on both dice to apply para.
E-endure version 2, you need to win a defensive clash to inflict the paralysis, so keep that in mind.
Ok damage rolls that apply paralysis. Ok to use.
A 2 cost version of you're a hinderance. Up to personal preference if a block die is worth the extra light cost.
Costs the better part of your light bar in order to buff your strength. If you're lucky, you can set up for an opportunity spotted next turn for some great numbers.
A very good page to use, even into the later tiers. Becomes better the longer the fight goes on.
Urban plague:Kurokumo Clan and The musicians of breman
Famous for making bleed great before it got gutted. All of their pages mainly focus on slash and bleed. Unfortunately with the way that bleed functions it isn't as strong as burn unless you are facing a single target.
A very good 0 cost. Has a high ratio damage roll as well as drawing a page if you land a hit. Famous for Yesod musical addiction combos before it got nerfed to hell.
Good for deflecting enemy attacks as well as being able to apply a bit of bleed at the end of a clash. definitely a page to consider with a more defensive oriented keypage or as a backup to mitigate a large amount of damage.
A 1 cost that restores 2 light. Will refund its light cost, just make sure you can play it in the first place. Has a slightly lower roll compared to rules of the backstreets.
Increases bleed as soon as the combat begins. Personally I've never used it even when bleed was in a better spot. You'll probably be able to find a use for it if you make a floor based around bleed.
Increases the power of slash dice at the begin of combat. With the addition of 3-4 speed dice and a larger light pool, it might be more relevant than beforehand. Could definitely find a use as long as you have the page draw and the light to sustain it.
an interesting page to play with. if you lose the first clash, your second gets a power increase. I would honestly rather have a page that could mitigate damage or just win both clashes in the first place. Niche.
A Defensive page that not only allows you to either evade or block damage, but also gives you 3 protection the moment the battle starts. The evade die is subject to rng, but at least you will take 3 less damage if you lose the clash. Extremely valuable when you face enemies with multiple speed dice or enemies that focus fire.
Definitely a hard recommend even later into the game for the damage mitigation.
A more offensive oriented version of the previous page. I would rather have the protection the same scene than try to predict the targeting of the AI on the next turn.
The magnum opus of the Kurokumo. Built to win clashes. the page only gains power from pages that are not in use. This means the pages cannot be used in the same scene that ink over is played if you want the power bonus. The final die also has a good roll range as well and the defensive die is not to be underestimated. Can be played with a small amount of pages but obviously the more pages in hand the better.
A very strong page that somewhat gets powercreeped by later star of the city pages that don't require as much setup to achieve similar damage numberes.
Musicians of breman
Rest in peace Yesod, he unga till he couldn't bunga no more. Their pageset focuses on strength buffs and debuffs to make up for mediocre dice rolls.
A simple page with no interesting attributes. Probably the only low cost page in the set with decent damage rolls.
got nerfed hard. The biggest problem with this page is the low damage numbers. Still a great snowball page if you stack it hard enough.
With red notes being nerfed, there might be more of a reason to use this page. The biggest problem preventing this page from becoming the new red notes is the 2 light cost.
Instead of giving strength to your librarians, decreases the strength of enemies. has 2 blunt dice so good to use with blunt passives. Additionally the block die at the very end is only a 1-2 roll so don't expect to win any clashes with it.
provides a duel effect of strength and HP. Very low rolls for a 2 cost. at its tier it might be alright to use, but just gets powercreeped very quickly due to its low rolls.
A worse version of Binding arms from the Gaze office in my opinion. for a hard 3 light cost you get a bit more damage as well as feeble, decreasing the attack power of the enemies. All things considered I would rather use binding arms
. a 3 light page that refunds it's cost upon use. With the max light level increased as well as having more speed dice, this might be a page you could use in later tiers if you can forgive the powercreeped dice.
Urban Plague:Wedge office and lovetown
The Dawn's sister office, has a major focus on Pierce damage.
A 0 light page that focuses on pure damage. Does get a bit powercreeped later in the game but its the only 0 cost page that has 3 dice. I exclusively use it on pierce oriented keypages to make up for the lack of utility.
All pierce dice as well as a draw on use. Has high damage rolls as well as drawing you a page on use, making it very good for keeping up tempo.Shines on pierce decks but can be used on normal decks as well.
Even if it didn't have a slash die in a pageset focused around pierce, sparkling spear exists. Even with all that the damage rolls are even worse than sparkling spear and you don't draw a page for free either.
I don't know why this page exists.
The damage oriented version of Crack of dawn. In exchange for 2 protection for 2 allies you get an additional 5 damage on hit as well as having a slightly higher attack dice range. Can eat ranged dice alive and survive to still hit like a truck afterwards. Very good damage dealer.
Assuming you win both clashes, the light cost is refunded. Can be used to clash with smaller pages as a free clash winner that refunds its cost. A much more specialized page compared to transpierce.
We don't talk about itThere isn't that much to talk about; Love town only has two pages, but they're damn good ones
A situational page that becomes less so if you run a Shi association keypage. Having an evasion die with a minimum roll of 4 is exceptional. Due to the shi keypages being changed, can only be use to its full potential with Yujin at the beginning of the battle due to het HP changes to Tenma and Valentin.
Lose 7 HP to get an unnerfed scratch that! from the stray dogs pageset. Definitely a good page to use but make sure you win all the clashes you start with this one. Can be used with health hauler from the sweepers or health gain pages to help offset the damage taken from playing the page
Gets slightly powercreeped by star of the city 3 costs due to having somewhat similar damage rolls as well as not costing 7 health to play.
Urban nightmare:The Sweepers and The Shi Association
Remember them from Lobcorp? The majority of their pages focus on defense with health sustainment making them a pain to kill.
Generates 1 light as well as restores some HP. Might be hard to fit into later decks due to the low pierce roll. The good news is that compared to other 1 lights it doesn't really give up any damage to trade for life gain(aside from not having a second attack die).
Restores 5 hp if both attacks land. The biggest problem is that this page will affect all other pages that are played by this character during this scene. All your dice for that specific combat scene will suffer from -2 power to all their rolls.
A very Niche page that might find more use in a defensive deck that doesn't rely on winning clashes with offensive dice.
A more support oriented page that helps you mitigate damage from any one sided clashes you might face. Additionally the evasion die has a nice range if unreliable. Also is a 3 dice page so you will get some damage on target assuming you clash with a 2 die page.
The better of the two support pages in my opinion. provides health regen as well as paralysis to lock up enemy dice. The health gain is also on the final die so easier to get on target as well compared to sweep the backstreets and extract fuel. Better for selfish uses
The buff persistence gives an 80% chance to restore HP upon receiving lethal damage. You can proc this effect more then once, but the chances are halved every time it procs successfully. Additionally doesn't really lose die power for this buff but only has 1 offensive diMight be a good page to use if you're facing a floor that focus fires librarians, but in all other cases its probably better to carry an actual page.
Niche but excels in its niche
Exclusive to sweeper pages; three normal dice with the first two being standard and the last being small. Additionally this page has a fourth die. The positive of this final die is that it can be rerolled up to 6 times as long as it rolls max. Very good for sustain.
An essential page for sweepers.
The Shi assiociation
The pageset that ruined 4 costs and Hp scaling forever. All of their pages have absurd Hp values that start at 25% of their max values in order to proc their page passives. Faint memories from lovetown is a must have.
A guaranteed 0 cost that draws a page. Additionally if you have less than 25% max hp you'll restore light on hit. The problem is that this page is only really worth it if you are using shi. Rules of the backstreets has a higher roll range so it's not worth running on normal pages unless you expect to be near death. Always carry 1 or 2 on your shi keypages.
Lose 5 HP to increase the dice range to 4-7 and 4-6. The extra power will help you win clashes against most other 1 lights in addition to having a better chance at winning against some 2 lights. If you initiate a 1 sided attack you will not lose hp; the page must clash against an enemy for the strength for hp effect to kick in.
Gives you a bit of haste to help control the flow of battle or to synergize with flashing strikes. Loses a bit of damage to gain haste. Not a general use page.
A 1 die page that makes enemies defensive dice worse even though the debuff is call disarm. It also used to deal pierce damage, PM pls. Has a high roll range as well as low variance so the attack will usually land. The biggest problem is that with most 1 die pages you will almost always get hit by any attack dice on the enemy page. You have to decide whether the damage is worth getting bled to death by chip damage.
I personally don't think its really worth it unless you are running Valentin's singular strike passive.
A somewhat average page that gains power when your speed dice are at least 7 or above The biggest problem I have with this page is that unless you are running it on a floor that allows you to slot an ego page to gain haste(hod), the roll range is not substantially changed when the condition is fufilled.
Additionally if you are not running this with a permanent haste buff, you require a haste increasing page to trigger the conditions.
Synergizes well with Myo from R corp due to her receiving passive haste buffs.
Also for some stupid reason the evasion die is at the end on a page that GAINS A BUFF FOR HAVING SPEED ABOVE THE MAXIMUM meaning setting up clashes to take advantage of this might be a bit of a pain.
In all honesty just run faint memories, too much set-up for too little gain in my opinion.
Usually overlooked for faint memories. I don't personally use this page, but you might be able to find a use for it in a singleton deck or something.
An absolute meme page that guarantees a win 25% of the time. The Dice must roll an unmodified 4 to get the rest of the damage, meaning it can't be affected by strength gain or loss to influence the roll. At worst, this page is just a dead slot; at best it can be used to possibly win a clash that you would have no chance of winning with a normal page. Unless you're the director, don't use this page for a serious fight.
Urban nightmare:8 o'clock circus and the puppets
The eight o'clock circus
Emma's page gives blunt dice 1 power as well as + 1 power to pages that have a cost of 3 or more. Combine this with a puppet keypage passive and you get +3 to all blunt dice permanently. A very strong keypage as long as you stack blunt pages on it.
Ranged page that exhausts on use, no. On a more serious note this page has 1 ranged offensive die that has para. You will still get damaged because it's a 1 die page and you will still lose the ability to play this because it exhausts(maybe a blessing in disguise considering how bad it is)
Also Fullstop ranged pages still exist
In conclusion, no
Got slightly buffed. Running it with the rabbits from R corp might be decent, but at the same time fullstop pages still exist and they have more damage and utility as well.
Doesn't really do anything different and unless you're stacking bleed, you'll find it to be very low impact. I would say there are definitely better choices.
Compared to repressed flesh you lose out on page draw and a pure blunt page for a stagger recovery on hit. Maybe a more general use page but I don't know if gaining stagger makes up for not drawing a page.
A decent alternative if you want to spice things up or are running singleton. Oscar would probably benefit from the pierce die so could be a good choice on him.
The keypages are rarely used compared to emma. Have a focus on blunt
Provides light as well as helping mitigate damage from the clash. Good to use for light sustainment.
a 1 cost version of puppet blockade. unfortunately has the same block die but has a better blunt die that can probably win some clashes.
An interesting page that doesn't provide any light generation but provides a defensive debuff assuming you win the clash. I personally have never used it.
A more offensive die that benefits heavily from blunt passives. Still never used it to be honest. Definitely still usable.
PM decided that Retaliate needed a blunt counterpart and buffed this to create it. The haste is just the cherry on top. I usually use it in defensive oriented decks to make up for lack of attacks as well as being able to redirect next scenes clashes.
A very good option for any deck
hits very hard with 2 blunt dice as well as a blunt counter die. With a little bit of luck the counter die can serve as a one sided attack killer.
Essential to run at least one on Emma's keypage.
1 offensive die that hits hard and more importantly, weakens the enemy for the next scene. Has less potential than repressed flesh in my opinion but still good.
Still offers a large amount of utility as well as a very high damage roll so running both is definitely an option
Urban nightmare:The Index and the Smiling Faces
The index Pt. 1
The index is all about variety; aside from coming packaged with a passive that will randomly increase a specific die power by 2, they are also the introduction of the singleton mechanic. Many of their pages have a mix between the three attack dice in order to make use of their passive as well as receiving further buffs from the singleton trait.
Refunds it's cost, has similar rolls to other pages in its tier so using it with a prescript bonus is probably for the best if your going to clash with it. You can definitely use it for a 1 sided attack to get some free damage in without worrying about the cost.
Seems great on paper; the biggest problem with it is that with multiple speed dice, you will almost never have enough pages in your hand in order to play this page to its full potential. The damage roll at the end gets a 4-8 but like I said you'll have a hard time making this page consistent.
At most, you could probably make this page work with the Thumb's keypages, as their constant ammo generation will allow you to fill your hand to take advantage of the power increase.
Affects all pages played by the character during this scene. Prescript bonuses excluded the rolls are not good enough to justify destroying all of your other offensive dice. Would not recommend.
A simple page that is exclusively pierce damage. Assuming a combination of these passives, you would be able to boost this page's dice by 4.
Goes very well with either an index passive or Oscar's keypage.
has a high damage output assuming that you land your hits. Without the dice buffs, the individual rolls are nothing special. Should only be used with singleton and blunt buffs otherwise you will most likely lose.
Good for winning clashes against 1 die or smaller cost pages. using Sayo's passive can increase its power further by 1. Could be used to clash against certain ranged pages to outroll them.
one of the most powerful singleton cards currently available. For the cost of singleton, your page draw is almost completely taken care of by one card. The decent dice are the cherry on top. If you're not running this page in your singleton decks, you should probably start.
The Smiling Faces
THE NORFS ARE ON THE SCENE Introduce the smoke mechanic into the game. Due to the way smoke amplifies damage, recommended to have a smoke passive slotted to prevent the downside of having smoke stacked on your librarians.
The only pure defensive 0 cost in the game. Has very high rolls to make up for not dealing any damage. Not recommended for clashing against certain counter dice since this will proc counters.
\ Has a decent defense die that can give you 7 smoke if you hit the attack. Definitely a good page to use for smoke gain decks.
A very good page for a 1 cost. The bleed doesn't cost smoke anymore so you get a very good page for a measly 2 smoke. Additionally having a 6-10 for a 1 cost is pretty dang good.
A more offensive oriented smoke page. high roll range for just 2 smoke but at the same time is pure damage and nothing else. Definitely a good page to keep for Smoke gain.
one of the two pages within the set that applies smoke to the enemy. Best used against clashes you know you have a high chance of winning or one sided attacks. Doesn't suffer a roll reduction compared to other 2 costs for the application of smoke but the block die will probably not be used.
Hard hitting attack that draws a page as well as allowing you to evade attacks. Has a "roll max or lose" evasion die. Its definitely better than nothing though.
A page with high utility assuming that the enemy has smoke. Also has the same potential damage as deep drag as well as being able to draw 2 pages. I'll have to play around with smoke decks some more to get a real feel of this card to be honest.
It definitely looks good on paper, but I don't really see this used that much.
Urban nightmare:The Crying Children and The WARP Cleanup Crew
The Crying children
Phillipe le coward electric boogaloo Brings burn into the spotlight once again. The crying children keypage inflicts burn for every hit you give and receive. Additionally, as long as the enemy you attack has a stack of burn, all offensive dice receive a +1 boost.
A decent page that allows you to raise your emotion level or at least guaranteeing an emotion coin in a 1 sided attack. Assuming you are running the crying children keypage you will benefit from the burn stacks, but at the same time you have similar pages that have the same rolls that have better benefits. Unless you're running a burn deck I feel there are better choices.
Has found some use in Gebura solo builds due to being able to control your abno page choice.
Same damage rolls as most other 2 costs but gets a max of 4 burn assuming both hits land. A decent choice for decks that focus on burn stacking.
A high rolling single die that can inflict a maximum of 15 damage in one turn. running this against other pages will mean you'll be taking unnecessary damage if you don't stagger them.
Only use on Valentin meme builds unless you like taking unnecessary damage.
You inflict burn on a clash win.There two ways to run this page, triggering the burn clashes, or running it on a crying children keypage. running it with defensive passives will let you win clashes consistently and apply burn. If ran with crying children you have less of a chance to win clashes, but you will at least still apply burn due to the passives as well as mitigating damage.
gonna have to revisit this page.
A good page gated off by keypage exclusivity and having to get to emotion level 3. If you are dealing with a prolonged fight then this page is a huge burst of damage followed up by burn for good measure. If the fight is short then you'll probably be able to get more mileage out of something else.
Excels in multi stage fights since emotion level isn't reset so you could potentially draw this page on the first scene of a new battle.
WARP cleanup crew
They're doing it for free, not like they have a choice. The first taste you get of the charge mechanic Their passives are extremely unreliable; all of them are essentially additional damage on a random chance; a pleasant surprise at best.
A good page to play to get the charge ball rolling. Has some decent damage rolls for a 0 cost if you get lucky. Just keep in mind that you will not receive the light unless you manage to hit with the first die.
I've personally never used this page that much. If you want to run a full charge deck Its probably a good page to use. The evasion die suffers from "could dodge or could minroll" but on the bright side you'll have a block die to back it up.The health gain that you get on hit helps sustain any damage you might receive in the clash.
The meat of your charge deck. The only real page draw that you get that associates with charge (energy conversion I find is too unreliable to be used by itself and rip space is exclusive to specific keypages). The good news is that the effects are on use so you don't rely on winning the clash to draw. The second die suffers a bit of damage reduction for the benefits you get, but this page is still pretty much mandatory for charge decks
Gives enough charge to utilize most charge pages reliably. Nothing crazy about the damage rolls. I usually run no more than one in a charge deck.
Might not be as good due to the introduction of R corp pages, will have to compare later.
Even without charge to power it, the damage roll is absurdly high. You can of course use it without charge, but you will almost always lose the first clash. Not recommended to use without charge, but if you can gain an emotion level to make up for the cost its usable for damage.
Has three high roll damage dice and fills your charge to max. The librarian who uses this will be bound next turn and will be unable to play pages. Additionally the damage rolls high variance so clash against other 3 costs at your own discretion. Use with caution when you are around enemies that focus fire(index) and make sure you'll have something to make up for the loss of a librarian for the next scene.
Can only be used by rose, sen, and lesti. The ace of the warpjannies. Regardless of how many charges you have, there is always a chance of failure. It would still be an insane page even without the page draw and the additional power on the second die; the fact that this page gets those additional bonuses makes it one of the best pages in the game. One of my favorite combos in the game is playing this with overcharge on the same turn. Can either be used to clash against other pages or in one sided attacks to nuke a specific enemy.
10/10 Slot it if you have it.
Star of the city:The thumb
Its arguable that this is where your deckbuilding skills are put to the test. You need good keypages as well as better pages to come out on top. Fights like the thumb(ranged rushdown focus.) Index(+2 to the majority of their attacks+focus fire) and the Liu (gain power through emotion+only 1 floor available for their reception) will put your abilities to the test. Make sure to slot all your passive points and try to build a deck that takes advantage of your keypages' strengths(or just spam singleton lmao).
Ranged finally gets some love in this set. Don't forget to be respectful
All the thumb keypages share a passive generates a random "ammunition" page that synergises with their ranged pages. Ironically they have a much more balanced pageset as; the ranged pages are less plentiful and powerful than full stop, (tier for tier at least) but they do not exhaust on use compared to full stop as well. Additionally, their keypages generate ammo pages; these specific pages interact with all of their ranged attacks to buff them as well as provide various effects.
Generated off of the thumbs passives as well as certain pages that they use in battle. When a page that discards ammo is played, the page will receive any status effects that the ammunition provides. For example if you play Suppressing shot and you discard a flame ammo, your suppressing shot will deal 2 burn for every die that it hits for a total of 4 burn if you win both clashes.
Can use up to 1 ammo. Has a very high damage output that only gets better when you use ammo.
With armor piercing ammunition, you can reduce the roll range of an enemy page in order to have a better chance of winning the clash or as a last resort against a clash you cannot win with any other page.
I would run this on a deck that is less ammo intensive than one that uses pages such as focus fire and shock round, as you want to feed the ammo into these high value pages in order to get the most out of them.
Draws a page as well as supplies ammo for a 2 page gain, all for 1 light. The damage rolls aren't that good but for the amount of utility that you get out if this page its definitely worth running for a more ammo reliant deck.
With two block dice this page manages to fit a bit more as a general use defensive page. has better defensive dice than energy shield from the cane office so if you're not running a deck that interacts with charge this would be a very good choice.
Clean up from the Kurokumo clan except better. Good for light gain but you definitely don't want it to be your only source. Bleed still isn't really worth it unless you can stack it to a high quantity or the enemy you are fighting is immune to burn.
Good for ammo generation. The defensive die is nice, but I personally don't think that the damage is that great.
Even though the individual rolls are average, its a 3 die page so against lesser pages its guaranteed damage.
I usually run 1 to get some ammo for my ranged pages
Can have up to 2 ammunition to use when played. The stagger on hit is definitely more valuable than the bleed provided by supressing shot and it draws a page, but you have to take into consideration the light cost that comes with it.
Synergizes well with reload to keep the page draw tempo going so if you want to run a more ammo heavy deck this would be a page to slot in.
2 blunt dice as well as drawing a page on use. Very good synergy with emma's Keypage. The counter die can also be used to fend off minor attacks such as 0 cost pages.
The pure blunt attack dice means that you can use it with the prescripts passive to not only draw a page but also receive increased damage. I personally run it on my ester to help out with page tempo.
Reminds me of feint memories except it consumes ammo instead of your max hp. I personally do not run this page since I like watching someone get chunked for a quarter of their HP, but I definitely see the potential of this page assuming you have ammunition to play with it.
interestingly enough, the page's final die is a very high roll for a 2 light page. This might make it a bit trickier for general clashes due to the fact they you are more likely to lose the second clash so you'll have to plan around that in order to mitigate damage.
The bullseye for The thumb. You'll have to go full thumb if you want to make use of this page properly, but once you do its extremely potent. In a best case scenario where you have 4 flame ammunitions, this page could potentially deal up to 38 damage in a single scene(unlikely but still). Even without the best luck in the world, this page will still outroll the majority of enemy attacks as long as you clash with it properly.
You kinda have to build your deck around feeding this page ammo if you do decide to use it, but if you do its definitely a great page to use.
Bad rolls for a 3 cost page. The on use itself doesn't affect dice power any way, so instead of being a game changers its more of a "win moar" button. I tried running this but honestly it just doesn't seem that great.
While its numbers have been buffed its still relatively weak especially compared to emotional turbulence or even tieshankao
CAN ONLY BE USED BY THE CHAD BORIS. Guns are for wimps anyways. Decent block dice followed by a whole lot of hurt. You are guaranteed at least 9 damage in the worst case scenario. While the dice are not affected by strength or feeble, they are affected by damage amplifiers (smoke/fragile/staggered). So while you might not get increased dice rolls, you can actually increase the damage that you do.
If you dont have this page on Boris you are bad and you should feel bad.
Star of the City:The Church of gears
The church of gears
Smoke gets a bit more support with the blue man group. Has a focus on having smoke on the enemy instead of using it yourself.
A good light gain that has an actual attack at the end of it. Definitely has a lot of utility for a 1 cost page.Regardless the attack die is a bit on the low side but its better than nothing.
An upscaled version of the previous page, does not provide light restoration so make sure you toss some 0 costs in there to make up for the loss. Lets you gain smoke but at the same time doesn't really interact with smoke aside from keeping up your stack count.
Damage rolls aren't anything to write home about, the biggest positive is the fact that you can gain smoke as well as inflicting it on an enemy.
Another 1 evade 2 damage die page, but this one benefits from smoke. The biggest factor to keep in mind is that the rolls for all the dice are slightly weaker than similar cost alternatives due to the smoke amplification of damage. compared to summary judgement from the Thumb, the rolls are more balanced as well as benefiting from a smoke power gain assuming 9 stacks.
Lets you gain smoke as well as apply it for a bit of extra damage on an enemy. The minimum roll range is 3 higher than than deep drag, but you lose out on the evasion die. Additionally, the smoke distribution is more balanced between yourself and the enemy, so its a lot less specialized.
Star of the city:The Liu Association Section 2
The Liu Association Pt. 1
Still the highpoint of the tier in my opinion All of the Liu benefit from high emotion levels. The higher their emotions get, the stronger their pages get as well. All of their keypages interact with emotion levels, either increasing damage or restoring health and stagger values for every level. Extremely good to slot for longevity.
2 pierce dice on a 0 light page, a suitable replacement for high speed stabbing if you need the extra light.
has an added bonus effect of always rolling minimum or maximum on its second die, allowing it to generate at least 1 emotion coin on use. Good to use if you are doing 1 sided attacks.
A pure offensive page. Helps destroy block or flat out negate evade. Obviously works better on evade than block. I personally do not run this page because there are other pages that either: provide some form of utility (light gain/page draw) while this page is straight damage.
Has a very consistent roll range with page draw on top of it. Unfortunately a 1 die so you'll probably take some additional damage if you clash with multiple dice pages.
I find it easier to play around gale kick as it has a higher damage roll as well as a counter die to help with one sided attacks.
A good page to block damage and retaliate with a respectable attack. Also helps you gain emotional levels.
A 2 cost version of all out war. I would choose all-out war due to the lower cost allowing it to be more versatile. I don't believe that is worth a higher roll range, especially if you are clashing against a one die page. Up to personal choice.
A decent page that becomes better once you hit emotion level 3. Similar to rush down, its pure damage but unlike rush down, this page applies burn on hit as well as lowering its cost later in the game. Definitely a good idea to keep at least 1 in your deck to help lower your overall light usage.
Provides a ok evade die followed by 2 pierce. A good offensive option for a defensive build. Has a very good synergy with Myo from R corp. as the haste will help her speed dice stay high in order to take advantage of her passive.
A higher cost high kick. Has a counter die that you can use to fend off low cost pages. Note that counter dice do not benefit from Valentin's singular strike so keep that in mind as well. Since the damage die is higher than high kick, its easier to win the clash which means you are usually guaranteed the page draw on hit.
Compared to ferrous guard from the thumb Pageset, the page is very similar in roll range, however it also provides endurance for the next turn. would probably be better to run on a defense focused character so you have enough pages to take advantage of the extra endurance.
A very potent page that only gets more powerful as the fight goes on. At the maximum emotion level, you will be able to add 2 power to already high rolls. Assuming max rolls this page can dish out 25 damage. Also applies burn so if you are running a burn oriented deck this page can be used on other librarians to help supplement the total burn on an enemy. The block counterdie is just pure overkill at this point.
Would run 1 in every deck if you want to metagame.
A very defensive page. Not very damaging but on the bright side you'll most likely take very little damage on the clash.On top of that it helps facilitate page draw as well. The biggest downside on this page is that the evasion die can straight up win every clash which means you won't get the chance at a second page draw. Its no will of the prescripts, but every page helps in the end. This page can be run on anyone as a defensive backup to mitigate damage.
Can only be used on Mei and Cecil keypages A small damage die followed by deep drag levels of damage. On top of that it can inflict 6 burn at max emotion. The downside is that its all damage with no real defense to speak of. Additionally the first die is a low roll as well as the second die being subject to extreme rng. The counterdie is a nice touch though.
Not as good as emotional turbulence in my opinion, definitely not helped by the fact its a keypage exclusive. Regardless its still decent to run if you want some variety.
Lowell's magnum opus. Can be played on the third scene at the earliest. Can only be played once per act as well.
The attack itself is a individual, NOT SUMMATION. At its worst, the enemy must roll a 8 on a single die in order to negate it. obviously does not do as well in a boss fight situation, but due to its individual mass attack status can be used to possibly remove a specific offensive die.
Even in the worse situation, as long as it hits, its still a hefty amount of damage spread across the floor.
Star of the City:Cane Office
The defensive conuterpart to the WARP cleanup crew. Focuses more on defense as well as lower charge cost utility pages over the offensive oriented cleanup crew. Additionally, they have passives that provide strength and endurance every time you spend charge over emotion level 3.
A nifty 1 cost that can provide up to 4 charge provided the first die did not win the clash. Not as popular as the other pages, but I enjoy using it on my charge decks.
Costs an akward 4 charge, but restores 3 light as well as drawing a page if you win the first clash. Can cover a large portion of you light regen as long as you can feed it charge. The pagedraw on the first die is a nice bonus as well, but don't expect it to consistently win clashes.
Can be played with various charge pages(absorb impact, bulky charge, energy shield if you lose the first clash) within the same turn to proc the on use when you have no charge.
I usually carry 1 in each charge deck just due to the sheer utility that it can offer.
Has a consistent block die followed by an average attack die. good against single die or weaker multiple die attacks. A good contender to try and tank some of the bigger attacks in the game since most of the later 3/4 light pages you will not be able to consistently outroll.
Gets overlapped by bulky charge from R. corp.
Costs 2 light but has a nice evade die backed up by a solid block dice in the case you fail the clash. The kicker about this page is that the evasion die will provide 2 charge for every clash it wins. damage isn't anything to write home about, but thats why we have WARP.
Keep 1 in your charge decks and look for the golden opportunity to swing your charge count.
lose a bit of defense compared to A golden opportunity! in order to provide 1 protection to your entire team for the current scene and the next. Only costs 2 charge. Somewhat ineffective by itself, but stacked with other defensive buffs can be a game changer.
A very good synergy with binah since her mass attack provides 3 protection on use.
If you're running all charge keypages, this is a buff that could easily stack for a total of 5 damage reduction for 2 scenes, definitely something to consider.
Can only be used on Martina's keypage
A 2 cost that utilizes charge to add additional stagger damage to the page.has a very consistent attack range. This page can help make up for Cane's lack of offense. additionally 18 stagger damage for 2 charge is a steal and can help you rush down specific enemies or bosses.
Can only be used on Bada's Keypage
Has slightly worse rolls compared to other 3 costs, but makes up for it by using 3 charge to reduce opponent's dice power by 2. you have to consider the roll range of enemy dice to use this page to its full potential. With various power buffs as emotion levels come online, the gap between bada's less than average rolls and the enemy is closed, making this a good page if you feel that you are lacking damage.
Can only be used on Nemos keypage
A 4 cost page that will delete enemy offensive dice if it wins the clash. Perhaps not as popular as rip space, but with many new floors having their own unique 4 costs as well as strong 3 costs (Liu in general) this might see a lot more play the farther we get into the game.\
A direct counter to flaming dragon fist assuming you have charge.
Hampered by only being available on Nemo, I would still run it just to give the finger to Liu Section 1.
Star of the city:The Index Pt. 2
The Index Pt. 2
In addition to getting the best page draw in the game, Singleton now gets even more buffs that make any downside to running it nonexistant(if it ever had any in the first place.) If there is any weakness that I could think of, its that their passives do not carry over to the next battle if you are doing a multi floor reception. This becomes less of an issue as they unlock multiple speed dice.
Technically three pages in one. It takes three turns to get the light gain and page draw assuming that you are able to clash with it. Remember that you must initiate a clash/one side attack in order to receive the next page. The final page itself has a ton of utility that is all on use as well. The biggest downside I see to this page is that it isn't that great at winning clashes(prescript passive bonus excluded) but once it hits its final varient, its a better version of frontal assault while providing more utility as well. Having a copy in your deck is a great boost to power assuming you can play it. Obviously scales great in boss fights and floor realizations.
Not the highest amount of damage for a 1 cost, but a stupid amount of utility. The only true downside is that it's singleton. While the rolls aren't anything special, assuming the index bonus you might be able to win a few clashes with this page.
This page is a top pick for any singleton deck. running this with will of the prescripts is pretty much a covered page draw.
With a blunt bonus you'll have a much higher chance of winning clashes that should not have been possible before. Just put this page on Emma to never lose another clash again(under most circumstances.) Strong, just limited by singleton
has an ok block die(will at least mitigate some damage) followed by a 6-9 pierce roll not factoring in a passive pierce bonus(+2 prescript for a 8-11 roll). Very good for a 2 cost since it has 3 dice so most of the time damage will be guaranteed if clashing against similar 2 costs.
Can only be used on hubert's keypage Starting with the weakest of the three uniques, has a slightly more consistent ratio compared to castigation, but at the same time castigation only needs to roll a 3 to pretty much match the damage from decapitate. The extra status effects from the hit are negligible(lmao 1 feeble and bleed isn't that great if you're not building around it.) and the biggest positive that I can say about it is that it is ranged, meaning its not affected by speed.
If you are seriously so starved for good keypages that you are using hubert as a first pick, you may as well run this since it still outrolls the majority of the dice in the game. Just make sure you can survive what comes after the attack if you don't plan on staggering the enemy.
Can only be used on Esther's keypage A more consistent boundary of death. The power decrease means that you will always beat 3 cost pages unless you are very unlucky and roll a 1. As more unique 4 costs are created this may have a harder clashing cost for cost (ironically decapitation has a higher chance of beating this page due to roll range) but at the same time you have the ability to control what this page clashes against(most of the time).
After doing a bit of testing, it appears that the counter die does not appear to benefit from the power reduction that the attack die benefits from, however the counter will obviously benefit from any power increases from passives you may have.
I would argue that it isn't mandatory to run this on Esther, but its always nice to delete a die off an enemy's page.
Cab only be used on Gloria's keypage My little blender can't be this cute! A summation mass attack that can be reused, whats not to love? Even if you do not win any of the initial summation rolls(very unlikely) you can just redraw and play it again. Additionally with Gloria's passives, it could potentially cost 4 light.
Mandatory on Gloria for the total amount of damage that this brings to the table.
Star of the City:The red mist and an Ex-arbiter
The red mist/Binah's keypage
Since they're so closely linked I decided to throw in Binah's pages as well. With a little bit of preplanning and settup, the red mist can effortlessly solo entire floors(makes sense considering her Abno pages). Binah on the other hand has pages that are more geared to supporting her allies with strong ranged rolls as well as increasing light costs and locking dice.
Has huge damage potential considering all the strength stacking you will be receiving from passives and Abno pages. Also draws you a page. Just make sure not to play it into any high evasion dice pages at first.
Assuming you are only using red mist pages, this is your only real source of light gain. Nothing outstanding to say about this one.
Your other source of page draw; less suceptible to getting evaded, but at the same time does not have the same damage potential as spear.
Honestly I don't really know if I would run this. 3 strength is nice but if you properly build Geb's floor for solo then 3 strength for 1 scene is a small amount for how much you will be putting out. Beside who blocks attacks? just outroll them.
Yes, it does everything it says on the page. Yes its hilarious to watch multiple staggers and deaths. Yes you should run one for when the opportunity arises
Absolutely murders ranged dice and destroys a single page on a different speed die Additionally does not take up a page slot since its an ego page. Just remember that it will not destroy dice on the page its clashing with unless you stagger your opponent.
Can only be played at Emotion level 4. Allows you to enter the red mist mode. This page is somewhat of a reset of your attributes since it refills both your stagger and your light.It also has 2 defensive dice for some reason because why not.
Summation attack that for now can only be outrolled by certain pages. Pretty costly so make sure you win your rolls on your other pages so you can still play something after this.
Exclusive to Binah What bleed wishes it was. will apply for every die used in a clash as well as at the end of the turn. The damage that this mechanic does is substantial as long as you keep it stacked so always have binah clash against attacks that she is sure to win.
Your only source of Light gain on binah. Keep in mind that this can get outrolled so make sure that you control your clashes.
On hit destroys a speed die, nice utility to relieve pressure on your allies. Just make sure it hits.
Very good in fights where you know that an enemy will use a large attack on a specific scene. Outside of that you essentially have to guess in order to have a chance to use this page to its full potential. Obviously the more pages an enemy has in their hand the better your chances are so keep that in mind.
Gets around the inherent weakness of ranged pages by making it so if a strong page negates your die, your second hit will still land assuming that you aren't clashing with a multi attack page.
One thing to mention is that regardless of whether the first die wins or loses the clash, the enemy die that clashes with degraded pillar will be removed from the scene. Great for getting rid of highroll first dice.
The three protection helps make up for it's somewhat mediocre damage rolls.
I still don't really know how I feel about this page considering how low the rolls are for a 5 light cost.
Star of the city: Liu association Section 1
Liu section 1
Burn gets a new pageset to play with while Liu continue to break the game. The only real downside to this pageset is that it lacks any utility whatsoever.
Can output a total of 9 damage if max rolled. Honestly I think this page is trash. On paper it looks good: high roll as well as being able to benefit from burn passives make it a decent damage dealer for 0 light. The biggest problem is that this page is pure damage for nothing. you don't gain light from it and the page draw effect is just plain stupid. When I draw pages I'm hoping for options, not the same 0 cost 1 die page I just played.
I honestly would not use this page unless its some sort of Valentin singular strike meme deck.
Burn gets even more crazy. does not affect burn on hit passives, only burn from combat pages. The damage dice are decent enough, and once you get 3 speed dice, you'll be stacking burn to the moon.
I usually run one on crying children and try to play around it when I have it in hand.
The wording on this is a bit wonky, but as far as I know burning flash will discard its copy, draw a new page, and add the die from the discarded burning flash onto the original, giving you a second 2-9 die.
This page has the same problem that single point stab has. The absolute lack of real utility while at the same time being mediocre at what its supposed to do. If I wanted a page that focused on offense while offering little utility, I would just pick rushdown for 1 light.
Takes bleed and buries it 6 feet under. Although 2 burn on all enemies doesn't seem like a lot, the effect is affected by sigma workshop weaponry from the dawn office (+1 burn applied from combat pages). If you get a violent flame in the same turn the amount of burn could possibly amount to 6 per enemy. Add in Chun's keypage passive for extra dice rolling.
Stupidly overpowered; as soon as you hit emotion level 3 you get +2 to all of the dice on this page for no real downside. The best part is that the counter die benefits from the boost in power as well, meaning if you get luck you can pull off some counters that negate multiple pages. Also its not exclusive so that means Yujin is back in the meta.
Meta AF, just stack light gain and page draw and YOLO your way to victory.
Can only be used on Chun's keypage The single block die on this page guarantees that its attack die will land and chunk the unfortunate soul who is targeted by this. If that wasn't enough it also gets 6 burn on hit. Only limited by the fact that it can only be played on Chun's keypage.
Meta if you're running chun. Big numbers go BRRRRRRRRRRRRRRRRRRRRRRRR.
Star of the City: Distorted Yan
Poor guy never catches a break huh. Most of his pages focus on being more supportive than overall damage. Additionally, his keypage receives the ability to support his allies through on play pages that give a specific buff to the selected ally. Additionally he brings his own variant of debuff in the form of Erosion.
You can only use 1 per turn and the prescript that you pull will be random, The only thing to note is that the prescript that restores light will not refill your light beyond the max, meaning that if you have a max of 5 light and prepare a 3 light and a 2 light for combat, you cannot use the prescript to go over your max of 5 to have 6.
Personally I've never used this page. Why would I want a page that only exists to give light? Even then you will lose the light you use the next turn so that just makes the page even more niche.
You must have max light to be able to play this page. This means you have to play around this page which makes it extremely situational., in theory you could use this in conjunction with Ominous power to play it each turn, but that means you cannot play any page that requires any sort of light cost. If you want to play normal pages along with this page, you would either have to run 1 cost pages with gloria's easygoing breather passive, or play on Chesod's floor and run warm hearted woodsman pages.
Very good utility page, not a direct upgrade from multislash, but additionally does not requires singleton to get use out of it. Obviously limited in most clashes due to its garbage damage roll, but at least you get a block die to mitigate some of the damage you will take.
Essentially a 2 cost page, suffers from losing 2 power, but this can be made up for with slash buffs. I run copy on purple tear since her slash buffs are so crazy that losing 2 power isn't as much as a big deal.
Applies a new debuff called erosion. For every hit the enemy takes while this debuff is applied, they will receive the debuff amount of physical and stagger damage. This means that its great for focusing down a specific enemy. The only downside is that both of the pages that apply it are locked to Distorted Yan's keypage as well as only being able to have 1 copy of the page in your deck.
Assuming that the erosion manages to get on target, this page actually does a lot of damage as long as the rest of your team manages to get hits on target.
Somewhat similar to flaming dragon fist but instead of offering huge damage levels you can cancel out a 3 die page. I don't think i would really want to run this since the erosion you get from baleful brand is much better at stacking up damage on enemies.
A very high cost mass attack that applies erosion to every enemy hit. The biggest detriments to this page being used is its high cost as well as the fact that erosion is dependent on the enemy being focused down to get the most out of the debuff. Personally I don't really run mass attacks because I can just run a floor that gives access to them instead of having a dead page I can't use for several turns at a time.
Star of the City:The Purple Tear
Comes with a total of 4 different decks that can be swapped between in battle for a 1 light cost on a 2 turn CD. The purple tear is all about making use of her stances to empower her pages. Additionally the pages that she brings can be used on specific damage type keypages.
By itself the rolls aren't anything too special; when you combine this snake slit, however, the damage is given a +3 power boost as well as drawing a page on use. played without any damage boosts, this page will have a lower chance of winning clashes compared to other 1 light pages, but thats why you play it on the purple tear.
better damage rolls than the previous page, but doesn't draw you a page. This page backloads its damage on the second die interestingly enough. combined with other bleed pages and you can make bleed almost worth using before remembering that it drops by 1/3 of the total for every attack die played.
Invalidates sharpened blade from the Kurokumo. Not a good page to play by itself obviously but you can play 2 of them in one turn at higher emotion levels. That evasion die at the end a nice surprise when it actually wins.
Has high dice that are further empowered by purple tear stances and any other passives you might have. This page actually serves as a great counter against other 2 dice pages.The first hit will most likely land which inflicts bleed no matter how much damage it does while the last two dice will clash against attack dice and help mitigate damage taken if any is taken at all.
Has a high rolling blunt die followed by a consistent but mediocre block die. Not really much to say about this page aside from the fact that the attack die outroll the competition by a lot.
Might be a decent counter to something like flaming damage fist or any other high damage page that backloads its damage on the second die. you obviously will not win the 2nd clash, but at least you got some damage out of it as well as recovered a bit of stagger.
Meant to be played with a Blunt deck. Helps you stagger enemies, but by itself it requires a power buff to help it stand up to similar pages.
A bit of a strange page that doesn't know what it wants to be. On the bright side the evasion counter die will nullify an entire page by itself if played correctly, however the blunt die will most likely lose. This is where the problem comes in; you want to use the purple tear's stances to help buff your pages. A mixed page doesn't really have a place in a specialized deck.
Does absurd damage with strength buffs that rivals 4 cost pages. Additionally the counter die can deal a good amount of damage if played correctly. The only problem is that it is a 1 die page so make sure to assess your enemy to mitigate possible damage.
I would consider this page mandatory to run on the purple tear.
Compared to Violet blade, this page is a bit safer when it comes to clashes; high rolls as well as a counter die make it better for clashing as well as allowing you to still pull off the counter chain against weaker attacks.
Good to run on the pierce deck, the biggest problem is that purple tear's slash stance is just too good to pass up most of the time.
intended to be used to counter-chain multiple attacks, depending on the attacks this clashes with, it can end up nullifying a lot of damage or fizzling out on 1-2 pages. I don't generally use defensive stance so this page doesn't really see a lot of use. If you can run her defensive stance on a floor that can force clashes then you'll have a better time getting use out of it.
Looks to be a good page with changing dice; with this page's ability, you'll never have reduced damage from an endured damage type, although stagger damage might still be decreased due to a difference in weaknesses/endurances.
Covers the full spectrum of damage so unless you're running defensive stance, at least one of the attacks will be enhanced. The fragile that gets inflicted is pretty beneficial considering it lasts two scenes, the biggest problem is landing it on enemies if they are playing high light pages since directing mass attacks is very inconsistent.
Star of the City:Xiao/Miris
Even more burn on top of 4 different mass attacks; additionally there are a few standout pages that will buff allies as well as yourself.
A great page with a very consistent roll range for its attack die, meaning that you can always proc the on hit strength buff. The defensive die is also a nice touch to help mitigate damage. although this page isn't that great at clashing, its more of a momentum page that you can play to buff your next turn.
An overloaded 2 cost page that gives you burn as well as a counter die. Fantastic to use in a counter oriented deck, such as a purple tear slash deck or a bamboo hat kim deck.
A utility based defensive page. The two page draw is nice but that it's only two block dice and one counter die leaves a bit to be desired compared to my meta pick sturdy defense.
On top of having decent damage rolls and 6 burn on hit, the page also restores your health if you have burn on use. If you manage to proc the on use effect, you will negate all of the burn damage due to the protection received.
Although the rolls are a bit under the average compared to other 3 costs, the benefit comes from managing to buff your ally for 1 strength. The problem with it is that played by itself, the buffs are random and unless you use multiple copies it can be a bit inconsistent. I tend to use a copy on a support character.
High damage single roll page that inflicts burn on every enemy assuming it hits. If you have enough light to play fiery waltz you get a total of 20 damage off of 1 page. This page is only limited by the 1 die nature of it but can have use in some specific settups where you are limited to 1 offensive die(cough cough pluto).
An upgrade from Lowell's raging storm that can be played as soon as you hit 5 light; additionally it has 2 attack dice that allows it to overcome high rolling attack dice. The biggest problem I have with this page is that it's exclusive to Xiao's keypage, making it redundant when you have 3 other options as soon as you hit emotion level 4.
A very cheap mass attack that can hit high above its weight limit compared to its cost, but just remember that you have to win the clash. It might get overshadowed by Ya zi and Tao Tie, but its still a very sold option if you can play it against staggered or empty speed dice.
Gives you 2 strength and endurance for the next scene as well as an individual attack page as an added bonus. relatively cheap compared to other mass attack pages.
Extremely consistent mass attack summation attack that is also relatively cheap compared to similar options. Even playing this against a single opponent isn't a bad move since it negates speed dice and will most likely win the clash meaning it also negates an attack.
Star of the city:R corporation
Attack of the clones.jpg
Each of the groups has their own specific positives and negatives.
The reindeer have a high damage ranged page and dish out a lot of stagger damage. but additonally they take stagger damage on some of their own attacks as well as only receiving strength buffs the lower their hp gets or when they become staggered.
Rhinos are all defense oriented, receiving protection and damage reduction for high charge. Their downside is that their specific pages have a single attack die with a block, so their attacks are easy to mitigate with block dice.
Rabbits can reuse ranged pages as well as receive haste buffs and strength based off their speed
Not that much to say about this page other than the fact that its very consistent in its rolls as well as guaranteeing a light and charge gain on use. Won't usually win against 1 or 2 costs but at the same time it can at least mitigate some of the damage instead of straight up losing the clash.
A good alternative to energy charge or for use in a singleton charge deck.
Brawl fans rejoice, there's a new contender in the meme deck category. I'm not smart enough to think of a situation where this page is useful outside of the most obvious combo with rapid gashes.
Not exclusive to the rabbits, but definitely a page that benefits more from being used on their keypages. Does not exhaust on use for the rabbits so the longer the act goes on, the more this page will benefit from the power buffs that myo/rabbits gets from their haste passives.
Has high rolls for a 2 cost page comparable to the 3 cost concentration. The problem with this page is that it deals stagger damage to the user on use. If you have less stagger than it costs to use then upon clashing with this page you will be staggered and all your dice rolls are nullified.
A good page to use if you know you will win the clashes or if the stagger damage is irrelevant since not winning the clash means you would be staggered anyways.
the roll ranges on this page are actually pretty stupid. A good block die to negate the first attack roll with a overpowered second die roll to outclash whatever gets thrown at it. A very good page to augment charge decks with.
Works better with rabbits, but can be used on any keypage. Nothing crazy to say about this page, high variance evasion die means you probably want to run this against 1 or 0 cost pages unless you can buff it with endurance.
The star of the citie's version on going for the bullseye. A very powerful page that does not get exhausted with rabbits but its still a 1 die page so make sure you are willing to take damage if you are not going for a stagger.
In a comparison to overcharge, lose out on a damage roll for a decent block die and 2 charge and a lot of damage. The bright side is that this page doesn't immobilize your librarian on the next scene.
This page is a lot more of a general use page that you can use to raise your emotion level without having to worry about being focused and not having enough options to defend your immobile librarian.
Exclusive to Rudolph and the Reindeers keypages
You already know what this page does since you faced the reindeer. Another case of annoying when played against, less powerful when played with. A powerful 1 die page that can deal of damage as well as stagger damage. Just remember that the on use will negate the attack if you be come staggered from using it.
Gets somewhat countered by Keypages with good block resistances as well as pages that have a block die as their first so keep that in mind when using or combating this page.
A high varience 4 cost that feeds into the Rhino team's perchance for damage mitigation. A decent page to use since it grants charge but the high roll variance of the attack die leaves something to be desired in my opinion.
Exclusive to Nikolai's keypage. I dont really know how I feel about this page, its essentially concentration but with no charge and instead a strength buff to 2 random allies. Combined with Nikolai's innate passive thats a 2 strength advantage for the turn so it defintly has its merits, but at the same time it might be a bit overkill when you factor in all the strength gaining passives that you already have equiped.
Theres no harm in running this page, I just think you could get better value out of other 3 cost pages.
A powerful page gated by being pure damage and costing a lot without having copies in hand. At a 3 light cost this page can still get beat out by other 3 light; the value in this page is the ability to spam it for a small cost to beat out lesser pages in clashes.
Additionally, with 4 dice, this page is very good at beating out summation mass attacks.
Niche and good at its niche.
Can only be used on Rudolph's keypage The rolls aren't as great as some other special mass attacks but deals additional stagger damage on hit. The biggest problem I see with this page is even managing to land the attacks on this page. Assuming that we are going to get 5 enemies per floor that are on par with our own librarians, this page will most likely lose out to identical rolls.
This page can be used with Rudolph but you'll have to be very careful with what you clash with to get the most out of it.
Can only be used on Maxim's keypage Deletes the majority of enemy pages by itself. If you build around setting up this page, it can be played more than once as well.
Playing this page is a game-changer against 5 enemies and i don't think theres much to be said about it.
Can only be used on Nikolai's keypage Unlike other R. corp pages this one is a finisher; correctly played this page deletes an enemy's attack. Against staggered targets this page is a delete button that gets cheaper as long as you manage to kill the enemy.
Probably one of the best pages to use to use in multi enemy fights. Additionally assuming less than 50% health on a boss as well as a mark you can deal stupidly high damage, even better if staggered.
Imerpitas Civitatis: The hana association
Professionals with standards. Their pages all have some form of buff while hitting hard. Using Mirane's page passive can amplify all outgoing strength and protection buffs applied to her.
Does what it says on the tin, has a special interaction with True trigram formation which will be covered on that page's description.
Not very high a roll, but allows you to get a net gain of 2 pages assuming you are playing this on an empty hand. Having more than 1 seems a bit of an overkill but could be a good usage with discard decks.
Meaty for a 1 cost page; gets better when you use on a speedy die. The way I play is to use low cost pages for utility while using higher cost pages for damage, so I don't run any copies of this. Regardless, its still a good page for its cost.
An interesting effect but its too late in the game for this kind of page. for two light you get to halve status effects at the beginning of combat. The only two negative status effects that could possibly stack high enough for this to apply are burn and bleed. The entire bleed stack drops off after a single turn. Burn on the other hand has very few pages that will instantly apply a large stack at once so the effect is somewhat useless. Better to just build your keypages with sustain in mind or play a floor that allows for sustain than use this page.
Definitely an interesting page to look at; if you were to stack it on multiple characters it could help in nullifying damage. Don't really have a lot to say on this page at the moment as I just go for more damage and better trades.
With the Hana association's protection buffs, this page can be used to augment your offensive clashes while still providing a good defensive buffer. A lot of the value in this page comes from winning that first clash so try to plan accordingly.
Hits for a decent amount while giving your character three strength next turn. While above average by itself, on mirane with her passive this becomes a gamebreaker, giving a total of 6 strength spread to various characters in the battle. Definitely a must play.
Hits hard and gives a page, what more could you ask for? Good for reminding ranged pages to stay in the gutter.
A 2 cost page for a initial 3 light investment the damage rolls aren't as high I would want them to be, but its still a nice page to curb your light usage when you run out of emotion levels.
CAN ONLY BE USED BY HAROLD, MIRANE and Oliver The ace in the hole for the hana. Does stupid damage as well as having an additional effect for the trigram that is played during the turn.
Looks far better than it actually is. for a 5 light cost, you get a 5 die page that will most likely hit most of its attacks with the evasion die left over. Another little positive that this gets is that its max range for summation totals at 48, so it might be useful if you can somehow recover from all the light spent to play it.
In my opinion True Trigram formation is simply better; you get more utility while still retaining a respectable damage output, but if you don't have access to it for one reason or another this is still a decent page, just a bit top-heavy on costs.
Burn based Lulu- 50% for an additional 1 burn on hit
Strength buffs Hook office: defeating an enemy grants 1 strength for the next scene Rain: +1 strength if fewer than 3 cards in hand Carnival: upon defeat of an ally +2 strength for the act
Blunt buffs stray dogs: Blunt damage +2 Slash buffs Grade 9 fixer (yuns office): 50% for an additional 1 slash damage Grade 7 fixer (urban plague): slash stagger damage +2 Lulu's friend: 50% for additional 1 slash damage Julia: slash damage +1 Isadora: slash stagger +1 Paralysis Brotherhood of iron: 50% chance for 1 para on hit
Defensive Eri (yuns office): enhance defensive die 25% chance
HP Pierre: recover 10% max hp after defeating an enemy up to a max of 12 Jack: recover 2 hp per scene Mika: +3 hp after discarding a page Zwei fixer: +1 hp after winning a clash
Light Zulu: restore 1 light at 25% chance each scene