What Are Gems?
Each character brings one of 8 gems with them into battle. Each gem adds a unique burst card, ability card, and two specials to your character's deck; in addition to this, once per match your character may activate gem storm during their main phase to receive a powerful buff lasting two combats.
Both players blind select a character and gem at the start of each match. Due to this, most characters have one or two gems that are solid blind pick, an option that is generally useful against all the cast. If you lose a match, you may re-select your gem, ideally selecting a counter pick that will give you an edge against your opponent's character for the next round.
Listed below are all of the gems available and their unique traits. In addition to knowing your character, understanding what gems will synergize best with your strategy is an important aspect of securing a victory.
Red Gem
Overview
Red gem is a well-rounded gem that works solidly in almost any match-up, in addition to being very beginner friendly. Its gem special fireball, gives characters an additional low-risk poke that allows them to more safely build a hand than blocking. This special doubles as many characters only projectile and the added versatility of this option can improve their kit against zoners in neutral, or allow them to more oppressively pressure grapplers. Red ability is also straightforward to use, only requiring that you wait until you have a relatively open main phase to use it; in most cases, just waiting until a turn you naturally wouldn't take a main phase action is a perfectly fine application of it. Red burst works similarly, only offering extra damage; its only application is to be a free universal reversal and you do not need to time it otherwise synergize strategies around it. Red storm is a little more interesting as it deals damage when the opponent attacks or blocks - this means that waiting to use it until the opponent may not have a dodge or throw is a great idea. Red storm does not otherwise change your options, so playing around this small facet is all you need to do to get your worth out of it; if you knock the opponent down on their turn, going for red storm on your next main phase is often a solid plan.
Gem Storm
Firestorm. When the opponent opens with an attack, they take 8 damage. When they open with a block, they take 4 block damage.
Gem Moves
Red Burst
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Burst Attack
|
1
|
0
|
14
|
Can't Combo
|
-
|
Unsafe on Block. If you open with this and it hits, deal 10 damage.
|
- Simplest burst to use, there are no special situations to consider when opening with this thanks to its generic damage effect.
|
|
Fireball
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
8
|
4
|
7
|
Ender
|
1
|
Lv. 1 Projectile, Recurring, Lockdown
|
- One of the best gem special moves and works well with any character. Its primary advantage is to give your character another way to passively build their hand size using its recurring trait.
- Also a solid counter-pick against grappler characters who struggle to beat projectiles of this variety.
|
|
Hot Coals
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
If this is your first main phase action, deal 5 damage and end your main phase.
|
- Simplest ability to use, just wait for a main phase when you would have otherwise taken no actions. No need to consider timing generally.
|
|
Green Gem
Overview
Green gem is a resource building gem that focuses on super moves. It works best when paired with characters who have impactful, expensive super moves - Midori, Rook, Grave, and Geiger, all especially benefit from it. This gem's most important feature is its storm, which makes all super moves totally free to use! It also features a powerful burst effect, that fills your super meter. Green gem's special, Crashing Rhino, is a unique special move that requires meter to use; thankfully, since this gem bolsters your ability to build that resource this is usually not much of a drawback. Crashing Rhino works well as an additional pseudo-reversal option, helping further bolster your defense. Green gem's ability, Growth Surge, likewise improves your risk/reward in neutral, giving you increased damage on your opener, while also reducing the damage of your opponent's opener. Green gem typically offers a lot of playstyle variance, allowing you to drastically alter the way your character approaches the game. Its storm and burst lean towards creating high risk, high reward situations as you force the opponent into scary mix-ups out of nowhere - an early storm before a power-up can be a very potent bluff, as the opponent may worry you drew into a strong super move in your starting hand. Despite this, it is easy to over-commit when using this gem and you will need to make sure you are playing with strong fundamentals so as not to weaken your hand-size too early on, or waste super moves on weak mix-up attempts. Both green's special and ability can assist with this, as they offer strong coverage options in neutral and on defense.
Gem Storm
Breath of the Wild. Your supers don't cost meter to use.
Gem Moves
Green Burst
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Burst Attack
|
1
|
0
|
14
|
Can't Combo
|
-
|
Unsafe on Block. If you open with this and it hits, fill your super meter to full.
|
- This burst is an important high risk, high reward threat you will need to look for a good opportunity to land. It is often more important as a resource building tool than a defense option, thanks to green storm and special helping cover your defense already.
- Do not strictly consider this a defensive tool - it can be very effective to use in weird situations, since your main goal is to just hit with it. Look for situations where your opponent is heavily incentivized to attack or throw.
- Don't hesitate using this even if you already have a meter, building 2 meter is still very worth it. If you are already at 2 meter, most likely hold off unless you need it as a defensive tool.
|
|
Crashing Rhino
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
12
|
4
|
4
|
Can't Combo
|
1
|
Required: Pay 1 super meter to play this. Armored
|
- Solid pseudo-reversal that helps cover your defensive options. This also allows you to use green burst more flexibly.
- Green storm DOES NOT make this move free! It only makes super moves free; this is a special.
|
|
Growth Surge
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
This turn, your openers deal +8 damage on hit and your opponent's openers deal -8 damage on hit to a minimum of 1.
|
- This ability incentivizes your opponent to avoid using openers that deal high damage, to mitigate its penalties. Unfortunately, this does not narrow down their options that much - they may use a fast low damage combo starting attack, throw for a knockdown, or block/dodge to try to avoid your own buffed attacks. Analyze their options to see what their most likely approach will be.
- This ability DOES NOT buff damage on your dodge or block punishes.
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|
Blue Gem
Overview
WIP. Finish Later.
Gem Storm
Legal Limit. The opponent's throws are disabled.
Gem Moves
Blue Burst
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Burst Attack
|
1
|
0
|
14
|
Can't Combo
|
-
|
Unsafe on Block. If you open with this and it hits, knock the opponent down.
|
|
|
Spear of the Righteous
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
9
|
1
|
12
|
Ender
|
2
|
Unsafe on Block
|
|
|
Prohibition
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
The opponent skips their next draw phase and main phase.
|
|
|
Black Gem
Overview
WIP. Finish Later.
Gem Storm
Shadow Tentacles. If you deal at least 10 damage in a turn, at end of turn deal 5 more damage and heal 5 life.
Gem Moves
Black Burst
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Burst Attack
|
1
|
0
|
14
|
Can't Combo
|
-
|
Unsafe on Block. If you open with this and it hits, the opponent loses 1 super meter and discards 2 cards at random.
|
|
|
Life Drain
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Throw
|
7
|
-
|
11
|
Can't Combo
|
-
|
If this hits, heal 7 life (can't go above your starting health).
|
|
|
Mind Drain
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
The opponent loses 2 super meter.
|
|
|
White Gem
Overview
WIP. Finish Later.
Gem Storm
Invigorating Winds. At the end of each combat, if you hit the opponent, draw 2 cards.
Gem Moves
White Burst
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Burst Attack
|
1
|
0
|
14
|
Can't Combo
|
-
|
Unsafe on Block. If you open with this and it hits, draw 2 cards.
|
|
|
Whitestar Strike
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
5
|
1
|
8
|
Linker
|
1
|
If this hits, draw a card. If you opened with this and it hits, also gain 1 super meter.
|
|
|
Inner Focus
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
Choose one - Fetch a super from your discard pile, or, draw 2 cards.
|
|
|
Purple Gem
Overview
WIP. Finish Later.
Gem Storm
Hyper Tempest. You get 2 extra combo points and gain the edge each turn.
Gem Moves
Purple Burst
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Burst Attack
|
1
|
0
|
14
|
Can't Combo
|
-
|
Unsafe on Block. If you open with this and it hits, fetch up to 2 cards from your discard pile.
|
|
|
Phase Out
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Dodge
|
8
|
-
|
-
|
-
|
-
|
Avoids attacks. When you dodge ANY attack, hit back for 8 damage and you may fetch an ability or special move card from your discard pile.
|
|
|
Future Sight
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
Look at the top 4 cards of your deck, put 2 in your hand, then put the rest back in any order.
|
|
|
Orange Gem
Overview
WIP. Finish Later.
Gem Storm
Blood Orange Moon. Your normal attacks are unblockable, armored, and draw a card on hit but can't combo to specials or supers.
Gem Moves
Orange Burst
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Burst Attack
|
1
|
0
|
14
|
Can't Combo
|
-
|
Unsafe on Block. If you open with this and it hits, replenish your gem storm if you used it already this game.
|
|
|
War Stomp
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
4
|
2
|
8
|
Ender
|
1
|
Knockdown
|
|
|
Healing Potion
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
Discard a block (and this card) to heal 7 life. (Can't go above your starting health total.)
|
|
|
Diamon Gem
Overview
WIP. Finish Later.
Gem Storm
Perfect Storm. Fetch your burst from your discard pile when the storm activates. Your burst deals an additional 20 damage.
Gem Moves
Diamond Burst
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Burst Attack
|
1
|
0
|
14
|
Can't Combo
|
-
|
Unsafe on Block. If you open with this and it hits, draw a card and gain 1 super meter.
|
|
|
Prismatic Shield
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Block
|
-
|
-
|
-
|
-
|
-
|
When you block an attack, gain the edge.
|
|
|
Ioun Stone
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
Fetch up to two special move cards from your discard pile.
|
|
|