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{{Infobox chip | {{Infobox chip | ||
|gamenumber=6 | |||
|internalid=164 | |||
|sortorder=166 | |||
|name=GrabBnsh | |name=GrabBnsh | ||
|fullname=Grab Banish | |||
|series=Grab Banish | |||
|description=20 damage for every stolen sq | |description=20 damage for every stolen sq | ||
|class=Standard | |class=Standard | ||
|librarysection=Standard | |||
|number=166 | |number=166 | ||
|element= | |element=None | ||
|damage=20 | |damage=20 | ||
|mb=24 | |mb=24 | ||
|codes=B,M,S | |||
|delay=0 | |||
|name_ja=スチールパニシュ | |||
|description_ja=ぬすまれたパネルのかずだけ あいてに20のダメージ! | |description_ja=ぬすまれたパネルのかずだけ あいてに20のダメージ! | ||
}} | }} | ||
{{Infobox chip | {{Infobox chip | ||
|gamenumber=6 | |||
|internalid=165 | |||
|sortorder=167 | |||
|name=GrabRvng | |name=GrabRvng | ||
|fullname=Grab Revenge | |||
|series=Grab Banish | |||
|description=40 damage for every stolen sq | |description=40 damage for every stolen sq | ||
|class=Standard | |class=Standard | ||
|librarysection=Standard | |||
|number=167 | |number=167 | ||
|element= | |element=None | ||
|damage=40 | |damage=40 | ||
|mb=50 | |mb=50 | ||
|codes=I,Q,Z | |||
|delay=0 | |||
|name_ja=スチールリベンジ | |||
|description_ja=ぬすまれたパネルのかずだけ あいてに40のダメージ! | |description_ja=ぬすまれたパネルのかずだけ あいてに40のダメージ! | ||
}} | }} | ||
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{{Navplate chips}} | {{Navplate chips (BN6)}} |
Latest revision as of 02:34, 31 March 2023
GrabBnsh | |
---|---|
Description | 20 damage for every stolen sq |
Full name | Grab Banish |
Class | Standard |
Library # | 166 |
Element | None |
Attack power | 20 |
Codes | B M S |
MB | 24 (max 4 copies) |
GrabRvng | |
---|---|
Description | 40 damage for every stolen sq |
Full name | Grab Revenge |
Class | Standard |
Library # | 167 |
Element | None |
Attack power | 40 |
Codes | I Q Z |
MB | 50 (max 1 copy) |
Invis-piercing. Banish deals 20 for each panel and Revenge deals 40 for each panel. Afterwards, the enemy is Big Pushed back to their backmost column. (Additional info on Dragging can be found in Game Mechanics section) If enemy remains in the area that is stolen, it will not return panels until they step back. If an object is on the area that is stolen, regardless of possession, the panels will not return until it is moved or destroyed. After the attack has been dealt, if the enemy took no damage and/or had a barrier/aura put up afterwards, they will not get pushed back. Change from previous game: Now invis-pierces.