Emperor of Fire and Iron

Emperor of Fire and Iron
Emperor of Fire and IronNameEmperor of Fire and Iron
loc_gcg_name_hashEmperor of Fire and Iron
loc_gcg_card_name_hashDynamic Skin
RarityRaritystrRaritystrRaritystrRaritystr
loc_gcg_stat_hp6
loc_gcg_tagsGCG_TAG_ELEMENT_PYRO
GCG_TAG_WEAPON_NONE
GCG_TAG_CAMP_MONSTER
loc_gcg_silver_variant
Emperor of Fire and Iron
Emperor of Fire and Iron
loc_gcg_sourceReward for accepting the Tavern Challenge at The Cat's Tail and claiming victory in a Friendly Fracas with the Emperor of Fire and Iron
DescriptionA card face that can be obtained from Genius Invokation TCG. For reasons unknown, the printing method used here allows you to see slightly different images on the card face when you view it from different angles...
loc_gcg_desc_hashOne of the two sovereigns who once stood at the apex of the aberrant species of the Fontemer. An Armored Crab that has avoided predation, and has constantly partaken in hunting and eating. Its imperial title is made half in awe, and half in jest.

Table of Content
loc_cgc_card_effect
Obtained From
Gallery

loc_cgc_card_effect

1 2 Shatterclamp Strike
Deals 2 Physical DMG.
3 Buster Blaze
Deals 1 Pyro DMG. If this character has at least 7 Armored Crab Carapace stacks, this DMG +1.
After that, this character gains 2 Armored Crab Carapace stacks.
3 2 Battle-Line Detonation
This character's Prepare Skill|s1:prepares: Searing Blast.
Imperial Panoply
(Passive) When combat begins: Gain 5 initial Armored Crab Carapace stacks.
After your side performs any action: If your side has any Shield Status or Shield Combat Status other than Armored Crab Carapace, these other effects will be canceled. For each effect canceled, this character gains 2 Armored Crab Carapace stacks.
Searing Blast
(Prepare for 1 turn)
Deals 1 Pyro DMG, deals 2 Piercing DMG to all opposing standby characters. This skill deals +1 Pyro DMG for every 2 Armored Crab Carapace stacks this character has.

Armored Crab Carapace
Each stack provides 1 Shield to protect the equipped character.

Physical DMG
Physical DMG will not apply any Elements, nor can it engage in Elemental Reactions.

Pyro DMG
Applies Pyro and can trigger the following Elemental Reactions:
Melt: DMG +2 for this instance
Vaporize: DMG +2 for this instance
Overloaded: DMG +2 for this instance, the target is forcibly switched to the next character
Burning: DMG +1 for this instance, creates a [Burning Flame] that will deal 1 Pyro DMG at the end of the Round (Takes effect once, max 2 stacks)

Piercing DMG
Piercing DMG cannot be increased by any bonuses, but cannot be defended against using Shields or DMG Immunity either.

Prepare Skill|s1:prepares
Some Skills cannot be used directly. Instead, they need to be prepared over a certain number of turns.
When it is a certain player's turn, and this player's active character is currently preparing a Skill, this player's turn will be skipped. If the Skill has finished being prepared, the character will directly use that Skill at this time. (Skills that require preparing cannot activate effects triggered by "using a Skill" or "triggering an Elemental Reaction" or other such effects.)
Only active characters can prepare Skills, and if an active character who is preparing a Skill gets switched off-field, their preparation will be interrupted.

Pyro DMG
Applies Pyro and can trigger the following Elemental Reactions:
Melt: DMG +2 for this instance
Vaporize: DMG +2 for this instance
Overloaded: DMG +2 for this instance, the target is forcibly switched to the next character
Burning: DMG +1 for this instance, creates a [Burning Flame] that will deal 1 Pyro DMG at the end of the Round (Takes effect once, max 2 stacks)

Shield
This Shield will be consumed to protect the character who equips it from DMG.

Obtained From

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