Card Reference Database

Complete reference for all cards in PicoNav. Click column headers to sort, or use filters and search below.

Total Available Cards: 50 | Future Planned Cards: 33


</tr> </tr> </tr> </tr> </tbody> </table> --- ## Card Mechanics Guide ### Counter System **Status Counters** persist on players or arena and modify gameplay: **Offensive Counters:** - **Fire Counter** - 12.5% DOT per turn - **Lightning Counter** - Amplifies lightning damage by stack count - **Curse Counter** - Reflects 30% damage back - **Blaze Counter** (Arena) - Doubles fire damage for all players - **Storm Counter** (Arena) - Adds lightning to both players each turn **Defensive Counters:** - **Earth Counter** - Reduces damage by 25% (max 3 stacks) - **Nature Counter** - Heals 12.5% per turn - **Mist Counter** - Nullifies next hit - **Invincible Counter** - Blocks any damage instance - **Aegis Counter** - Prevents damage under 40 **Utility Counters:** - **Wind Counter** - Grants priority to next move - **Water/Ice Counter** - Reduces speed by 25%, Ice prevents next move - **Slow Counter** - Reduces speed - **Vision Counter** - Doubles next ability damage ### Priority System Cards with PRIORITY resolve before normal cards, allowing for: - Pre-emptive strikes (Lunge, Air Slash) - Defensive setup (Fortify, Block) - Counter manipulation (Terraform) ### Combo Mechanics **Alpha → Beta → Gamma:** Build up through the sequence for massive 999 damage finisher **Trap Cards:** Set hidden counters that activate when opponent performs specific actions ### Arena Counters Arena-wide effects that impact both players: - **Rain** (Torrent) - Restricts to Water/Ice counters only - **Blood Moon** - Converts healing to damage - **Reversal** (Time Flip) - Slower Pico attacks first - **Gust** (Windstorm) - Removes all counters end of turn --- ## Deck Building Strategies ### Elemental Archetypes **🔥 Fire/Lightning Aggro** - Focus: High burst damage and DOT - Key Cards: Fireball, Lightning, Discharge, Thunder - Strategy: Stack counters then cash out for massive damage **🪨 Earth/Nature Control** - Focus: Defense and sustain - Key Cards: Stonewall, Terraform, Life Leech, Naturalize - Strategy: Outlast opponent while chipping away with healing **💧 Water/Ice Tempo** - Focus: Speed manipulation and disruption - Key Cards: Freeze, Torrent, Tidal Wave, Ice Wall - Strategy: Control opponent's actions and counter timing **💨 Wind Combo** - Focus: Priority manipulation and burst - Key Cards: Tornado, Air Slash, Lucky Star, Gale Force - Strategy: Control turn order and build critical strikes **⚪ Neutral Tools** - Focus: Adaptability and countering - Key Cards: Pierce, Block, Mimicry, Juxtapose - Strategy: Respond to opponent's strategy with answers ### Advanced Tips 1. **Include counter removal** - Incinerate, Naturalize, Gale Force 2. **Have a win condition** - Gamma Slash, Detonation, Berserk 3. **Consider trap cards** - Punish predictable opponents 4. **Protect key cards** - Use Stalwart to lock in important counters --- ## Synergy Examples **Fire/Lightning Burst:** 1. Lightning (build stacks) 2. Lightning (build more stacks) 3. Discharge (3x damage per stack removed) **Alpha Strike Combo:** 1. Alpha Slash 2. Beta Slash 3. Gamma Slash (999 damage!) **Defensive Stall:** 1. Fortify (max Earth counters) 2. Terraform (convert to Nature for healing) 3. Life Leech (damage + 50% heal, 2x with Nature) **Arena Control:** 1. Torrent (Rain arena - only Water/Ice allowed) 2. Freeze (Ice prevents next move) 3. Icicle (remove Water for 2x damage) --- ## Want to Contribute? Found an error or have balance suggestions? - [Edit this page on GitHub](https://github.com/VincentVeak/PicoNav/edit/main/docs/cards.md) - [Open an issue](https://github.com/VincentVeak/PicoNav/issues) - [Discuss in community](https://github.com/VincentVeak/PicoNav/discussions) --- **Note:** Card stats and mechanics are subject to change with balance updates. Check the [Updates page](/docs/updates) for the latest patch notes.
Icon Name Description Aspect Series Damage Tags
Fireball Adds a Fire counter that deals 12.5% damage per turn Fire Fire 70 Fire, Burst Damage, DOT
Flare Removes Fire counter on opponent for 3x damage Fire Fire 35 Fire, Burst Damage
Inferno Adds a Fire Counter to both players and a Blaze counter to the arena. All players with Fire counters take 2x damage Fire Fire 50 Fire
Combustion Does 4x damage if Blaze counter is active Fire Fire 25 Fire
Explosion Removes Fire counter on self to deal 5x damage Fire Fire 30 Fire
Overheat Replace user's counter with a DEF DOWN counter Fire Fire 100 Fire
Incinerate Removes a counter on the opponent Fire Fire 55 Fire
Lightning Adds or increases Lightning counter. Damage is multiplied by number of counters Fire Lightning 30 Fire, Lightning
Discharge Removes Lightning counters from opponent for 3x damage Fire Lightning 40 Fire, Lightning
Storm Adds a Storm counter to the arena that adds or increases Lightning on both players Fire Lightning 25 Fire, Lightning
Thunder Does 4x damage if Storm counter is active Fire Lightning 25 Fire, Lightning
Recharge Removes Lightning counters from opponent to deal 3x damage and heal damage dealt Fire Lightning 20 Fire, Lightning, Heal
Stonewall Adds an Earth counter that reduces damage by 25%. Maximum of 3 stacks Earth Earth 70 Earth, Defense
Fortify Priority move. Upgrades Earth to Metal counter, which on removal grants an Earth counter. Instantly maxes out Earth counter stacks to 3 Earth Earth 15 Earth, Defense, Priority
Aftershock Add a Slow counter to opponent if you have an Earth counter Earth Earth 70 Earth
Stone Rain Add a Sandstorm counter to the arena. Does not damage Earth counter. Sandstorm deals 12.5% per turn Earth Earth 40 Earth, DOT
Terraform</td> Priority move.Upgrades Earth Counter to Nature Counter, which heals 12.5% each turn Earth Nature 15 Earth, Nature, Heal, Priority
Naturalize Remove opponent counter and heal 12.5%. Doubles damage if counter is removed Earth Nature 50 Earth, Nature, Heal
Life Leech Deals damage and heals 50% of damage dealt. Deals 2x damage if user has Nature counter Earth Nature 45 Earth, Nature, Heal
Erosion Damage is multiplied by the number of turns that have passed if Earth counter is spent Earth Earth 15 Earth
Earthquake Deals damage, dealing extra damage while consuming earth counters Earth Earth 25 (50,75,100) Earth
Tidal Wave Adds a Water counter to the opponent that reduces speed by 25% and removes the next counter placed on opponent Water Water 40 Water
Freeze Turns Water counter into Ice counter, that prevents opponent's next move Water Water 40 Water, Ice
Torrent Places a Water counter on both players and Rain on arena. No other counters outside of Water and Ice can be added while raining Water Water 25 Water
Hydration Places a Water counter on self and heals 12.5% Max HP Water Water 20 Water, Heal
Icicle Removes Water counter on self to deal 2x damage Water Water 50 Water
Undertow Replace opponent counter to Water counter if Water card is at the bottom of the deck Water Water 30 Water
Life Steal Replace Water counter with a life steal counter that heals the amount of damage dealt while active Water Drain 40 Water, Drain, Heal
Boil Replace all Water counters with Fire counters on both players Water Steam 60 Water, Steam, Fire
Mistwalk Convert a Water or Fire counter into a Mist counter, which nullifies the next hit done to the user Water Steam 10 Water, Steam, Defense
Ice Wall Places a Wall counter on the Arena that nullifies any damage from any attack from any player once Water Water 0 Water, Defense
Tornado Shuffles your deck and grants a Wind counter that gives the next move priority Wind Wind 50 Wind, Utility
Windstorm Adds/Replaces a Gust counter to the arena. Removes counters on players at the end of turn Wind Wind 30 Wind
Air Slash</td> Priority move. Remove Wind counter on self for 3x damage Wind Wind 30 Wind, Priority
Lucky Star Remove Wind Counter for Luck Counter that increases crit chance by 25% Wind Wind 40 Wind, Buff
Sonicboom 25% chance to crit Wind Wind 60 Wind, Crit
Gale Force Removes counters from each player and arena. Multiplies damage per counter removed Wind Wind 35 Wind
Force Rush Damage is divided by number of turns that passed and grants a Wind counter Wind Wind 90 Wind
Pressure Damage is multiplied by the number of times this ability was used this game Wind Wind 35 Wind
Pierce Ignore the effects of counters from both players Neutral Neutral 30 Neutral, Ignore Counter
Lunge</td> Priority move. Neutral Neutral 40 Neutral, Priority
Block</td> Priority move. Prevent all damage from opponent's move if Block was not used last turn Neutral Neutral 0 Neutral, Defense, Priority
Payout Grants extra money if this is the killing move Neutral Neutral 15 Neutral, Reward
Juxtapose Switch counters with opponent Neutral Neutral 0 Neutral, Swap
Time Flip Place a Reversal arena counter that allows the slower Pico to attack first Neutral Neutral 0 Neutral, Utility
Insult Place a Def Down counter on the opponent Neutral Neutral 0 Neutral, Debuff
Curse Places a curse counter on opponent that deals 30% of their moves back to them Neutral Neutral 0 Neutral, Reflect
Aegis Place an aegis counter that prevents all damage under 40 base damage Neutral Neutral 0 Neutral, Defense
Blood Moon Place a Blood Moon arena counter that turns healing into damage Neutral Neutral 0 Neutral, Arena
Recover Heal 35% of max HP Neutral Neutral 0 Neutral, Heal