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Roster

The collection

Roster

Every car you can field. Open one for its stats, skill and matchups.

Tiers

Select to filter

Tiers estimate strength from stats and ability. They’re provisional (no playtest data yet) and never change battle stats.

Classes

The role a car plays

What each class does
Striker
Striker. Deals the damage: high Attack, or a skill that adds damage, attacks again or forces crits.
Defender
Defender. Holds the line: Defense and HP, or a skill that shields, dodges, survives, reflects or redirects.
Tactician
Tactician. Wins on position: Speed, or a skill that moves, teleports, swaps places, reshapes terrain or acts first.
Controller
Controller. Bends the fight: a skill that knocks foes prone, skips their turns, disables skills or swaps stats.

My teams

Save lineups here. In match setup, pick Manual teams and open Presets to load one.

Saved teams

All cars

197 of 197 cars

  • Acura NSX

    Grass

    Attack
    5
    Defense
    5
    Speed
    6
    HP
    5
    Class: Defender

    When an adjacent ally is attacked, this car can take the damage instead.

  • Air Dolphin 2

    Air

    Attack
    4
    Defense
    4
    Speed
    5
    HP
    6
    Class: Striker

    This car gets a 2 damage bonus to attacks while in the air over difficult terrain.

  • Air-Strike

    SteelBlack variant

    Attack
    5
    Defense
    2
    Speed
    6
    HP
    3
    Class: Tactician

    Begin fight in the air for 2 turns, and avoid all land-based attacks (for 2 turns only).

  • Air-Strike

    SpiritPurple variant

    Attack
    6
    Defense
    3
    Speed
    5
    HP
    4
    Class: Tactician

    Begin fight in the air for 2 turns, and avoid all land-based attacks (for 2 turns only).

  • Aqua Jet

    Ice

    Attack
    3
    Defense
    2
    Speed
    4
    HP
    4
    Class: Controller

    Roll a S.R, then decrease speed of enemy by 2.

  • Arachnorod

    Poison

    Attack
    6
    Defense
    3
    Speed
    4
    HP
    5
    Class: Controller

    This car has a 1/4 chance of knocking an enemy prone with each attack it makes.

  • Avant Garde

    Poison

    Attack
    4
    Defense
    2
    Speed
    5
    HP
    4
    Class: Controller

    Roll a S.R, then switch the skill of an ally and an enemy for the rest of the fight.

  • Baller Goalz

    Grass

    Attack
    2
    Defense
    3
    Speed
    3
    HP
    5
    Class: Defender

    Not affected by difficult terrain.

  • Batmobile

    Dark

    Attack
    8
    Defense
    3
    Speed
    6
    HP
    6
    Class: Striker

    Deal 2 extra damage to enemies while you are in the air.

  • Battering Ram

    Steel

    Attack
    6
    Defense
    3
    Speed
    5
    HP
    7
    Class: Controller

    Roll a S.R, then knock an enemy prone for 2 turns.

  • Battle Buggy

    Ground

    Attack
    5
    Defense
    5
    Speed
    2
    HP
    6
    Class: Defender

    If this car dies, revive one fallen ally (but they can't use their skill).

  • Beat All

    Electric

    Attack
    6
    Defense
    6
    Speed
    1
    HP
    6
    Class: Striker

    This car can move through up to 2 enemies when moving, dealing 2 damage to each enemy smashed through.

  • Blitz Speeder

    Fighting

    Attack
    5
    Defense
    3
    Speed
    7
    HP
    6
    Class: Striker

    If you go first at the beginning of a fight, deal 4 extra damage your first turn.

  • BMW 507

    Light

    Attack
    4
    Defense
    4
    Speed
    6
    HP
    5
    Class: Tactician

    When killed, pick heal one ally back to full HP.

  • Buzzkill

    Poison

    Attack
    3
    Defense
    2
    Speed
    7
    HP
    3
    Class: Controller

    When you deal a critical hit, that enemy will lose 1 HP for the next 3 turns.

  • Camaro 69

    Light

    Attack
    5
    Defense
    3
    Speed
    5
    HP
    5
    Class: Striker

    If this car lands an critical hit, this car takes 3 damage. Then, the enemy attacked takes 2 damage each turn for 2 turns.

  • Charger 500

    Fire

    Attack
    4
    Defense
    2
    Speed
    4
    HP
    6
    Class: Defender

    If this car moves into difficult terrain on the first turn, it gains 2 speed for the rest of the fight.

  • Charger 70

    Spirit

    Attack
    5
    Defense
    3
    Speed
    3
    HP
    5
    Class: Striker

    Every time you deliver a critical hit to an enemy, your next attack gains 2 extra damage.

  • Chevelle SS

    Ground

    Attack
    4
    Defense
    3
    Speed
    4
    HP
    5
    Class: Defender

    If this car is attacked while prone or proned, immediately counter the attack.

  • Chevroletor

    Water

    Attack
    3
    Defense
    2
    Speed
    6
    HP
    5
    Class: Defender

    Cannot be knocked prone.

  • Chevy 52

    Fire

    Attack
    4
    Defense
    4
    Speed
    4
    HP
    5
    Class: Defender

    When this car is on difficult terrain, it can lose one health and in turn negate an attack.

  • Chevy 55

    Light

    Attack
    3
    Defense
    2
    Speed
    4
    HP
    5
    Class: Tactician

    If this car is the only member alive on its team, revive 2 allies to 1 HP each, and buff all stats by 1.

  • Chevy Custom 69

    Dark

    Attack
    3
    Defense
    3
    Speed
    3
    HP
    6
    Class: Controller

    Roll a S.R, then swap one stat with an enemy for the rest of the fight. (Cannot swap HP)

  • Chicane

    Grass

    Attack
    2
    Defense
    2
    Speed
    5
    HP
    6
    Class: Striker

    Roll a S.R, then deliver 2 critical hit.

  • Circle Trucker

    Fighting

    Attack
    4
    Defense
    4
    Speed
    5
    HP
    6
    Class: Striker

    This car gets a 1 damage bonus to attacks for every ally in adjacent squares.

  • Clear Speeder

    Fighting

    Attack
    4
    Defense
    3
    Speed
    7
    HP
    7
    Class: Tactician

    Always go first (unless enemy has more defense than you).

  • Cloak N' Dagger

    Ground

    Attack
    6
    Defense
    3
    Speed
    4
    HP
    5
    Class: Striker

    Deliver an critical hit in the first turn of the fight when attacking, then commence your normal attack.

  • COPO Camaro

    Spirit

    Attack
    5
    Defense
    5
    Speed
    5
    HP
    4
    Class: Tactician

    Lose 3 points of one stat, and one ally is unaffected by elemental attacks for the rest of the battle.

  • Corvette 19

    Water

    Attack
    4
    Defense
    4
    Speed
    6
    HP
    6
    Class: Defender

    This car loses 3 Speed when on difficult terrain, but gains 4 attack.

  • Corvette C0P0

    Light

    Attack
    5
    Defense
    4
    Speed
    5
    HP
    6
    Class: Defender

    Attack stat goes up by one for every turn this car is in play.

  • Corvette C6-R

    Electric

    Attack
    5
    Defense
    3
    Speed
    2
    HP
    5
    Class: Controller

    Roll a S.R, and increase Speed stat by 2 of one other car for the duration of the fight.

  • Corvette Hydro

    Ice

    Attack
    4
    Defense
    3
    Speed
    5
    HP
    5
    Class: Defender

    This car has a 1 in 4 chance of countering attacks made against it.

  • Crescendo

    WaterBlue variant

    Attack
    4
    Defense
    3
    Speed
    6
    HP
    6
    Class: Controller

    Cancel the skill of an enemy for 2 turns at the beginning of a fight.

  • Crescendo

    FireRed variant

    Attack
    3
    Defense
    2
    Speed
    5
    HP
    4
    Class: Controller

    Cancel the skill of an enemy for 2 turns at the beginning of a fight.

  • Crimson Cruiser

    Fighting

    Attack
    4
    Defense
    3
    Speed
    4
    HP
    5
    Class: Defender

    Buff attack by 1 for every turn spent on difficult terrain.

  • Croc Rod

    Steel

    Attack
    4
    Defense
    2
    Speed
    3
    HP
    5
    Class: Controller

    Roll a S.R, then attack an enemy, keeping them prone for 3 turns (dealing 1 damage for each turn prone).

  • Cyber Speeder

    Psychic

    Attack
    4
    Defense
    3
    Speed
    6
    HP
    6
    Class: Tactician

    Your team will always go first unless an enemy has a skill that states that they go first. (Lasts for the first 3 turns of a fight).

  • D-Muscle

    Spirit

    Attack
    4
    Defense
    4
    Speed
    2
    HP
    6
    Class: Defender

    Every turn this car is not attacked, gain 1 Attack (max is 3 higher Attack points than normal).

  • DA Vancenator

    Ground

    Attack
    4
    Defense
    4
    Speed
    5
    HP
    5
    Class: Defender

    While on difficult terrain, this car negates all critical hits it recieves by enemies on normal terrain.

  • Danicar

    Electric

    Attack
    2
    Defense
    2
    Speed
    6
    HP
    5
    Class: Controller

    Knock an enemy prone for 2 turns when delivering a critical hit.

  • DarkRay

    Dark

    Attack
    4
    Defense
    3
    Speed
    5
    HP
    5
    Class: Defender

    You have a 1/4 chance of dodging all attacks made against this car.

  • DeLorean Alphas

    Light

    Attack
    5
    Defense
    4
    Speed
    4
    HP
    5
    Class: Defender

    When this car would normally die, roll a S.R, then teleport all cars back to their starting positions on the field.

  • Diesel Duty

    Light

    Attack
    5
    Defense
    4
    Speed
    5
    HP
    6
    Class: Defender

    You can lose 1 HP to gain 1 attack and 1 speed.

  • Draftinator

    IceBlue variant

    Attack
    4
    Defense
    3
    Speed
    3
    HP
    4
    Class: Striker

    Roll a S.R, then deal 1 extra damage for each enemy on your opponent's team.

  • Draftinator

    LightWhite variant

    Attack
    3
    Defense
    3
    Speed
    3
    HP
    5
    Class: Striker

    Roll a S.R, then deal 1 extra damage for each enemy on your opponent's team.

  • Dragonfly

    Poison

    Attack
    4
    Defense
    3
    Speed
    5
    HP
    6
    Class: Controller

    You have a 1/4 chance of knocking one airborne enemy prone each turn.

  • Drift King

    Psychic

    Attack
    4
    Defense
    3
    Speed
    5
    HP
    6
    Class: Defender

    Enemy damage is reflected the first time they attack you.

  • Driftsta

    Steel

    Attack
    4
    Defense
    4
    Speed
    5
    HP
    5
    Class: Tactician

    When this car is attacked, it can swap places with an adjacent ally to negate the attack.

  • Dune-a-Soar

    Psychic

    Attack
    3
    Defense
    3
    Speed
    6
    HP
    5
    Class: Tactician

    Allies have a 1/4 chance of healing 1 HP for every turn they spend in difficult terrain.

  • DVA

    Psychic

    Attack
    5
    Defense
    5
    Speed
    3
    HP
    6
    Class: Defender

    Every time you deliver a critical hit to an enemy, jump into the air for 1 turn.

  • El Segundo Coupe

    Steel

    Attack
    3
    Defense
    4
    Speed
    4
    HP
    6
    Class: Defender

    If an adjacent ally receives a critical hit, the critical hit becomes a normal hit instead.

  • Electrack

    FightingBlack variant

    Attack
    3
    Defense
    4
    Speed
    3
    HP
    6
    Class: Striker

    When fighting in difficult terrain, gain 3 extra damage for the first 2 turns of a fight.

  • Electrack

    GrassGreen variant

    Attack
    2
    Defense
    3
    Speed
    5
    HP
    6
    Class: Striker

    When fighting in difficult terrain, gain 3 extra damage for the first 2 turns of a fight.

  • Electrack

    IceSilver variant

    Attack
    3
    Defense
    2
    Speed
    4
    HP
    5
    Class: Striker

    When fighting in difficult terrain, gain 3 extra damage for the first 2 turns of a fight.

  • Electro Silhouette

    FireRed variant

    Attack
    5
    Defense
    2
    Speed
    6
    HP
    4
    Class: Tactician

    When this car deals a critical hit, it "disappears" for one turn, meaning it cannot be targeted for an attack.

  • Electro Silhouette

    ElectricYellow variant

    Attack
    4
    Defense
    3
    Speed
    5
    HP
    5
    Class: Defender

    When this car deals a critical hit, it "disappears" for one turn, meaning it cannot be targeted for an attack.

  • Exotique

    PsychicMaroon variant

    Attack
    3
    Defense
    3
    Speed
    6
    HP
    5
    Class: Controller

    If this car dies, deal a critical hit to the enemy that killed it.

  • Exotique

    FireRed variant

    Attack
    4
    Defense
    4
    Speed
    5
    HP
    6
    Class: Controller

    If this car dies, deal a critical hit to the enemy that killed it.

  • Falcon RC

    Dark

    Attack
    3
    Defense
    3
    Speed
    5
    HP
    5
    Class: Striker

    When you receive a critical hit, counter with an critical hit.

  • Fantasy C

    Air

    Attack
    4
    Defense
    3
    Speed
    6
    HP
    5
    Class: Defender

    When this car is in the air, adjacent allies cannot be knocked prone by enemies in the air.

  • Fast Fortress

    Air

    Attack
    6
    Defense
    3
    Speed
    5
    HP
    4
    Class: Defender

    While in the air, avoid critical hits.

  • Fast Gassin

    Poison

    Attack
    4
    Defense
    3
    Speed
    2
    HP
    6
    Class: Striker

    When this car kills an enemy, pick another enemy and deal 2 damage to them.

  • Ferrari 333

    Fire

    Attack
    1
    Defense
    3
    Speed
    5
    HP
    7
    Class: Controller

    Roll a S. R, then force your engine to explode, losing 3 turns. You deal 8 damage to your enemy, and 2 damage to adjacent enemies.

  • Ford 32

    Light

    Attack
    2
    Defense
    2
    Speed
    2
    HP
    4
    Class: Controller

    This car can only be damaged by critical hits.

  • Ford F1

    Fighting

    Attack
    5
    Defense
    3
    Speed
    5
    HP
    6
    Class: Striker

    When this car is on normal terrain, adjacent allies on difficult terrain deal 2 extra damage.

  • Ford Falcon XB

    Poison

    Attack
    3
    Defense
    3
    Speed
    5
    HP
    4
    Class: Defender

    When this car is first killed, it instead jumps into the air with 2 HP.

  • Ford Thunderbolt

    Ice

    Attack
    5
    Defense
    4
    Speed
    4
    HP
    6
    Class: Striker

    This car has a 1 in 6 chance of countering attacks made against it. If the counter hits, it deals double damage.

  • Formul8r

    Ice

    Attack
    5
    Defense
    2
    Speed
    4
    HP
    5
    Class: Striker

    If a critical hit is dealt to an enemy in the first 2 turns of a fight, deal 4 extra damage.

  • Formula-DHN

    FireRed variant

    Attack
    5
    Defense
    3
    Speed
    6
    HP
    6
    Class: Controller

    If this car is attacked by an enemy that is in the air, that enemy becomes prone for 1 turn.

  • Formula-DHN

    ElectricYellow variant

    Attack
    4
    Defense
    4
    Speed
    6
    HP
    6
    Class: Controller

    If this car is attacked by an enemy that is in the air, that enemy becomes prone for 1 turn.

  • Formula-E

    Dark

    Attack
    3
    Defense
    2
    Speed
    7
    HP
    6
    Class: Defender

    All attacks made against this car in the first 3 turns of a fight have a 4 in 6 chance of missing.

  • Formula-G1

    Light

    Attack
    5
    Defense
    2
    Speed
    6
    HP
    6
    Class: Striker

    Every attack you make has 1 extra damage if your enemy has 2 higher stats than you.

  • Four-1

    Dark

    Attack
    2
    Defense
    2
    Speed
    3
    HP
    3
    Class: Controller

    Attacks made against this car have a 1 in 6 chance of making the attacker fall prone (2 turns).

  • Gas Monkey

    Fire

    Attack
    4
    Defense
    3
    Speed
    5
    HP
    6
    Class: Tactician

    Reduce Attack and Speed stats to 1, and deliver an critical hit to up to half of the enemy team.

  • Gazella GT

    ElectricGold variant

    Attack
    2
    Defense
    2
    Speed
    5
    HP
    5
    Class: Striker

    Attacks made against this car have a 1 in 6 chance of hurting the attacker.

  • Gazella GT

    PsychicPurple variant

    Attack
    3
    Defense
    4
    Speed
    4
    HP
    5
    Class: Striker

    Attacks made against this car have a 1 in 6 chance of hurting the attacker.

  • Gazella R

    Fire

    Attack
    4
    Defense
    3
    Speed
    6
    HP
    6
    Class: Tactician

    Roll a S.R, then increase all allies' speed stats by 2 for the next turn.

  • Gearonimo

    Ground

    Attack
    5
    Defense
    3
    Speed
    4
    HP
    6
    Class: Defender

    Enemies cannot make any attacks from the air against you.

  • Geoterra

    Water

    Attack
    4
    Defense
    4
    Speed
    3
    HP
    5
    Class: Tactician

    Roll a S.R, then turn up to 3 tiles of difficult terrain to normal terrain.

  • Giga Cannon

    Dark

    Attack
    10
    Defense
    2
    Speed
    1
    HP
    3
    Class: Striker

    If this car attacks an adjacent enemy, that enemy's HP is reduced to 1. 2 turns

  • Golden Bat

    Electric

    Attack
    5
    Defense
    5
    Speed
    5
    HP
    6
    Class: Tactician

    Roll a S.R; one ally's attacks will have an elemental advantage for the rest of the fight (but that ally loses 2 HP)

  • Golden Gas

    Electric

    Attack
    7
    Defense
    2
    Speed
    6
    HP
    4
    Class: Controller

    Roll a S.R; enemies have a 1/4 chance of missing all attacks for 2 turns.

  • Growler

    Poison

    Attack
    5
    Defense
    3
    Speed
    4
    HP
    5
    Class: Controller

    Cancel the skill of an adjacent enemy for 1 turn when they activate that skill. (This effect takes priority)

  • Gruppo x24

    Air

    Attack
    5
    Defense
    2
    Speed
    3
    HP
    5
    Class: Striker

    Roll a S.R, then increase all allies' attacks by 2 damage for the next 3 turns.

  • GRX

    Spirit

    Attack
    4
    Defense
    3
    Speed
    7
    HP
    4
    Class: Striker

    If enemies go into the air, they take 2 damage.

  • Hemi Cuda

    Spirit

    Attack
    3
    Defense
    2
    Speed
    4
    HP
    4
    Class: Tactician

    When this car attacks an adjacent enemy, this car can move that enemy to another space adjacent to this car.

  • Hi-Beam

    Air

    Attack
    6
    Defense
    3
    Speed
    4
    HP
    5
    Class: Striker

    This car can attack 2 enemies if both enemies are above 1/4 HP.

  • Hi-Tech Missile

    DarkBlack variant

    Attack
    8
    Defense
    3
    Speed
    6
    HP
    4
    Class: Controller

    Roll a S.R, then bombard an enemy with attacks (lowering them to 1 HP, and you down to 2 HP).

  • Hi-Tech Missile

    FightingRed variant

    Attack
    10
    Defense
    2
    Speed
    5
    HP
    4
    Class: Striker

    Roll a S.R, then bombard an enemy with attacks (lowering them to 1 HP, and you down to 2 HP).

  • Honda CRX

    Ice

    Attack
    3
    Defense
    3
    Speed
    3
    HP
    5
    Class: Tactician

    Roll a S.R at the start of a fight, then copy an enemy's skill for the first 3 turns of a fight.

  • Horseplay

    Dark

    Attack
    6
    Defense
    1
    Speed
    6
    HP
    6
    Class: Striker

    If your team's combined speed is higher than your opponent's, then every attack made with this car is an critical hit.

  • Hotweiler

    Ground

    Attack
    6
    Defense
    4
    Speed
    5
    HP
    6
    Class: Controller

    Roll a S.R; one adjacent enemy is reduced to 1 HP. Then, this car is knocked prone for 3 turns.

  • Hover Storm

    Poison

    Attack
    5
    Defense
    4
    Speed
    2
    HP
    6
    Class: Tactician

    When this car is first killed, all allies are sent into the air for one turn (this effect is optional for each car).

  • Hunt-Truck

    Ground

    Attack
    5
    Defense
    3
    Speed
    3
    HP
    5
    Class: Striker

    At the start of the fight, pick one enemy. This car deals 2 extra damage to that enemy for the rest of the fight.

  • Hypertruck

    Ground

    Attack
    4
    Defense
    3
    Speed
    3
    HP
    6
    Class: Defender

    When this car first loses more than or equal to half of its health, this car gets a shield of 2 health.

  • i-Believe

    Spirit

    Attack
    7
    Defense
    4
    Speed
    4
    HP
    7
    Class: Controller

    Roll a S.R, then prone up to 3 enemies.

  • Impavido 1

    Spirit

    Attack
    8
    Defense
    3
    Speed
    6
    HP
    5
    Class: Striker

    If you have 1 HP left, roll a S.R and kill an enemy on the battlefield.

  • Jaguar XJ

    GrassGreen variant

    Attack
    6
    Defense
    3
    Speed
    5
    HP
    5
    Class: Controller

    Every attack made by you has a 1 in 4 chance of making the enemy lose their skill for 1 turn.

  • Jaguar XJ

    GroundOrange variant

    Attack
    5
    Defense
    4
    Speed
    4
    HP
    4
    Class: Controller

    Every attack made by you has a 1 in 4 chance of making the enemy lose their skill for 1 turn.

  • Jet 2-Z

    Fighting

    Attack
    3
    Defense
    1
    Speed
    6
    HP
    4
    Class: Defender

    While this car is in the air, gain 2 speed.

  • La Fasta

    Psychic

    Attack
    4
    Defense
    3
    Speed
    3
    HP
    5
    Class: Defender

    Roll a S.R, then cancel the effects of difficult terrain for your team for 2 turns.

  • Lamborghini Venemo

    Steel

    Attack
    5
    Defense
    3
    Speed
    7
    HP
    4
    Class: Tactician

    You can choose whether to go first or not. If you go last, gain 2 attack and 1 defense.

  • Light

    Ice

    Attack
    3
    Defense
    4
    Speed
    7
    HP
    3
    Class: Tactician

    If a member of your team ties with an enemy in speed stats, your ally moves before the enemy.

  • Lindster Prototype

    Psychic

    Attack
    2
    Defense
    5
    Speed
    3
    HP
    6
    Class: Controller

    Lose 3 health, then disable the skills of all enemy cars for 1 turn.

  • Loco Motor

    Water

    Attack
    7
    Defense
    7
    Speed
    6
    HP
    7
    Class: Defender

    When this car receives a critical hit, reduce its HP to 1.

  • Lotus Evija

    Grass

    Attack
    5
    Defense
    3
    Speed
    6
    HP
    5
    Class: Controller

    This car can make both itself and its target go prone for one turn when attacking.

  • Lotus Sport Elise

    Electric

    Attack
    4
    Defense
    4
    Speed
    4
    HP
    5
    Class: Striker

    If this car is attacked, the enemy is treated as if it is on difficult terrain on its next turn.

  • Mach 5

    Air

    Attack
    5
    Defense
    3
    Speed
    5
    HP
    6
    Class: Defender

    Jump into the air for 2 turns when you lose more than half of your health, and dodge all attacks the first turn spent in the air.

  • Mach 6

    Light

    Attack
    6
    Defense
    2
    Speed
    6
    HP
    4
    Class: Striker

    When you lose more than half of your health, you have a 1 in 2 chance of countering attacks.

  • Mach Go

    Poison

    Attack
    4
    Defense
    3
    Speed
    6
    HP
    5
    Class: Tactician

    Copy an enemy's skill for the first 2 turns of a fight.

  • Mad Propz

    Spirit

    Attack
    5
    Defense
    1
    Speed
    7
    HP
    4
    Class: Tactician

    This car is always in the air, unless knocked prone or proned. While in the air, deal 1 extra damage on all grounded cars.

  • Madfast

    Water

    Attack
    5
    Defense
    1
    Speed
    7
    HP
    5
    Class: Defender

    If this car goes first, elemental effects do not affect this car.

  • Maximum Leeway

    SteelSilver variant

    Attack
    4
    Defense
    4
    Speed
    3
    HP
    5
    Class: Defender

    This car has a 1/4 chance of dodging an attack.

  • Maximum Leeway

    LightWhite variant

    Attack
    3
    Defense
    2
    Speed
    5
    HP
    4
    Class: Controller

    This car has a 1/4 chance of dodging an attack.

  • McDriver

    Psychic

    Attack
    2
    Defense
    2
    Speed
    3
    HP
    7
    Class: Defender

    Roll a S.R, then heal for full health.

  • Metrorail

    Water

    Attack
    2
    Defense
    1
    Speed
    7
    HP
    3
    Class: Tactician

    Always go first (unless enemy can cancel this effect).

  • Mickster

    Psychic

    Attack
    2
    Defense
    3
    Speed
    2
    HP
    6
    Class: Controller

    Enemies who attack this car have a 1 in 6 chance of becoming proned.

  • Missile Mk. 1

    Spirit

    Attack
    8
    Defense
    3
    Speed
    3
    HP
    5
    Class: Striker

    Roll a S.R, then deal 2 damage to all enemies on the field.

  • Monte Carlo

    GrassGreen variant

    Attack
    4
    Defense
    4
    Speed
    4
    HP
    5
    Class: Controller

    You can take away one Speed and Defense point to increase attack by 3 for the rest of the fight.

  • Monteracer

    Grass

    Attack
    4
    Defense
    3
    Speed
    4
    HP
    5
    Class: Striker

    Deliver critical hits to proned enemies.

  • Nerve Hammer

    PsychicAqua variant

    Attack
    5
    Defense
    5
    Speed
    4
    HP
    6
    Class: Controller

    Disable the skills of all cars on the field for 1 turn.

  • Nerve Hammer

    PoisonClear variant

    Attack
    6
    Defense
    4
    Speed
    5
    HP
    5
    Class: Controller

    Disable the skills of all cars on the field for 1 turn.

  • Nerve Hammer

    GrassGreen variant

    Attack
    5
    Defense
    3
    Speed
    6
    HP
    6
    Class: Controller

    Disable the skills of all cars on the field for 1 turn.

  • Night Wing

    Spirit

    Attack
    5
    Defense
    3
    Speed
    7
    HP
    4
    Class: Tactician

    When an adjacent ally is attacked, both this car and that ally can launch into the air for one turn.

  • Nitro Doorslammer

    Fighting

    Attack
    5
    Defense
    4
    Speed
    7
    HP
    5
    Class: Striker

    If this car goes first, it has a 1 in 4 chance to deal critical hits every attack.

  • Pagani Zonda

    Dark

    Attack
    5
    Defense
    4
    Speed
    6
    HP
    6
    Class: Striker

    When this car moves into difficult terrain, any enemy in the same patch of difficult terrain takes 1 extra damage.

  • Paradigm Shift

    Spirit

    Attack
    4
    Defense
    2
    Speed
    4
    HP
    6
    Class: Defender

    Enemies are unable do deal critical hits to this car.

  • Pinnfarina Battista

    Dark

    Attack
    4
    Defense
    3
    Speed
    6
    HP
    5
    Class: Tactician

    This car can attack enemies 2 tiles away while on difficult terrain.

  • Plasma Blast

    Steel

    Attack
    9
    Defense
    3
    Speed
    2
    HP
    4
    Class: Striker

    When attacking an enemy, roll a S.R to deal 2 damage to adjacent enemies.

  • Pop Rocket

    Electric

    Attack
    6
    Defense
    3
    Speed
    7
    HP
    5
    Class: Tactician

    When this car is hit with a critical hit, it can move 2x the amount of tiles its next turn.

  • Porsche 71

    Air

    Attack
    5
    Defense
    3
    Speed
    7
    HP
    6
    Class: Striker

    When fighting in difficult terrain, gain 2 extra damage.

  • Porsche 917

    Ice

    Attack
    4
    Defense
    2
    Speed
    6
    HP
    5
    Class: Striker

    Every attack this car makes after 4 turns is a critical hit.

  • Porsche Outlaw

    Water

    Attack
    3
    Defense
    3
    Speed
    3
    HP
    4
    Class: Controller

    Roll a S.R to cancel an enemy's attack on an ally

  • Pouncing Panther

    Dark

    Attack
    5
    Defense
    2
    Speed
    5
    HP
    5
    Class: Tactician

    Start the fight in the air for 2 turns. Deal 2 extra damage to the next enemy you attack when returning to the ground.

  • Power Pistons

    Air

    Attack
    3
    Defense
    3
    Speed
    5
    HP
    5
    Class: Controller

    Roll a S.R, then knock the next enemy who attacks you prone for 1 turn.

  • Power Rocket CDV

    Air

    Attack
    5
    Defense
    3
    Speed
    6
    HP
    5
    Class: Tactician

    Roll a S.R, then jump up into the air for 2 turns. Once on the ground, deal 5 damage to all adjacent enemies, and reduce HP to 1.

  • Power Rocket M36

    Fire

    Attack
    6
    Defense
    2
    Speed
    5
    HP
    4
    Class: Striker

    Roll a S.R, then jump up into the air for 2 turns. Once on the ground, deal 5 damage to all adjacent enemies, and reduce HP to 1.

  • Power Rocket YRC

    Fighting

    Attack
    5
    Defense
    5
    Speed
    5
    HP
    5
    Class: Striker

    Roll a S.R, then jump up into the air for 2 turns. Once on the ground, deal 5 damage to all adjacent enemies, and reduce HP to 1.

  • Preying Menace

    Ground

    Attack
    5
    Defense
    2
    Speed
    3
    HP
    5
    Class: Striker

    When an attack made against you misses, your next attack on an enemy is a critical hit.

  • Prototype H-24

    GroundBlack variant

    Attack
    5
    Defense
    3
    Speed
    5
    HP
    5
    Class: Defender

    Roll an S.R, then gain +2 in all stats for 3 turns. At the end of the 3 turns, this car dies.

  • Prototype H-24

    WaterBlue variant

    Attack
    6
    Defense
    2
    Speed
    4
    HP
    5
    Class: Striker

    Roll an S.R, then gain +2 in all stats for 3 turns. At the end of the 3 turns, this car dies.

  • Prototype H-24

    AirWhite variant

    Attack
    4
    Defense
    4
    Speed
    6
    HP
    5
    Class: Defender

    Roll an S.R, then gain +2 in all stats for 3 turns. At the end of the 3 turns, this car dies.

  • Prototype H-24

    ElectricYellow variant

    Attack
    6
    Defense
    2
    Speed
    4
    HP
    5
    Class: Striker

    Roll an S.R, then gain +2 in all stats for 3 turns. At the end of the 3 turns, this car dies.

  • Quadro-Engine

    Fire

    Attack
    5
    Defense
    3
    Speed
    7
    HP
    5
    Class: Defender

    If a attack received will kill you, be reduced to 1 HP instead.

  • Quick N Sick

    Fire

    Attack
    3
    Defense
    2
    Speed
    7
    HP
    5
    Class: Tactician

    Deal 2 extra damage to enemy cars with 3+ less speed than you.

  • R8 Spyder

    Light

    Attack
    4
    Defense
    4
    Speed
    4
    HP
    5
    Class: Controller

    Steal 1 attack and 1 defense from an enemy that attacks you.

  • RacerX

    Electric

    Attack
    7
    Defense
    2
    Speed
    5
    HP
    4
    Class: Tactician

    If a attack an ally receives will kill them, revive them to have 3 HP.

  • Rally Speciale

    SteelGray variant

    Attack
    4
    Defense
    4
    Speed
    3
    HP
    6
    Class: Defender

    Roll a S.R, then gain +1 attack for every enemy alive on the field for one turn.

  • Rally Speciale

    AirWhite variant

    Attack
    4
    Defense
    3
    Speed
    4
    HP
    5
    Class: Defender

    Roll a S.R, then gain +1 attack for every enemy alive on the field for one turn.

  • Raptor F-150

    Ground

    Attack
    4
    Defense
    4
    Speed
    3
    HP
    4
    Class: Striker

    All attacks this car makes are critical hits. Whenever this car deals a critical hit, return the car to its starting position.

  • RD-01

    Ice

    Attack
    5
    Defense
    3
    Speed
    4
    HP
    7
    Class: Controller

    Roll a S.R, then pick an enemy to become your ally for 2 turns.

  • RD-02

    Ice

    Attack
    4
    Defense
    4
    Speed
    3
    HP
    5
    Class: Defender

    When battling on difficult terrain, enemies cannot counter your attacks.

  • RD-04

    Steel

    Attack
    3
    Defense
    3
    Speed
    3
    HP
    7
    Class: Defender

    If knocked prone, roll a S.R to cancel the prone effect.

  • RD-05

    Steel

    Attack
    4
    Defense
    2
    Speed
    2
    HP
    6
    Class: Defender

    Attacks made to multiple allies (including this car) do no damage to this car.

  • Retro-Active

    WaterBlue variant

    Attack
    4
    Defense
    3
    Speed
    4
    HP
    5
    Class: Controller

    Attacks made with this car have a 1 in 6 chance of making the targeted enemy's adjacent allies prone.

  • Retro-Active

    ElectricGold variant

    Attack
    4
    Defense
    2
    Speed
    5
    HP
    5
    Class: Controller

    Attacks made with this car have a 1 in 6 chance of making the targeted enemy's adjacent allies prone.

  • Riveted

    Dark

    Attack
    5
    Defense
    6
    Speed
    5
    HP
    5
    Class: Defender

    When this car is hit with a critical hit, pick one ally to get a 3 health shield.

  • Road Rocket

    Fighting

    Attack
    6
    Defense
    3
    Speed
    7
    HP
    5
    Class: Striker

    If you have 3 or more speed than your opponent, deal 1 damage to entire team when you attack.

  • Road Runner

    Fighting

    Attack
    3
    Defense
    3
    Speed
    7
    HP
    6
    Class: Tactician

    Roll a S.R, then lower one car's speed stat down by half.

  • Roadster Bite

    Ground

    Attack
    3
    Defense
    3
    Speed
    6
    HP
    4
    Class: Controller

    When this car moves through a tile that is adjacent to an enemy, there is a 1 in 6 chance that enemy becomes prone for one turn.

  • Rocket Box

    Air

    Attack
    6
    Defense
    2
    Speed
    7
    HP
    4
    Class: Striker

    Roll a S.R, then launch yourself into an enemy, dealing 6 damage to one adjacent enemy. (you lose 3 HP).

  • Rodger Dodger

    WaterBlue variant

    Attack
    3
    Defense
    5
    Speed
    3
    HP
    6
    Class: Defender

    You can lose 1 HP to give an ally a 3/4 chance of dodging an attack.

  • Rodger Dodger

    SteelGrey variant

    Attack
    5
    Defense
    3
    Speed
    4
    HP
    6
    Class: Striker

    You can lose 1 HP to give an ally a 3/4 chance of dodging an attack.

  • Rodger Dodger

    IceNavy variant

    Attack
    4
    Defense
    4
    Speed
    3
    HP
    5
    Class: Defender

    You can lose 1 HP to give an ally a 3/4 chance of dodging an attack.

  • Rollin Solo

    Psychic

    Attack
    5
    Defense
    4
    Speed
    4
    HP
    5
    Class: Defender

    When this car has no adjacent allies, gain 2 Attack, Speed, and Defense.

  • Scarlett Speeder C

    Fire

    Attack
    2
    Defense
    2
    Speed
    2
    HP
    7
    Class: Defender

    Roll a S.R, then heal for the amount of damage you inflicted last turn.

  • Scoopa Di Fuego

    Fighting

    Attack
    5
    Defense
    3
    Speed
    5
    HP
    5
    Class: Striker

    Enemies who attack this car in the first 3 turns of a fight take 2 damage.

  • Skull Crusher

    Z-Boss

    Attack
    6
    Defense
    5
    Speed
    2
    HP
    6
    Class: Defender

    If an adjacent ally dies, and this car kills an enemy in its next turn, that ally is revived with full health.

  • Sky Shark

    Air

    Attack
    5
    Defense
    3
    Speed
    5
    HP
    5
    Class: Striker

    If you and an adjacent enemy are in the air, roll an S.R. Then, you and that enemy fall down to the ground, dealing 4 damage to the enemy.

  • Slide Kick

    IceBlue variant

    Attack
    3
    Defense
    2
    Speed
    5
    HP
    5
    Class: Striker

    When an adjacent ally delivers a critical hit, add 3 damage to their attack.

  • Slide Kick

    GrassGreen variant

    Attack
    3
    Defense
    2
    Speed
    5
    HP
    4
    Class: Striker

    When an adjacent ally delivers a critical hit, add 3 damage to their attack.

  • Slide Kick

    FightingRed variant

    Attack
    4
    Defense
    1
    Speed
    5
    HP
    5
    Class: Striker

    When an adjacent ally delivers a critical hit, add 3 damage to their attack.

  • Solar X05

    Grass

    Attack
    4
    Defense
    2
    Speed
    2
    HP
    5
    Class: Defender

    This car gains 1 attack for every turn spent in difficult terrain. (Attack value returns to normal after leaving difficult terrain).

  • Speed Spider

    Poison

    Attack
    5
    Defense
    2
    Speed
    4
    HP
    6
    Class: Controller

    If this car is attacked by an enemy with a higher speed stat, the enemy is knocked prone for 1 turn after attacking.

  • Speed Trap

    IceWhite variant

    Attack
    4
    Defense
    3
    Speed
    7
    HP
    3
    Class: Tactician

    If a member of your team ties with an enemy in speed stats, your ally moves before the enemy.

  • StingRay

    Steel

    Attack
    4
    Defense
    2
    Speed
    4
    HP
    5
    Class: Controller

    Roll a S.R, then knock an enemy prone for 1 turn, dealing 3 damage.

  • Stockar

    Poison

    Attack
    1
    Defense
    1
    Speed
    1
    HP
    1
    Class: Controller

    Roll a S.R, then copy the stats of one enemy car on the field. If this car dies, reduce the copied enemy's stats by 2 for each category.

  • Super Blitzen

    WaterBlue variant

    Attack
    5
    Defense
    4
    Speed
    6
    HP
    6
    Class: Striker

    Roll a S.R on the beginning turn of a fight. Then, the first enemy you target can be attacked 3 times by this car in one turn.

  • Super Blitzen

    LightWhite variant

    Attack
    7
    Defense
    2
    Speed
    6
    HP
    6
    Class: Striker

    Roll a S.R on the beginning turn of a fight. Then, the first enemy you target can be attacked 3 times by this car in one turn.

  • Swamp Buggy

    PoisonAqua variant

    Attack
    3
    Defense
    2
    Speed
    2
    HP
    7
    Class: Defender

    Roll a S.R; Terrain does not affect the entire team for 2 turns

  • Swamp Buggy

    GrassGreen variant

    Attack
    3
    Defense
    3
    Speed
    3
    HP
    6
    Class: Defender

    Roll a S.R; Terrain does not affect the entire team for 2 turns

  • Synkro

    GrassGreen variant

    Attack
    4
    Defense
    2
    Speed
    4
    HP
    5
    Class: Tactician

    When an adjacent ally delivers an critical hit, buff their attack by 1 for the rest of the fight.

  • Synkro

    PsychicWhite variant

    Attack
    2
    Defense
    4
    Speed
    3
    HP
    6
    Class: Tactician

    When an ally delivers an critical hit, buff their attack by 1 for the rest of the fight.

  • Taycan Turbo S

    Grass

    Attack
    3
    Defense
    4
    Speed
    3
    HP
    5
    Class: Defender

    For every point of health you sacrifice, gain 2 Speed.

  • Teegray

    AirGray variant

    Attack
    3
    Defense
    4
    Speed
    3
    HP
    5
    Class: Striker

    Roll a S.R, then pull an enemy to your side of the battlefield, then deal 1 critical hit.

  • Teegray

    PoisonRed variant

    Attack
    4
    Defense
    3
    Speed
    4
    HP
    6
    Class: Striker

    Roll a S.R, then pull an enemy to your side of the battlefield, then deal 1 critical hit.

  • The Nash

    Water

    Attack
    4
    Defense
    2
    Speed
    3
    HP
    4
    Class: Striker

    Attacks made with this car have a 1 in 4 chance of dealing 2 damage to the targeted enemy's adjacent allies.

  • Thunderbird Pro Stock

    Ice

    Attack
    4
    Defense
    3
    Speed
    4
    HP
    5
    Class: Tactician

    Copy an enemy's skill if you are targeted with that skill. (Lasts for one turn).

  • Time Tracker

    Steel

    Attack
    4
    Defense
    4
    Speed
    4
    HP
    6
    Class: Striker

    Every time this car attacks, it has a 1/4 chance of making another attack that turn.

  • Torque Twister

    Electric

    Attack
    4
    Defense
    2
    Speed
    4
    HP
    5
    Class: Controller

    If this car is attacked while on difficult terrain, the attacker becomes prone after attacking for 1 turn.

  • Turbot

    SpiritPurple variant

    Attack
    9
    Defense
    2
    Speed
    1
    HP
    7
    Class: Striker

    Roll a S.R, then charge your attack for 2 turns. Your next turn is a critical hit that ignores defense. (This attack has max range)

  • Turbot

    PsychicRed variant

    Attack
    9
    Defense
    2
    Speed
    1
    HP
    7
    Class: Striker

    Roll a S.R, then charge your attack for 2 turns. Your next turn is a critical hit that ignores defense. (This attack has max range)

  • Twinduction

    Water

    Attack
    4
    Defense
    3
    Speed
    3
    HP
    5
    Class: Striker

    When this car is adjacent to an ally, that car can make one more attack per turn.

  • Ultra Rage

    Fire

    Attack
    3
    Defense
    3
    Speed
    4
    HP
    4
    Class: Striker

    When this car dies, all adjacent allies deal 2 extra damage their next turn.

  • Wily 41

    Dark

    Attack
    4
    Defense
    3
    Speed
    2
    HP
    5
    Class: Tactician

    Roll a S.R, then switch places with an enemy or ally.

  • Wrencher

    SpiritPurple variant

    Attack
    4
    Defense
    4
    Speed
    2
    HP
    6
    Class: Striker

    Roll a S.R, then turn an adjacent enemy into a bomb. The enemy dies instantly, dealing 3 damage to adjacent enemies (and 4 damage to this car)

  • Wrencher

    GroundRed variant

    Attack
    5
    Defense
    3
    Speed
    2
    HP
    6
    Class: Striker

    Roll a S.R, then turn an adjacent enemy into a bomb. The enemy dies instantly, dealing 3 damage to adjacent enemies (and 4 damage to this car)

Car

Settings

Saved on this device.

Motion

Animations

Following your device: full motion.

Board

Letters and numbers on the board edges. A1 is top-left.

Stripes on Blue, dots on Red.

Draw boards as translucent magnetic tiles. Maps can override this.