Acura NSX
Grass
- Attack
- 5
- Defense
- 5
- Speed
- 6
- HP
- 5
When an adjacent ally is attacked, this car can take the damage instead.
The collection
Select to filter
Tiers estimate strength from stats and ability. They’re provisional (no playtest data yet) and never change battle stats.
The role a car plays
Save lineups here. In match setup, pick Manual teams and open Presets to load one.
197 of 197 cars
Grass
When an adjacent ally is attacked, this car can take the damage instead.
Air
This car gets a 2 damage bonus to attacks while in the air over difficult terrain.
SteelBlack variant
Begin fight in the air for 2 turns, and avoid all land-based attacks (for 2 turns only).
SpiritPurple variant
Begin fight in the air for 2 turns, and avoid all land-based attacks (for 2 turns only).
Ice
Roll a S.R, then decrease speed of enemy by 2.
Poison
This car has a 1/4 chance of knocking an enemy prone with each attack it makes.
Poison
Roll a S.R, then switch the skill of an ally and an enemy for the rest of the fight.
Grass
Not affected by difficult terrain.
Dark
Deal 2 extra damage to enemies while you are in the air.
Steel
Roll a S.R, then knock an enemy prone for 2 turns.
Ground
If this car dies, revive one fallen ally (but they can't use their skill).
Electric
This car can move through up to 2 enemies when moving, dealing 2 damage to each enemy smashed through.
Fighting
If you go first at the beginning of a fight, deal 4 extra damage your first turn.
Light
When killed, pick heal one ally back to full HP.
Poison
When you deal a critical hit, that enemy will lose 1 HP for the next 3 turns.
Light
If this car lands an critical hit, this car takes 3 damage. Then, the enemy attacked takes 2 damage each turn for 2 turns.
Fire
If this car moves into difficult terrain on the first turn, it gains 2 speed for the rest of the fight.
Spirit
Every time you deliver a critical hit to an enemy, your next attack gains 2 extra damage.
Ground
If this car is attacked while prone or proned, immediately counter the attack.
Water
Cannot be knocked prone.
Fire
When this car is on difficult terrain, it can lose one health and in turn negate an attack.
Light
If this car is the only member alive on its team, revive 2 allies to 1 HP each, and buff all stats by 1.
Dark
Roll a S.R, then swap one stat with an enemy for the rest of the fight. (Cannot swap HP)
Grass
Roll a S.R, then deliver 2 critical hit.
Fighting
This car gets a 1 damage bonus to attacks for every ally in adjacent squares.
Fighting
Always go first (unless enemy has more defense than you).
Ground
Deliver an critical hit in the first turn of the fight when attacking, then commence your normal attack.
Spirit
Lose 3 points of one stat, and one ally is unaffected by elemental attacks for the rest of the battle.
Water
This car loses 3 Speed when on difficult terrain, but gains 4 attack.
Light
Attack stat goes up by one for every turn this car is in play.
Electric
Roll a S.R, and increase Speed stat by 2 of one other car for the duration of the fight.
Ice
This car has a 1 in 4 chance of countering attacks made against it.
WaterBlue variant
Cancel the skill of an enemy for 2 turns at the beginning of a fight.
FireRed variant
Cancel the skill of an enemy for 2 turns at the beginning of a fight.
Fighting
Buff attack by 1 for every turn spent on difficult terrain.
Steel
Roll a S.R, then attack an enemy, keeping them prone for 3 turns (dealing 1 damage for each turn prone).
Psychic
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).
Spirit
Every turn this car is not attacked, gain 1 Attack (max is 3 higher Attack points than normal).
Ground
While on difficult terrain, this car negates all critical hits it recieves by enemies on normal terrain.
Electric
Knock an enemy prone for 2 turns when delivering a critical hit.
Dark
You have a 1/4 chance of dodging all attacks made against this car.
Light
When this car would normally die, roll a S.R, then teleport all cars back to their starting positions on the field.
Light
You can lose 1 HP to gain 1 attack and 1 speed.
IceBlue variant
Roll a S.R, then deal 1 extra damage for each enemy on your opponent's team.
LightWhite variant
Roll a S.R, then deal 1 extra damage for each enemy on your opponent's team.
Poison
You have a 1/4 chance of knocking one airborne enemy prone each turn.
Psychic
Enemy damage is reflected the first time they attack you.
Steel
When this car is attacked, it can swap places with an adjacent ally to negate the attack.
Psychic
Allies have a 1/4 chance of healing 1 HP for every turn they spend in difficult terrain.
Psychic
Every time you deliver a critical hit to an enemy, jump into the air for 1 turn.
Steel
If an adjacent ally receives a critical hit, the critical hit becomes a normal hit instead.
FightingBlack variant
When fighting in difficult terrain, gain 3 extra damage for the first 2 turns of a fight.
GrassGreen variant
When fighting in difficult terrain, gain 3 extra damage for the first 2 turns of a fight.
IceSilver variant
When fighting in difficult terrain, gain 3 extra damage for the first 2 turns of a fight.
FireRed variant
When this car deals a critical hit, it "disappears" for one turn, meaning it cannot be targeted for an attack.
ElectricYellow variant
When this car deals a critical hit, it "disappears" for one turn, meaning it cannot be targeted for an attack.
PsychicMaroon variant
If this car dies, deal a critical hit to the enemy that killed it.
FireRed variant
If this car dies, deal a critical hit to the enemy that killed it.
Dark
When you receive a critical hit, counter with an critical hit.
Air
When this car is in the air, adjacent allies cannot be knocked prone by enemies in the air.
Air
While in the air, avoid critical hits.
Poison
When this car kills an enemy, pick another enemy and deal 2 damage to them.
Fire
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.
Light
This car can only be damaged by critical hits.
Fighting
When this car is on normal terrain, adjacent allies on difficult terrain deal 2 extra damage.
Poison
When this car is first killed, it instead jumps into the air with 2 HP.
Ice
This car has a 1 in 6 chance of countering attacks made against it. If the counter hits, it deals double damage.
Ice
If a critical hit is dealt to an enemy in the first 2 turns of a fight, deal 4 extra damage.
FireRed variant
If this car is attacked by an enemy that is in the air, that enemy becomes prone for 1 turn.
ElectricYellow variant
If this car is attacked by an enemy that is in the air, that enemy becomes prone for 1 turn.
Dark
All attacks made against this car in the first 3 turns of a fight have a 4 in 6 chance of missing.
Light
Every attack you make has 1 extra damage if your enemy has 2 higher stats than you.
Dark
Attacks made against this car have a 1 in 6 chance of making the attacker fall prone (2 turns).
Fire
Reduce Attack and Speed stats to 1, and deliver an critical hit to up to half of the enemy team.
ElectricGold variant
Attacks made against this car have a 1 in 6 chance of hurting the attacker.
PsychicPurple variant
Attacks made against this car have a 1 in 6 chance of hurting the attacker.
Fire
Roll a S.R, then increase all allies' speed stats by 2 for the next turn.
Ground
Enemies cannot make any attacks from the air against you.
Water
Roll a S.R, then turn up to 3 tiles of difficult terrain to normal terrain.
Dark
If this car attacks an adjacent enemy, that enemy's HP is reduced to 1. 2 turns
Electric
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)
Electric
Roll a S.R; enemies have a 1/4 chance of missing all attacks for 2 turns.
Poison
Cancel the skill of an adjacent enemy for 1 turn when they activate that skill. (This effect takes priority)
Air
Roll a S.R, then increase all allies' attacks by 2 damage for the next 3 turns.
Spirit
If enemies go into the air, they take 2 damage.
Spirit
When this car attacks an adjacent enemy, this car can move that enemy to another space adjacent to this car.
Air
This car can attack 2 enemies if both enemies are above 1/4 HP.
DarkBlack variant
Roll a S.R, then bombard an enemy with attacks (lowering them to 1 HP, and you down to 2 HP).
FightingRed variant
Roll a S.R, then bombard an enemy with attacks (lowering them to 1 HP, and you down to 2 HP).
Ice
Roll a S.R at the start of a fight, then copy an enemy's skill for the first 3 turns of a fight.
Dark
If your team's combined speed is higher than your opponent's, then every attack made with this car is an critical hit.
Ground
Roll a S.R; one adjacent enemy is reduced to 1 HP. Then, this car is knocked prone for 3 turns.
Poison
When this car is first killed, all allies are sent into the air for one turn (this effect is optional for each car).
Ground
At the start of the fight, pick one enemy. This car deals 2 extra damage to that enemy for the rest of the fight.
Ground
When this car first loses more than or equal to half of its health, this car gets a shield of 2 health.
Spirit
Roll a S.R, then prone up to 3 enemies.
Spirit
If you have 1 HP left, roll a S.R and kill an enemy on the battlefield.
GrassGreen variant
Every attack made by you has a 1 in 4 chance of making the enemy lose their skill for 1 turn.
GroundOrange variant
Every attack made by you has a 1 in 4 chance of making the enemy lose their skill for 1 turn.
Fighting
While this car is in the air, gain 2 speed.
Psychic
Roll a S.R, then cancel the effects of difficult terrain for your team for 2 turns.
Steel
You can choose whether to go first or not. If you go last, gain 2 attack and 1 defense.
Ice
If a member of your team ties with an enemy in speed stats, your ally moves before the enemy.
Psychic
Lose 3 health, then disable the skills of all enemy cars for 1 turn.
Water
When this car receives a critical hit, reduce its HP to 1.
Grass
This car can make both itself and its target go prone for one turn when attacking.
Electric
If this car is attacked, the enemy is treated as if it is on difficult terrain on its next turn.
Air
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.
Light
When you lose more than half of your health, you have a 1 in 2 chance of countering attacks.
Poison
Copy an enemy's skill for the first 2 turns of a fight.
Spirit
This car is always in the air, unless knocked prone or proned. While in the air, deal 1 extra damage on all grounded cars.
Water
If this car goes first, elemental effects do not affect this car.
SteelSilver variant
This car has a 1/4 chance of dodging an attack.
LightWhite variant
This car has a 1/4 chance of dodging an attack.
Psychic
Roll a S.R, then heal for full health.
Water
Always go first (unless enemy can cancel this effect).
Psychic
Enemies who attack this car have a 1 in 6 chance of becoming proned.
Spirit
Roll a S.R, then deal 2 damage to all enemies on the field.
GrassGreen variant
You can take away one Speed and Defense point to increase attack by 3 for the rest of the fight.
Grass
Deliver critical hits to proned enemies.
PsychicAqua variant
Disable the skills of all cars on the field for 1 turn.
PoisonClear variant
Disable the skills of all cars on the field for 1 turn.
GrassGreen variant
Disable the skills of all cars on the field for 1 turn.
Spirit
When an adjacent ally is attacked, both this car and that ally can launch into the air for one turn.
Fighting
If this car goes first, it has a 1 in 4 chance to deal critical hits every attack.
Dark
When this car moves into difficult terrain, any enemy in the same patch of difficult terrain takes 1 extra damage.
Spirit
Enemies are unable do deal critical hits to this car.
Dark
This car can attack enemies 2 tiles away while on difficult terrain.
Steel
When attacking an enemy, roll a S.R to deal 2 damage to adjacent enemies.
Electric
When this car is hit with a critical hit, it can move 2x the amount of tiles its next turn.
Air
When fighting in difficult terrain, gain 2 extra damage.
Ice
Every attack this car makes after 4 turns is a critical hit.
Water
Roll a S.R to cancel an enemy's attack on an ally
Dark
Start the fight in the air for 2 turns. Deal 2 extra damage to the next enemy you attack when returning to the ground.
Air
Roll a S.R, then knock the next enemy who attacks you prone for 1 turn.
Air
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.
Fire
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.
Fighting
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.
Ground
When an attack made against you misses, your next attack on an enemy is a critical hit.
GroundBlack variant
Roll an S.R, then gain +2 in all stats for 3 turns. At the end of the 3 turns, this car dies.
WaterBlue variant
Roll an S.R, then gain +2 in all stats for 3 turns. At the end of the 3 turns, this car dies.
AirWhite variant
Roll an S.R, then gain +2 in all stats for 3 turns. At the end of the 3 turns, this car dies.
ElectricYellow variant
Roll an S.R, then gain +2 in all stats for 3 turns. At the end of the 3 turns, this car dies.
Fire
If a attack received will kill you, be reduced to 1 HP instead.
Fire
Deal 2 extra damage to enemy cars with 3+ less speed than you.
Light
Steal 1 attack and 1 defense from an enemy that attacks you.
Electric
If a attack an ally receives will kill them, revive them to have 3 HP.
SteelGray variant
Roll a S.R, then gain +1 attack for every enemy alive on the field for one turn.
AirWhite variant
Roll a S.R, then gain +1 attack for every enemy alive on the field for one turn.
Ground
All attacks this car makes are critical hits. Whenever this car deals a critical hit, return the car to its starting position.
Ice
Roll a S.R, then pick an enemy to become your ally for 2 turns.
Ice
When battling on difficult terrain, enemies cannot counter your attacks.
Steel
If knocked prone, roll a S.R to cancel the prone effect.
Steel
Attacks made to multiple allies (including this car) do no damage to this car.
WaterBlue variant
Attacks made with this car have a 1 in 6 chance of making the targeted enemy's adjacent allies prone.
ElectricGold variant
Attacks made with this car have a 1 in 6 chance of making the targeted enemy's adjacent allies prone.
Dark
When this car is hit with a critical hit, pick one ally to get a 3 health shield.
Fighting
If you have 3 or more speed than your opponent, deal 1 damage to entire team when you attack.
Fighting
Roll a S.R, then lower one car's speed stat down by half.
Ground
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.
Air
Roll a S.R, then launch yourself into an enemy, dealing 6 damage to one adjacent enemy. (you lose 3 HP).
WaterBlue variant
You can lose 1 HP to give an ally a 3/4 chance of dodging an attack.
SteelGrey variant
You can lose 1 HP to give an ally a 3/4 chance of dodging an attack.
IceNavy variant
You can lose 1 HP to give an ally a 3/4 chance of dodging an attack.
Psychic
When this car has no adjacent allies, gain 2 Attack, Speed, and Defense.
Fire
Roll a S.R, then heal for the amount of damage you inflicted last turn.
Fighting
Enemies who attack this car in the first 3 turns of a fight take 2 damage.
Z-Boss
If an adjacent ally dies, and this car kills an enemy in its next turn, that ally is revived with full health.
Air
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.
IceBlue variant
When an adjacent ally delivers a critical hit, add 3 damage to their attack.
GrassGreen variant
When an adjacent ally delivers a critical hit, add 3 damage to their attack.
FightingRed variant
When an adjacent ally delivers a critical hit, add 3 damage to their attack.
Grass
This car gains 1 attack for every turn spent in difficult terrain. (Attack value returns to normal after leaving difficult terrain).
Poison
If this car is attacked by an enemy with a higher speed stat, the enemy is knocked prone for 1 turn after attacking.
IceWhite variant
If a member of your team ties with an enemy in speed stats, your ally moves before the enemy.
Steel
Roll a S.R, then knock an enemy prone for 1 turn, dealing 3 damage.
Poison
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.
WaterBlue variant
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.
LightWhite variant
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.
PoisonAqua variant
Roll a S.R; Terrain does not affect the entire team for 2 turns
GrassGreen variant
Roll a S.R; Terrain does not affect the entire team for 2 turns
GrassGreen variant
When an adjacent ally delivers an critical hit, buff their attack by 1 for the rest of the fight.
PsychicWhite variant
When an ally delivers an critical hit, buff their attack by 1 for the rest of the fight.
Grass
For every point of health you sacrifice, gain 2 Speed.
AirGray variant
Roll a S.R, then pull an enemy to your side of the battlefield, then deal 1 critical hit.
PoisonRed variant
Roll a S.R, then pull an enemy to your side of the battlefield, then deal 1 critical hit.
Water
Attacks made with this car have a 1 in 4 chance of dealing 2 damage to the targeted enemy's adjacent allies.
Ice
Copy an enemy's skill if you are targeted with that skill. (Lasts for one turn).
Steel
Every time this car attacks, it has a 1/4 chance of making another attack that turn.
Electric
If this car is attacked while on difficult terrain, the attacker becomes prone after attacking for 1 turn.
SpiritPurple variant
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)
PsychicRed variant
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)
Water
When this car is adjacent to an ally, that car can make one more attack per turn.
Fire
When this car dies, all adjacent allies deal 2 extra damage their next turn.
Dark
Roll a S.R, then switch places with an enemy or ally.
SpiritPurple variant
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)
GroundRed variant
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)