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    FINAL FANTASY FABLES: CHOCOBO TALES

    By The Ambassador, a.k.a. just4yoshiVERSION: 1.05UPDATED: 05.24.08

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    Table of Contents:0. Introduction & Notes1. Minigames (Quick Play Order)  A. The Adamantoise and the Cactuar (A & C)  B. Titan and the Beanstalk (B & T)  C. The Ugly Chocoling (T U C)  D. Unicorn and the Town Musicians (U & T M)  E. Shiva and Ifrit (S & I)  F. The Boy Who Cried Leviathan (B & L)  G. The Three Little Piggies (T L P)  H. Mini Red Riding Hood (M R R M)2. Microgames (Quick Play Order)3. Cards (Numerical Order)4. Miscellaneous & FAQs  A. The ULTIMATE Teams (Two of them)

      B. Absolute Best Cards List  C. Maximum Possible Damage (80 & 120)5. Contact & Legal

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    ---------------0. Introduction---------------

    First off is the question of just what is Final FantasyFables: Chocobo Tales? The answer is that it is a hybrid oftwo genres, card battles and minigames. Expect to see a lot

    of elements of games such as Mario Party, or on the otherhand, a trading card game (Pokemon?). Also, don't leteither of those disappoint you. While I have several, I amnot the largest fan of minigames, but this game has a verydiverse range of them, and most are interesting. Also, thecard battles are rather fun too, especially the part ofmaking the decks or surviving for half of a battle on justone HP!

    As for this guide, it is meant to give general help. Don'texpect to see all too much for the story walkthrough,unless it's in the FAQ section. This is for the minigames,microgames (which are actually minigames too), and cards.

    Battles and spots to collect items will generally not becovered (although do check the FAQ because I do answer themas they arise).

    Finally, please note that in an effort to make this guidebetter, I have included my opinions on the minigames,microgames, and cards. As opinions are subjective, you maydisagree. So, use my opinions, but use them loosely andfind your own style and abilities.

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    ===========================================================

    ------------1. Minigames------------

    NOTE: Maximum Difficulty/Luck is 6 stars.

    A & C: Race to the Top:Difficulty: **Luck Factor: *

    Directions: Hold down the stylus in the direction you wantto head. If you pull off your stylus, then the turtlebecomes immune to the boulders. One advanced strategy is tolet a boulder that has almost past you push you forward (byhitting you from the opposite of the direction you aregoing towards).

    A & C: Rescue on the Rapids:Difficulty: ****Luck Factor: **

    Directions: The controls are similar to the first one.However, you want to have your stylus off for as much timeas possible. The first couple of times, don't skip theintro and instead learn the course. There are two majorstrategies, and both work well. The first is to only touchthe screen if you are going to run into a wall. The secondis to only NOT touch the screen on decent sections ofstraightways. Either way works, although I would suggeststarting with the second technique until you know the routebetter. For turning, you can either hold down the stylus inthe direction you want to go (better for strategy 2) or doquick rotating motions (better for strategy 1). Also, luckplays a small factor in battle mode, from turtles bouncing

    off one another.

    T & B: Leaping on Leaves:Difficulty: **Luck Factor: **

    Directions: If you are familiar with the trampolineminigame in New Super Mario Bros, you will feel right athome here. Use your stylus to draw small (but not toosmall) lines almost horizontal to bounce your chocobo thehighest. The bombs generally are on one side, then theother. Later, both sides have bombs or they move back and

    forth (the luck factor). Try to aim slightly, and don't beafraid to let your chocobo fall a bit if it means a bettersetup for the next leaf.

    T & B: Scurry Down the Stalk:Difficulty: ****Luck Factor: ****

    Directions: This is one of the nastier minigames. However,

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    the hardest part is knowing HOW to do it. Draw leaves atabout 60-degree angles (mostly vertical) because, for somereason, walking is faster than falling. Go figure. Beyondthat, it's really up to you to make your own strategy.Staying closer to the bottom and hitting speed ups aregreat, but you must balance that with getting the coins.Same holds true for the trial mode (and note that you dolose coins if hit). Luck comes from where the coins andspeed/slow downs are, as well as where your opponents arein the battle mode. Find your own rhythm and just keepdrawing those leaves.

    T U C: Find that Fiery Chocobo:Difficulty: **Luck Factor: ****

    Directions: For this one, put your stylus on the magnifyingglass to move it around. Follow the top screen more withyour eyes and keep looking for flames. It has to be flamesthough as later other dark chocobos also show up. Just keepmoving around and you'll probably win if luck is on yourside.

    T U C: Flaming Frenzy:Difficulty: ***Luck Factor: *****

    Directions: Say hi to luck in this game. Just stay ratherclose to the water and keep double-tapping. Go for coins,yes, but moreso go for your opponents. This one is allabout the endgame. You can be about 5 coins behind with 5seconds left and STILL win (when there's quite a fewchocobos playing). Just keep at it and keep rolling.Eventually luck will side with you and you'll win.

    U & T M: Mimic that Melody:Difficulty: **Luck Factor: **

    Directions: Now don't start flaming me. I do say this oneis easy. However, at first I thought it was impossible. Thekey is that you don't try to hit the symbol AS it comes up,rather BEFORE it does. It doesn't matter if you're a secondearly; just as long as you're on the correct one when itcomes up. Battle mode is a bit tougher as the chocobos cansometime last a long time (luck factor). Still, just alwaysgo to the correct one before it comes up.

    U & T M: Symphonic Survivor:Difficulty: ***Luck Factor: ***

    Directions: I wonder if I ever moved normally in this game.Keep double-tapping. This time, it's not for knocking intoothers (although you can try to do that); instead, it's thefastest way to get to the different symbols. And, the game

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    ultimately comes down to a balance of staying close to theedge (to make it to the next symbol in time) and notgetting knocked off. Find your style and stick with it.

    S & I: Lunging for Lasans:Difficulty: ***Luck Factor: ***

    Directions: Hold the stylus on your chocobo and fly himback and forth on the top of the screen, trying to pick upthose fruits. Don't be afraid to do some acrobatics if itwill help you get more fruit. And, I don't think you loseany if you get hit (just time).

    S & I: Leaping for Luchiles:Difficulty: ***Luck Factor: **

    Directions: Use your stylus to grab your chocobo and flinghim upwards. Try to make him arc from one side to the otherin a gentle but high curve and you'll get most of theluchiles every time. This one might take several practiceruns, but after you get the hang of it, it isn't the worst.

    Also, for trial mode, take your time to line up your shotswell.

    B & L: Underwater Escapades:Difficulty: *****Luck Factor: ****

    Directions: This is one that's bound to give a lot ofpeople problems. Large difficulty and luck is not the bestcombination. Trial mode is okay, but battle mode issomething else entirely. Expect to be having to navigatevery VERY tight spaces to win it on tough settings (or even

    on easier ones). The trick is to move your stylus up anddown in quick but controlled movements. Move faster if youneed to rise or less if you need to fall. Just do NOT stopmoving (unless you absolutely have to) nor lose control. Bein control of your movements at all times and you'lleventually make it through with a lot of luck and practice.

    B & L: Bubbling Barrage:Difficulty: **Luck Factor: **

    Directions: First, this is a double-tap mission so guess

    what? You only use double-tap of course. To start, doubletap straight up to try to get into his first loop. In fact,this is the entirety of the strategy: be in the loops whenhe makes them. Try to stay near his head on the side thathe's turning towards and dart (double-tap) into any loop hemakes, collect 3 fish, and find his hear. Repeat until timeexpires (and knock into competitors of course).

    T L P: Puzzled Little Piggies:Difficulty: **

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    Luck Factor: ***

    Directions: First, grab whatever piece you can find and putit in the middle of the large house. Then keep flyingaround, looking for the largest piece that will fit in ahouse. Finally, if there's only 2-3 pieces left in a house,find all of them first and then put them in, just to besure you get the bonus for finishing the house; similarly,if you see another chocobo with a piece coming in whenthere's only two left, find the other, or, if you alreadyhave it, WAIT for him to play his first. Then, you get thebonus ;).

    T L P: Hide and Shriek:Difficulty: ****Luck Factor: ****

    Directions: Ah, another nasty one. I can't stand thisminigame. It's actually my least favorite, partly due to nonice epilogue. Anyways, listen up. This is one of only twominigames with double tap that you DON'T double-tap on. Irepeat. Don't double-tap. Just run. You run at about thespeed of a tonberry, so if you get one on your tail just

    run around (and not into anything) until you can pass himonto another chocobo. This one is tough to get perfect onand heavily relies on luck (of being in the right place atthe right time). Also, WARNING: any "dead" chocobo turnsinto a tonberry, so don't go by the upper screen alone oryou may find yourself running into a chocobo turnedtonberry.

    M R R H: Lightning-Fast Labyrinth:Difficulty: ***Luck Factor: ***

    Directions: Best hint here is to take your time. First off,you hold the chocobo (not point him as I first tried).Beware of sharp turns and the final area. Take your timeand don't get hit to make the fastest time. Also, with thatsaid, you may have to take a few risks with the movingones, so take a risk if you have a decent chance of makingit, just try to plan out your path beforehand.

    M R R H: Shocking Shuffle:Difficulty: *Luck Factor: *

    Directions: Isn't it a shame that the final minigame is theeasiest and most boring of them all? The entire strategy isto NOT double-tap and just round around counter clockwiseuntil everyone else dies. Don't try to attack. They'reidiots. They'll kill themselves eventually, even on thehardest setting, so just stay out of harm's way.

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    2. Microgames-------------

    NOTE: All of these are written about the gold medal. Also,the max stars is 6.

    BOMBERWALL:Difficulty: *****Luck Factor: ****

    Directions: Wasn't it so nice of them to start with a doosyof a microgame? Anyways, tap fast, but do it slowly (thiswill be a common theme). The strategy is to go fast, but toalways look ahead. It may take an extra millisecond, butit's worth it to not hit wrong. Try to get the first crownin 5 seconds or less to be in a good position to get theremaining ones. Focus. Focus. Speed. Focus. Speed. Focus.That is the way to win, but expect it to take a while,especially on your first playthrough.

    CLIFFHANGER:Difficulty: **Luck Factor: *

    Directions: I know some people struggle with this one. Thekey is to know your timing. Approximately a half secondafter seeing the 20m point, tap to stop. Play around withthe timing until you get within the distance. The nicething is that this one is fast, so you can try quite a fewtimes in a short period of time. Try to beat my record of0.36m ;).

    BLAZING BLOCKS:Difficulty: ***Luck Factor: ***

    Directions: This one may seem harder at first than itreally is. All that you need to do is to get rid of theCRYSTALS. Anything else doesn't matter. Like mostmicrogames, the key to going fast is to take your time. Setup the blocks first and learn from a mistake (you get twobouts at a setup, I think). Also, you can get lucky and geta quick one-block tap that will destroy everything in oneswoop, which is always nice ;).

    BLOWGUN BLITZ:Difficulty: ****Luck Factor: ****

    Directions: Patience is the biggest key here. Breathe inand wait... and wait... and wait... until you get a set ofabout 4-5 balloons on the bottom portion that will all gethit when you exhale. If you wait to long, look up tobreathe out and in again so you don't lose a dart. Trustme, it's far better to do this "micro"game in five minutesfor one time than it is to do it ten times in five minutesand STILL not have gold. Be patient and you will eventuallyget a lucky lineup.

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    JOB JUGGLER:Difficulty: ******Luck Factor: ****

    Directions: OUCH! The maximum of either is 6 stars, andthis gets 10 total. It is NASTY. The "key" (if there isone) is to take that millisecond to make sure you make thecorrect choice. Also, at the very end, it does NOT closefully. You still have a very small section to see thecharacters, which might well end up being that 20th one youneed. Beyond that, there are two strategies for completingit. The first is to just keep at it constantly until youwin. The second is to realize that the setup on the bottomis the same after you press start, so memorize it first soyou know where everyone (or at least most of them) is forquicker selection. I actually used a hybrid, trying togroup similar characters together in my mind so I wouldhopefully know the whereabouts of a character withoutknowing the exact location. Good luck and have fun getting18 or 19 over and over again... Make sure you havesomething to celebrate with for when you do reach 20.

    SILLY SCRIBBLES:Difficulty: **Luck Factor: **

    Directions: This is one of the easier microgames, in myopinion. Simply pick the one with more pictures. If youcan't tell, pick the one that looks like it was meant tolook like it had fewer ones (such as having a lot of smallones or all in one small area), as that will normally bethe correct one.

    CHEESE CHASE:Difficulty: ** or *****Luck Factor: ****

    Directions: This one really depends on your blowing skills.If you are good at doing very controlled blowing, try tostay in the middle, as there is an area that you aretotally safe (the place where you're off the screen at thesplit between the screens). Try to focus on one area (therow you're one and the ones directly above and below)mostly as it will help you focus. Keep movements ascontrolled as possible. If you are really not good withblowing (as I wasn't at first), you can either go a lot

    riskier at the start or try a method of rubbing your handagainst the microphone (I have not been able to make thismethod work, but others have used it instead of blowing).

    BUBBLE BOUNCE:Difficulty: ***Luck Factor: *****

    Directions: This seems to be one of the harder ones, but

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    good strategy, and one of the two times I beat themicrogame is due to having the red and green together.Basically, find a strategy that gets you over 40 secondsand refine it and get lucky to raise it up to 60 seconds.

    MAGIC POT LUCK:Difficulty: *Luck Factor: ******

    Directions: Another highly-discussed microgame, this one isalmost entirely based on luck, which makes it annoying...very annoying. There are two basic "strategies". One is toattempt to guess the next position (sounds strange, but Igot up to 35 using this strategy once... and have yet torepeat that feat after countless times). The second isprobably more fun: pass the DS around to family members,friends, etc. to see who is the luckiest. If you want,offer a small reward to whoever manages to beat the odds:P. Just keep at it and eventually luck will side with you.

    BOGGLING BRIDGES:Difficulty: ***

    Luck Factor: ***

    Directions: The best strategy is to stay ahead then giveup. Let me explain. Keep rotating bridges in front of himto make a path, but if/when he catches up, at the nextcheese, stop going forward. Instead, work from the idea ofhim turning around and set him on his next path to thecheese. Also, try to balance getting close cheese (whichisn't necessarily closest as a bird would fly) and gettingto a nice string of cheese (pun not intended).

    MYSTIFYING MAGNETS:

    Difficulty: **Luck Factor: ****

    Directions: Plan then move. Beware of the crossroads onetoo. Try to figure out where it goes first if you get onein your set. Just plan ahead and you should do fine (if youhappen to get a nice set of problems).

    LEAPTOAD:Difficulty: ****Luck Factor: ****

    Directions: This one has been known to cause a lot oftroubles. My strategy is to combine doing a lot of shortleaps (as I move around the pond for good positions) andlong leaps (at those good positions). This is a hybrid ofthe two main strategies of using mainly large leaps or alot of little ones. If you're quick at moving the leaves,try focusing on more short leaps. Else, focus on setting upthe large ones. Be much more risky at the start. Just keepmoving (unless you are drawing the monster in to setup aleap). Also, moving mostly around the outside is

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    recommended. Basically, go for notes, then for survival(when the monster is moving rather fast), then for anynotes you can grab (when the monster is approaching warpspeed).

    BLIZZARDY BLOCKS:Difficulty: **Luck Factor: ****

    Directions: First, know that the difficulty is probablyless for me because this is my favorite microgame. Thereare three basic ideas to winning. The first is that if youneed him to go up a level, you don't have to make a stackof ice, just place one where you actually need it. Thesecond is that a double-stack (or a trio of below, above,and front) will cause him to turn around (use it to savetime). The third and most important is to keep the chocoboas high up as you can. It is FAR easier to drop down thanto climb. Also, along the same lines, when you do have togo down to collect a fruit, try to have a set of stairslined up right after the fruit to start climbing again.Finally, note that a direct walk is the fastest (basicallyI'm saying that --- is faster than -_- where the lines are

    the top of blocks).

    UP, UP, AND A-KWEH!Difficulty: ****Luck Factor: **

    Directions: There are two parts to this game. The first isto time your jump to leap at the last moment possible (orclose to it works as well). The second is your aim. Youshould try to make the top of your chocobo's head besomewhere in or just below that top cloud. Think of it asbeing like his hat. Try a variety of short and long swipes

    and hand angles and eventually you'll get 400.

    WACKY WALL CLIMB:Difficulty: ****Luck Factor: ***

    Directions: This one can take a while to do. As with mosttough ones, the key to winning is to plan ahead. Generally,one side will be full of short leaps and/or electric thingsand the other will basically be scott free of them. So,keep looking ahead to find the best path. It's a whole lotbetter to even lose a second looking at the path than to

    lose two seconds dealing with electricity (and possibleelectrocution). Also, along the same lines, give yourselfthat extra millisecond when placing your suction cup thingto make sure it actually connects for that will also savetime (and frustration).

    DEADLY DEMON WALL:Difficulty: ***Luck Factor: ****

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    Directions: Another one I don't like. There are two basicstrategies. First is if you have excellent aim, go forOHKOs of your chocobos. If you're like me, aim in front ofthe little guys and tap like mad. Good luck getting thosespeeders at the end. When you get that far, move yourstarting position back to the left some so you can move toposition in time (although you will eventually be almosttapping AT the wall).

    REDEYE RAMPAGE:Difficulty: ***Luck Factor: *****

    Directions: There are two basic strategies: hit all and hitcenter. Hit all means that, while you aim for the center,your primary concern is to just hit all of the eyes; thisis a decent strategy as I have hit a few 100s from simplytrying to catch an eye. The second is to aim much more forthe center of the eye, and if a few slip by, that's okay.For either way, it is VITAL to learn the "sweet spot". Forme, this meant tapping just a bit forward of the eye(forward meaning ahead of where the eye is moving towards).The bullseye is NOT necessarily where you see the bullseyebeing. So, find where it truly is and aim there instead.

    TOME RAIDER:Difficulty: ****Luck Factor: *****Directions: This is a tough one. And, to sound like abroken record, it is MUCH better to plan ahead. Take up toa half second to plan your moves before you make them.Mistakes normally cost 2 seconds but can cost up to 5seconds to fix. So PLAN AHEAD. The first few playthroughs,try to learn the strategies for setting up the three jewelsin the best ways possible. Also, good luck; you'll need it.If you get a whole bunch of answers that keep being the

    opposite of what you just did, you have basically no hopeof winning. On the flipside, I have gotten several one-movesolutions ;).

    RODEO ROUNDUP:Difficulty: ***Luck Factor: *****

    Directions: Slow and steady is what wins the race yetagain. Going for tons of 1s, 2s, 3s, or even 4s is not theway to win. Think of it this way: you only need a handfulof 10-in-a-loops to win. The exponential scoring requires

    you to go for larger numbers. And, don't be afraid to usestrange shapes either. Also note that getting two sets of 7and two sets with bees is almost better than FOUR sets of 5(98 vs. 100). So, don't worry about the bees as much. Worryabout huge sets.

    CRAZY CREDITS:Difficulty: **Luck Factor: *

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    Directions: If you don't know what this microgame is, tapthe O's while the credits scroll. ONLY the O's (upper orlower case). Not much else that I can say besides to beprecise. It's probably a good idea to beat the game twiceif you want to also look at the pictures.

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    --------3. Cards--------

    Note the setup of how I am doing these (also note max is 8stars in any category):

    (Card Number): (Creature): (Attack Name):Attack: (Normally the card damage, but NOT ALWAYS)Defense: (Based on number of guard spots and if it is a  guard-based attack (no sword icon))Special: (Anything beyond damage that the card does,  healing gets the most stars from me)Rating: (The chances of seeing it in one of my decks,  which is the best way I thought of doing an

      overall rating)Notes: (Anything I want to say about the card)

    001: Ifrit: Fireblast:Attack: ***Defense: **Special: *Rating: 15%Notes: An alright card. I like having the guard, butcompared to some others, this one doesn't normally cut it.

    002: Ifrit: Fireblast+:

    Attack: ***Defense: *Special: **Rating: 0%Notes: If you want this card, do the normal version asgenerally a defense spot is better than rebound.

    003: Ifrit: Flame Ward:Attack: *Defense: ***Special: *Rating: 0%Notes: I don't think I have EVER used this card. It's

    pathetic. It is guard-based, which is nice, but only one ofthose even deals damage. If you want to use it, checkLamia's Entice ones instead as they are MUCH better.

    004: Ifrit: Scorched Earth:Attack: **Defense: **Special: **Rating: 5%Notes: This one is below-average (3-stars) in all areas,

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    but that does mean it doesn't have a major weakness.Chances are you won't be using it.

    005: Ifrit: Forest Fire:Attack: ****Defense: **Special: *Rating: 10%Notes: This one can be rather powerful, but it is asituational powerful. You probably won't be using it toomuch, but it is an asset if you are going for a red-baseddeck.

    006: Ifrit: Hellfire:Attack: *****Defense: **Special: **Rating: 20%Notes: If I am using an Ifrit card, chances are it's thisone. The CP requirement is high, but it has a good attackand at least one defense. Still, there are better cards outthere.

    007: Bomb: Fiery Tango:

    Attack: **Defense: **Special: **Rating: 5%Notes: You can expect to see this card some as it's afavorite of the computer cards. It's a nice starter, butwith a lower power, it doesn't often make it to my decks.

    008: Bomb: Delta Guard:Attack: *Defense: ******Special: **Rating: 20%

    Notes: Argh, if only this one had a better use besidesburn. Oh well, with the strong defense, it has a chance ofbeing in my decks.

    009: Bomb: Self-Destruct:Attack: **Defense: ***Special: (-1)Rating: 0%Notes: No wonder this is called a risky move. For me, if Iam using it, I probably have used a lot of red card, so itwill probably hurt me more than him, which is why I don'tuse it. If you have this as your only red card, it might

    work well... but I would rather have some other red cardsin its stead.

    010: Bomb: Self-Destruct+:Attack: ***Defense: *Special: (-1)Rating: 0%Notes: Okay, if you use this, please let me know why. Thiscard makes no sense to me. First, your opponent HAS to use

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    a red attack card. Then, he has to have a lot of redcrystals for this to be of any use. I don't touch this cardwith a 10-foot pole.

    011: Bomb: Explode:Attack: *****Defense: *Special: ***Rating: 10%Notes: For me, if I am going for a mostly red hand, this'llprobably be there. If not, the 3 red CP and no defense keepme away. Decent attack though.

    012: Bomb: Explode+:Attack: ******Defense: *Special: ******Rating: 20%Notes: This has a high CP count, but it's worth it if youcan reach it (most of my hands can't, which is the reasonfor the low percentage). However, the special canabsolutely destroy your opponent's plans. In fact, I playthis card more for the special than the attack.

    013: Lamia: Tail:Attack: *Defense: ***Special: **Rating: 15%Notes: I use this card mainly for defense and as a means toeasily generate red crystals. Beyond that, it's pretty bad.014: Lamia: Song:Attack: ***Defense: *Special: ***Rating: 0%Notes: While silence is handy, there are simply other,

    better cards that are red when this has no defense.

    015: Lamia: Maiden's Kiss:Attack: ***Defense: **Special: ******Rating: 70%Notes: I like a good healer, and this does it. It is aguaranteed heal, not based on CP, which is nice. It alsohas and attack, unlike some heals. The CP requirements arerather low too. It all wraps up into a rather nice package,good enough to make it to my "ultimate" team.

    016: Lamia: Maiden's Kiss+:Attack: ***Defense: **Special: **Rating: 5%Notes: Bummer, instead of being an even better healer, theynerfed the card, giving it burn instead of healing. Besidesan extra damage, that's the only difference. However, it'snot completely useless, just mostly.

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    017: Lamia: Entice:Attack: **Defense: ***Special: ***Rating: 50%Notes: This is actually a decent card. I use it and Entice+interchangeably. However, Entice+ made the ultimate cut dueto an extra damage. Still, stealing CP is generally nice,but it can also end up hurting you, which is why I go forthe + version. This is really up to use. It's a good card,one of the better ones.

    018: Lamia: Entice+:Attack: ***Defense: ***Special: ***Rating: 60%Notes: If it's on my "ultimate" team, it's good. I use thiscard a lot. It's decent in all areas, and destroying CP isa nice bonus. Also, destroying instead of stealing meansthat it doesn't mess up my plans.

    019: Phoenix: Fire Strike:Attack: **

    Defense: **Special: *Rating: 0%Notes: Some might like this card. It isn't necessarily bad,it's just based on luck of guard zones, which I don't enjoy(and the attack is only 2 per zone).

    020: Phoenix: Blazing Barrier:Attack: **Defense: ***Special: ***Rating: 30%Notes: This is a good card. Damage isn't too high, but

    having defense is nice. If only the defense wasn't for onlyone turn (you don't have it for the current turn even ifyou go first). I would use it more if some of the greencards weren't better. Still, it's a good card, especiallyif you are going for a mainly red hand.

    021: Phoenix: Undying Spirit:Attack: ***Defense: **Special: *****Rating: 55%Notes: As with many Phoenix cards, I like this one. My onlyproblem with it is that Maiden's Kiss and Undying Spirit+

    seem stronger to me, and having two healers is enough forme. Still, it is a nice addition to most decks.

    022: Phoenix: Undying Spirit+:Attack: ***Defense: *Special: ******Rating: 70%Notes: Lose a guard and gain an extra heal per CP. I'lltake that trade most of the time. To get the most out of

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    it, I actually try to go second instead (assuming I have alot of HP left). That way any strike is negated by thelarge amount of health I'll be getting back ;). Nice card.

    023: Phoenix: Flames of Rebirth:Attack: ***Defense: **Special: ***Rating: 30%Notes: The percentage nowadays is lower, but this used tobe one in basically all of my decks. It especially helps atthe start, but in a long-drawn-out battle, it loses a lotof effectiveness. Still, it's a decent card.

    024: Phoenix: Flames of Rebirth+:Attack: ***Defense: **Special: (-1)Rating: 0%Notes: I guess this card is good with bomb or something. Ijust don't get the point of making all of my crystals thesame color. Normally, I have about two of each (and I likeit that way).025: Adamantoise: Turtle Power:

    Attack: *Defense: ********Special: *Rating: 35%Notes: This doesn't do much, but what it does, it doeswell. This is the card I keep tucked away for when I have aterrible hand and my opponent is looking to destroy me thatturn. It's an excellent catch-all, but beyond that, the useis limited. Take Turtle Power+ first, and if you want asecond backup, please take it. It does its job very well.

    026: Adamantoise: Turtle Power+:Attack: **

    Defense: ********Special: *Rating: 80%Notes: This is one of my most common cards. The color boostcomes into play a lot actually. Use it and you won't bedisappointed. The best time to use it is for gray cards (asyou don't generally know what attack they will be), whichis where it shines the most. Of course, it also is a greatstaller if you don't have a good card to use.

    027: Adamantoise: Miraculous Shell:Attack: ***Defense: ******

    Special: *Rating: 75%Notes: Back-to-back winners :). This is a great card. Itdoes require some CP, but even without the CP, it's a goodblocker. And, if you have the CP, you get to attack with astrong attack and almost no chance of getting hit. Nice!

    028: Adamantoise: Miraculous Shell+:Attack: **Defense: ******

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    Special: **Rating: 25%Notes: Dealing one less damage is a large drawback to mewhen there's a lot of good cards. However, if you like touse status effects, use it and enjoy it. I still use it insome decks. I should probably use it more, but there arequite a few GYB triple blockers.

    029: Adamantoise: Slowspell:Attack: ***Defense: ****Special: ***Rating: 40%Notes: This is a lovely card, especially for those of youwho like to be the attackers. If you want to attack, useit. If you like to guard, use Miraculous Shell. If you wantto, use both like I sometimes do ;).

    030: Adamantoise: Mighty Guard:Attack: *Defense: ******Special: ***Rating: 20%Notes: Damage halved and a good amount of guarding is nice.

    CP requirements are not, especially because it doesn't havean attack. Still, it's alright, so use it if you want.

    031: Cactuar: Spinning Needle:Attack: ***Defense: *Special: ***Rating: 0%Notes: If you want to use this card, use Slowspell instead.It has the EXACT damage and effect but two extra guardspots.

    032: Cactuar: Ambush:

    Attack: ***Defense: ***Special: ***Rating: 10%Notes: This is actually a good card, being average in allareas. If only there weren't so many other cards that hadthe yellow/blue guard setup. Still, if you don't have thoseother cards, use this one.

    033: Cactuar: Poison Barb:Attack: ***Defense: *Special: **

    Rating: 0%Notes: For me, poison is worse than going first, soSpinning Needle is directly better and Slowspell is betterstill. Thus, this card normally is left out of my deck.

    034: Cactuar: Photosynthesis:Attack: *Defense: ******Special: *****Rating: 75%

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    Notes: How about a card that you almost never get hit onthat refills your HP too? That's what this card does. TheCP requirement is a bit tough, but the benefits are great.Also, yellow CP seems to be, on average, the most createdcolor, so healing being based on yellow CP is nice (astraight heal might be nicer, but can't have everything). Agreat package deal that is almost always in my decks.

    035: Cactuar: 1000 Needles:Attack: ****Defense: *Special: *Rating: 0%Notes: Sorry, but you just don't cut it. If I have that CP,I'll be using Photosynthesis. If I don't, you're worthless.Also, the attack is a bit low for requiring two CP.

    036: Cactuar: 1000 Needles+:Attack: ****Defense: *Special: **Rating: 5%Notes: I actually use this on rare occasions. If I havethat much green CP, I might just use poison. Still, I think

    there are probably other, better cards.

    037: Unicorn: Rush:Attack: ***Defense: *Special: ***Rating: 0%Notes: Basically the only use is for sealing CP. 3 attackwith no protection... once more Slowspell works better forme. Same attack, more guard, different special.

    038: Unicorn: Healing Kick:Attack: **

    Defense: **Special: **Rating: 0%Notes: This card is a total letdown. HEALING Kick??? All itdoes is remove statuses. Big deal. I guess it is one of theonly cards that does remove statuses, but is it reallyworth it to have such a situational card in your deck? Theonly two statuses I really worry about are defense (a GOODstatus) and CP sealing. I don't want to get rid of defense:P and if I want to unseal myself, why not just wait forthe end of the turn? Doesn't that do the same thing? Ithink so.

    039: Unicorn: Fountainhead:Attack: *Defense: ***Special: (-1)Rating: 0%Notes: The only reason I see to use this card is if you areabout to you the green Typhon card. Else, don't touch it atall. I know I don't.

    040: Unicorn: Fountainhead+:

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    Attack: *Defense: ***Special: ***Rating: 0%Notes: This one is loads more useful than the normalversion (at least to me), but it's still not good enoughfor my teams. However, if you don't mind the 3 CP, you maylike it as it really disrupts your opponent's plans.

    041: Unicorn: Gale Strike:Attack: ***Defense: **Special: *Rating: 0%Notes: Ah, comparison to Slowspell again. Slowspell is notluck-based and has an extra guard, not to mention aneffect. If you like luck though, I guess it's not bad...

    042: Unicorn: Gale Strike+:Attack: ****Defense: *Special: *Rating: 0%Notes: If you like luck, you might like this card. I don't

    like luck, so I will stick to cards with more defense.

    043: Titan: Gaia's Wrath:Attack: ***Defense: *Special: ***Rating: 0%Notes: This is a rather unique card in that if you attack acard that also has a green attack, you still do fulldamage. However, with a 2 CP need and no defense, thisdoesn't cut it for my decks.

    044: Titan: Boulder Toss:

    Attack: ***Defense: **Special: ***Rating: 5%Notes: Compared to Slowspell, this is again weaker, but itdoes have its moments with the CP crush. Use it if youwant; I do on rare occasions.

    045: Titan: Earthen Fist:Attack: ****Defense: **Special: *Rating: 15%

    Notes: I actually use this card in a good number of decks.5 damage for 1 CP is a decent deal and one defense helps.It may not be the best, but it works in a pinch.

    046: Titan: Earthen Fist+:Attack: *****Defense: **Special: *Rating: 30%Notes: 2 CP for 7 attack? I'll take that trade if I am

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    doing an attack-based deck. This is a nice card, a goodaddition to a lot of decks.

    047: Titan: Fissure:Attack: ***Defense: **Special: *Rating: 5%Notes: I will use this one rare occasions. At least the CPrequirement helps the attack power. I still like other onesbetter (such as Photosynthesis for the same CPrequirements).

    048: Titan: Fissure+:Attack: ***Defense: *Special: *Rating: 0%Notes: If you are reading in order, you already know what Ithink about luck attacks. Still, if you don't mind the luckand no defense, it's a good card. It's just not for me.

    049: Shiva: Chilling Whisper:Attack: ***

    Defense: *Special: *Rating: 0%Notes: No defense and a freeze? I think I'll pass. It mightbe good as an early setup for a strong attack, but that'snot for me.

    050: Shiva: Extinguish:Attack: ***Defense: **Special: ***Rating: 5%Notes: This one has its uses. I am not the biggest fan of a

    CP crush, but it could hurt your opponent, and it at leasthas one defense.

    051: Shiva: Extinguish+:Attack: ***Defense: **Special: ****Rating: 5%Notes: An extra CP requirement but to take away all red CP?For you that might be a good trade. For me, both the normaland plus versions are about on an even footing. If you wantone, just take your pick.

    052: Shiva: Snow Veil:Attack: **Defense: ***Special: *Rating: 0%Notes: I like guard cards, but this one seems pointless. Itguards only half of attacks and only does damage for 25% ofthem. That's too based on luck for me.

    053: Shiva: Diamond Dust:

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    Attack: *****Defense: **Special: *Rating: 15%Notes: 8 attack for 3 CP and a defense? Sometimes that'sgood enough for me. This card can do some good damage. Ihave seen it used effectively a lot. Still, the CPrequirement stops me from constantly using it. Good cardthough.

    054: Shiva: Heavenly Strike:Attack: ****Defense: **Special: *Rating: 15%Notes: This, Diamond Dust, or both, take yourpick. Bothare good cards with a higher CP cost. This one is morebased on luck, but red CP is not uncommon.

    055: Leviathan: Tail Whip:Attack: **Defense: *Special: ***Rating: 0%

    Notes: For a low attack and no defense, stealing 3 CP justisn't worth it for me. Perhaps it is a good starter card,but I don't like it.

    056: Leviathan: Thunder Storm:Attack: **Defense: *Special: ***Rating: 5%Notes: With no defense and little attack, how does this onemake the cut sometimes? Simple. This is the ONLY color cardthat has a direct attack that is NOT the color of the card.It's a great way to surprise your opponent ;). Still, it

    rarely makes it into my decks.

    057: Leviathan: Geyser:Attack: *Defense: ***Special: (-1)Rating: 0%Notes: Can someone PLEASE tell me the point to turning allof your own CP to the same color? Is it for Typhon? I justdon't get a card like this.

    058: Leviathan: Geyser+:Attack: *

    Defense: ***Special: ***Rating: 0%Notes: At least this one makes more sense. Still for asemi-large CP requirement, there are probably better waysto disrupt your opponent's plans.

    059: Leviathan: Tidal Wave:Attack: ***Defense: *****

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    Special: *Rating: 75%Notes: This is one of my most-used cards. It didn't makethe cut for my "ultimate" team, but if there had been 16slots, it might have. Great defense with a decent attackmakes this card an asset to most decks.

    060: Leviathan: Tidal Wave+:Attack: ****Defense: **Special: *Rating: 40%Notes: To me, I like the original better. Still, if you areone who likes strong attacks over defense, use it andenjoy. It's a great card.

    061: Mist Dragon: Mist Breath:Attack: **Defense: **Special: ****Rating: 0%Notes: Sealing CP is nice, but with a low attack anddefense, this card rarely makes the cut.

    062: Mist Dragon: Billowing Mist:Attack: *Defense: ***Special: ****Rating: 50%Notes: This card isn't not the easiest to get to play, butit certainly has its place in some decks. My firstplaythrough, this card saved my neck many times. Becauseit's a guard healer, it gets onto my "ultimate" team.

    063: Mist Dragon: Aqua Breath:Attack: ***Defense: *

    Special: **Rating: 0%Notes: This might get into some decks if it wasn't for the2 CP requirement. That is just too high for no defense, aweak special, and an average attack.

    064: Mist Dragon: Aqua Breath+:Attack: **Defense: *Special: *******Rating: 40%Notes: If you are doing a blue-based deck, this card is amust. Just 4 blue CP will totally restore you and do some

    damage too. Problem is that 3 CP is a bit steep for amulti-colored deck. It's an awesome card for what it doesthough, so if it sounds like you, don't hesitate to use it.

    065: Mist Dragon: Ice Bind:Attack: **Defense: ***Special: **Rating: 25%Notes: Just how did a 25% make it to the "ultimate" team?

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    Two answers. First is that it barely made it. Second isthat it works well in certain situations. It may one day bereplaced with Leviathan's Tidal Wave. It's still a goodcard (has to be to make the team).

    066: Mist Dragon: Ice Bind+:Attack: **Defense: ***Special: **Rating: 20%Notes: This is nearly identical to Ice Bind, except itsteals CP instead of freezes. Personally, I like to plan myCP more, so I use the normal. The choice is really yours.

    067: Bismarck: No Mercy:Attack: **Defense: ******Special: ***Rating: 75%Notes: This is a great card. It has only spot to beattacked in and has a halfway decent attack and special. Iwish the attack was a bit higher, but still, it is a greatall-around card.

    068: Bismarck: Engulf:Attack: ***Defense: **Special: **Rating: 10%Notes: You can use this card if you like to steal CP. It isdecent in most areas, but it also doesn't really excel.

    069: Bismarck: Engulf+:Attack: ***Defense: *Special: ***Rating: 0%

    Notes: Trading defense for a CP destruction just doesn'tcut it for me. There are better 3-attack that have somedefense to them.

    070: Bismarck: Breach Blast:Attack: **Defense: **Special: *Rating: 0%Notes: Me no like luck. This one is based on luck, and luckof guard zones at that. I don't mess with it.

    071: Bismarck: Breach Blast+:

    Attack: ****Defense: *Special: *Rating: 0%Notes: You can get lucky and pull off a really powerfulattack, but with a one-of-each CP requirement and nodefense and a strong luck factor, this doesn't make it tomy decks.

    072: Bismarck: Maelstrom:

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    Attack: ***Defense: **Special: *Rating: 5%Notes: I rarely use this card. It has some luck to it andrequires two CP, but it's not all that bad... I just likeother cards better.

    073: Carbuncle: Shining Star:Attack: **Defense: ***Special: ***Rating: 45%Notes: This one is mostly average, and it's a defense card,which I like. There are a few better ones, but this one isstill good with the CP seal, barely making it to the"ultimate" team.

    074: Carbuncle: Quickstomp:Attack: ***Defense: **Special: ***Rating: 30%Notes: I see a lot of this card at the start. It's one of

    the few that gives 4 attack without any CP, and it has aspecial! If only it was a guard card, this would make it tothe "ultimate" team. Still, it gets on to many of my teams.

    075: Carbuncle: Ruby Light:Attack: *Defense: ******Special: ******Rating: 90%Notes: This is my most-used card of all. For 2 CP you canturn around any attack that you want! Even better, youdon't worry about meeting CP requirements (although if theattack/special is CP-based, it does use yours). With this

    card, I can use Explode+ without ANY red CP! No wonder it'sin my "ultimate" team (and just about any other team).

    076: Carbuncle: Ruby Light+:Attack: *Defense: ******Special: ********Rating: 75%Notes: OUCHIE! Opponents beware if you are using this card!Double the pain (and any specials). No CP requirements (forthe returned card). This card absolutely rules. The problemis that crazy CP requirement for the card. But hey, it'swhat stops this card from being crazy overpowered. If you

    have a diverse card range with some strong yellows, makesure this card is in your deck. It's perhaps the "ultimate"card (a special note about this is noted in section 4).

    077: Carbuncle: Holy Guard:Attack: *Defense: *Special: ******Rating: 0%Notes: While the heal is great, the chances of being

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    attacked in one specific spot is so luck-based that I won'ttouch this card at all.

    078: Carbuncle: Blessed Song:Attack: **Defense: **Special: ****Rating: 5%Notes: I rarely use this card. It's a nice way to disruptyour enemy, however it is designed to be used at the startof the battle, which severely limits it. By the time thiscard can really make a difference, there are other cardsthat can CP crush with stronger attacks/defense.

    079: Ramuh: Shock:Attack: ***Defense: **Special: *Rating: 5%Notes: I rarely use this card. I find that blue CP is oneof the least used CPs in the game, so the card isn't goodfor an all-around deck. However, if you're going up againsta blue deck, you'll probably want it around.

    080: Ramuh: Thundercloud:Attack: ****Defense: ***Special: *Rating: 75%Notes: This card is awesome. I might go so far as to say itis the best card in the game that does not require CP. Itcan deal 8 damage without any CP! This card is a winner andbelongs in most decks, including the "ultimate" deck.

    081: Ramuh: EM Field:Attack: **Defense: ***

    Special: **Rating: 0%Notes: If you want to use this card, either take Shock orThundercloud. Both seem better to me. It's luck based andhas a special I rarely use.

    082: Ramuh: EM Field+:Attack: *Defense: ******Special: (-1)Rating: 0%Notes: WHY??? Why does it have to be your own CP that'sturned yellow? If it was one's opponent's CPs instead, this

    card would get like a 70%. Too bad...

    083: Ramuh: Judgment Bolt:Attack: ****Defense: **Special: *Rating: 20%Notes: If I have an attack deck, this card is normally init (normally have the CP due to same requirements as RubyLight). It's got a defense and a strong attack. Nice.

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    084: Ramuh: Judgment Bolt+:Attack: ******Defense: *Special: *Rating: 30%Notes: Again, this card is in my deck if I'm attacking. Anattack of 9 for just 3CP? I'll do it! This is THE strongestof the simple attack cards (non-CP-based).

    085: Cait Sith: Megaphone:Attack: ***Defense: **Special: ****Rating: 40%Notes: If I'm on the offensive or even a mixedoffense/defense strategy, you can bet that this card willbe in the deck. It's got decent defense, and if you attackfirst, you get a shield for basically two turns.Furthermore, the attack isn't too shabby. Good card.

    086: Cait Sith: Battle Trumpet:Attack: ***Defense: **

    Special: **Rating: 10%Notes: This is a halfway decent card. It gets betteragainst human opponents (as the computer doesn't care aboutnumb), but it still has an average attack and defense. Useit if you want to, and if Megaphone, Battle Trumpet+, andQuickstomp are already in your deck (both are similar butbetter). Although, if you already have those two, you maynot need this card ;).

    087: Cait Sith: Battle Trumpet+:Attack: ***Defense: **

    Special: **Rating: 25%Notes: Nice! A 4-hitter that you can use right off the bat!This is a rather powerful card, but it has a comparativelylow rating for all that it does. Why? Cause there's so manyothers that are very similar (especially Megaphone andQuickStomp) that are just as good, if not better. Still,it's a good card.

    088: Cait Sith: Cat Rain:Attack: ***Defense: ***Special: ****

    Rating: 65%Notes: This will be in most of my decks. It's a defensecard, which you already know I like. It's got a goodattack, and it can be a VERY annoying card. I have gottenout of several binds with this card. Destroying the mostabundant crystals is very powerful later in the game andcan stop an ultra-destructive move. Use it and you won't bedisappointed (unless you have to give up Thundercloud,which is just a bit better).

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    089: Cait Sith: Marvelous Cheer:Attack: ****Defense: **Special: *Rating: 10%Notes: This is a nice, well-rounded card. It's especiallypowerful later on, hitting up to 10 damage (althoughaverage is probably about 6-7). It does require some CP,but that shouldn't be an issue as the card isn't good untillater on in the battle. Still, it doesn't have a very highrating as it's simply mediocre. If I want this card, I'llprobably go for the + card instead.

    090: Cait Sith: Marvelous Cheer+:Attack: ********Defense: *Special: *Rating: 40%Notes: This is probably one of the most discussed cards.It's uber-powerful, especially later in the game. It has nodefense, but it attacks generally over 15 damage, later ona perfect 20 attack. It has some strong CP requirements,but that isn't a big deal as it's a late-game card anyways.Use it if you want an uber-attack card and you won't be

    disappointed. In fact, one of the best strategies is tocombine this card with a total guard deck, letting youropponent think that you are just going to guard and thenget an OHKO!

    091: Iron Giant: Fist:Attack: ***Defense: **Special: *Rating: 10%Notes: While it requires a CP, this is a good card. It'sgot the red defense, which is nice. Also, with an attack of4, it's somewhat strong. Use it for a nice early to mid

    game attack card. However, Overhead Smash+ is much better.

    092: Iron Giant: Tackle:Attack: ****Defense: ******Special: **Rating: 75%Notes: There is only one downside to this card, and that'sthe stronger CP requirement. However, it is even useful atthe start as a defensive card. Once you have the CP, thiscard is nearly unstoppable. It even has a bonus of goingfirst next time. If you are going to use Ruby Light/+, besure this card is also in your deck.

    093: Iron Giant: Beam:Attack: ****Defense: *Special: **Rating: 0%Notes: If you are going to use this card, know that thereare other, better cards. There are many yellow attacks thathave lower CP requirements and higher defense (likeQuickstomp, Fist, or Megaphone). It's decent, but not good

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    enough compared to all of the other good yellows.

    094: Iron Giant: Beam+:Attack: ***Defense: *Special: *Rating: 0%Notes: Can someone make sense of this card? You need 3yellow CP to use an attack with ONLY your other CP??? Thismakes no sense. Use one of the Marvelous Cheers instead,just avoid this card.

    095: Iron Giant: Overhead Smash:Attack: ***Defense: **Special: ***Rating: 5%Notes: This is an okay card. I would use it more if thereweren't so many substitutes, including the + version.Still, it's situationally powerful if you find yourselfconstantly with less HP than your opponents.

    096: Iron Giant: Overhead Smash+:Attack: ***

    Defense: **Special: **Rating: 20%Notes: This is a very good card. It has a 4 attack rightfrom the get go. It has a red defense, which is nice. Italso has a special. I don't know why I don't use it more,but I really don't use it often. You might like it betterthough as it's still a great card.

    097: Odin: Zantetsuken:Attack: ****Defense: **Special: (-1)

    Rating: 0%Notes: Why? I guess if you never use blue cards, this cardmay be okay, but let's be realistic: this card isatrocious. Don't use it!

    098: Odin: Zantetsuken+:Attack: ****Defense: **Special: (-1)Rating: 0%Notes: Ditto for above, but for not using green. I haveliterally seen the computer kill THEMSELVES by playingthese cards!

    099: Odin: Gungnir:Attack: ***Defense: *Special: *Rating: 0%Notes: Okay, a card that is based on luck, with an averageattack of 3, that has no defense and no CP creation...WHY???? Use basically any yellow standard attack card (i.e.Megaphone) as a MUCH better substitute.

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    100: Odin: Gungnir+:Attack: ***Defense: *Special: ****Rating: 0%Notes: Well, the + version is better, but that only goes toshow how bad the original is. The special is good, but withno defense and no CP creation, I would pass on this one.

    101: Odin: Sleipnir:Attack: *****Defense: *Special: ***Rating: 0%Notes: In a word, avoid! You have to get VERY lucky for anopponent to just happen to attack red in order to get thiscard to work. I don't know about you, but I am not going torisk that big of a gamble. IF the opponent has a strongenough red hand to have all red cards (the ONLY time to usethis card), chances are that he has enough red CP to makeExplode+ better, and that card is also awful.

    102: Odin: Dark Blade:

    Attack: ****Defense: **Special: *Rating: 0%Notes: So not every Odin is terrible. This one has someuse, albeit small. Only use it if you normally have highhealth. Even then, with the nasty CP requirement, I don'trecommend it. IF you do want to use it, be sure to checkTonberry's Knife first as the CP requirement is a bit nicerin my opinion. I never use it, but you may have a bitbetter luck (but don't count on it).

    103: Bahamut: Air Strike:

    Attack: ****Defense: *Special: *Rating: 0%Notes: Well, it has a nice, no CP attack. However, it hasno defense, nor does it generate CP. Thus, while it's notall that bad, I don't use it. If I was strictly offensethough... I might use it.

    104: Bahamut: Mega Flare:Attack: ****Defense: *Special: *

    Rating: 0%Notes: Well, it has a nice, no CP attack. However, it hasno defense, nor does it generate CP. Thus, while it's notall that bad, I don't use it. If I was strictly offensethough... I might use it. (Same as Air Strike, just red,not green.)

    105: Bahamut: Mega Flare+:Attack: ****Defense: *

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    Special: **Rating: 0%Notes: Well, it has a nice, no CP attack. However, it hasno defense, nor does it generate CP. Thus, while it's notall that bad, I don't use it. If I was strictly offensethough... I might use it. Also, it's the best of the trio(see above two) as it at least has some special (numb).

    106: Bahamut: Tera Flare:Attack: *****Defense: **Special: *Rating: 5%Notes: I would use this more if it gave CP. It's actuallyrather decent, dishing out an average of 8 attack or more.I am just a total color-user. In an attack hand though, youmay get surprised by it, as it is a rather hefty card withat least a little defense.

    107: Bahamut: Tera Flare+:Attack: *******Defense: *Special: *Rating: 10%

    Notes: This card might be able to be used in the mostlethal attack period (section 4). It dishes out major CP-based damage. The downside is that it has no defense andhas several cards in direct competition with it (such asMarvelous Cheer+).

    108: Bahamut: Impulse:Attack: ***Defense: ***Special: **Rating: 15%Notes: Say hi to perhaps my most used gray card. It's aguard card, which I like. Unfortunately, blue and green are

    among the most guarded locations. Still, if you are upagainst an opponent who likes blue & green, this may be ahandy card to have ready.

    109: Tonberry: Poison Cloud:Attack: ***Defense: ***Special: **Rating: 10%Notes: Actually, this one is probably more useful thanImpulse (above), with basically the same setup, just withyellow/green guard instead (which there are fewer cardsof). However, I simply do not like Tonberry, so I rarely

    use it :P.

    110: Tonberry: Shadowbind:Attack: ****Defense: **Special: ***Rating: 5%Notes: This isn't a bad card, but above-average doesn'tnormally cut it in my decks. It's got some power though,with a 5 attack and a small defense. I should put it in

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    more decks, but again I don't like Tonberry.

    111: Tonberry: Knife:Attack: ****Defense: **Special: *Rating: 5%Notes: Well, if you have good HP, I guess this card mightbe useful. Problem is that the CP requirement puts it at amid or late game card, and by then, HP is generally not atmax if you're in a tough battle. Use it if it's your style;that's all.

    112: Tonberry: Karma:Attack: *****Defense: **Special: *Rating: 0%Notes: Until your health is at 7 or less, this card ispointless. And, after your health is that low, healing isprobably the bigger priority than attacking. This is toosituational (in a bad way) for it to make it into a singledeck.

    113: Tonberry: Karma+:Attack: ******Defense: **Special: *Rating: 0%Notes: Welcome to perhaps the most worthless card in thegame. Who really wants to get hit down to 3 or less to usea card that only gives 10 damage? Not me. Yes, 10 is a lot,but this is pathetic. Don't even bother with it unless youwant dead weight in your deck.

    114: Goblin: Slap:Attack: **

    Defense: **Special: *Rating: 0%Notes: Did you really think a starter card would be worthanything? I guess that is true in some games, but certainlynot this one.

    115: Goblin: Slap+:Attack: ****Defense: *Special: *Rating: 0%Notes: This has mild uses, getting 5 attack with no CP

    requirement, but I don't want it in my decks.

    116: Goblin: Rage:Attack: *Defense: ***Special: *Rating: 0%Notes: Tons of better cards; don't bother with this startereither.

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    117: Goblin: Shout:Attack: **Defense: **Special: *Rating: 0%Notes: The last starter card is the best, but it's stillnot worth much.

    118: Goblin: Meteor:Attack: ****Defense: **Special: **Rating: 0%Notes: If you have all that CP, use it on a bomb card, notthis one (unless you really want to, I guess it's notatrocious...).

    119: Typhon: Fireball:Attack: ****Defense: *Special: **Rating: 10%Notes: Basically, if you have a hand with a lot of redcards, this might be a good card. Else, avoid.

    120: Typhon: Chow Time:Attack: ****Defense: *Special: **Rating: 10%Notes: Basically, if you have a hand with a lot of greencards, this might be a good card. Else, avoid.

    121: Typhon: Snort:Attack: ****Defense: *Special: **

    Rating: 10%Notes: Basically, if you have a hand with a lot of bluecards, this might be a good card. Else, avoid.

    122: Typhon: Chow Body Splash:Attack: ****Defense: *Special: **Rating: 10%Notes: Basically, if you have a hand with a lot of yellowcards, this might be a good card. Else, avoid.

    ===========================================================

    -----------------------4. Miscellaneous & FAQs-----------------------

    The "Ultimate" Teams:

    These are the two teams that I have developed that havetaken on all of the bosses in the game with little to noproblems. In fact, with these teams, I have been known to

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    end a battle with full HP. They are my most-recommendedteams to use. If you don't want to use them, that's fine,but you still may want to review them to see why I considerthem good for the building of your own team. Also, if youhave an ultimate team, please let me know what the team isAND why you think it's an ultimate team.

    ULTIMATE TEAM 1:015: Lamia: Maiden's Kiss018: Lamia: Entice+022: Phoenix: Undying Spirit+026: Adamantoise: Turtle Power+027: Adamantoise: Miraculous Shell034: Cactuar: Photosynthesis062: Mist Dragon: Billowing Mist065: Mist Dragon: Ice Bind067: Bismarck: No Mercy073: Carbuncle: Shining Star075: Carbuncle: Ruby Light076: Carbuncle: Ruby Light+080: Ramuh: Thundercloud088: Cait Sith: Cat Rain092: Iron Giant: Tackle

    Strengths:>Well-balanced color choices for maximizing Ruby Light+>Lot's of healers (2 red, 1 green, 1 blue)>Mixture of attack and guard cards>Well-adaptable to any situation

    Weaknesses:>2 healers are weak with the wide color distribution(Undying Spirit+ and Billowing Mist)>Attack cards can be countered if not careful>Weaker vs. a strong yellow or strong red deck>Explode+ is devastating to the main strategy

    Main Strategy:Your goal is to simply survive the first five or so turnswith minimal damage. You won't be dishing out all that mucheither. However, later when your CP gauge is gettingfilled, you can unleash some decent attack. Try to time itso Ruby Light+ is used right at the best moment. Heal if at15 or less (later in the game means that uber-powerfulcards are coming into play). Beware of Explode+ if it is inyour opponent's deck. However, that's a sweet card to useRuby Light+ on ;). Win by survival, then by attrition(slowly wearing down your opponent).

    ULTIMATE TEAM 2:008: Bomb: Delta Guard018: Lamia: Entice+025: Adamantoise: Turtle Power026: Adamantoise: Turtle Power+027: Adamantoise: Miraculous Shell034: Cactuar: Photosynthesis062: Mist Dragon: Billowing Mist065: Mist Dragon: Ice Bind066: Mist Dragon: Ice Bind+

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    067: Bismarck: No Mercy075: Carbuncle: Ruby Light076: Carbuncle: Ruby Light+080: Ramuh: Thundercloud088: Cait Sith: Cat Rain092: Iron Giant: Tackle

    Strengths:>Colors more uneven to maximize attacks that need more CP>All are guard cards, so no worrying about counterattacks>2 Healers, both potent and easier to reach (than team 1)>Ultra versatile, with the widest range of defense areas

    Weaknesses:>Some cards are just fillers that don't do much (besidessave you when you're in a bind)>Weaker vs. strong red hand or an evenly-distributed hand

    Main Strategy:As this is my second deck, I built it off of lessonslearned from the first deck (why there are fewerweaknesses). You no longer have a survival period at thestart. There are enough low or no CP required cards thatallow you to get right in from the get-go. And, that is

    balanced by a few more-powerful end cards (such as RubyLight+). My complaint is against cards like Delta Guard andTurtle Power, but I wouldn't get rid of either as they haveboth saved me in several situations. This is also an "easy"deck to use, with the not worrying about counters. Finally,it's a great annoyance to your opponent after you get tenor more counters in a row! Keep calm and heal whenever youneed to. Use your incredible counter ability to learn youropponent's cards to plan accordingly. In fact, the longerthe duel goes, the better your chances to win are. Notrecommended for those who like quick duels (although theystill are somewhat fast with the no initial survival time).Time Ruby Light+ right to really get an edge over your

    competition.

    CARDS NOT TO BE WITHOUT:There are some cards that should be in just about everydeck. Here is a list of those that are simply the best ofthe best:

    026: Adamantoise: Turtle Power+:Don't let the rareness of attacking get you down. Even ifyou're an offensive player, still considering having it inyour deck, especially if your opponent has a gray card or

    two. It can really be a lifesaver.

    067: Bismarck: No Mercy:Just because this card has a low attack does not mean itshould be passed up. It has no CP requirement and is almostguaranteed to attack for 2 damage. It even has a CP crushattached to it.

    075: Carbuncle: Ruby Light:This card is great. While the strength depends on your

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    opponent's card, even if you guess wrong, it's great tohave in your hand. It will force your opponent to thinktwice about every move he makes. And, it has a rather lowCP requirement.

    080: Ramuh: Thundercloud:You may glance over this card the first time through. Iknow I did. However, you simply cannot top a 4-attack witha possible 8-attack with NO CP requirement. One of the bestthings to watch is an opponent trying to be sneaky withThunder Storm and seeing him get 8 damage for his troubles!

    092: Iron Giant: Tackle:This is the one that almost doesn't make the cut. It's anamazing card, but it does have a triple CP requirement.However, if you have the CP, you have a near-guaranteed 5damage (which is generally better than Ruby Light).

    Honorable Mentions:

    012: Bomb: Explode+:IF you can manage 5 red CP, this card is hard to top.Destroying all of your opponent's CP is simply devastating

    to most strategies (many of mine included). And, you get agreat 8 damage to top it off with.

    027: Adamantoise: Miraculous Shell:It's got some CP requirement, but if you have the CP, thiscard is an almost guaranteed 3 damage, making rather nice.

    029: Adamantoise: Slowspell:Tough to be hit back when using this card. No CPrequirement. 3 damage. Gives your opponent slow. Soundslike a good combination to me!

    034: Cactuar: Photosynthesis:

    If you have been reading, you know how against I am aboutcards based on luck. This one is based on your opponenthaving yellow CP. However, with how strong yellow is, Idon't see many teams without at least some yellow. So, ifyou can get the CP required, then heal up with perhaps thebest healer in the game.

    046: Titan: Earthen Fist+:This card gives you 7 attack with a comparatively low CPrequirement and a defense space.

    059: Leviathan: Tidal Wave:Somewhat low on the damage side, but this card can defend

    and defend well. Further, it can have up to a 10 attack,although more commonly about 4-5.

    074: Carbuncle: Quickstomp:This is a great first card, with 4 damage right from thestart, as well as moving first on the next turn. They eventhrew in a defense space for fun.

    076: Carbuncle: Ruby Light+:Before I get any emails, let me explain. This card has an

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    insane CP requirement; thus, it is not for everyone.However, IF you can get the CP, this is one of the absolutebest cards in the game.

    084: Ramuh: Judgment Bolt+:If you want power, take a look. This is a guaranteed 9damage, the highest guaranteed damage in the game (minusKarma+, but don't even go there). Just watch out for a RubyLight/+ shooting it back at you ;).

    085: Cait Sith: Megaphone:If you see it (especially on your first turn), just throwit up. Then, you go first and basically get protect for twoturns. Further, it will deal out 3 damage to your opponent.

    087: Cait Sith: Marvelous Cheer+:Ah, I cannot ignore this card. Only once have I been OHKO'dwhen I had full health, but it's enough to remember thecard that did it. Again, beware of Ruby Light/+.

    Maximum Damage:There are two main strategies to maximize damage. One is

    actually possible in a random game. The other takes a setup(and has not been tested to see if it does work).

    80 Damage:This one can actually happen in a game without being setup(although it takes some luck). First, you have to numb youropponent (for example, use Battle Trumpet). The next turn,your opponent uses Marvelous Cheer+ (with a full CP gauge)and you use Ruby Light+. He hits you for (probably) 20damage (depends on your CP), but Carbuncle grabs it andhurls back 40 (cause he has a full CP and Ruby Light+doubles damage). However, because he is numb, the yellowattack does double damage, that's double of the 40, meaning

    that you just hit him for 80 damage! (Note that this isstill untested, but I am rather sure it works)

    120 Damage:Jaw dropped? Yes, I think it is possible to reach 120damage. However, you need a friend to do it. This probablywon't happen in a normal game, unless you are against astrictly red, yellow, and gray player (which there are afew rare ones, maybe). Again, the first turn you numb him(like a Battle Trumpet). On the next turn, your opponent(with a full CP gauge of red & yellow only) fires off TeraFlare+ (Bahamut, #107). You use a Ruby Light+, doubling thepower and sending it back. However, this is based on your

    opponent's CP, which is all red & yellow. And, with 3attack per red/yellow CP, that's 30 damage. Doubled is 60damage. And, because this is a yellow attack and he isnumb, the attack is doubled again, hitting at a whopping120 damage! (only problem would be if numb needs to beyellow card & attack, but I think it's just the attack)

    ===========================================================

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    5. Contact & Legal------------------

    CONTACT:Name: The Ambassador (or) just4yoshiEmail: [email protected]

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    LEGAL:The ONLY sites to use this guide are gamespot.com,gamefaqs.com,www.mogelgott.de, and supercheats.com . If you see thisguide onany other site, please notify me.