Punch Cards/List

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Armilly's Punchcards

Deck

Hero Chain

Other

Copernicas's Punchcards

Deck

Hero Chain

Other

Galleo's Punchcards

Deck

Hero Chain

Other

Orik's Punchcards

Deck

Hero Chain

Other

Tarah's & Thayne's Punchcards

Deck

Hero Chain

Other




Old List starts here (Will be replaced soon)

Armilly's Punchcards

Deck

Name Images Effects Aquire
Upgrade Cards
Aspiring Hero Raises the user STR by one grade for three turns,

Two grades if it's below 50% of maximum Health

Three grades if below 25%

Speak with Lenny Bardamax in Chapter 3
Bravado Heals self by 75% MAG and raises STR by one grade for three turns. Default Card
To Victory Raises all allies STR by one grade for three turns. Chapter 3 Merchant
Strike Cards
Double Edge Deals 150% STR as Physical to one foe and 35% STR as Physical to Armilly
Heroic Strike Deals 100% STR as Physical to one foe. Default Card
Hot Iron Deals 105% STR as Fire to one foe. Chapter 10 Merchant
Skill Cards
All In (X) Deals 125% STR as Physical to one foe.

Deals another 50% STR for each SP spent.

Orik Combo: Deals 80% STR for each SP spent instead.

Chapter 6 Merchant
Brave Buster (2) Deals 340% STR as Physical to one foe. Default Card
Cleave (4) Deals 340% STR as Physical to one foe. If the foe's scrapped, any damage will be dealt to all other foes. Chapter 3 Chest
Encourage (1) Heals one ally by 140% MAG. Removes all harmful effects. Chapter 12 Merchant
Execute (2) Deals 400% STR as Physical if the foe is below 30% Health. Otherwise, deals 150% STR.

Galleo Combo: Has a 20% chance to instantly scrap them, unless they're a boss.

Fiery Bash (1) Deals 150% STR as Physical to one for and lowers the Fire DEF by one grade for three turns. Chapter 4 Chest
Fire Up (2) Deals 110% STR as Fire to all foes.

Copernica Combo: Deals an additional 40% STR damage.

Fury (3) Deals 250% STR as Physical damage to one foe.

425% if the user is below 50% of maximum Health

600% STR if below 25%.

Chapter 5 Chest
Hamstring (2) Deals 280% STR as Physical to one foe and lowers the Strength by one grade for three turns.

Tarah & Thayne Combo: Inflicts Bleed for three turns

Chapter 9 Merchant
Heartbroken Hero (3) Deals 410% STR as Fire to one foe and 35% STR as Fire to self. Inflicts Despair on the foe for three turns.
Intercept (1) Deals 220% STR as Physical to one foe.

Has 70% chance to Flinch.

Chapter 3 Merchant
Issue Challenge (0) Taunts one foe and lowers their STR by one grade for three turns. Chapter 11 Merchant
Overpower (4) Removes all helpful effects on one foe and deals 220% STR as Physical twice. Chapter 11 Chest
Prey (2) Allows to mark a foe. If the foe is attacked, the user will attack as well. Chapter 17 Chest
Shout (0) Lowers all foes’ STR by one grade for three turns. Chapter 2 Merchant
Smolder (1) Lowers all foes’ Fire DEF by one grade for three turns. Chapter 8 Chest
True Heroes (2) Deals Physical to one foe based on the active heroes' combined STR and heals all allies based on their combined MAG. Defeat Gilgamech in Chapter 18
Chain Cards
Lionheart Deals 100% STR as Physical to one foe and heals self by 100% MAG. All Valiant Weapons
Lacerate Deals 25% STR as Physical to one foe and inflicts Bleed for three turns. All Serrated Weapons
Inflame All Blazing Weapons

Combo

Other

Copernica's Punch Cards

Deck

Name Images Effects Aquire
Upgrade Cards
Arcane Detective Generates one additional SP at the start of the turn for three turns. Analyze the scripts after rescuing Oric in Chapter 5
Burning Desire Raises the user Fire by one grade for three turns.

Armilly Combo: increases Fire for all allies instead.

Chapter 12 Merchant
Doubt Grants the user a shield that absorbs all Fire, Frost, and Storm taken and heals for 50% of that amount for two turns. Also inflicts Malfunction. Listen to Loose Lips of Alloqui after recruiting T&T in Chapter 9
Focus Raises the user MAG by one grade for three turns and one additional redraw the following two turns. Chapter 3 Chest
Glass Cannon Raises the user’s MAG by three grades but lowers all her DEF by two grades each for three turns. Chapter 9 Chest
Magic Mirror Allows the user to counter Fire, Frost, and Storm attacks done to self for three turns. Chapter 7 Chest
Mana Barrier Grants one ally a Damage Shield equal to 20% of maximum Health for up to three turns. Default Card
Strike Cards
Book Bash Deals 100% STR as Physical to one foe. Default Card
Electrolyze Deals 38 - 113% MAG as Storm to one foe.

Draws one additional card next turn.

Chapter 4 Chest
Kilovolt Deals 45 - 135% MAG as Storm to one foe
Searing Lash Deals 90% MAG as Fire to one foe. Chapter 3 Merchant
Skill Cards
Blizzard (2) Deals 160% MAG as Frost to all foes and 20% MAG as Frost to all allies. Chapter 4 Chest
Brain Freeze (1) Deals 35% MAG as Frost to all foe.

Lowers their MAG by one grade for three turns.

Chapter 3 Merchant
Cold Feet (1) Lowers all foes' Frost DEF by one grade for three turns
Creeping Cold (1) Deals 120% MAG as Frost to one foe and an equal amount to another random foe. Chapter 2 Merchant
Dispel (0) Removes all helpful effects on one foe.
Element Ward (1) Raises all allies' Fire, Frost, and Storm DEF by one grade each for three turns. Galleo Combo: Heals all allies by 100% MAG. Chapter 8 Merchant
Elementary! (3) Deals 180% STR as Fire, Frost and Storm to one for three times. Defeat Headmistress Hyapathia in Chapter 10
Final Flash (5) Deals 320 - 960% MAG as Storm to one foe but inflicts Paralysis on self for three turns. Chapter 14 Chest
Fire Pillar (1) Deals 80% MAG as Fire to one foe three times. Default Card
Flame Wave (3) Deals 170% MAG as Fire to all foes. Default Card
Lightning Rod (3) Deals 160-480% STR as Storm to one foes and inflicts Paralysis for three turns. Chapter 16 Chest
Inferno (4) Deals 190% MAG as Fire to all foes and inflicts Burn for three turns.

If the foe is Burning, deals 300% MAG instead.

Chapter 10 Merchant
Meteor (2) Deals 310% MAG as Frost to one foe. Chapter 12 Merchant
Sleep (2) (Once per battle) Inflicts Sleep on one foe for three turns.

T&T Combo: Deals 100% MAG as Arcane.

Chapter 9 Chest
Thunder Storm (2) Deals 75% MAG as Storm to random foes four times.

Orik Combo: Hits one additional time.

Chapter 9 Chest
Chains
Barrier Field Grants all allies a Damage Shield equal to 20% of maximum Health for up to three turns. All Safety Weapons
Thunder Wave Deals 25-75% MAG as Storm to all foes and has a 25% chance to inflict Paralysis for three turns. All Sparking Weapons
Flame Reaction All Flaring Weapons

Combo

Other

Galleo's Punch Cards

Deck

Name Image Effects Aquire
Upgrade Cards
Abs of Steel Grants self Physical Immunity this turn.
Chill Out Raises one ally’s Frost and Storm by one grade each for three turns. Chapter 11 Merchant
Fixer (Once per battle) Generates two additional SP. Go to the locked gate after rescuing Oric in Chapter 5
Lunacy Raises the user's STR and MAG bytwo grades but inflicts Despair to self for three turns. Let Galleo drink some Moonjuice at Chapter 12
Miracle Worker Raises one ally's Healing power by two grades for three turns.
Pain Gain Chapter 14 Chest
Shields Up Raises one ally’s Physical DEF by two grades for three turns. Chapter 2 Chest
Strike Cards
Insult to Injury Deals 75% STR as Physical. If the foe is Taunted, the attack deals 130% STR instead.

Tarah & Thayne Combo: Taunts the foe for three turns.

Chapter 9 Merchant
Steam Punch Deals 100% STR as Physical to one foe. Default Card
Water Bullet Deals 90% MAG as Frost to one foe. Copernica Combo: Deals an additional 80% MAG. Chapter 11 Merchant
Skill Cards
Blindside (0) Inflicts Blindness on one foe for three turns. Chapter 6 Merchant
Fairy Ward (1) Grants one ally immunity to all status ailments for three turns. Chapter 12 Merchant
Gigaton Punch (4) Deals 515% STR as Physical to one foe.

Armilly Combo: Deals an additional 100% STR.

Chapter 2 Chest
Guillotine Fist (X) Deals 130% STR as Physical to one foe.

Deals another 40% STR and 10% chance to instantly scrap common enemies for each SP spent.

Chapter 8 Merchant
Ice Breaker (2) Deals 340% STR as Frost to one foe. Chapter 9 Merchant
Mend (2) Heals one ally by 340% MAG.
Overcharge (X) Heals one allyfor each SP spent anddeals 50% any excess healing as Storm to all foes. Chapter 11 Chest
Poison (0) Inflicts Poison on one foe for three turns.
Power Play (1) Raises Physical DEF to all allies and lowers Physical DEF to all foes by one grade each for three turns Chapter 16 Chest
Provoke (0) Taunts one foe and raises Galleo's Physical defense by one grade for three turns.
Quick Fix (1) Heals one ally by 190% MAG and cures Poison, Bleed, and Burn.
Regeneration (1) Grants all allies Regeneration for three turns. Chapter 4 Chest
Super Soaker (1) Deals 150% MAG as Frost to one foe and lowers their Frost DEF and Storm DEF by one grade each for three turns. Chapter 4 Chest
Team Repair (3) Heals all allies by 140% MAG.

Orik Combo : Raises the user’s Healing power by one grade for three turns.

Chapter 8 Merchant
Tinkerer (2) Grants all allies a random helpful effect and all foes a random harmful effect. Lasts for three turns.
Unshrouded Light (4) Removes all harmful effects on all allies.

Deals 80% STR as Physical to one foe for each effects removed.

Examine Bob's catacombs in Chapter 14
Wrecking Ball (3) Deals 335% STR as Physical to one for and lowers their Physical DEF by one grade for three turns.
Chain Cards
Guardian Heals all allies by 50% MAG and raises their Physical DEF by one grade this turn. All Phalanx Weapons
Water Jet Deals 150% MAG as Frost to one foe. Deals 200% MAG as Frost instead (before applying weakness) if the foe is vulnerable All Hydro Weapons
Quivering Palm Deals 125% STR as Physical to one foe and makes them Flinch. All Martial Weapons

Combo

Other

Orik's Punch Cards

Deck

Name Image Effects Aquire
Upgrade Cards
Bushido Grants one ally a 60% chance to be Critical Hits for three turns.
One With The Wind Fujin Mask: Transform Physical damage to Storm damage and raise the user's Storm by one grade. Chapter 11 Chest
Strike Cards
Iai Cut Deals 100% STR as Physical to one foe. Default Card
Wind Call Deals 100% STR as Storm to one foe. Chapter 8 Merchant
Skill Cards
Calming Wisdom (1) Heals one ally by 190% MAG and cures Confusion, Despair, and Berserk. Chapter 6 Merchant
Cyclone Slash (X) Deals 40% STR as Storm damage to one foe twice. Hits two additional times for each SP spent. Default Card
Fascination (2) Heals all allies by 50% MAG and grants them Regeneration for three turns.
Find your Center (0) (Once per battle) Shuffle three Calculated Strike into your deck.

Calculated Strike: Deals __% STR as Physical that always scores Critical Hit.

Copernica Combo: ???

Chapter 17 Chest
Fortune's Favor (2) Heals all allies by 110% MAG.

Fukunokami Mask: Heals self for 4% of his maximum Health whenever he takes damage. Galleo Combo: Heals an additional 35% MAG.

Default Card
Heartpiercer (1) Deals 220% STR as piercing Physical to one foe.
Inspiring Grace (1) Deals 165% STR as Physical. If this scores a Critical Hit, you may play an additional card next turn. Chapter 5 Chest
Melancholy (1) Grants one ally to Counter attacks and forward any status ailments they may be inflicted for three turns. Check the traces of the Cursed Woods in Chapter 11
Open Wound (2)
Origin (3)
Precision Cut (3) Deals 300% STR as Physical to one foe.

If this scores a Critical Hit, deals an additional 250% STR damage.

Armilly Combo: Deals an additional 100% STR.

Chapter 6 Merchant
Raging Demon (2) Deals 90% STR as Arcane to one foe and 12% STR as Arcane to self three times.

Hannya Mask: Grants the user a 30% chance for attacks tobe Critical Hits.

Default Card
Stone Lion (0) Makes one foe Flinch.Komainu Mask: Raises all of user’s defenses by one grade each. Chapter 8 Chest
Stormbringer (1) Deals 150% STR as Physical to one foe and lowers their Storm DEF by one grade for three turns. Chapter 12 Merchant
Tengu Dance (2) Deals 100% STR as Storm to all foes.

Tengu Mask: Raises the user’s Dodge chance by two grades.

Chapter 9 Chest
Winds of Madness (3) Deals 110% STR as Storm to all foes and 50% chance to inflict Confusion. Chapter 16 Chest
Yojimbo (2) Chapter 9 Merchant
Chain Cards
Rain of Blades Deals 45% STR as Physical to random foe four times. All Impaling Weapons
Haste All Storming Weapons
Vagabond's Luck Raises all allies' Luck by two grades for three turns. All Lucky Weapons

Combo

Other

Tarah's & Thayne's Punch Cards

Deck

Name Image Effects Aquire
Upgrade Cards
Against all Odds Raises all allies' Dodge chances by three grades this turn. Check the orphanage at Cursed City in Chapter 12
Envenom Grant one ally a 50% chance to inflict Poison with Physical attacks for three turns Chapter 9 Merchant
Mystic Gift Raises the user's Arcane.

Transforms Physical into Arcane.

Chapter 17 Chest
Siphon Mind Lowers one foe’s MAG and raises self MAG by two grades for three turns. Default Card
Steal Strength Lowers one foe’s STR and raises self STR by two grades for three turns. Default Card
Strike Cards
Axe Chop Deals 100% STR as Physical to one foe. Default Card
Culling Axe Deals 90% STR as Physical to one foe. If the foe is affect by any status ailments, the attack deals 125% STR instead. Chapter 9 Merchant
Cutpurse Deals 60% STR as Physical to one foe and steals gold from them.

More powerful foes reward more gold, but each foe can only be stolen from once.

Default Card
Skill Cards
Arcane Shock (2) Deals 225% MAG as Arcane to one foe and lowers their Arcane DEF and Storm DEF by one grade each for three turns. Chapter 11 Merchant
Dagger Toss (1) Chapter 10 Merchant
Dark Matter (2) Deals Arcane to all foes equal to 25% of their current Health up to 300% MAG. This damage cannot be improved or reduced. Chapter 11 Merchant
Death's Door (4) (Once per battle) Reduce one foe's Health to 1, unless the're a boss.
Death Pulse (3) Deals 140% MAG as Arcane to all foes. Repeats if foe is scrapped. Copernica Combo: Deals an additional 50% MAG. Default Card
Doom (1) Inflicts a curse that deals 3-5% of the victim’s maximum Health as Arcane to one foe whenever they take damage for three turns.

Less effective against certain stronger foes.

Chapter 9 Chest
Double Swing (3) Deals 170% STR as Physical to one foe twice.

Armilly Combo: Deal an additional 50% STR per hit.

Chapter 12 Merchant
Drain Curse (2)
Drain Life (3) Deals 125% STR as Physical to all foe. Heals all allies equal to Physical damage dealt, divided between them.

'Galleo Combo:' Heals all allies equal to 150% dealt instead, divided equally.

Chapter 9 Merchant
Epidemic (1) If the foe is inflicted with a Status Condition, the condition will spread to all of their allies. Chapter 13 Merchant
Expose (0) Lowers one foe’s Frost DEF and Physical DEF by one grade each for three turns. Chapter 13 Merchant
Focused Rage (3) Deals 90% STR as Physical to one foe four times. Defeat Repressive Sister and Burdensome Brother in Chapter 18
Fool's Gold (2) Deals 130% MAG as Physical damage to one foe twice. Each hit has a 15% chance to inflict Confusion.

Hits an additional time if Cutpurse was previously used on the target.

Default Card
Hidden Blade (2) Deals 260% STR as piercing Physical to one foe and inflicts Despair for three turns. Chapter 11 Merchant
Nightmare (3) Deals 220% MAG as Arcane to one foe with a 50% chance to inflict Sleep for three turns. If the foe is Sleeping, the attack deals 340% MAG and keeps them asleep. Chapter 12 Merchant
Patch Up (3) Heals all allies equal to 20% of their maximum Health Chapter 10 Merchant
Raven Strike (2) Deals 260% MAG as Arcane to one foe and inflicts Blindness for three turns. Chapter 12 Merchant
Slight of Hand (2) Adds a Joker card to one foe's deck.

Joker: Deals MAG as Arcane to self. Removed after use.

Chapter 12 Chest
Spike Trap (2) Deals 50% STR as piercing Physical to all foes and has a 35% chance to inflict Bleed. Chapter 13 Merchant
Terror (0)
Thorns (0) Grants one ally thorny shield for three turns. This reflects some of the Physical back onto the attacker. Also grants Regeneration for three turns. Chapter 12 Merchant
Twin Combo (2) Deals 170% STR Physical and 170% MAG Arcane to one foe.

Has a 50% chance to inflict Poison for three turns.

Default Card
Uncontrolled Rage (2) Deals 75% MAG as Arcane to random foes five times and inflict Confusion to self for three turns. Examine the body parts in Chapter 14
Virulence (2) Deals 300% MAG as Arcane to all Poisoned foes. Chapter 16 Merchant
Chain Cards
Leech Deals 90% STR as Physical to one foe and heals equal to the damage dealt to self. All Bandits' Weapons
Eclipse Deals 50% MAG as Arcane to all foes.

If the foe is affected by any status ailments, deals 90% MAG instead.

All Lunar Weapons
Skunk Spray All Vile Weapons

Combo

Other

Enemy Punch Cards

Item Punch Cards