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Higher power[]

No bonus effect, but instead, does a lot more damage and hits more times than usual.

Increase charge speed[]

For four turns, the special attack meter receives much more charge. Higher levels amount of charge.

Color change[]

A selection of orbs in a pattern are changed to match the user's color. Higher levels change the pattern, but some cards do not have different level variants. If used by supers, also spawn rainbow orbs.

Small replace[]

Changes two? to seven orbs that are different from the player's color to match their color; if only effect, changes to continuous replace if at SLV3.

Continuous replace[]

For two to five turns, including immediately after the attack was used, replaces three random orbs with the player's color every turn; if only effect, small replace changes into this if at SLV3.

HP recovery[]

Some HP is restored. Higher levels increase the amount of HP restored.

HP regeneration[]

For five turns, including immediately after the attack was used, some HP is restored at the end of every turn. Higher levels increase the amount of HP restored.

Spawn star[]

A star is spawned, higher levels spawn another one or two more; for some cards, becomes available if at SLV5 (3 stars) or SLV4 (4 stars).

Activate shield[]

For one to five turns, a shield negating all damage is activated. Higher levels increase the duration.

Activate stop effect[]

For one to five turns, the current enemy has the stop effect applied to them. Higher levels increase the duration.

Damage taken reduced[]

For five turns (four if there are two effects), a barrier than reduces damage taken is put up. Higher levels further reduce damage taken.

Damage enemy deals reduced[]

For seven turns (four if there are two effects), the enemy is shrunk and deals less damage. Higher levels further reduce damage dealt.

Enemy skill timer stopped[]

For one to seven turns, the skill timer that enemies use to create hinderances (spawning ice, creating a shield, etc) is stopped. Higher levels increase the duration.

Normal star can be made with one less orb[]

For one to six turns, normal stars can be made by matching 6 orbs instead of 7. Higher levels increase the duration.

Damage dealt converted into HP[]

For four turns (one to four if its the only effect), a small amount of HP relative to damage dealt is healed. Higher levels increase the duration and amount of HP restored.

Remove all prominent color[]

Removes all of the most prominent color of orb, dealing damage in the process, like a double bomb. For each increase of SLV, the second, third, fourth, or at maximum fifth most prominent are also removed. Does not remove an orb if it is in a ring.


Special[]

The special attacks of these cards do not increase in power or effect by raising their SLV, and instead, their special attack charge speed increases the higher SLV they are.

No bonus effect[]

Simply hits several times with high power, like most cards at max SLV.

Color change[]

Same as the normal version. There are also two cards that spawn regular stars too I guess.

Color change in and around ring[]

Seven orbs around and inside a ring are changed to match the user's color. If there is no ring, five orbs are instead changed in a U shape in the center. Does not deal damage.

Specific color change[]

Changes all of a specific color of orb to another color, always corresponding to the user's color. Does nothing if there are no orbs of the color to replace. Does not deal damage unless it is a super transformation card.

Spawn rainbow orbs[]

Spawns five rainbow orbs (six if Twinkle Style), which can count as any color when making a connection, and are not removed by activating stars. Does not deal damage.

Usually no damage, varied effects[]

Activates one or two (usually) or three effects simultaneously, but unlike most cards, the first effect replaces dealing damage and the second is listed as the sole effect, or if theres two, are listed as effects one and two. Unless otherwise noted, does not deal damage.


Other[]

The special attacks of these cards do not deal damage, and SLV does not affect charge.

Increase power[]

For three to five turns, the user's power is increased. Higher levels increase duration and further increase power.

Nullify damage relative to HP?[]

requires further testing, higher levels increase percentage of whatever


Fever mode[]

For a certain amount of turns, all enemies fought are immobilized. During this time, while making connections, other orbs around the connected ones are erased too, also dealing damage. All orbs do regular damage, regardless of color. The three turn variants are affected by SLV, five and four turns are not.

Five turns, no extra effect[]

Four turns, 5% of damage dealt converted into HP[]

Four turns, damage dealt increased by 25%[]

Three turns, varied effect[]

Each of these has a unique secondary effect, adapted from other regular effects.

Two turns, varied effect[]

Each of these has a unique secondary effect, adapted from other regular effects.
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