Status Effects
Atk Raise: Attack increases. (Depends on Item / move / badge.)
Blind: Requires harder action command to hit any enemy.
Burned: -1 HP per turn.
Clocked Out: Unable to move.
Confuse: Flip coin. Heads = harms ally, Tails = harms enemy
Cursed: Unable to use Items.
Def Raise: Defense increases. (Depends on Item / move / badge.)
Dizzy: If enemy blocks, you deal no damage.
Dodgy: If you block, you take no damage.
Electric: -1 HP to all who hit enemy directly.
Flipped: Koopas and Clefts are flipped for 2 turns, disabling their ability to attack and guard. Buzzies are flipped for 1 turn. They have to spend another turn getting back up.
Freeze: Unable to move. While in this state, the enemy is unable to gain SP.
Hatred: Each time a team uses Appeal, they gain 1 / 3 squares. Once you get 3, you cannot use Appeal.
Invigorated: Get's extra turns next turn.
Invisible: Unable to be hit.
Poison: -1 HP per turn
Protected: Unable to be hurt and cannot move.
Regen FP: Gain FP every turn. (Depends on Item / Move / Badge.)
Regen HP: Gain HP every turn. (Depends on Item / Move / Badge.)
Sleep: Unable to move.
Soft: Defense is lowered. (Depends on Item / Move / Badge.)
Spiteful: Enemies take 1/2 damage dealt to you.
Stun: Unable to move
Tricked: Move has been stolen.
Weaken: Attack is lowered by half.
Blind: Requires harder action command to hit any enemy.
Burned: -1 HP per turn.
Clocked Out: Unable to move.
Confuse: Flip coin. Heads = harms ally, Tails = harms enemy
Cursed: Unable to use Items.
Def Raise: Defense increases. (Depends on Item / move / badge.)
Dizzy: If enemy blocks, you deal no damage.
Dodgy: If you block, you take no damage.
Electric: -1 HP to all who hit enemy directly.
Flipped: Koopas and Clefts are flipped for 2 turns, disabling their ability to attack and guard. Buzzies are flipped for 1 turn. They have to spend another turn getting back up.
Freeze: Unable to move. While in this state, the enemy is unable to gain SP.
Hatred: Each time a team uses Appeal, they gain 1 / 3 squares. Once you get 3, you cannot use Appeal.
Invigorated: Get's extra turns next turn.
Invisible: Unable to be hit.
Poison: -1 HP per turn
Protected: Unable to be hurt and cannot move.
Regen FP: Gain FP every turn. (Depends on Item / Move / Badge.)
Regen HP: Gain HP every turn. (Depends on Item / Move / Badge.)
Sleep: Unable to move.
Soft: Defense is lowered. (Depends on Item / Move / Badge.)
Spiteful: Enemies take 1/2 damage dealt to you.
Stun: Unable to move
Tricked: Move has been stolen.
Weaken: Attack is lowered by half.
"Other"
Can be flipped
These attacks will cause the "Flipped" status to anyone who has this trait: Bone Throw, Bonk, Egg Throw, Flop, Hammer Throw, Headbonk, Jump, Launch Segment, Rock Throw, Spiny Throw, Dive, Hammer Barrage, Mini Eggs, Multibonk, Quake, Rock Barrage, Sledge Hammer, Spiny Barrage, Throw, Earth. POW Blocks, Earthquakes, Dusty Hammers and Pebbles also work.
Can be knocked from the air
These attacks will make the user lose "Flight" for 2 turns: Bone Throw, Bonk, Egg Throw, Flop, Hammer Throw, Headbonk, Jump, Launch Segment, Rock Throw, Spiny Throw, Dive, Hammer Barrage, Mini Eggs, Multibonk, Rock Barrage, Sledge Hammer, Spiny Barrage, Throw. Dusty Hammers and Pebbles also work.
Double Spike
Cannot be hurt by: Bill Slam, Bill Shoot, Flop, Headbonk, Jump, Ram, Roll, Slap, Speed Ram, Sting, Bulldoze, Devour, Dive, Multibonk, Paralyzing Sting, Poison Poke, Spook, Steal, Tangle, Team Up, Trick, TRI ATTACK, BRO ATTACK. If they try to use this attack against you, they take 1 damage.
Explosion/Fire attacks make Bob-omb use Explode attack
Attacks include: Fireball, Laser, Self Destruct, Explode, Fire Breath, Fire Burst, Ignite, Mega Explode, Throw Chemicals, Fire. Fire Flowers and Fire Bursts work too.
Burn makes the bob-omb always use Explode until it wears off. Also; explode will not use FP.
Explosion/Fire attacks make Bulky Bob-omb use Mega Explode attack
Attacks include: Fireball, Laser, Self Destruct, Explode, Fire Breath, Fire Burst, Ignite, Mega Explode, Throw Chemicals, Fire. Fire Flowers and Fire Bursts work too.
Burn makes the bulky bob-omb always use Mega Explode until it wears off. Also; Mega explode will not use FP.
Flame
Cannot be hurt by: Bill Slam, Bill Shoot, Flop, Headbonk, Jump, Ram, Roll, Slap, Speed Ram, Sting, Bulldoze, Devour, Dive, Multibonk, Paralyzing Sting, Poison Poke, Spook, Steal, Tangle, Team Up, Trick, TRI ATTACK, BRO ATTACK. If they try to use this attack against you, they take 1 damage.
Flight
Makes certain attacks not work on enemies with this trait. Includes: Club, Ram, Roll, Shell Ram, Shell Slam, Spear, Speed Ram, Bombard, Bulldoze, Devour, Dizzy Hammer, Dizzy Shell, Dizzy Spin, Power Shell, Quake, Sing, Steal, Trick, Earth.
Well, there are many exceptions, such as if any of these attacks are used by someone WITH flight, the attack will still hit
With the exception of: Bombard, Quake and Earth.
Immune to Electrical Attacks
Cannot be hurt by: Electrical Charge, Lightning (for Flower Fuzzies) and Lightning SP.
If you get Electrified (the buff), it also heals you every turn. Same goes for Zap Tap.
Immune to Explosions
Cannot be hurt by: Self Destruct, Explode, Mega Explode.
Immune to Fire
Cannot be hurt by: Fireball, Laser, Fire Breath, Fire Burst, Ignite, Throw Chemicals, Fire.
Poisonous Touch
These attacks do not effect you: Bill Slam, Bill Shoot, Flop, Headbonk, Jump, Ram, Roll, Slap, Speed Ram, Sting, Bulldoze, Devour, Dive, Multibonk, Paralyzing Sting, Poison Poke, Spook, Steal, Tangle, Team Up, Trick, TRI ATTACK, BRO ATTACK. If they try to use this attack against you, they take 1 damage AND they get poisoned for 2 turns.
Ram can hit Flying Enemies
Ram can hit flying enemies, but it cannot hit Spiked enemies. Hitting them will cause you to take 1 damage.
Reincarnate
Will come back to life 2 turns later with 1 HP.
Sleep De-spikes
When put to sleep, spikes do not take effect until the sleep wears off.
Spiked
Cannot be hurt by: Flop, Headbonk, Jump, Sting, Devour, Dive, Multibonk, and Paralyzing Sting. If they use these attacks, they take 1 damage.
Spikes every other turn
Each time they've had their turn, they get or lose Spikes. (Giving the Spiked trait)
Switches between Air and Ground every turn
Each time they've had their turn, they change into either a ground of air enemy. (Giving the Flight trait)
X2 from Fire and Explosion Attacks
Take double damage from these attacks: Fireball, Laser, Self Destruct, Explode, Fire Breath, Fire Burst, Ignite, Mega Explode, Throw Chemicals, Fire. Fire Flowers and Fire Bursts work too.
These attacks will cause the "Flipped" status to anyone who has this trait: Bone Throw, Bonk, Egg Throw, Flop, Hammer Throw, Headbonk, Jump, Launch Segment, Rock Throw, Spiny Throw, Dive, Hammer Barrage, Mini Eggs, Multibonk, Quake, Rock Barrage, Sledge Hammer, Spiny Barrage, Throw, Earth. POW Blocks, Earthquakes, Dusty Hammers and Pebbles also work.
Can be knocked from the air
These attacks will make the user lose "Flight" for 2 turns: Bone Throw, Bonk, Egg Throw, Flop, Hammer Throw, Headbonk, Jump, Launch Segment, Rock Throw, Spiny Throw, Dive, Hammer Barrage, Mini Eggs, Multibonk, Rock Barrage, Sledge Hammer, Spiny Barrage, Throw. Dusty Hammers and Pebbles also work.
Double Spike
Cannot be hurt by: Bill Slam, Bill Shoot, Flop, Headbonk, Jump, Ram, Roll, Slap, Speed Ram, Sting, Bulldoze, Devour, Dive, Multibonk, Paralyzing Sting, Poison Poke, Spook, Steal, Tangle, Team Up, Trick, TRI ATTACK, BRO ATTACK. If they try to use this attack against you, they take 1 damage.
Explosion/Fire attacks make Bob-omb use Explode attack
Attacks include: Fireball, Laser, Self Destruct, Explode, Fire Breath, Fire Burst, Ignite, Mega Explode, Throw Chemicals, Fire. Fire Flowers and Fire Bursts work too.
Burn makes the bob-omb always use Explode until it wears off. Also; explode will not use FP.
Explosion/Fire attacks make Bulky Bob-omb use Mega Explode attack
Attacks include: Fireball, Laser, Self Destruct, Explode, Fire Breath, Fire Burst, Ignite, Mega Explode, Throw Chemicals, Fire. Fire Flowers and Fire Bursts work too.
Burn makes the bulky bob-omb always use Mega Explode until it wears off. Also; Mega explode will not use FP.
Flame
Cannot be hurt by: Bill Slam, Bill Shoot, Flop, Headbonk, Jump, Ram, Roll, Slap, Speed Ram, Sting, Bulldoze, Devour, Dive, Multibonk, Paralyzing Sting, Poison Poke, Spook, Steal, Tangle, Team Up, Trick, TRI ATTACK, BRO ATTACK. If they try to use this attack against you, they take 1 damage.
Flight
Makes certain attacks not work on enemies with this trait. Includes: Club, Ram, Roll, Shell Ram, Shell Slam, Spear, Speed Ram, Bombard, Bulldoze, Devour, Dizzy Hammer, Dizzy Shell, Dizzy Spin, Power Shell, Quake, Sing, Steal, Trick, Earth.
Well, there are many exceptions, such as if any of these attacks are used by someone WITH flight, the attack will still hit
With the exception of: Bombard, Quake and Earth.
Immune to Electrical Attacks
Cannot be hurt by: Electrical Charge, Lightning (for Flower Fuzzies) and Lightning SP.
If you get Electrified (the buff), it also heals you every turn. Same goes for Zap Tap.
Immune to Explosions
Cannot be hurt by: Self Destruct, Explode, Mega Explode.
Immune to Fire
Cannot be hurt by: Fireball, Laser, Fire Breath, Fire Burst, Ignite, Throw Chemicals, Fire.
Poisonous Touch
These attacks do not effect you: Bill Slam, Bill Shoot, Flop, Headbonk, Jump, Ram, Roll, Slap, Speed Ram, Sting, Bulldoze, Devour, Dive, Multibonk, Paralyzing Sting, Poison Poke, Spook, Steal, Tangle, Team Up, Trick, TRI ATTACK, BRO ATTACK. If they try to use this attack against you, they take 1 damage AND they get poisoned for 2 turns.
Ram can hit Flying Enemies
Ram can hit flying enemies, but it cannot hit Spiked enemies. Hitting them will cause you to take 1 damage.
Reincarnate
Will come back to life 2 turns later with 1 HP.
Sleep De-spikes
When put to sleep, spikes do not take effect until the sleep wears off.
Spiked
Cannot be hurt by: Flop, Headbonk, Jump, Sting, Devour, Dive, Multibonk, and Paralyzing Sting. If they use these attacks, they take 1 damage.
Spikes every other turn
Each time they've had their turn, they get or lose Spikes. (Giving the Spiked trait)
Switches between Air and Ground every turn
Each time they've had their turn, they change into either a ground of air enemy. (Giving the Flight trait)
X2 from Fire and Explosion Attacks
Take double damage from these attacks: Fireball, Laser, Self Destruct, Explode, Fire Breath, Fire Burst, Ignite, Mega Explode, Throw Chemicals, Fire. Fire Flowers and Fire Bursts work too.
Coins
WINNING MATCHES:
Winning Champ Match - $30
Winning 1 Match - $20
Winning 2 Match - $19
Winning 3 Match - $18
Winning 4 Match - $17
Winning 5 Match - $16
Winning 6 Match - $15
Winning 7 Match - $14
Winning 8 Match - $13
Winning 9 Match - $12
Losing Match - $1
Failing to follow Fight Restrictions (Lower) - $5
Failing to follow Fight Restrictions (Higher) - $0
BETTING
Winning: x2 coins you have bet.
Losing: Lose the coins you have bet.
SELLING
If the player sells their item / badge, they get 1/2 coins they spent on it back. (If it is an odd number, round the decimal down. EX: Maple syrup being sold would be 7 coins.)
PRICE INCREASING
Once anyone buys an item, their price goes up by whatever I put in the logs. That price is now for everyone in the group.
The prices go back to their original form at the end of the month.
Winning Champ Match - $30
Winning 1 Match - $20
Winning 2 Match - $19
Winning 3 Match - $18
Winning 4 Match - $17
Winning 5 Match - $16
Winning 6 Match - $15
Winning 7 Match - $14
Winning 8 Match - $13
Winning 9 Match - $12
Losing Match - $1
Failing to follow Fight Restrictions (Lower) - $5
Failing to follow Fight Restrictions (Higher) - $0
BETTING
Winning: x2 coins you have bet.
Losing: Lose the coins you have bet.
SELLING
If the player sells their item / badge, they get 1/2 coins they spent on it back. (If it is an odd number, round the decimal down. EX: Maple syrup being sold would be 7 coins.)
PRICE INCREASING
Once anyone buys an item, their price goes up by whatever I put in the logs. That price is now for everyone in the group.
The prices go back to their original form at the end of the month.
Win Points
To calculate this, count up their Win total.
Then, subtract their Loss total from the Win total.
Ties do absolutely nothing.
There is your answer.
EX:
W: 9 - L: 3 - T: 4
9
-
3
=
6 Total.
easy math yo.
GP has a lot of math in it. :(
which is good because I'm good at it
yaaaaaay
If the player spends 20 win points, they can trade it in for:
500 coins
Unverification
more to come.
Then, subtract their Loss total from the Win total.
Ties do absolutely nothing.
There is your answer.
EX:
W: 9 - L: 3 - T: 4
9
-
3
=
6 Total.
easy math yo.
GP has a lot of math in it. :(
which is good because I'm good at it
yaaaaaay
If the player spends 20 win points, they can trade it in for:
500 coins
Unverification
more to come.
Fight Restrictions
Note: These restrictions are only to be used when a lower rank person is fighting against a higher rank, and the higher rank is almost completely guaranteed to win without some adjustments over and over and over, and this might give the other a little higher edge. Maybe. If they play their cards right. Plus its just like the GP in the real game. If the team fails to follow these restrictions, then the lower team will not go up a rank. If it's the higher rank, the only thing that happens is that they do NOT win money.
No SP
Disables the use of SP in battle. Removes Heal SP, Supercharge SP, Revive, Elements, and Appeal.
No Items
Disables use of all items.
No Badges
Disables use of all badges.
No FP
Disables use of FP.
FP only
Disables use of Tactics and moves that do not require FP. (Not including Replenish)
No switching
The person in front at the start of the battle stays there until they are knocked out.
No Partners
1v1 battle.
No Flight
Flight does not come into play in battle. (Dive is still allowed to be used.)
No Elemental Moves
No use of elemental moves is allowed, but other SP moves are fine.
No SP
Disables the use of SP in battle. Removes Heal SP, Supercharge SP, Revive, Elements, and Appeal.
No Items
Disables use of all items.
No Badges
Disables use of all badges.
No FP
Disables use of FP.
FP only
Disables use of Tactics and moves that do not require FP. (Not including Replenish)
No switching
The person in front at the start of the battle stays there until they are knocked out.
No Partners
1v1 battle.
No Flight
Flight does not come into play in battle. (Dive is still allowed to be used.)
No Elemental Moves
No use of elemental moves is allowed, but other SP moves are fine.
Random.org
ANGERS POWER (1 - 14)
1 = 1st Attack
2 = 2nd Attack
3 = 3rd Attack
4 = Charge
5 = Defend
6 = Replenish
7 = Appeal
8 = Forfeit
9 = Elemental Move
10 = Duo Move
11 = Team Move
12 = Heal SP
13 = Supercharge SP
14 = Revive
CLOSE CALL
Heads = Hit
Tails = Miss
LUCKY START
1 = Atk Raise (+1)
2 = Def Raise (+1)
3 = Dodgy
4 = Electric
5 = Invigorated
6 = Invisible
7 = Protected
8 = Regen FP
9 = Regen HP
10 = Spiteful
11 = Sleep
PITY FLOWER
Heads = +1 FP
Tails = Nothing
ICE STORM
Heads = Freeze
Tails = Nothing
MYSTERY (1 - 40)
1 = Mushroom
2 = Super Shroom
3 = Ultra Shroom
4 = Life Shroom
5 = Slow Shroom
6 = Hot Dog
7 = Honey Syrup
8 = Tasty Tonic
9 = Yoshi Cookie
10 = Poison Shroom
11 = Block Block
12 = Boo's Sheet
13 = Courage Shell
14 = Dizzy Dial
15 = Dusty Hammer
16 = POW Block
17 = Fire Flower
18 = Hot Sauce
19 = HP Drain
20 = Ice Storm
21 = Meteor Meal
22 = Mini Mr. Mini
23 = Mr. Softener
24 = Repel Cape
25 = Shooting Star
26 = Sleepy Sheep
27 = Spite Pouch
28 = Stop Watch
29 = Thunder Rage
30 = Whack
31 - 40 = Pebble
POISON SHROOM
Heads = HP reduced to 1
Tails = Full Heal
CONFUSION
Heads = Success
Tails = User hits himself for -1
TOURNAMENTS
MYSTERY BOXES
1 = All Or Nothing
2 = Angers Power
3 = Close Call
4 = Damage Dodge
5 = Deep Focus
6 = Defend Plus
7 = Double Dip
8 = Double Pain
9 = Feeling Fine
10 = Fire Shield
11 = Flower Saver
12 = FP Drain
13 = FP Plus
14 = Happy Flower
15 = Happy Happy Heart
16 = Happy Heart
17 = HP Drain
18 = HP Plus
19 = Last Stand
20 = Lucky Start
21 = Mega rush
22 = P-Down D-Up
23 = Pity Flower
24 = Power Plus
25 = Power Rush
26 = P-Up D-Down
27 = Return Postage
28 = Simplifier
29 = Spike Shield
30 = Super Appeal
31 = Unsimplifier
32 = Zap Tap
ADD ITEMS
Fire = 1
Lighting = 2
Shadow = 3
Ice = 4
Earth = 5
Water = 6
Wind = 7
Poison = 8
(Use numbers)
1 = 1st Attack
2 = 2nd Attack
3 = 3rd Attack
4 = Charge
5 = Defend
6 = Replenish
7 = Appeal
8 = Forfeit
9 = Elemental Move
10 = Duo Move
11 = Team Move
12 = Heal SP
13 = Supercharge SP
14 = Revive
CLOSE CALL
Heads = Hit
Tails = Miss
LUCKY START
1 = Atk Raise (+1)
2 = Def Raise (+1)
3 = Dodgy
4 = Electric
5 = Invigorated
6 = Invisible
7 = Protected
8 = Regen FP
9 = Regen HP
10 = Spiteful
11 = Sleep
PITY FLOWER
Heads = +1 FP
Tails = Nothing
ICE STORM
Heads = Freeze
Tails = Nothing
MYSTERY (1 - 40)
1 = Mushroom
2 = Super Shroom
3 = Ultra Shroom
4 = Life Shroom
5 = Slow Shroom
6 = Hot Dog
7 = Honey Syrup
8 = Tasty Tonic
9 = Yoshi Cookie
10 = Poison Shroom
11 = Block Block
12 = Boo's Sheet
13 = Courage Shell
14 = Dizzy Dial
15 = Dusty Hammer
16 = POW Block
17 = Fire Flower
18 = Hot Sauce
19 = HP Drain
20 = Ice Storm
21 = Meteor Meal
22 = Mini Mr. Mini
23 = Mr. Softener
24 = Repel Cape
25 = Shooting Star
26 = Sleepy Sheep
27 = Spite Pouch
28 = Stop Watch
29 = Thunder Rage
30 = Whack
31 - 40 = Pebble
POISON SHROOM
Heads = HP reduced to 1
Tails = Full Heal
CONFUSION
Heads = Success
Tails = User hits himself for -1
TOURNAMENTS
MYSTERY BOXES
1 = All Or Nothing
2 = Angers Power
3 = Close Call
4 = Damage Dodge
5 = Deep Focus
6 = Defend Plus
7 = Double Dip
8 = Double Pain
9 = Feeling Fine
10 = Fire Shield
11 = Flower Saver
12 = FP Drain
13 = FP Plus
14 = Happy Flower
15 = Happy Happy Heart
16 = Happy Heart
17 = HP Drain
18 = HP Plus
19 = Last Stand
20 = Lucky Start
21 = Mega rush
22 = P-Down D-Up
23 = Pity Flower
24 = Power Plus
25 = Power Rush
26 = P-Up D-Down
27 = Return Postage
28 = Simplifier
29 = Spike Shield
30 = Super Appeal
31 = Unsimplifier
32 = Zap Tap
ADD ITEMS
Fire = 1
Lighting = 2
Shadow = 3
Ice = 4
Earth = 5
Water = 6
Wind = 7
Poison = 8
(Use numbers)
EVENTS
EVENTS N STUFF, YO!
HALLOWEEN 2014
Event #1: Trick-or-Treat
Every day at 7:00 PM EST. (Battling day or not) Chubba will be at his desk. If you walk up to him and say "Trick-or-Treat!" he'll give you either a Trick, or a Treat, depending on your luck, Once one prize has been giving out, it won't be obtainable afterwards. Once all prizes are gone, this event is over.
Italics = Done
TREATS:
TRICKS:
Event #2: Give Me Something Good to Eat
During Battle or Minigame days, we'll give out Candies depending on their rankings.
Legend:
Champs Win / #1: Golden Choco-Bar, Jelly Candy, Gold Bar
Rank 1 Win / #2: Jelly Pop, Super Soda, Awesome Snack, Lovely Chocolate, Gold Apple
Rank 2 Win / #3: Sweet Cookie Snack, Choco Pasta Dish, Ghost Shroom, Chuckola Cola, Bone Sticker
Rank 3 Win / #4: Shroom Choco-Bar, Fire Pop, Kooky Cookie, Choco Cake, Potato Salad
#5: Shroom Cake, Hustle Drink, Icicle Pop, Coco Candy, Healthy Juice
#6: Mighty Tonic, Strange Cake, Fright Jar, Sweet Choco-Bar, Iced Potato
#7: Electro Pop, Apple Pie, Egg Bomb, Coco Pop, Keel Mango
#8: Lemon Candy, Lime Candy, Honey Candy, Fruity Cake, Standard Chocolate
#9: Black Apple, Blue Apple, Pink Apple, Red Apple, Yellow Apple
#10: Horsetail, Turtley Leaf, Dried Fruit, Dried Pasta, Water
Losing & #11 and below: Healthy Salad, Apple, Screwdriver, Fertile Soil, Cleanser
HALLOWEEN 2014
Event #1: Trick-or-Treat
Every day at 7:00 PM EST. (Battling day or not) Chubba will be at his desk. If you walk up to him and say "Trick-or-Treat!" he'll give you either a Trick, or a Treat, depending on your luck, Once one prize has been giving out, it won't be obtainable afterwards. Once all prizes are gone, this event is over.
Italics = Done
TREATS:
TRICKS:
Event #2: Give Me Something Good to Eat
During Battle or Minigame days, we'll give out Candies depending on their rankings.
Legend:
Champs Win / #1: Golden Choco-Bar, Jelly Candy, Gold Bar
Rank 1 Win / #2: Jelly Pop, Super Soda, Awesome Snack, Lovely Chocolate, Gold Apple
Rank 2 Win / #3: Sweet Cookie Snack, Choco Pasta Dish, Ghost Shroom, Chuckola Cola, Bone Sticker
Rank 3 Win / #4: Shroom Choco-Bar, Fire Pop, Kooky Cookie, Choco Cake, Potato Salad
#5: Shroom Cake, Hustle Drink, Icicle Pop, Coco Candy, Healthy Juice
#6: Mighty Tonic, Strange Cake, Fright Jar, Sweet Choco-Bar, Iced Potato
#7: Electro Pop, Apple Pie, Egg Bomb, Coco Pop, Keel Mango
#8: Lemon Candy, Lime Candy, Honey Candy, Fruity Cake, Standard Chocolate
#9: Black Apple, Blue Apple, Pink Apple, Red Apple, Yellow Apple
#10: Horsetail, Turtley Leaf, Dried Fruit, Dried Pasta, Water
Losing & #11 and below: Healthy Salad, Apple, Screwdriver, Fertile Soil, Cleanser