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"Kablam! Studios wrote:
About Cyclonus:
Faction: Decepticon
Class: Tactician
Resurrected by the same dark energies as his master Galvatron, Cyclonus leads a mighty armada provided by Unicron himself. Loyal, patient, and skilled, Cyclonus is ultimately the counterbalance to Galvatron’s chaotic rule.
Stats and Abilities:
2-Star:
Health: 1907
Attack: 149
Max Rating: 544
3-Star:
Health: 4682
Attack: 315
Max Rating: 1294
4-Star:
Health: 12169
Attack: 818
Max Rating: 3520
Basic Abilities: Dark Energy, Dark Field, Discipline
Gain a Bar of Power
- Each bar of power grant’s Cyclonus a Dark Energy Charge, increasing
Attack Rating by 22~30% for 6 seconds.
Dark Field
- When Cyclonus gains Dark Energy or completes a full Melee Combo with Dark Energy active, his Dark Field pulses.
- The Dark Field inflicts Dark Burn, dealing 20% of Attack as instant Energy Damage and has a 60~76% chance to Nullify an enemy buff. If the opponent is Unstoppable this chance increases to 100%.
- If an opponent with an Unstoppable buff Dashes toward Cyclonus, he instantly gains Dark Energy, Nullifies the Unstoppable buff, and inflicts Stun for 1.5 seconds.
Discipline
- After being struck 5 times by Melee Attacks, Cyclonus gains a 18~28% Physical Resistance Buff for 7~9 seconds.
- After landing 6 Ranged Attacks, Cyclonus gains a Ranged Bonus, increasing damage from Ranged Attacks by 15~25% and Projectile Speed for 5~7 seconds.
- After landing 10 Melee Attacks, Cyclonus gains a Melee Bonus, increasing damage from Melee Attacks by 15~25% for 5~7 seconds.
Signature Ability – Dark Servitude
Pledging loyalty to Unicron has imbued Cyclonus with unimaginable power.
- Dark Burns inflicted by the Dark Field deal 20~120% more damage.
Special Attacks:
Special 1 – Cosmic Edge
- A blade, honed and deadly as its wielder.
- 100% Armor Piercing.
Special 2 – Galaxy Gun
- A blast of cosmic proportions.
- 100% chance the last hit of this attack is Unblockable.
Special 3 – Interstellar Ride
- Cyclonus takes a precisely calculated trip through the center of his opponent.
- Cyclonus Gains Dark Energy and begins to automatically pulse the Dark Field for 10 seconds.
Synergy Bonuses:
Mutual – Allies – Kickback, Tantrum
+2~8% Armor
Mutual – Enemies – Ultra Magnus, Arcee, Blaster
+2~8% Attack
Outgoing – Hand of Chaos – Galvatron
- All Decepticon Special Attacks gain +2~15% Special Attack Damage and +2~15% Critical Damage.
Strong Match-ups:
Motormaster
- Motormaster’s Unstoppable will become a disadvantage when fighting against Cyclonus and his Dark Field.
Optimus Prime (MV1)
- Cyclonus’ sword will pierce even the toughest armor, stopping the Autobot leader from making his epic last stand.
Weak Match-ups:
Galvatron
- The master of chaos, Galvatron, will be able to deal most of his damage at range, avoiding the Dark Field. It is also important to note that Galvatron’s Unstoppable cannot be Nullified.
Shockwave
- Shockwave can ensure that Cyclonus never reaches a bar of power to gain his Dark Energy.
Recommended Modules for Cyclonus:
Robot Resources
- Robot Resources will push Cyclonus to gain Dark Energy faster.
Harm Accelerator
- Not taking damage from Cyclonus will be a rare occurrence, add another constant tick of damage and watch the opponent wilt.
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The buzz is building for Bumblebee to save the world! Embark on an adrenaline-fueled adventure with thrilling car chases, explosive action and epic bosses! Race at high speed to the Decepticon bases, then convert into robot mode to blast your way to the boss!
Join the buzz in BUMBLEBEE Overdrive!
RETRO STYLE ARCADE RACING
• DRIVE fast and fearlessly to Decepticon bases!
• RACE the streets to outrun chasing cars and shooting drones!
• CONVERT into robot mode to blast your way to the boss!
• DESTROY the Decepticon bases!
• BATTLE and defeat the epic bosses to get rewards!
• UPGRADE your Transformers’ armor and blaster!
• BONUS: Come back for new missions and events!
5 CLASSIC TRANSFORMERS TO COLLECT
• BUMBLEBEE
• STEALTH BUMBLEBEE
• OPTIMUS PRIME
• SIDESWIPE
• ARCEE
PRIVACY & ADVERTISING
Budge Studios™ takes children's privacy seriously and ensures that its apps are compliant with privacy laws, including the Child Online Privacy Protection Act (COPPA), a privacy legislation in the United States of America. This application has received the “ESRB (Entertainment Software Rating Board) Privacy Certified Kids’ Privacy Seal”. If you would like to learn more on what information we collect and how we use it, please visit our privacy policy at: https://budgestudios.com/en/legal/privacy-policy/. If you have any questions, email our Data Protection Officer at: privacy@budgestudios.ca.
Before you download this app, please note that it is free to play, but additional content may be available via in-app purchases. In-app purchases cost real money and are charged to your account. To disable or adjust the ability to make in-app purchases, change your device settings. This app may contain contextual advertising (including the option to watch ads for rewards) from Budge Studios regarding other apps we publish, from our partners and some third parties. Budge Studios does not permit behavioral advertising or retargeting in this app. The app may also contain social media links that are only accessible behind a parental gate.
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This application is subject to an End-User License Agreement available through the
following link: https://budgestudios.com/en/legal-embed/eula/
ABOUT BUDGE STUDIOS
Budge Studios was founded in 2010 with the mission to entertain and educate children around the world, through innovation, creativity and fun. Its high-quality app portfolio consists of original and branded properties, including Barbie, Thomas & Friends, Strawberry Shortcake, Caillou, The Smurfs, Miss Hollywood, Hello Kitty and Crayola. Budge Studios maintains the highest standards of safety and age-appropriateness, and has become a global leader in children’s apps for smartphones and tablets. Budge Playgroup™ is an innovative program that allows kids and parents to actively participate in the creation of new apps
Visit us: www.budgestudios.com
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We always welcome your questions, suggestions and comments. Contact us 24/7 at support@budgestudios.ca
TRANSFORMERS and all related characters are trademarks of Hasbro and are used with permission. © 2018 Hasbro. All Rights Reserved.
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Hasbro wrote:PAWTUCKET, RI AND RENTON, WA–SEPT. 7, 2018 – Hasbro, Inc., a global play and entertainment company, and Wizards of the Coast, a subsidiary of Hasbro and the publishers of the seminal trading card game Magic: The Gathering, provided more details today about the METROPLEX Deck, the first expansion for the TRANSFORMERS Trading Card Game.
“The character METROPLEX is a Titan – he converts into an entire city and towers over most of the other giants of the TRANSFORMERS universe. Keeping that in mind, we knew that METROPLEX deserved an even bigger card than the game’s standard oversized character cards,” said Drew Nolosco, TRANSFORMERS Trading Card Game Brand Manager. “The METROPLEX character card is 200mm tall – almost 8 inches. Whether in bot mode or alt mode, METROPLEX is one of the biggest TRANSFORMERS characters around, and now he has a suitably Titan-sized trading card.”
The METROPLEX Deck will see the AUTOBOT Titan enter the TRANSFORMERS Trading Card Game’s ranks for the first time, but he won’t be alone. During the game, players will be able to use the METROPLEX character card to deploy his three component bots: SCAMPER, SLAMMER, and SIX-GUN.
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#Sideways# wrote:This guy is a tank. He hits so hard, and he defends so much, that this guy is frankly idiotic to try to take down. You'd think that the best thing about him is his ability -- and you would be wrong. It's about every other little detail about this guy added up to make a formidable tank. With three base defense, this guy blocks most damage that he is dealt. Being Ranged, he can also make use of the Rapid Assault Armor Battle Card, giving him four defense and disrupting your opponent. He also has a base eight attack, which is one of the highest in the game along with the newly revealed Optimus Prime. But even more than that, with such a high defense, you can heal off the majority of damage you take with Team Up Tactics thanks to the fact that he is a Truck.
In fact, I built Shockwave / Inferno just last night and playtested it against Cars, which I thought would be an autowin. But I was wrong. The problem is this: His ability to return cards to your opponent's hand sounds great in theory, but when your opponent plays Turbo Boosters to untap their characters to attack you ad infinitum, you really don't want to put those cards back into your opponent's hand.
It's also a tall build, meaning you only have to characters to attack with, putting you at an even bigger disadvantage to Cars. You just end up losing because you attack a total of three times in a game. You can't even take advantage of Ready For Action. Shockwave as a partner is just not cutting it.
But on his own? Inferno can really bring the pain. Just imagine him with someone to supplement his healing, using their smaller attacks to set up knockouts before finishing them off with a huge attack from Inferno. The only problem is finding someone to fit that bill. Great potential, bad partners for the moment.
#Sideways# wrote:This card is really, really good. Forget about the card being scrapped from your opponent's hand -- if they've been playing the game at all, they can afford it -- but the upgrade being scrapped and a card being drawn for you? That's fantastic.
But here's the thing. The reason why I'm so excited about this isn't that your opponent is punished for knocking out a bug on your side -- why I'm so excited is that you can use this on your turn. You can pop this thing with Skrapnel's insect mode, which knocks out one of your Insecticons to forcefully tap one of your opponent's characters. Meaning, you can choose a target and lock your opponent out of an attack with that character at the same time. But with this, though, you even get to disrupt your opponent and draw a card while you're at it.
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Leaked from Cybertron wrote:Smash the competition with Optimus Prime // Battlefield Legend, a Rare card found exclusively in booster packs! Check back next week for the reveal of another Rare card!
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TRANSFORMERS Shadows Rising is the long-awaited follow up to the smash hit licensed video game TRANSFORMERS Human Alliance. In TRANSFORMERS Shadows Rising, players are partnered with three movie’s stars, Optimus Prime, Bumblebee and Sideswipe to stop evil Megatron’s plans. Players must battle their way across America, Europe, Asia and the earths solar system in this action packed game. The game is presented in a sensational cabinet, based on the truck vehicle mode of the leader of the Autobots, Optimus Prime. With gorgeous chrome exhausts, big grill and lifelike Optimus Prime head this cabinet is designed to stand out in any location. The brand new ‘Hyperenergy Tech’ lever can unleash a devastating shockwave to destroy multiple enemies, or be used to generate a forcefield defending the player from difficult enemy attacks.
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[/quote]#Sideways# wrote:OVERVIEW
I decided to proxy three Transformers Trading Card Game decks recently: Initial D (Bumblebee / Cliffjumper / Mirage), InGen (Nemesis Prime / Snarl / Swoop) and Capri Sun (Sunstorm / Slipstream / Chop Shop). I playtested them over the past two days, marking down my thoughts about the archetypes and about the game in general.
I found out a lot about not only the decks, but the game as a whole. But before I get into that last bit, lemme tell you about the decks and what they do.
Initial D
(Starter Bumblebee / Cliffjumper / Mirage)
Okay, if you know anything about the title, you know that this is a Car deck that is full of "Gas, Gas, Gas" to leave your opponents with a sense of "Deja Vu" while you're "Running In The 90s". The general sense of the deck is you constantly untap your Transformers with Ready For Action and, more importantly, Turbo Boosters. When you untap constantly, your opponent is eventually going to reach a point where all of their team is either tapped or dead and you get to attack with impunity thanks to how natural untapping in this game works.
Cliffjumper allows you to draw an extra card when you Transform other Cars, allowing you to burn through your deck more than you already do. Bumblebee is there because he's a 6 Point Leader Car which is frankly silly value. Mirage is there because he allows you to play an extra Action in a turn, meaning you get to play more draw cards/more Ready For Action, but even better, he has a natural, easy to pull-off untapping ability.
The deck also benefits from being able to play Team Up Tactics, allowing you to draw two cards with no repercussions, unlike literally all other Action draw cards in the game. You draw so many cards with this deck -- it's a little stupid. But if you whiff your untapping cards, you've got a hard time coming.
Being so small in terms of defensive abilities, Initial D can fall victim to heavy bruiser decks and get punished. Your damage output isn't as large as theirs, and you can't win going toe-to-toe with the big guys without your tools to help. It'd be like using a flashlight against a howitzer.
All in all, this deck has a low damage output. But then again, who needs huge bruising attacks when your opponent can't fight back?
Well, this next deck might.
InGen
(Nemesis Prime / Snarl / Swoop)
Something... Has... Survived...
Well, that's something your opponent would say if they hadn't just gotten one-shot by Nemesis Prime. Slow, lumbering and currently one of the most heavily damaging cards in the game, Nemesis Prime is frankly one of my favorite cards that I've seen out of this game thus far. He's also one of the game's two rarest cards to get your hands on; but man, is he worth it.
Getting him to work can be a bit trickier than it might seem, especially in a game where your opponents can just make dated anime references and untap themselves into the nth dimension, but you're a deck that can be startlingly hard to make headway into, especially with all the defensive cards you play.
Being defensive is a good thing, for certain, but it also means that you're more likely to eventually reshuffle your deck, putting Nemesis' offensive ability to a base 10(!!) or more(!?) damage, without modifiers like upgrades. For reference, a common mid-ranged HP value is around 10-13. I've one-hit 12 HP Transformers after getting this guy set up with a Grenade Launcher, and lemme tell you, there's seldom a better feeling.
The problem is getting there. But that's where you get a little help from some primal friends.
Snarl and Swoop are both Dinobots, which allow them to take advantage of "Dino-Chomp!" to give them Bold 5, flipping five extra cards from your deck for your attack. Keep in mind, you start out with two, and if you flip a white Battle Card (which you play plenty of) you flip two more, leaving you with 9 cards out of your deck and into the Scrap Pile.
The potentially heavy damage you just did aside (in my experience, you're only going to use the Dinobots to soften foes up for Nemesis to clean up), you milled almost ten cards out of your deck, a full quarter of it! Using these cards to your advantage, you can pull off the reshuffle and make Nemesis the powerhouse he deserves to be.
All in all, this deck is fantastically fun to play against Initial D, as the two are somewhat polar opposites. But the one that seems to not be getting any headway at all in my playtesting is one of the most unlikely of them all.
Capri Sun
(Sunstorm / Slipstream / Chop Shop)
On the surface, everything seems to have everything going for it. Sunstorm does more damage for every card in your hand, Slipstream keeps him alive, Chop Shop draws you cards... It even has Bombing Run to both supplement your survivability and damage output!
But here's the thing: This game revolves around playing cards. Your hand is almost never going to go above six cards, and even then you'll probably need to play something out of it. It's frustrating. I've never won with this deck, and whereas it might be a product of the deckbuilding, it might also be a problem with the contradiction of Sunstorm himself.
Sunstorm wants you to hold your hand and never play anything out of it unless it puts either more damage on the field or more cards in your hand. The problem being, you have to play cards to draw the cards that you need to stockpile more cards in your hand. Only Team Up Tactics (essentially Pot of Greed) gives you a +1 card in your hand. Everything else replaces itself, leaving your hand stagnant, hovering at about 4-6.
This is not enough.
But maybe I'm just playing the deck wrong, or perhaps my list is bad. It has potential, but until we see Skywarp, Thundercracker or Starscream to hopefully pad out the Plane support, this deck will probably not see too much success, at least against the decks I have listed above. I have literally never won with this deck. At least not yet.
It is, however, one of the most interesting of the archetypes I have built. There are also quite a few other interesting card comboes in this game -- and you should definitely take a peek when you have the time.
On The Game As A Whole
TFTCG is a blast to play. It's fun, addicting and can surprisingly make you think, desperately planning out what your opponent will do next. But there are a number of flaws that I really hope are addressed in the future.
But let me get a few things out of the way first. Keep in mind, this is without having the entire set revealed, which could potentially address a few of the issues I have listed here.
The card flipping for attacking and defending sounds annoying and adding in an unneccessary layer of randomness to the game, but surprisingly, very few times have I felt like I sacked my opponent out of a KO or I got sacked and the oddest thing is... I thought it was fun. It was enough that I thought it played little into the grand scheme of things (Nemesis was going to kill that guy anyway, frankly, regardless of flips) and it only really comes into play when it comes to 2HKOs and and to put more power in the ever-prevalent healing cards. It also helps cycle decks.
Another thing that I didn't like about the flipping mechanic was that it simply dropped useful cards into the discar-- *COUGH* I mean, Scrap Pile. I can't tell you how many times I saw a Turbo Booster fall into the Scrap Pile. It could make a man weep! I don't know how much I would say that it's a good mechanic; just that it was fun, and had several underlying purposes.
But the thing is, you can mitigate or outright remedy this by adding more topdeck rigging and tutoring effects, which brings me to my second point. This game has no tutoring, which, if you didn't know, searches your deck for specific cards to either put them on top of your deck or into your hand. Powerful, yes, but I feel it is necessary to mitigate the luck factor.
But I have an issue with this game that will be tough to remedy: Counterbalance. In Dragon Ball Super, when you're at half life, your Leader card awakens to his "final form", netting you extra cards and more powerful abilities. This mechanic drives the entire game, and it helps games from being total runaways, where the person who attacks first wins.
This game sometimes wants to fall into those failings.
Let me explain: You and an opponent start the game. Each person has three Transformers. You and your opponent trade turns a few times, but it ends up with your opponent taking the first KO on your side, putting your opponent at three Transformers and you at two. This means that, if you can't KO one of them back, you have a distinct man disadvantage and attack disadvantage. It's really easy to snowball sometimes, and I can definitely see that becoming a problem if left unchecked.
But then again, Pokemon can sometimes have the same problem. Same with Magic. Perhaps Dragon Ball simply spoiled me! But perhaps -- just perhaps -- I'm on to something.
Conclusion
TFTCG is a blast. I love this game, despite its warts, and I look forward to spending an inordinate amount of money in an attempt to finally pull a Nemesis Prime. It may seem like a game with a low skill cap, but I keep finding more nuance to it every time I play. Will it overtake Magic, Pokemon or Yu-Gi-Oh? Ha... Hahahaha. Ha! Hahah!
No.
But maybe, just maybe, it could be a dark horse for other groups.
Dragon Ball might have to keep its Dragon Balls well-guarded: ROTF Devastator didn't, and look what happened to him. Vanguard and Weiss/Schwarz might just have to sleep with one anime tiddie open: Legion is in town, and Kiss Players is still very canon.
Those are just my thoughts, though. What are yours?
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Transformers: Earth Wars wrote:
Bah-weep-graaaaagnah wheep nini bong!
With more and more Prime Cores becoming unearthed, the power of all Transformers is increasing drastically.
To prepare for a very special announcement in the upcoming weeks, we are hosting a special event: a community totaliser!
From Friday 24th, 10:00 UTC to Friday 31st, 10:00 UTC, we will add together all the Energon spent to upgrade Prime Cores. In that week, every day at around 09:00 UTC we will post on our social media channels the current standings and for every milestone reached, a loot code along with it!
Have a look below at the requirements and the awesome rewards that come along with them:
Gather Prime Core Shards in this weekends event, upgrade your existing or new Prime Cores and win BIG!
YouTube
Twitch
Copyright © 2018 Space Ape Games. All Rights Reserved.
TRANSFORMERS and all related characters are trademarks of Hasbro and are used with permission.
© 2015 Hasbro. All Rights Reserved.
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#Sideways# wrote:Energy Sword makes Nemesis a lot better by allowing him to mill more of his deck, and Peace Through Tyranny is insane for Swarm strategies to both go fast early and self-destruct a dying Insecticon.
But the best of all is System Reboot. Holy crap, this thing is insane. Not only do you have access to a great draw card, disruption for your opponent, but this makes Shockwave insane.
Shockwave forces your opponent to damage their team for each card that they discard. If they have seven cards in hand (especially doable if you transformed Shockwave last turn) you can force them to discard all seven, indirectly dealing massive damage to their field.
And? You get to draw a bunch of cards while you do so.
Really quite insane.
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