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Powers and Bonuses

Below are the Powers and Bonuses of the characters for Classic Gameplay, which include multiplying the power of the card with Pillz and activating the Bonus with 2 cards of the same clan!
To fully understand and deepen your strategy, head to the game and enter the DOJO room!

Basics
Every character has a Power (the blue icon) that allows them to win the round! To help your character win, gamble on them using Pillz!
Your character’s Power is multiplied by the number of Pillz you use to form your Attack! Pillz x Power = Attack.
If your character has more Attack than the opposing character, they win the round and inflict their Damage (the red icon).
Each Damage diminishes your opponent’s number of Life points. If you have more Life points than your opponent at the end of the 4 rounds, or if you leave them KO by using up all their lives, you win the match!
Over to you! Use your Pillz on your card! But be careful, you’ve only got so many of them!
Ability
A lot of cards also have an Ability, visible just below the Bonus.
Unlike Bonuses, Abilities are specific to each card you play. So, there’s no need to play two characters from the same clan to activate them!
To get started, use these Power and Damage modifications! Over to you!
Bonus
There are a lot of clans in Urban Rivals! They each give you a particular advantage on one of the game aspects: Attack, Power, Damage, Pillz, etc. This advantage is the Bonus!
The Bonus is activated when you fight with at least two cards from the same clan!
You can see the Bonus at the bottom of each card. It’s the same for every card in a given clan!
Over to you! Win this fight with your active Bonuses!
Pillz
Just as some cards modify Life, others modify Pillz.
These modifications can also be negative. In general, they are then applied to the opponent and the ability will say “Opp.”. For example: -2 Pillz Opp. Min 1.
Negative modifications always have a Minimum (Min). Below this minimum, the effect no longer activates!
Sometimes, the positive modifications can have a Maximum (Max). Similarly, above this Maximum, the effect no longer activates!
Use these Pillz manipulators to your advantage (they work best at the start of a match)! Over to you!
Attack
Some characters modify their Attack or their opponent’s Attack using their Ability and/or their Bonus.
Unlike Power modifications, Attack modifications are activated after the Pillz have been played. As a result, they don’t vary based on the number of Pillz you play.
Example: Rowdy Cr played with the free Pillz will make 6 x 1 = 6 Attack, +12 with his Ability = 18 Attack. Every extra Pillz played on him will increase his Attack by 6.
Make these Attack modifications work for you! Over to you!
Fury
Wow! Take a look at that card! Its Power and Damage are humungous! Better not take any chances!
Try and KO your opponent before they play Nero!
Tip: by pressing here, you release Fury! Fury uses up 3 of your Pillz giving 2 more Damages to your character!
It’s a risky strategy but Fury can help you make quick work of the fight! Over to you!
Life
Some abilities are not applied during a round but at the end of it.
This is the case with Life modifications. For example, +3 Life gives the player controlling the card 3 life points, but only after the card has won the round.
Conversely, the Defeat abilities like Defeat: +3 Life only activate if the card has lost the round.
Your opponent will almost certainly try to lose the round to activate his Defeat abilities! Over to you!
Cancel
Just like Stop Opp. Ability and Stop Opp. Bonus, Cancel allows you to cancel adverse effects, but only ones of a specific sort.
For example, Cancel Opp. Power Modif. allows you to cancel all the Power modifications that the opposing card has, whether they’re in Ability or Bonus.
The same principle applies to the other types of Cancel abilities (Damage, Attack, Pillz and Life).
But be warned! A Cancel Opp. Life Modif. only cancels a permanent effect (like Poison, Care, Toxin, Regen) during the round in which it is played. The effect will be reactivated in the following round. The same goes for Cancel Opp. Pillz Modif. up against a Dope or Consume.
Note: Cancel Opp. Damage Modif. does not cancel out a Fury. Over to you!
Stop
A mechanic has been designed to counter the Stop Opp Ability and that is the Stop mechanic.
If an Ability is preceded by the word “Stop:” as in Stop: +3 Life, then it will only activate when up against a Stop Opp. Ability.
But remember: the Stop mechanic does not activate against Cancel cards!
Make your Stop cards work for you! Over to you!
Stop Ability/Bonus
As its name suggests, a card with Stop Opp. Ability cancels the opposing Ability, irrespective of what it is.
And similarly, a card with Stop Opp. Bonus cancels the opposing Bonus, irrespective of what it is.
Make the most of the strength of your Stop Opp. Bonus and Stop Opp. Ability! Over to you!
Copy
The “Copy” Ability allows you to copy one of the characteristics of the opposing card.
Copy: Opp. Bonus allows you to copy the Bonus of the opposing card, if it is active.
Copy: Opp. Damage allows you to copy the starting Damage of the opposing card, without taking into account the Damage modifiers caused by other Abilities or Bonuses.
Similarly, Copy: Opp. Power allows you to copy the starting Power of the opposing card, and Copy: Opp. Power and Damage is a combination of the two!
Make your Copy cards work for you! Over to you!
Pillz/Life per Damage
Characters +Life per Damage and +Pillz per Damage can totally turn a match around! For every damage inflicted on an opponent, they win back a Pillz or Life for the player controlling them.
The more damage there is, the more dangerous these cards are! Fury can be useful here… Over to you!
Poison/Care
A character with Poison will take away Life points from the opponent at the end of each round, after the round in which it was played. Example: if Sylth Cr wins round 1, he will take away 3 lives from the opponent at the end of round 2, 3 and 4 up to a minimum of 1.
A card with Care does the exact opposite: it wins back lives after the round during which it was played. For example, if Mina wins round 1, you’ll retrieve 1 life at the end of rounds 2,3 and 4 up to a maximum of 15.
If two Poisons or two Cares are activated, the second one will replace the first. But a Poison and a Care can be active at the same time.
Over to you! Make Poison and Care work for you!
Protection
Protection allows you to immunize one of your card’s characteristics against reducers or the Stop Opp. Ability/Stop Opp. Bonus! Protection is therefore a weaker version of Cancel.
Protection: Attack protects your character against all attack reducers. Similarly, Defeat: Damage protects you from Damage reducers and Protection: Power protects you from Power reducers. Protection: Power and Damage is a combination of the two!
Protection: Bonus protects your Bonus from Stop Opp. Bonus, but not from a suitable Cancel or Protection card.
Similarly, Protection: Ability protects your Ability from Stop Opp. Ability, but not from a suitable Cancel or Protection card.
Protection can also cancel out the negative effects of a Leader! Over to you! Use Protection to come out on top!
Trust/Revenge
Here are two other mechanics: Confidence and Revenge!
A Confidence ability activates if you won the previous round!
A Revenge ability activates if you lost the previous round!
As a result, these two mechanics cannot be activated in the first round! Use your Courage and Reprisal cards at just the right moment! Over to you!
Per Pillz/Life Left
The “Per Life Left” mechanic multiplies your ability by the number of Lives you have left before adding Pillz to your card.
Similarly, “Per Pillz Left” multiplies your ability by the number of Pillz you have left before adding Pillz to your card (without counting the free Pillz).
With Lady Ametia Cr, you will therefore have 13 Power in the first round (1+12)! And with Scooty, your Attack will increase by 12 points! Winning Lives or Pillz during the match will strengthen these effects. Whereas, losing Lives or Pillz during the match will weaken these effects!
Now try to optimize your cards Per Pillz/Life Left! Over to you!
Per Opp. Power/Damage
Here are two other mechanics that multiply your Ability: Per Opp. Power and Per Opp. Damage
The Attack boost of the cards in your hand is multiplied by the starting Power and Damage of the opposing card.
For example, when up against a card with a starting Power of 8 and a starting Damage of 5, Mel-T has a 16 Attack Boost and Kalija has a 10 Attack Boost. For example, when up against a card with a starting Power of 5 and a starting Damage of 8, Mel-T has a 10 Attack Boost and Kalija has a 16 Attack Boost.
Use your Per Opp. Power and Per Opp. Damage cards at just the right moment! Over to you!
Recover
With the Defeat: Recoup Pillz ability, you’ll recuperate Pillz at the end of the round, depending on the amount of Pillz you played on the losing card.
Defeat: Recoup 1 out of 2 Pillz allows you to recuperate half of the pillz played on the losing card, rounded down to the nearest unit, with a minimum of 1.
Similarly, Defeat: Recoup 1 out of 3 Pillz recuperates a third of pillz played and Defeat: Recoup 2 out of 3 Pillz recuperates two thirds of Pillz played.
Conversely, Death Adder's ability, Recoup 1 out of 2 Pillz, allows you to recuperate your Pillz if you win!
Try to see how many Pillz you can recuperate with these cards! Over to you!
Exchange
“Power Exchange” and “Damage Exchange” are more powerful versions of the “Copy Power” and “Copy Damage” abilities.
The starting Damage and/or Power of the two cards are then exchanged, even if the opposing card has a suitable Protection ability.
However, if the opposing card has a suitable Cancel ability, the Exchange is cancelled out!
Just one thing: if an Exchange card is up against another Copy or Exchange card of the same type, only your Exchange ability will work!
Win this fight using the Exchange cards! Over to you!
Courage/Reprisal
Some abilities only activate under certain conditions.
For example, a Courage ability only activates if the card is played first in the round (before the opponent plays their card).
Conversely, a Reprisal ability only activates if the card is played second in the round (after the opponent has played their card).
Use your Courage and Reprisal cards at just the right moment! Over to you!
Consume/Dope
The Consume and Dope mechanics work in the same way as Toxin and Regeneration, but they affect Pillz! Consume and Dope abilities can be activated at the same time, and with other effects affecting Lives.
Over to you! Make Consume and Dope work for you!
Toxin/Regen
Toxin and Regeneration are strengthened versions of Poison and Care: they take effect straight after the round in which they are played!
For example, if Drak wins round 1, you’ll retrieve 1 life at the end of rounds 2, 3 and 4 up to a maximum of 16.
As with Poison and Care, a Toxin and Regeneration can be active at the same time.
Over to you! Make Toxin and Regeneration work for you!
Growth/Degrowth
Among the mechanics that multiply in effect are Growth and Degrowth.
A Growth effect is multiplied by the number of rounds in which it’s played: x1 in round 1, x2 in round 2, etc.
A Degrowth effect is multiplied by the number of rounds remaining at the moment it is played: x4 in round 1, x3 in round 2, etc.
Use your Growth and Degrowth cards at just the right moment! Over to you!
Support/Brawl
Other mechanics allow you to increase your Ability and Bonus. This is the case for Support and Brawl.
An effect in Support is multiplied by the number of cards in your hand that belong to the same clan as the card in play!
An effect in Brawl is multiplied by the number of cards in your opponent’s hand that belong to the same clan as the card you’re up against!
Make the most of the strength of your Support cards and use your Brawl card at just the right moment! Over to you!
Equalizer
Here is another mechanic: Equalizer.
An Equalizer effect is multiplied by the number of stars on the opposing card: x2 against a 2*, x3 against a 3*, etc.
Use your Equalizer cards at just the right moment! Over to you!
Killshot
The Killshot mechanic is the hardest to activate, and the most dangerous!
To activate your Killshot, you need to win the round with at least twice as much Attack as the opposing card!
Make the most of your Killshot to remove as many Lives as possible from your opponent! Over to you!
Backlash
Some Abilities are dangerous for you! The cards with these abilities generally have very good starting stats to make up for it.
This is the case for Backlash abilities, that cause you to lose your own Lives or Pillz.
This is also the case for Defeat abilities: +X Opp. Life that gives lives to your opponent if you lose the round.
Over to you! Tip: to avoid giving your opponent the advantage, try playing your cards against a Stop Opp. Ability or an appropriate Cancel ability!
Day/Night
The GhosTown clan has introduced a new mechanic: the Night and Day cycle! In Clint City, time moves forward more quickly than in other places: Night and Day each last for just 4 hours!
To see whether it’s Night or Day in Clint City, look on the left of the main menu bar: there’ll be a sun for daytime and a moon for nighttime!
But remember: the Abilities and Bonuses change as it moves from Day to Night, and vice versa!
Over to you!
Impose
The "Impose" ability allows you to impose one of your card's characteristics on the opponent's card.
It's the opposite of the "Copy" ability!
Impose: Damage Opp. allows you to impose your base Damage on the opposing character, without taking into account Damage modifications due to other Abilities or Bonuses.
Similarly, Impose: Power Opp. allows you to impose your base Power on the opposing character, and Impose: Power and Damage Opp. is a combination of both!
Versus
The Versus condition allows you to counter certain specific clans.
For example, the Versus ability of Queen Naliah activates against Oculus or Leader.
For the condition to activate, you don't need to directly face a card from the clan in question.
It's enough that this clan is present in your opponent's hand!
Symmetry/Asymmetry
The Paradox introduces two new conditions: Symmetry, which activates if the opposing card is in front of the played card.
And Asymmetry, which activates if the opposing card is not in front of the played card.
Infiltration
The Oculus is a special clan! Depending on the draw, they can infiltrate into other clans!
If only one other clan is present in the draw, the Oculus character is considered as a card of that clan. If two other clans are present, the Oculus character will belong to the clan of the single character, thus activating its bonus.
If three other clans are present in the draw, or if you have more than one Oculus in the draw, the Infiltrated bonus has no effect.
A new power condition, unique to the Oculus, also makes its appearance: the powers of Oculus characters activate only if they infiltrate into certain specific clans!

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