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Creatures - Water

This list draws its information directly from the English release of Culdcept Revolt. Some info has been updated to add clarity and/or to correct errors. If you spot an error we've missed, please let us know!

If you're looking for a sortable and filterable offline list, you can download Whooh05's spreadsheet here.

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Water Water Creatures


Alp Strange Water
ST:20 HP:20 MHP:20 G:40
Land Limit: Cannot be placed on Fire
Secret Art (50G): Make target enemy creature Fatigued.
Flavor

A fairy from the dream world. Not usually seen, as its body is transparent. It grabs on to people and drags them into the dream world with it.

Explanation

Secret Art = Used as a Spell in the Spell Phase.

Advice

Its Secret Art lets it inflict Fatigued on an enemy creature. It's not particularly powerful, but it's good for disrupting your enemy's strategy.


Amazon Normal Water
ST:40 HP:40 MHP:40 G:70
Attack Bonus: Steals (user's lap number x30)G from enemy Cepter if this creature is not equipped with an item.
Flavor

A member of an all-female tribe. Their battle prowess surpasses that of most men. They're excellent hunters known to even steal magic.

Advice

The more laps you've completed, the more magic it can steal. However, its ability values are somewhat limited if it's not using a weapon.


Amphibian Warrior Strange Water
ST:40 HP:30 MHP:30 G:60
In Battle: ST+20 if battle territory is Water or Air. / HP and MHP cannot be altered by spells.
Flavor

A warrior adept at fighting both in the sea and on the plains. It uses a mixture of water and air magic to create magic nullifying bubbles.

Advice

A creature best for battles on water and air element lands. It is also immune to spells that reduce its HP.


Apsaras Strange Water
ST:20 HP:40 MHP:40 G:40+Water
Item Limit: Cannot use Weapons Cannot use Tools
Neutralizes: Normal Attacks when occupied territory is level 3 or higher.
Flavor

A beautiful water spirit. When surrounded by strong spiritual energy, she can create an invincible ward against hostile creatures.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

This creature will be immune to most forms of attack when on a high level territory, so you can have it guard an important location.


Aqua Duke Rare Water
ST:50 HP:50 MHP:50 G:60+WaterWater
Neutralizes: Normal Attacks when equipped with armor. / Support: Water / HP and MHP cannot be altered by spells.
Flavor

A messenger of the Water God. In the Water God's absence, he acts as a surrogate and gives power to the spirits of water.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Neutralizes = Does not receive damage from opponent during battle.

Advice

A heavyweight creature with top-tier stats and abilities. It costs a lot to summon, but is a champion among defenders.


Aquahorn Normal Water
ST:50 HP:30 MHP:30 G:70
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Scrolls
Neutralizes: WaterEarth / Secret Art (30G): Transforms into Mistwing.
Flavor

An oceanic creature with a single large horn. Master of both land and sea. When it senses danger, it swims to the surface and transforms.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase. Mistwing = Water / ST:30 / HP:40

Advice

This creature's Secret Art lets it swap between two forms. Each form Neutralizes different elements, so use whichever is best for the match.


Aqualing Normal Water
ST:20 HP:30 MHP:30 G:40
Neutralizes: Creatures with MHP of 30 and under.
Flavor

A water-dwelling fairy. It absorbs water into its body and dodges enemy attacks. Attacking this fairy is just as difficult as slicing water.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

Has Neutralizes, the signature ability of the water element. Has low stats, but is able to completely block certain attacks.


Bahamut Rare Water
ST:60 HP:60 MHP:60 G:110+WaterWater
Attacks First / Upon Victory: Changes battle territory to a Water land. / Regenerates
Flavor

The dragon god of water. Although it looks like a giant fish, it has the power of a god. All lands it conquers become part of its vast ocean domain.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Regenerates = If not killed, HP returns to full after battle.

Advice

A heavyweight creature with top-tier stats and abilities. Changes all lands in which it wins a battle into water lands, so it's good for invading anywhere.


Bloody Pudding Strange Water
ST:20 HP:20 MHP:20 G:50
Item Limit: Cannot use Scrolls
Support: WaterEarthAir / Battle Start: MHP+ (supporting creature's MHP) (Max. 100).
Flavor

A giant, gelatinous single-celled organism. It cannot tell friend from foe and ravenously devours all who approach it.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Support Creature Item = Creature card used as an item.
Changes to MHP last until the creature reverts to a card.

Advice

Adds the MHP of creatures used as Support to its own MHP. The extra MHP stays as long as it survives, so be sure to feed it often.


Blue Ogre Normal Water
ST:40 HP:50 MHP:50 G:80
Flavor

A member of the ogre tribe, which are strong, but not very bright. Its body color is blue and it prefers to live near large bodies of water.

Advice

Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.


Chironex Strange Water
ST:30 HP:50 MHP:50 G:50
Item Limit: Cannot use Scrolls
Instant Death: 80% chance when defending. / Upon Defeat: User loses 100G.
Flavor

A giant killer jellyfish that shoots poison needles from its tentacles at all those who come near. It is even known to shoot the Cepter who summoned it.

Explanation

Instant Death = Defeat the opponent regardless of remaining HP.

Advice

Its cost is high, but it makes a formidable defender. However, if the enemy does manage to defeat it, it will cost you some magic.


Deep-Sea Dragon Rare Water
ST:50 HP:50 MHP:50 G:80+WaterWater
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Armor
Attacks First / In Battle: Performs a Scroll Attack of its base ST value if not equipped with an item.
Flavor

A dragon of the deep sea that holds immense power. The intensely cold air it breathes out will freeze anything it touches.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Scroll Attack = Attack with a scroll instead of your creature.
Penetrates the land effect.

Advice

A dragon with high cost, but undeniable power. If not equipped with an item, it can use a powerful Scroll Attack that bypasses its opponent's land effect.


Echinoderm Strange Water
ST:20 HP:40 MHP:40 G:70
Item Limit: Cannot use Scrolls
Regenerates / Vigorous
Flavor

A huge starfish covered in spikes. It can regenerate any and every part of its body, as long as it isn't killed.

Explanation

Regenerates = If not killed, HP returns to full after battle.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

Thanks to its Vigorous ability, it can keep using Territory Commands to help you develop your lands quickly.


Fate Strange Water
ST:10 HP:40 MHP:40 G:60
Upon Defeat: User draws a card. / Secret Art (40G): User draws a card.
Flavor

A witch that oversees fate itself. She already knows the fate of every Cepter. If you ask nicely, she will tell you your own fate.

Explanation

You cannot draw a card upon defeat if your hand already has 10 cards in it.
Secret Art = Used as a Spell in the Spell Phase.

Advice

Lets you draw extra cards when you need to. Even when it's destroyed, you get one final card. Use it to keep your hand well stocked with cards.


Gelatinous Wall Strange Water
ST:10 HP:50 MHP:50 G:30
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Weapons Cannot use Scrolls
Defensive / Battle End: User gains (damage received from Normal Attacks x5)G.
Flavor

A cube-shaped gelatinous creature. Halfhearted attacks will simply be absorbed into its body and converted to magic.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

Has high HP and is good for defending territory. If it survives, you will get magic, so your enemy may think twice about attacking halfheartedly.


Ghost Ship Strange Water
ST:40 HP:30 MHP:30 G:75
Item Limit: Cannot use Armor
Synergy: Air (HP+30). / Neutralizes: Creatures with ST of 40 and under.
Flavor

A ghost ship that forever wanders the seas. Because it has no physical form, those with weak attacks have trouble damaging it.

Explanation

Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Neutralizes = Does not receive damage from opponent during battle.

Advice

If its Synergy ability is activated, it can become a great defender. On top of that, its Neutralizes ability repels all attacks from weaker creatures.


Giant Eel Normal Water
ST:30 HP:50 MHP:50 G:60+Water
Item Limit: Cannot use Scrolls
Neutralizes: EarthAir
Flavor

Usually found at the bottom of the sea, this colossal eel will surface to attack boats. Because most attacks slip off its slimy body, few can defeat it.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

A creature with high HP. It has the Neutralizes ability to negate damage from certain enemies. It's useful for defending territories.


Giant Nautilus Normal Water
ST:10 HP:70 MHP:70 G:80
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Weapons Cannot use Scrolls
Flavor

An enormous nautilus. It has a gentle nature and has been living quietly in the ocean for hundreds of years. It is sometimes mistaken for an island.

Advice

It has extremely high HP. However, its ST is very low and it cannot use weapons, so it's best used for taking a vacant land.


Gluey Slug Rare Water
ST:30 HP:40 MHP:40 G:60
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Scrolls
Cannot be invaded by Move Creature.
Flavor

A giant slug that sprays large amounts of viscous fluid around itself, causing those who approach to get stuck.

Advice

Can block your opponent's Move Invasions. If you think your opponent is going to try a Move Invasion, use Exchange Creature to swap this in.


Hellgrammite Rare Water
ST:30 HP:30 MHP:30 G:60+Water
Item Limit: Cannot use Scrolls
Upon Defeat: Evolves into Serpent Fly.
Flavor

The larval form of a Serpent Fly. When its life is in danger, it will shed its skin and fly off as a Serpent Fly.

Explanation

Serpent Fly = Air / ST:40 / HP:30

Advice

Even if it's defeated, it stays on its territory as a Serpent Fly. Serpent Fly is an air creature, but still receives the land effect from water lands.


Hippocampus Strange Water
ST:20 HP:30 MHP:30 G:40+Water
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Scrolls
Neutralizes: Neutral / Secret Art (60G): Evolves into Kelpie.
Flavor

Legendary creatures used as mounts by Tritons. When fully grown, they climb onto shore and become Kelpies.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase.
Kelpie = Water / ST:30 / HP:30

Advice

After evolving, this creature makes all enemy Cepters stop on its space, so evolve it at just the right time to spring a surprise trap!


Hyde Strange Water
ST:30 HP:30 MHP:30 G:20+Water
Land Limit: Cannot be placed on Fire
Secret Art (50G): Adds "Paralysis" Enchant to target creature.
Flavor

The chief of the Sea Monk tribe. His ability to freeze those who lay eyes on him is the most powerful of all his tribe.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Paralysis Enchant = Can't attack or use items, and abilities do not activate.

Advice

This creature's Secret Art lets it preemptively disable its enemies. It's useful for making enemy territory easier to capture.


Id Rare Water
ST:40 HP:30 MHP:30 G:50+Water+Card
Synthesis: Creatures (Transforms into discarded creature). / Neutralizes: Scroll Attacks.
Flavor

A creature that lurks within humanity's collective consciousness. It reads people's minds and changes its form. Few have ever seen its true form.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.
Neutralizes = Does not receive damage from opponent during battle.

Advice

You can use its Synthesis ability to bring out an extremely powerful creature while ignoring any of its summoning costs.


Kaiser Penguin Strange Water
ST:30 HP:50 MHP:50 G:90
Item Limit: Cannot use Scrolls
Battle Start: Destroys opponent's tool, scroll, or supporting creature.
Flavor

An emperor among emperor penguins. It emits a concentrated blizzard from its mouth, freezing items and making them useless.

Advice

Is able to destroy any non-weapon or armor items the opponent may be using. Has good HP on top of that.


Kawahime Strange Water
ST:30 HP:40 MHP:40 G:70
Land Limit: Cannot be placed on Fire
Vigorous / Secret Art (30G): ST-10 to target creature.
Flavor

A female demon that dwells near a river. She lures humans to her, then drains their energy.

Explanation

Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Secret Art = Used as a Spell in the Spell Phase.
Changes to the Base ST last until the creature reverts to a card.

Advice

Vigorous lets it use its Secret Art and Territory Commands repeatedly. It can sap the ST of enemy creatures, making them weaker during invasions.


Kelpie Strange Water
ST:30 HP:30 MHP:30 G:80+Water
Item Limit: Cannot use Tools Cannot use Scrolls
Stops all passing Cepters other than user when placed on a Water land.
Flavor

Also known as a water horse. This creature inhabits lakes and drags passersby down into the water.

Advice

It forces all enemy Cepters to stop on it. If you can make sure it survives their invasions, you'll have a reliable source of magic.


King Tortoise Normal Water
ST:50 HP:60 MHP:60 G:100
Item Limit: Cannot use Scrolls
Attacks Last
Flavor

The king of all tortoises, also known as a Tarasque. It moves slowly, but there are few that can oppose its awesome power.

Explanation

Attacks Last = Attacks after the enemy, even when invading.

Advice

Although its basic stats are high, its cost is hefty. On top of that, its Attacks Last ability makes it a poor choice to use for invading.


Lilith Strange Water
ST:0 HP:30 MHP:30 G:60
Attacks First / In Battle: ST= (number of cards in user's hand x10).
Flavor

A female vampire who wanders around lakes and drains her victims with her magic claws. Her power depends on the power of her sire.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

This creature's ST rises as you have more cards in your hand. With a full hand, it can be a strong invader.


Lizardman Normal Water
ST:30 HP:40 MHP:40 G:70
Attacks First
Flavor

Part man, part lizard, this creature can camouflage itself with its surroundings. Any invaders to its territory are met with a swift ambush.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

Its Attacks First ability paired with a good weapon can let it defeat invaders before they even get a chance to strike.


Makara Rare Water
ST:30 HP:40 MHP:40 G:65
Item Limit: Cannot use Weapons Cannot use Scrolls
Defensive / Vigorous / Secret Art (100G): Transforms occupied territory to a Water land.
Flavor

A water creature with the head of an elephant. It can shoot an endless amount of water from its trunk to completely flood a land.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Secret Art = Used as a Spell in the Spell Phase.

Advice

Its Secret Art lets it change the element of its land at a low cost. It also has the Vigorous ability, so you can use its Secret Art as soon as it's placed.


Megalodon Normal Water
ST:50 HP:50 MHP:50 G:40
Land Limit: Cannot be placed on FireCannot be placed on EarthCannot be placed on Air
Item Limit: Cannot use Scrolls
Flavor

A man-eating shark from ancient times. It is so massive, it only needs to bump a small boat with its nose to completely destroy it.

Advice

Has high basic ability values. However, it cannot be summoned in fire, earth, or air lands, making its use somewhat limited.


Mistwing Normal Water
ST:30 HP:40 MHP:40 G:70
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Scrolls
Neutralizes: FireAir / Secret Art (30G): Transforms into Aquahorn.
Flavor

A creature with the form of a manta ray that flies through the air. Master of the sun and sky, when it senses danger, it dives underwater and transforms.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase.
Aquahorn = Water / ST:50 / HP:30

Advice

This creature's Secret Art lets it swap between two forms. Each form Neutralizes different elements, so use whichever is best for the match.


Mycoron Strange Water
ST:10 HP:30 MHP:30 G:35
Item Limit: Cannot use Weapons Cannot use Scrolls
Regenerates / Battle End: If the enemy landed an attack, places a Mycoron on a random vacant land.
Flavor

This creature shoots its spores into the air when attacked. The spores are carried by the wind and can end up in a number of strange places.

Explanation

Regenerates = If not killed, HP returns to full after battle.

Advice

Claims a new territory for you after every battle. It's best to place it next to a creature with low ST and use Move Creature to fight it over and over.


Nessie Strange Water
ST:20 HP:40 MHP:40 G:45+Water
Item Limit: Cannot use Armor
In Battle: HP+ (level of battle territory x10) if battle territory is Water.
Flavor

A creature of legend said to inhabit old lakes. Some claim to have seen it, but none have ever caught it.

Advice

While on a water element territory, this creature's effect essentially doubles the land effect. The higher the land's level, the tougher this creature becomes.


Odontotyrannus Rare Water
ST:50 HP:50 MHP:50 G:70+Water
Item Limit: Cannot use Scrolls
Synergy: Air (ST+20, HP+10)
Flavor

A horned river monster. When it catches its prey's scent on the wind, it flies into a frenzy that will not subside until it has found and killed its prey.

Explanation

Synergy = ST and/or HP are increased when a creature of a certain element is in play.

Advice

It has high basic stats, and when its Synergy ability increases them even further, it can become a powerful invader.


Otohime Strange Water
ST:40 HP:40 MHP:40 G:70+Water
Boost: HP+10 to defending creatures. / Battle End: Adds "Last Breath" Enchant to enemy creature.
Flavor

Daughter of the dragon king of the ocean. She grants her protection to all creatures of the sea. Guests who open the box she gives them suddenly age 300 years.

Explanation

Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Last Breath Enchant = Creature is destroyed at the end of the battle.

Advice

It raises the HP of all defending creatures, so it's best for a book that revolves around protection and defense, without much invading.


Rahab Rare Water
ST:60 HP:60 MHP:60 G:80+WaterWater+Card
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Tools
Neutralizes: Creatures with ST of 50 and up. / Boost: HP+10 to Water & Air creatures.
Flavor

A demon that dwells in the depths. It possesses great strength, and can defend itself by changing its body into water or ice.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.

Advice

Its Boost ability increases the HP of all water and air creatures. It's useful, but expensive, so make sure you have enough magic for it.


Rune Adept Rare Water
ST:20 HP:20 MHP:20 G:50+Water
Item Limit: Cannot use Weapons Cannot use Armor
Scroll Critical Hit / Anti-Spell / Secret Art (100G): Uses the effect of a Instant card in user's hand.
Flavor

A master of forbidden magic. After many years of research, he developed a method to harness a card's power without consuming it.

Explanation

Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Secret Art = Used as a Spell in the Spell Phase.

Advice

Its Secret Art lets you cast a Spell Card from your hand for a flat cost without using up the card. Find the right spells to use with this and go wild!


Scylla Rare Water
ST:30 HP:40 MHP:40 G:60+Water
In Battle: Disables opponent's Attack Bonus. / Battle End: Adds "Sleep" Enchant to enemy creature.
Flavor

A demon from the deep ocean. Her poisonous claws make her enemies woozy and the thin layer of mucus that coats her body nullifies certain effects.

Explanation

Sleep Enchant = cannot take tolls.

Advice

This creature disables the opponent's Attack Bonus abilities. In addition, it will inflict the opponent with Sleep, making them unable to take tolls.


Sea Bonze Rare Water
ST:10 HP:40 MHP:40 G:40
Land Limit: Cannot be placed on FireCannot be placed on Earth
Item Limit: Cannot use Weapons Cannot use Armor Cannot use Tools Cannot use Scrolls
Defensive / In Battle: Disables all effects and abilities. (Activates first.)
Flavor

An advance guard of the Sea Monk tribe's army. The fog wrapped around its body drains its enemies of their powers.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

A creature that negates many effects. It's at its best when under a strong land effect, so have it defend your high-level territories.


Sludge Titan Strange Water
ST:50 HP:60 MHP:60 G:90
Item Limit: Cannot use Armor Cannot use Tools
Battle Start: If HP is not at maximum, this creature is destroyed. / Regenerates
Flavor

A colossal pile of sludge. No matter how much damage it receives, it will endlessly regenerate. However, if it dries out, it will crumble to dust.

Explanation

Regenerates = If not killed, HP returns to full after battle.

Advice

Has high ability values and Regenerates, but if it's damaged by a spell, it will be destroyed in its next battle, so keep an eye on it.


Swamp Spawn Rare Water
ST:20 HP:40 MHP:40 G:20
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Weapons Cannot use Scrolls
Defensive / Secret Art (50G): Adds "Dice 1-3" Enchant to target Cepter. (Makes the next dice roll 1 to 3.)
Flavor

A creature born in the murky depths of a swamp. It ensnares Cepters with its long tentacles and drags them down into the depths.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.
Dice 1-3 Enchant = Makes your next dice roll 1-3.

Advice

Its Secret Art controls the dice. It's useful for forcing enemy Cepters into your territory, but also good when you want to stop at a certain land.


Tentacles Strange Water
ST:40 HP:50 MHP:50 G:70+Water
Item Limit: Cannot use Scrolls
Regenerates / Battle End: User draws cards until their hand contains 5 cards.
Flavor

A colossal octopus from the deepest depths of the ocean. It uses its large tentacles to reach up to the surface and plunder treasure from passing ships.

Explanation

Regenerates = If not killed, HP returns to full after battle.

Advice

If it survives a battle, it will let you draw until you have 5 cards in your hand. It has high HP and Regenerates, so it's a reliable defender.


Triton Normal Water
ST:30 HP:40 MHP:40 G:70
Scroll Critical Hit / Battle End: User draws a card if an item was equipped to Triton during battle.
Flavor

Half-mermaid warriors known for being master tacticians with a fully-stocked arsenal of weapons.

Explanation

Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.

Advice

A creature that uses scrolls well. When you equip this creature with an item, you can draw a card, so it's quite useful for keeping your hand full.


Undine Normal Water
ST:30 HP:30 MHP:30 G:55
Item Limit: Cannot use Armor
In Battle: HP=(number of user's Water territories x20). / Neutralizes: Water
Flavor

A spirit that effortlessly controls the power of water. It becomes stronger as it absorbs more water energy and any water attack against it will fail to hit its mark.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

Its HP increases depending on the number of water territories you have. That plus its Neutralizes ability makes it a good defender.


Vigilante Rare Water
ST:20 HP:30 MHP:30 G:50+Water
In Battle: Quickly tap the A Button to increase HP. If HP is raised above 100 in this way, it becomes 10.
Flavor

A group of vigilantes sworn to protect their city. They become more powerful as their blood boils. However, if they get too hot-blooded, they pass out.

Advice

It's difficult to obtain the highest amount of HP possible with this card's effect, but with a bit of practice, you can use it and save on item use.


Wall of Ice Normal Water
ST:0 HP:40 MHP:40 G:25
Item Limit: Cannot use Armor Cannot use Scrolls
Defensive / In Battle: HP+20
Flavor

A wall made of ice. Even after it's summoned, it stays frozen due to the frigid winds surrounding it. It will never melt naturally.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

The temporary HP it gets during battle make it a great defender, but means it's more vulnerable to damaging spells than other walls.


Yeti Strange Water
ST:40 HP:40 MHP:40 G:60+Water
Item Limit: Cannot use Scrolls
Instant Death: 60% against Fire creatures. / Neutralizes: Fire
Flavor

A demon of the tundra. Its frozen body can not be melted, and its icy fists extinguish all flames.

Explanation

Instant Death = Defeat the opponent regardless of remaining HP.
Neutralizes = Does not receive damage from opponent during battle.

Advice

This creature has overwhelming power against fire element creatures. Use it when you know your opponent's book contains many fire creatures.


Water Water Evo Cards

The Evo Card Primer has more detailed information on these creatures.


Puppy Dragon Extra Water
ST:0-55 HP:5-45 ST+HP<=60 G:(varies)
(abilities vary)
Flavor

A newborn dragon. Its small body is not yet ready for battle, but its potential is immense.

Advice

Newborn dragons have no strength. However, it holds infinite possibilities.


Young Dragon Extra Water
ST:0-65 HP:5-65 50<=ST+HP<=100 G:(varies)
(abilities vary)
Flavor

A young dragon that has begun to show the characteristics of the dragon tribe. Its body has started developing for fighting. It dreams of the day it's an adult.

Advice

Although it's young and inexperienced, it is already showing its innate powers. It's intimidating, but caring for it is worth the effort.


Massive Dragon Extra Water
ST:0-35 HP:60-80 70<=ST+HP<=90 G:(varies)
(abilities vary)
Flavor

A giant dragon with a sturdy body. It defends its territory with its solid frame and its thick scales repel all attacks.

Advice

An especially territorial dragon. It has been bred to protect its land and has excellent defensive capabilities.


Assault Dragon Extra Water
ST:60-80 HP:5-35 70<=ST+HP<=110 G:(varies)
(abilities vary)
Flavor

A dragon bred for assaults. With its sharp claws and fangs, it shows its great power when invading other creatures' territory.

Advice

Especially aggressive, even for a fully grown dragon. Bred to fight, it has overwhelming offensive capability.


Massive Dragon Super Extra Water
ST:30-55 HP:70-80 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A giant dragon with scales as strong as steel. Its massive body makes it able to withstand attacks, but leaves it slow and ill-suited to invading.

Advice

As the Massive Dragon matures, it grows into the ultimate Massive Dragon.


Assault Dragon Super Extra Water
ST:70-80 HP:30-55 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A powerful dragon bred for assaults. Its power has been pushed to the limit. However, because it's so focused on attacking, its body is fragile.

Advice

As the Assault Dragon matures, it grows into the ultimate Assault Dragon.


Great Dragon Extra Water
ST:40-75 HP:40-75 100<=ST+HP<=140 G:(varies)
(abilities vary)
Flavor

A dragon that has grown to an impressive size. Both strong and tough, it is very capable in combat.

Advice

A fully grown dragon of impressive size. It is a reliable partner. Proof of the care its caretaker put into raising it.


Great Dragon Super Extra Water
ST:60-80 HP:60-80 140<=ST+HP G:(varies)
(abilities vary)
Flavor

A fully-grown dragon with even greater power. Even stronger and tougher, but it uses more magic to maintain its immense body.

Advice

On top of its impressive strength, this dragon also has vast experience. Has an overwhelming presence, and demands dignity from its user.


Last Updated on Monday, 19 February 2024 10:55

Card of the Moment

Diselement Revolt
G:20+
Adds "Nullify Land Effect" to target creature (No land effect). / Synthesis: Creatures (Changes target to "all Fatigued creatures.") / User draws a card.

Culdcept Revolt

culdcept_revolt_jpn.png

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Poll of the Moment

What are you doing until the next Culdcept?
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