Custom Skills - juliorkm/EDOPro-Custom-Skills GitHub Wiki
Skills aren't treated as cards or card effects, and they don't start a Chain. Cards that cannot be destroyed by battle or card effects will still be destroyed by Skills.
Each Skill will often be useful in multiple decks, with few exceptions. Some Skills may be created to salvage decks that were hit too hardly by the banlist, but cards will never be banned in response to a Skill making a certain deck too strong.
There are currently 16 Custom Skills. Skills are split between Generic and Specific. Every character can use every Generic Skill, and each character can use at least 1 Specific Skill.
If you control 2 or more monsters with different names, all face-up monsters you control gain ATK equal to the number of monsters you control with different names x 100, until the end of this turn. This Skill can only be used once per turn.
Useful for any deck, but especially strong in decks that can put multiple monsters on the field. If you only control 2 different monsters, they'll gain 200 ATK each for a total of 400 bonus damage. But if you control 6 different monsters, they'll gain 600 ATK each for a total of 3600 bonus damage.
At the beginning of the Duel, choose 1 card in your Deck. Can be used after you take 2000 or more damage. During your Draw Phase, before you draw, you can place 1 card with the chosen card's name from your Deck on the top of your Deck. This Skill can only be used once per Duel.
This Skill automatically reveals itself before the game begins, meaning it lacks the surprise factor. Useful for decks that have a specific card that can help them turn the tide of a duel in most situations, but you can't change your choice mid-duel.
Some cards that can work as good targets for this Skill:
Can only be used turn 3 and onward. During your Draw Phase, you can reveal 1 card in your hand and place it on the bottom of your Deck, then draw 1 card. This Skill can only be used once per turn, and twice per Duel.
This Skill is useful for fixing hands by swapping an undesirable card for a new draw. It's especially useful in decks that play cards that require a specific card to be in the Deck, instead of in your hand. Since it can't be used in the first 2 turns of the duel, you can't rely on it for fixing your starting hand, but you can use it to swap an undesirable search in a previous turn for a draw.
Some engines that can benefit from this Skill:
- Predaplant engine, since drawing Predaplant Darlingtonia Cobra disables Predaplant Ophrys Scorpio's effect to summon Cobra from Deck.
- Assault Mode engine, since drawing Assault Mode Activate will stop you from using Assault Beast's effect to discard itself, making it harder to use Psi-Reflector's effect to revive it.
- Genex Undine, since drawing Genex Controller stops you from using Undine's effect to send a WATER monster from Deck to GY.
- Cards that search a specific card, such as Salamangreat Balelynx searching Salamangreat Sanctuary or Scareclaw Light-Heart searching Primitive Planet Reichphobia, since you can return those cards to the Deck in the following turn to draw a card, as you'll likely be able to search them again anyway.
If you control no monsters, reveal 1 "World Legacy" card OR 2 Machine monsters from your hand, then Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position, but you cannot Special Summon Link-3 or higher Link Monsters until the end of your opponent's turn, except "Girsu" monsters. Then, if you revealed a "World Legacy" or "Orcust" monster, 1 "World Legacy Token" you control becomes "Galatea, New Life of the World Legacy". This Skill can only be used once per Duel.
Level 1 DARK Machine Effect Monster
0 ATK / 0 DEF
Cannot be destroyed by battle or card effects while you control a "Girsu" monster. All "Girsu" monsters you control gain 200 ATK for each monster your opponent controls. During the End Phase, if you control a "Girsu" monster: You can Special Summon this card from your GY. You can only use this effect of "Galatea, New Life of the World Legacy" once per turn.
A Skill based around the characters Girsu and Galatea, from World Legacy lore. The heavy restrictions exist to make this Skill semi-exclusive to decks of that lore, though it could be useful for Machine decks that want to use the Token and don't need to summon monsters from the Extra Deck other than Link-1s and Link-2s.
When revealing a "World Legacy" monster, you gain a completely new card that functions as if it was part of your deck. This card revives interacts with "Girsu" monsters, becoming a recurrent Level 1 every turn that can be used for Link Summons or as fodder for effects like Linkuriboh's revive effect.
Cards that count as "Girsu" monsters:
- Girsu, the Orcust Mekk-Knight, a Level 4 DARK Machine Effect Monster
- Ningirsu the World Chalice Warrior, a generic Link-3 EARTH Warrior Link Monster
- Longirsu, the Orcust Orchestrator, an archetype-specific Link-3 DARK Machine Link Monster
- Dingirsu, the Orcust of the Evening Star, a generic Rank 8 DARK Machine Xyz Monster, that can also be summoned on top of any "Orcust" Link Monster
Decks that can make good use of this Skill:
- Mekk-Knight: This Skill plays a similar role to Girsu, the Orcust Mekk-Knight, allowing you to guarantee that the opponent controls a card to facilitate the summons of your Mekk-Knights by simply having 2 Spells/Traps of the theme.
- Orcust: This Skill can be used to add a material for the Orcust Link Monsters, and then revive it during the End Phase to buff either Longirsu or Dingirsu.
- World Legacy: This Skill can be used in order to create Galatea and use her as either material for a Link-1 or to pay the cost of World Legacy Landmark. She also facilitates the summon of Lib the World Key Blademaster, as Galatea counts as a "World Legacy" monster in your GY.
- World Chalice: This Skill is situational in this deck, but can be used to trade the ability to go into Link-4s and generic Link-3s for a turn in exchange for a Token that can be used as tribute fodder for World Legacy - "World Chalice" in order to begin comboes.
Can only be used turn 3 and onward. During your Draw Phase, if your opponent controls more cards than you do, instead of conducting your normal draw, you can send 1 monster from your Deck to the GY and reveal 3 Spell/Traps with different names from your Deck, that mention the sent monster's name. Then, your opponent chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck. If you control a monster with the sent monster's name, or that mentions it, you can choose the card to add to your hand, instead of your opponent choosing.
This Skill is designed specifically for decks that are designed around a specific Main Deck monster, with much of their support being Spells/Traps that mention said monster. Despite not doing anything in the first 2 turns of the duel, this Skill greatly improves consistency of such decks in the long run. Do note that you need to have your deck's hero in Deck AND have 3 different copies of its Spells/Traps still in Deck to activate this Skill.
Decks that have numerous Spells/Traps that mention the same monster:
Hero Monster | Archetypes | Some monsters that mention the Hero Monster | Some Spells/Traps that can be added |
---|---|---|---|
Fallen of Albaz | Branded Despia Dogmatika Springans |
Albaz Dragons Blazing Cartesia, the Virtuous Despian Quaeritis Springans Merrymaker |
Branded Fusion Branded in White Branded in High Spirits Branded in Red Nadir Servant Dogmatika Encounter Decisive Battle of Golgonda Springans Blast! |
Visas Starfrost | Scareclaw Tearlaments Mannadium |
Visas Amritara Scareclaw Light-Heart Vicious Astraloud Mannadium Prime-Heart |
Primitive Planet Reichphobia Primeval Planet Perlereino Peaceful Planet Calarium Scareclaw Arrival Scareclaw Defanging Tearlaments Grief Tearlaments Metanoise Mannadium Imaginings Mannadium Abscission Trivikarma |
Dark Magician Dark Magician Girl |
Dark Magician | Fusion Monsters that list "Dark Magician" or "Dark Magician Girl" Magician of Chaos Magician of Dark Illusion Palladium Oracle Mahad Palladium Oracle Mana Apprentice Illusion Magician Magician's Rod |
Magician Navigation Eternal Soul Magician's Salvation Dark Magical Circle Chaos Form Secrets of Dark Magic |
Blue-Eyes White Dragon | Blue-Eyes | "Blue-Eyes" Fusion Monsters Blue-Eyes Alternative White Dragon Blue-Eyes Jet Dragon Blue-Eyes Abyss Dragon Blue-Eyes Solid Dragon |
Bingo Machine, Go!!! True Light Ultimate Fusion Chaos Form The Ultimate Creature of Destruction |
Elemental HERO Neos | Neo-Spacian Elemental HERO |
"Neos" Fusion Monsters | Miracle Contact Instant Contact Neos Fusion Favorite Contact Over Fusion |
Harpie Lady Harpie Lady Sisters |
Harpie | Most "Harpie" monsters | Harpies' Hunting Ground Elegant Egotist Hysteric Party Harpie's Feather Rest |
The Winged Dragon of Ra | The Winged Dragon of Ra | The Winged Dragon of Ra - Immortal Phoenix Guardian Slime Ra's Disciple |
Ancient Chant Blaze Cannon Dark Spell Regeneration Millennium Revelation Sun God Unification The True Sun God |
Cyber Dragon | Cyber Dragon | Most "Cyber Dragon" monsters All "Chimeratech" monsters All "Cyber" LIGHT Machine Fusion Monsters |
Cyber Network Cyber Repair Plant Cybernetic Overflow Cybernetic Revolution |
Hamon, Lord of Striking Thunder Uria, Lord of Searing Flames Raviel, Lord of Phantasms |
Sacred Beasts | All Sacred Beast support monsters | Fallen Paradise Awakening of the Sacred Beasts Cerulean Skyfire Dimension Fusion Destruction Hyper Blaze Opening of the Spirit Gates |
Galaxy-Eyes Photon Dragon | Galaxy Photon |
Neo Galaxy-Eyes Photon Dragon Galaxy-Eyes Solflare Dragon Starliege Lord Galaxion Starliege Photon Blast Dragon |
Galaxy Hundred Hyper Galaxy Photon Change Photon Hand |
King's Knight Jack's Knight Queen's Knight |
Poker Knights | Arcana Triumph Joker Arcana Knight Joker Royal Straight Slasher Joker's Knight Imperial Bower |
Court of Cards Face Card Fusion Joker's Straight Joker's Wild Royal Straight Thunderspeed Summon |
Kuriboh | Kuriboh | Kuribabylon Kuribah Kuribee Kuribeh |
The Flute of Summoning Kuriboh Multiply Detonate Five Star Twilight |
Sanga of the Thunder Kazejin Suijin |
Gate Guardian | All "Gate Guardian" monsters | Riryoku Guardian Labyrinth Wall Shadow Double Attack! Wind and Thunder!! Prey of the Jirai Gumo |
Phantasm Spiral Dragon | Phantasm Spiral | Phantasm Spiral Wave Phantasm Spiral Crash Phantasm Spiral Grip Phantasm Spiral Assault |
|
Ruin, Queen of Oblivion Demise, King of Armageddon |
Ruin & Demise | Ruin, Supreme Queen of Oblivion Demise, Supreme King of Armageddon |
End of the World Breaking of the World Cycle of the World Turning of the World |
Eldlich the Golden Lord | Eldlich | Eldlich the Mad Golden Lord | Conquistador of the Golden Land Huaquero of the Golden Land Guardian of the Golden Land |
If you control no monsters, or control a Token, reveal 1 card in your hand that mentions a Token's name, then Set from your Deck 1 "Token" Spell/Trap or 1 Spell/Trap that mentions a Token's name, with a different name from the revealed card. Then, place the revealed card on the top of the Deck. Until the end of the turn, you cannot Special Summon monsters from the Extra Deck unless you control a Token. This Skill can only be used once per Duel.
This Skill was primarily designed to help Adventurer Token decks. With the banning of Rite of Aramesir, Adventurer Token decks can't search Fateful Adventure with Water Enchantress of the Temple, and rely on Curse of Aramatir as their only Token generator. This Skill allows them to consistently have access to at least 1 of those Spells.
Decks that have numerous Spells/Traps that mention Tokens:
Archetype | Spells/Traps that mention Tokens | Monsters that mention Tokens |
---|---|---|
Adventurer Token | All of them | All of them |
Mecha Phantom Beast | All of them, except Sonic Boom | All of them |
Dual Avatar |
Dual Avatar Invitation Perfect Sync - A-Un Dual Avatar Return |
- |
Beetrooper |
Beetrooper Descent Beetrooper Landing Beetrooper Squad |
- |
Insect-type |
Multiplication of Ants Worm Bait |
Transcicada Metamorphosed Insect Queen |
Ogdoadic |
Ogdoadic Calling Ogdoadic Daybreak |
- |
Reptilianne |
Reptilianne Recoil Reptilianne Spawn |
- |
Phantasm Spiral |
Pacifis, the Phantasm City Generic Token generators, such as One-Time Passcode |
- |
Interesting cards that can be searched:
Card type | Card |
---|---|
Normal Spell | Token Sundae |
Quick-Play Spell | Scapegoat |
Field Spell | Generaider Boss Stage |
Field Spell | Lair of Darkness |
Normal Trap | Oh Tokenbaum! |
Normal Trap | Ojama Trio |
Continuous Trap | Token Stampede |
You can only activate this Skill after you paid 2000 or more LP. For the rest of this Duel, apply the following Skill.
● Once per turn, during the End Phase, gain LP equal to quarter the amount of LP you paid this Duel.
Useful in decks that pay lots of LP and want the duel to last for multiple turns. The more turns you last after activating, the larger the reward throughout the duel. If you can invest the initial fee as early as turn 1, you'll have recovered 25% at turn 2 (your opponent's first turn), 75% at turn 4 (their second turn) and start profiting at turn 6 (their third turn). However, even if the duel doesn't last as long, receiving back a part of your LP investments may already be enough to help you survive an otherwise lost game.
Some decks that could benefit from this Skill:
- The Winged Dragon of Ra, especially due to Sun God Unification's effect to pay all of your LP but the last 100 and then tribute Ra to recover all the LP paid. The payment will still count for Ace Investor's End Phase effect, even though Sun God Unification already recovered all of it
- Counter Fairy, since the deck relies on powerful Counter Traps with high LP costs like the Solemn series
- Vampire, since most monsters pay LP to activate their effects
- Galaxy, due to Numbers Last Hope paying half your LP, Galaxy Trance paying 2000 LP and Photon Hand paying 1000 LP
- HERO, due to A Hero Lives paying half your LP and Instant Contact paying 1000 LP
- Ruin & Demise, due to both Demise, King of Armageddon and Demise, Supreme King of Armageddon paying 2000 LP for their effects
Some good cards that can synergize with this Skill:
- Ultra Polymerization easily fulfills the initial payment, specially when searched by Darlingtonia Cobra and Ophrys Scorpio
- Solemn Counter Traps become much better since you can always refill part of their costs
- Aromaseraphy Sweet Marjoram and Dried Winds are a nice engine that can make use of the recurrent LP gain, specially during opponent's End Phase
Special Summon in Defense Position 1 FIRE monster from your GY or face-up Extra Deck that was sent there by your card effect this turn, but its effects are negated. Then both players take damage equal to half its ATK. You cannot Special Summon monsters the turn you activate this Skill, except FIRE monsters. This Skill can only be used once per Duel.
Only really useful in decks that are purely FIRE attribute. It synergizes particularly well with FIRE decks that can consistently send their own monsters to the GY or Extra Deck via their own card effects.
FIRE decks that can send their own monsters to the GY/Extra Deck include:
- Igknight, since most cards include an effect that destroys an "Igknight" card you control
- Metalfoes, mostly through their Pendulum Effects that destroy cards you control OR through using your monsters as Fusion Material
- Fire King, since most cards are designed around destroying your own cards
- Laval, through cards like Molten Conduction Field, Laval Archer and Lavalval Salamander
- Springans, through cards like Branded in High Spirits, Springans Merrymaker and Springans Ship - Exblowrer
Return 1 card from your hand to the bottom of your Deck, then Tribute 1 Level 6 or higher WATER monster you control. Special Summon 1 "Scion of Brionac Token" (Dragon/WATER/Level 2/ATK 600/DEF 600) and 1 "Scion of Gungnir Token" (Dragon/WATER/Level 3/ATK 800/DEF 800) and 1 "Scion of Trishula Token" (Dragon/Tuner/WATER/Level 4/ATK 1000/DEF 1000). While any of those Tokens is in the Monster Zone, you cannot Special Summon monsters from the Extra Deck, except Level 6 or higher WATER monsters with different original names than the Tributed monster. This Skill can only be used once per Duel.
This Skill gives access to powerful WATER Synchro Monsters to any deck that can summon high level WATER monsters.
Some decks that can easily fulfill this Skill's requirements:
- Icejade, through their own high level Main Deck monsters
- Gishki, through any of their Ritual Monsters
- Nekroz, through most of their Ritual Monsters
- Ursarctic, through most of their Main Deck monsters
- Mermail, through their Level 7 Main Deck monsters
- Ghoti, through their Level 6 Main Deck monsters and their Synchro Monsters
- Most Synchro decks, as they have access to generic high level WATER Synchro Monsters
- Any deck that can summon enough monsters for the Contact Fusion of Trishula, the Dragon of Icy Imprisonment
Cards that can be summoned using the Scion Tokens as material:
Materials | Level | Card |
---|---|---|
Scion of Trishula (4) + Scion of Brionac (2) | 6 | Arianpos, Serpent of the Ghoti |
Scion of Trishula (4) + Scion of Brionac (2) | 6 | Brionac, Dragon of the Ice Barrier |
Scion of Trishula (4) + Scion of Brionac (2) | 6 | Brionac, the Dragon of Icy Malevolence |
Scion of Trishula (4) + Scion of Brionac (2) | 6 | Coral Dragon |
Scion of Trishula (4) + Scion of Brionac (2) | 6 | Dewloren, Tiger King of the Ice Barrier |
Scion of Trishula (4) + Scion of Brionac (2) | 6 | Penguin Brave |
Scion of Trishula (4) + Scion of Brionac (2) | 6 | White Aura Dolphin |
Scion of Trishula (4) + Scion of Gungnir (3) | 7 | Deep Sea Prima Donna |
Scion of Trishula (4) + Scion of Gungnir (3) | 7 | Gungnir, Dragon of the Ice Barrier |
Scion of Trishula (4) + Scion of Gungnir (3) | 7 | Glacial Beast Iceberg Narwhal |
Scion of Trishula (4) + Scion of Gungnir (3) | 7 | White Aura Monoceros |
Scion of Trishula (4) + Scion of Gungnir (3) + Scion of Brionac (2) | 9 | Navy Dragon Mech |
Scion of Trishula (4) + Scion of Gungnir (3) + Scion of Brionac (2) | 9 | Ravenous Crocodragon Archethys |
Scion of Trishula (4) + Scion of Gungnir (3) + Scion of Brionac (2) | 9 | Trishula, Dragon of the Ice Barrier |
Scion of Trishula (4) + Scion of Gungnir (3) + Scion of Brionac (2) | 9 | Trishula, the Dragon of Icy Imprisonment |
Hint: Banishing all 3 Scion Tokens for the Contact Fusion of Trishula, the Dragon of Icy Imprisonment will allow you to activate its effect, since all materials are originally Dragons.
Return 1 card from your hand to the bottom of your Deck, then return 2 monsters with the same Type to the bottom of your Deck in any order, from among the monsters in your GY and/or your face-up banished cards. Then, Special Summon 1 Level 10 or lower non-Effect Fusion Monster with the same Type as those monsters from your Extra Deck to the Extra Monster Zone, but it cannot attack this turn. (This will be treated as a Fusion Summon.) This Skill can only be used once per Duel.
Useful both for recycling important monsters and for gaining a "free" monster on the field. Some of the Fusions that can be summoned are Tuners, facilitating Synchro Summons. The summoned monster can be either used as Synchro/Xyz/Link material or as a stepping stone for bigger Fusions such as Starving Venom Predapower Fusion Dragon.
Some decks that can find use for this Skill:
- Thunder Dragon, gaining access to Twin-Headed Thunder Dragon, which can be used as a stepping stone for Thunder Dragon Titan
- Vehicroid, gaining very easy access to Steam Gyroid, which can be used as a stepping stone for Super Vehicroid - Mobile Base
- Zombie decks, who can recycle cards like Mezuki while also gaining access to either the Level 5 Tuner Sea Monster of Theseus, the Level 3 non-Tuner Zombie Warrior or the Level 6 non-Tuner Great Mammoth of Goldfine
- Dragon decks, who can summon Meteor Black Dragon, a 3500 ATK beatstick that can later be revived by Return of the Dragon Lords
- Beast decks, who can summon Master of Oz, a 4200 ATK beatstick that can later be revived by Ayers Rock Sunrise
Once per turn, you can choose 1 EARTH Monster you control. It gains the following effects based on the number of EARTH monsters you currently control, but destroy it during the End Phase of the next turn.
● 1+: If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
● 3+: This card gains 300 ATK/DEF for each EARTH monster you control.
● 5+: This card can make up to 2 attacks on monsters during each Battle Phase.
Useful for any deck that has an EARTH boss monster that could benefit from piercing battle damage, but especially powerful in decks that can summon multiple EARTH monsters.
Some decks that can easily summon multiple EARTH monsters:
Hint: You can use cards like Super Hippo Carnival or Scapegoat to easily max out on the number of EARTH monsters you control.
You can pay 2000 LP to activate this Skill. Until the end of the next turn, while all face-up monsters you control are Level/Rank 3 or lower, they gain DEF equal to the highest ATK among monsters you control, also they are changed to Defense Position at the end of each Battle Phase. This Skill can only be used once per turn.
This Skill is aimed at decks that focus on low Level/Rank monsters, without playing Link Monsters. This protects your weaker monsters from being destroyed by most battles, and protects from specific board wipes like Scar-Red Dragon Archfiend, White Aura Whale, Dogmatika Nexus and Lightning Storm.
A big weakness of this Skill is that it can be disabled by the opponent if they give you a Level 4 or higher monster, such as a Kaiju, Lava Golem or something traded via Geonator Transverser.
Some decks that can fulfill this Skill's requirements:
- Frog
- Lyrilusc
- Relinquished
- Paleozoic, as long as you don't control Paleozoic Cambroraster
- Melffy, as long as you don't control a Synchro Monster
- Skull Servant, as long as you don't control Link or Synchro Monsters
- Ghostrick, as long as you don't control Ghostrick Angel of Mischief or Ghostrick Festival
- Burning Abyss, as long as you don't control Beatrice, Lady of the Eternal or a Link Monster
Hint: If you control multiple Rank 4+ monsters, you can use them to Xyz Summon Number F0: Utopic Future, which counts as a Rank 1.
During your End Phase, you can add 1 of your LIGHT or DARK banished monsters to your hand. This Skill can only be used once per turn, and twice per Duel.
This Skill is useful in decks that consistently banish their own LIGHT and/or DARK monsters, serving as recovery for the following turns.
Some decks that could benefit from this Skill:
Change 2 face-down monsters you control with the same original Attribute to face-up Defense Position, and 1 face-up monster your opponent controls to face-down Defense Position. Your opponent takes no damage until the end of this turn, also, you cannot Special Summon monsters for the rest of this turn, except monsters with the same original Attribute as those monsters you control. This Skill can only be used once per Duel.
This Skill is aimed at decks focused on Flip monsters or monsters with Flip-like effects. While a weaker version of Ghostrick Scare, this gives many Flip decks the ability of activating their Flip effects during the same turn their monsters were Set.
Some decks that can make good use of this Skill and ignore its Attribute limitation:
If you control 2 or more WIND monsters, return Spells/Traps from the field to the hand, up to the number of WIND monsters you control, then, for the rest of this turn, all monsters your opponent controls lose 200 ATK/DEF for each card returned. This Skill can only be used once per Duel.
This Skill is aimed at WIND-centric decks, or decks with a particularly high number of WIND monsters. Particularly strong against decks with lots of Spells/Traps, especially since the Skill can't be responded to. Also strong in decks that have Spells/Traps that benefit from being bounced back to the hand, such as Fire Formation - Tenki or Fiendish Chain.
Some decks that can easily summon multiple WIND monsters:
If your opponent controls more monsters than you do, Special Summon 1 Xyz Monster from your GY that wasn't sent there this turn and attach 1 monster from your GY to that monster as material. Then you can Special Summon from your Extra Deck, 1 monster with the same Type as that monster you summoned but 1 Rank higher, by using it as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) This Skill can only be used if you begin the Duel with an Extra Deck that contains at least 12 Xyz Monsters. This Skill can only be used once per Duel.
This Skill is aimed at Xyz-centric decks. This Skill works as a comeback ability after having you board cleared, but also doubles as a rank-up that can help Xyz strategies that have themed rank-ups. It also gives access to high rank Xyz Monsters that some decks would otherwise be unable to summon.
Some decks that can easily be played with only Xyz Monsters in their Extra Deck:
- Onomat / Utopia, which can rank-up into Number C39 monsters
- Shark, which can rank-up into other Shark monsters
- Gunkan, which can rank-up into either Gunkan Suship Uni-class Super-Dreadnought or N.As.H. Knight
- Battlin' Boxer, which can rank-up into its Number C monsters
- Bujin, which can rank-up into Valiant Shark Lancer
- Time Thief
Some generic rank-up targets that could be interesting:
Materials | Xyz Monster to be summoned | Type | Potential Rank-Up target | Observation |
---|---|---|---|---|
2 Level 3 monsters | Number 71: Rebarian Shark | Dragon | Evilswarm Ophion | |
2 Level 3 monsters | Dante, Traveler of the Burning Abyss | Warrior | Stellarknight Triverr | |
2 Level 4 monsters | Number 70: Malevolent Sin | Insect | Digital Bug Corebage | Can be used to summon Digital Bug Rhinosebus |
2 Level 4 monsters | Number 106: Giant Hand | Rock | Number C106: Giant Red Hand |