AnimeverseCards
TEST BUILD (every card Common). 64 anime cards in three sets: CHAINSAW MAN (devils and blood), DRAGON BALL (ki and transformations) and DEMON SLAYER (breathing styles), with unlocks, stacking and combo cards. 3 maps.Animeverse Cards
0.5.0 is a TEST BUILD: every card is Common so they show up constantly in picks. New in 0.5.0: Ki Blast, ability damage scales with your gun damage, the Infinity Castle, World Tournament and Namek maps. Not play-tested yet.
Sixty-four fan-made ROUNDS cards in three sets, each with its own animated card art: CHAINSAW MAN (devils and blood), DRAGON BALL (ki and transformations) and DEMON SLAYER (breathing styles). Unlock cards (marked ↳) are only offered once you own the card they build on. Combo cards (marked ✦) need both listed cards and merge their two actions into one stronger one. Cards marked Stacks can be taken more than once. Requires UnboundLib (the maps need MapsExtended). Works with RoundsWithFriends and alongside Red Rising Cards, JJK Cards, Multiverse Cards, Otherverse Cards and Crossverse Cards. One card replaces your gun: Ki Blast (DRAGON BALL).
Not affiliated with Shueisha, MAPPA, Toei Animation, ufotable, the series' creators or anyone else. All art is original.
CHAINSAW MAN
| Card | What it does |
|---|---|
| Chainsaw Heart | Block: rev into a spinning chainsaw dash (9 units, 2.5s cooldown) that shreds foes 3×17 and saws through thin platforms. |
| ↳ Starter Cord (Chainsaw Heart) | Once per point a killing blow pulls the cord instead: back at 40% HP, 0.8s invulnerable, a revving burst (20) throws foes away. |
| Blood Fiend | Press down in mid-air: dive with a blood hammer (50) and spikes along the ground (25). Costs 4% HP, 2.5s cooldown. |
| ↳ Blood Refill (Blood Fiend or Chainsaw Heart) | Hits heal you 25% of the damage and take 0.25s off your Chainsaw Man cooldowns. Stacks: +15% heal per extra copy. |
| ↳ Eternity Devil (Chainsaw Heart or Blood Fiend) | +20% HP. Endless flesh: 40% of every hit you take regrows over 2s, even while you keep getting hit. Stacks: +20% regrown per extra copy (90% at most; the HP stacks too). |
| Fox Devil | Block: fox jaws bite the nearest foe within 18 (55, a short dodge window). 3.5s cooldown. Stacks: +40% bite and −0.5s cooldown per extra copy. |
| Curse Devil | Hits drive in nails; the 3rd calls down a curse strike 1s later (80, blockable). Stacks: +50% strike per extra copy. |
| Ghost Devil | A foe within 5.5 is grabbed and held still for 1.1s. 4.5s cooldown. Stacks: −0.75s cooldown per extra copy. |
| Bomb Devil | Jump in mid-air: a blast under you (42) launches you and hurls foes. 2.5s cooldown, costs 5% HP. Gun: your bullets explode on impact (14 x damage scale in 1.8 units, 0.4s cooldown, no launch). |
| Katana Arm | Press fire while reloading: a quick-draw dash (10 units) that slashes every foe on the way (48). 2s cooldown. |
| ↳ Quick Draw (Katana Arm) | The dash path is cut again 0.45s later (38), slicing thin platforms. |
| ✦ Blood Chainsaw (Chainsaw Heart + Blood Fiend) | One block action replaces both: a longer, blood-soaked saw dash (11 units, 4×17 shred) that drinks 25% of it back as health and ends in the blood hammer slam (45 + 25 spikes). No separate dive. |
| Gun Devil | Every 4s, your next shot unleashes a Gun Devil barrage. (Barrage 4x55%; Cooldown 4s; Bullet speed +25%) |
| Control Devil | When a foe hurts you, chains drag them in and hurt them back. Stacks. (Reflect 50%; Cooldown 3s; Extra copy +25%) |
| ✦ Finger Gun (Control Devil + Gun Devil) | Every 3.5s, your next shot goes BANG on the foe you aim at. (Bang 95; Cooldown 3.5s; Range 40) |
| Falling Devil | Every 3rd bullet hit on a foe makes them fall up into the sky. (Hits 3; Fall 0.65s; Cooldown 3.5s) |
| War Devil | Block: nearby enemy bullets become your weapons and fire back. (Radius 5; Max shots 4; Cooldown 3s) |
| ↳ Hero of Hell (Chainsaw Heart, Starter Cord or Blood Chainsaw) | Below 40% HP, once per point: the black form. Shots tear and heal. (Shot damage +60%; Lifesteal 30%; Form 4s) |
| Darkness Devil | Reloading drops darkness: it eats bullets and cuts foes. Stacks. (Cuts 3x16; Cooldown 4s; Extra copy +35%) |
DRAGON BALL
| Card | What it does |
|---|---|
| Kamehameha | Block: 0.6s charge, then a blue beam (90 over 5 ticks) through walls that carves a tunnel. 4s cooldown. Stacks: +30% damage and a wider beam per extra copy. |
| Super Saiyan | +25% damage, +15% speed, +10% HP. A golden aura. |
| ↳ Super Saiyan 2 (Super Saiyan) | +30% damage, +25% attack speed, +20% HP. |
| ↳ Super Saiyan 3 (Super Saiyan 2) | +40% damage, +20% speed, block cooldown +25%. |
| Kaioken | Block: Kaioken x2 for 4s (+50% damage, +25% speed, drains 5% HP/s). Block again while it burns for x3 (+90% damage, +40% speed, 9%/s). Never drains below 10% HP. |
| Instant Transmission | Double-tap block: teleport behind the nearest enemy. 3.5s cooldown. Gun: a teleport arms your next shot within 2s at x1.4. |
| Spirit Bomb | Energy gathers over your head: throwable after 1.2s, full after 3s. Block: hurl a big, slow orb (35 to 110 blast, leaves a crater). Stacks: +25% blast per extra copy. |
| Destructo Disc | Every 3s a shot also throws a disc that cuts every foe it passes (40) and slices platforms. Stacks: one more disc per extra copy, fanned out. |
| Senzu Bean | Under 25% HP, eat a bean: full heal. Beans restock every point. Stacks: one bean per copy. Gun: eating a bean also refills your ammo. |
| Weighted Training | +20% HP. A moment into every point the weights drop: +20% speed and +15% jump for the rest of the point. No slow start. Stacks: +10% speed and +5% jump per extra copy (HP stacks too). |
| Ki Blast | Replaces your gun. Your shots become ki blasts from your empty hand: the same gun with all its cards (damage, bullets, bounces, every bullet card keeps working), only the look changes. Your ammo becomes a ki gauge next to your hand that refills while you fight (30% of the gauge per second, +8% per Super Saiyan form you own, +15% while Kaioken burns); spend it all and you catch your breath (the usual reload). Hold fire to charge a ki ball (0.25s, then 0.7s to full): release at full charge to throw it (x2.5 damage, x1.8 knockback, a bigger hit, costs 2 ki); releasing early lets it fizzle. Your ki turns gold in a Super Saiyan form and red while Kaioken burns. One gun replacer per player across all lel mods. |
| Special Beam Cannon | Jump in mid-air with no jumps left: 0.35s charge, then a drilling beam (55) that ignores blocks. 4.5s cooldown. |
| ↳ Ultra Instinct (Super Saiyan 3 or Kaioken) | 30% of enemy bullets miss you: you sidestep, leaving an afterimage. +10% speed. Gun: each dodge arms a counter shot: your next shot within 2s hits x1.3. |
| ↳ Zenkai Boost (Senzu Bean or Weighted Training) | Once per point, the moment you drop below 30% HP and live: +10% damage and +10% HP for the rest of the game (up to 5 boosts). Stacks: boosts +50% bigger and +2 max per extra copy. |
| ✦ Kaioken Kamehameha (Kamehameha + Kaioken) | One block action replaces both: Kaioken flares straight to x3 and a crimson Kamehameha fires (0.45s charge, 1.4× wider, harder launch; x3 already multiplies its damage). While the beam recharges (4s), block steps Kaioken as usual. |
| ✦ Instant Spirit Bomb (Spirit Bomb + Instant Transmission) | Double-tap block: teleport behind the enemy and, if the bomb has gathered enough, it appears over them, hangs 0.35s (their chance to block) and slams down. A single block no longer throws it. 3.5s cooldown. |
| Ultra Ego | The more health you have lost, the harder your bullets hit. (Per 10% lost +10%; Max Bullet Dmg +100%; Block Cooldown +20%) |
| Cerealian Eye | A sniper's eye: faster bullets that hit harder the farther they fly. (Bullet Speed +50%; Long Shot Dmg +60%; Attack Speed -13%) |
| Planet Eater | Block: absorb nearby bullets, drain foes. Next shot hits harder. (Per Absorb +20%; Drain 14 HP; Max Charges 5) |
| Final Explosion | Once a point, below 30% HP, you erupt in a colossal blast. Stacks. (Blast Damage 70; Extra copy +30%; Health -10%) |
| ↳ Hakai (Ultra Ego) | A bullet that leaves a foe nearly dead erases them in violet light. (Erase Below 18% HP; Cooldown 5s) |
| ↳ Mastered Instinct (Ultra Instinct) | Dodge more, and every dodge fires a silver counter-shot back. (Dodge Chance +15%; Counter Dmg +25%; Counter CD 0.8s) |
| ↳ Beast Awakening (Special Beam Cannon or Super Saiyan 2) | Every 4 bullet hits, the Beast wakes: wild, rapid fire for 4s. (Attack Speed +60%; Bullets/Shot +1; Move Speed +15%) |
| ✦ Absorbed Spirit Bomb (Spirit Bomb + Planet Eater) | Block takes the Spirit Bomb into you: your shots become bomb rounds. (Bomb Rounds 4s; Round Damage +35%; Burst 18) |
DEMON SLAYER
| Card | What it does |
|---|---|
| Water Breathing | Block: a curving dash-slash (7 units, 40) that cuts enemy bullets out of the air around you. |
| ↳ Hinokami Kagura (Water Breathing) | The water dash burns (+25%) and flows into 3 fire slashes around you (26 each); the last one launches. |
| Thunder Breathing | Hold down on the ground, then release: flash 13 units along your aim, cutting everything on the path (60). 4s cooldown. Gun: +25% bullet speed. |
| ↳ Godspeed (Thunder Breathing) | Every flash chains into 3 more (50% damage). Steer them with your aim. |
| Flame Breathing | Block: a rising flame slash (35) that launches and burns (15 over 2.5s). Gun: your bullet hits burn too (10 over 2s, once per foe per second). |
| Insect Breathing | Bullet hits and blade cuts inject stacking poison: 20 per dose over 4s, up to 5 doses. Stacks: +50% per dose and +2 max doses per extra copy. |
| Beast Breathing | +12% speed. Foes within 4.5 get torn by twin jagged slashes (2×22) automatically, every 1.8s. |
| Mist Breathing | Every 4.5s the next hit on you misses: you fade into mist, untouchable for 1s with +25% speed. Stacks: −0.75s cooldown per extra copy. |
| Wisteria Poison | Bullet hits poison foes: 30 over 3s, and while poisoned they heal 60% less (hits meanwhile refresh the healing cut; a new dose lands once the last runs out). Stacks: +50% poison per extra copy. |
| Nichirin Blade | +15% damage. Block: a quick slash (30) that also cuts enemy bullets in its arc. With Water or Flame Breathing (or Hinokami Kagura) your block uses their form instead. |
| Exploding Blood | +15% HP. When you are hit, your blood bursts into flame: 18 + 16 burn to foes within 4.5 (0.9s cooldown). Stacks: +50% damage and +0.5 radius per extra copy. |
| ↳ Total Concentration (any breathing style) | +4 HP/s regeneration, block cooldown −20%, Demon Slayer technique cooldowns −25%. Stacks. |
| ↳ Demon Slayer Mark (two breathing styles) | Once a point, under 50% HP, the Mark awakens for 4s: +50% damage, +30% speed, technique cooldowns halved. |
| ✦ Flowing Flame (Water Breathing + Flame Breathing) | One block, one technique: the water dash burns what it cuts (x1.2 damage, +15 burn) and flows into the rising flame slash where it ends (x1.3 damage, x1.2 launch), after the Hinokami dance if you have it. Flame Breathing no longer slashes on its own. |
| Moon Breathing | Bullet impacts burst into crescent moons that cut nearby foes. (Moon cut 18; Radius 2.6m; ATK speed +12%) |
| Destructive Death | Shots also throw an Air Type shockwave that blasts foes and bullets. (Air Type 26; Range 7m; Every 1.6s) |
| ↳ Moon Dragon Ringtail (Moon Breathing) | Jump in mid-air: a giant crescent sweeps around you and throws foes. (Sweep damage 42; Radius 6m; Cooldown 4.5s) |
| ↳ Crimson Red Blade (Nichirin Blade) | Hits heat your blade red for more damage. At full heat, bullets burn. (Damage +10%; Per heat +8%; Max heat 5) |
| ↳ Transparent World (Total Concentration or Demon Slayer Mark) | Block: see through all. 1.5s of wall-piercing crits and one dodge. (Crit damage x1.6; Window 1.5s; Cooldown 4s) |
| ↳ Thirteenth Form (Hinokami Kagura) | After each Hinokami dance, your bullets blaze with sun fire. (Blaze 3s; Damage +30%; Burn 15) |
| ✦ Flaming Thunder God (Thunder Breathing + (Flame Breathing or Hinokami Kagura)) | Thunderclap and Flash ignites: the path burns, a flame dragon erupts. (Path burn 24; Dragon blast 30) |
Maps
Three arena maps: Endless Castle, Namek and World Tournament. Each is an iconic battle scene from the series, kept calm, simple and compact, with jump pads (stand on one to be launched upward), a moving set piece or two, and pieces that break when shot (they reset every point). Endless Castle is laid out for 3 players, the others for 2. They need MapsExtended (1.4.2); without it the cards still work and the maps are skipped. They show up under AnimeverseCards in UnboundLib's map menu (each with a picture), where you can toggle each one like any map. The map files are written next to the mod's DLL at startup (identical on every PC). Moving parts use MapsExtended's own synced animation, and the art (background, painted platforms, decor) is visual only. Config [MAPS]: Map art (false: the game's usual look) and Maps (true: write the map files). Leaving the map at any edge bounces you back with 51 damage, as on every MapsExtended map. Not play-tested yet.
- Endless Castle (DEMON SLAYER): The Infinity Castle of the final arc, cut through its rooms: a tower of rooms against each outer wall (a side home), a tatami bridge over the depths, a tatami room hanging upside down in the middle (stand on it, inside it once its paper walls are shot through, or under it in the depths) and the lacquered biwa dais high in the middle (the third home). Moves: on every strum of the biwa the castle shifts: a lit room on each side slides diagonally up to dock at the dais rail and back, and the shaft landings rise to close the drop and carry you up out of the depths; a pad set into the stairs of each tower throws you diagonally across the hall onto the dais. Breaks: the tatami bridge mat by mat (2 shots each; a fall drops you into the depths, which have their own way back up), the upside-down room's paper walls (1 shot each) and two heaps of spare tatami in the depths (cover, 1 shot a mat).
- Namek (DRAGON BALL): Planet Namek at a calm green dusk: a broad blue-green grass plateau over the sea with a lake in its middle (drop in and wade across below the fight, one jump back out), a slender rock spire with a round cap off each end, a boulder floating over the lake and a Namekian dome village on a far spire; an aimed jump pad on each shore throws you diagonally up and out onto your side's spire cap. Moves: a boulder ferries slowly across over the lake, the step up to the floating one. Breaks: a loose boulder on each shore by the lake (cover, 3 shots) and one on each spire cap's rim (2 shots).
- World Tournament (DRAGON BALL): The World Martial Arts Tournament's square stone ring in front of the temple-roofed hall, the crowd stands and palms at both sides under a dusk sky; step off the ring and you are out on the lawn below (not dead); jump pads on the lawn. Moves: two golden Flying Nimbus clouds drift over the ring, low at its ends and high near the middle. Breaks: the ring's corner blocks (4 shots: the ring gets shorter) and a top tile on each side (3 shots: a shallow dent).
Notes
- Tuned for short points (5 to 15 seconds): active cooldowns are 2 to 4.5s, charges and ramps finish within about 3s, and "once" effects are once per point.
- Stacks: the extra-copy bonus counts up to 3 copies (config
MaxCopies); stat parts (HP, damage multipliers, regeneration) apply on every copy. - Combos: while you own a combo card, the two cards it evolves keep their stats but stop firing their own action; the combo does it instead.
- Several cards act on block. Owning more than one fires them together.
- Cross-mod slots: you can hold only one melee family (Chainsaw Heart, Katana Arm or the breathing blades), one mid-air-jump trigger (Bomb Devil, Special Beam Cannon or Moon Dragon Ringtail), one double-tap trigger (Instant Transmission), one cheat-death (Starter Cord), one evasion family (Mist Breathing with Transparent World, or Ultra Instinct with Mastered Instinct) and one gun replacer (Ki Blast, or another mod's weapon) across all lel mods.
- Map cuts (Kamehameha, Spirit Bomb, Destructo Disc, Special Beam Cannon, the chainsaws, Quick Draw) reset every round.
- Every number is in
BepInEx/config/com.lel.rounds.animeversecards.cfg. Both players need the same values.
Changelog
- 0.5.0 (test build, all cards Common): New: Ki Blast (DRAGON BALL): your gun becomes ki that refills as you fight; hold fire for a ki ball. Ability damage now scales with your gun damage (Curse Devil, Control Devil, Exploding Blood, the Insect and Wisteria poisons and more), like bullets do. The Super Saiyan power-up burst is full gold again. With Standverse Cards: nothing here stops Tusk Act 4's Infinite Rotation (Ultra Instinct, Mastered Instinct, Mist Breathing and Transparent World included). Fixes: abilities and dashes no longer treat a player's gun as a wall, and the Spirit Bomb no longer stops short on a clear path. Cards cut (6): Demon King Whips, Devil Contract, Famine Devil, Frozen Lotus, Future Devil, Infinity Castle. Maps: Midnight Rooftops is gone; Endless Castle is rebuilt for up to 3 players as the Infinity Castle itself (rooms that shift on the biwa's beat, a room hanging upside down, a tatami bridge you shoot out from under people, stair pads that throw you onto the biwa dais) and Tournament Ring as World Tournament, plus the new Namek: a plateau over the sea with a lake through its middle (drop in and wade across below the fight, one jump back out) and an aimed jump pad on each shore that throws you diagonally up onto your side's spire (1v1 spawns far apart with cover, in the series' colours; see Maps). Not play-tested.
- 0.4.0 (test build, all cards Common): Super Saiyan aura redrawn: animated flames rising around your character from the feet, behind the body (it used to sit over the face), with sparks and ki lightning at the higher forms; Kaioken, Ultra Instinct and Beast use it too. The power-up flash is softer. Reworked: Eternity Devil (40% of every hit regrows over 2s, +20% per copy; it was a copy of Healing Factor), Weighted Training (the weights drop as each point starts; no slow start), Zenkai Boost (boosts the moment you drop below 30% HP, +10% each), Wisteria Poison (no double poison against healers). Clearer text: Kaioken, Special Beam Cannon, Nichirin Blade, Mist Breathing, Insect Breathing, Ultra Ego, Future Devil. New art: Nichirin Blade, Zenkai Boost. Holofoil: +Super Saiyan 3, Mastered Instinct, Hakai, Hero of Hell, Thirteenth Form, Demon Slayer Mark. Maps: Midnight Rooftops, Endless Castle and Tournament Ring rebuilt. Maps rebuilt: calmer, simpler and smaller (60 x 34 instead of 70-100 wide), muted colours with one accent each, jump pads (stand on one to be launched up) and one or two moving set pieces. Every map has a picture in UnboundLib's map menu. The map ids changed, so everyone in the lobby needs this version. Cards: the bottom-left corner shows one short series tag on a small tile (CSM, DBZ, KNY) instead of the wrapped section name. Combo, fusion and Rare cards get a holofoil sweep (15 cards). Visuals meant to sit behind your character (auras, wings, halos) now really draw behind it; they used to cover the body and only the eyes and mouth showed through. Not play-tested.
- 0.3.0 (test build, all cards Common): Maps: Midnight Rooftops, Endless Castle, Tournament Ring (see Maps; need MapsExtended). New config
[MAPS] Map art/Maps(no reset: your settings are kept). Cards unchanged. Not play-tested. - 0.2.0 (test build, all cards Common): 26 new cards (the old anime-only limit is gone). CHAINSAW MAN (8): Gun Devil, Control Devil, ✦ Finger Gun, Falling Devil, War Devil, Famine Devil, Hero of Hell, Darkness Devil. DRAGON BALL (8): Ultra Ego, Cerealian Eye, Planet Eater, Final Explosion, Hakai, Mastered Instinct, Beast Awakening, ✦ Absorbed Spirit Bomb. DEMON SLAYER (10, Infinity Castle arc): Moon Breathing, Moon Dragon Ringtail, Crimson Red Blade, Transparent World, Destructive Death, Frozen Lotus, Demon King Whips, Infinity Castle, ✦ Flaming Thunder God, Thirteenth Form. Twenty of them change your gun or your shots. Gun pass: Bomb Devil bullets explode on impact; Instant Transmission arms a x1.4 shot; Senzu Bean refills your ammo; Ultra Instinct dodges arm a x1.3 counter shot; Flame Breathing bullets burn; Thunder Breathing +25% bullet speed. Your tuned config values are kept (only new keys).
- 0.1.2: Bug fixes: single-copy cards are no longer offered again once owned; Spirit Bomb no longer spawns above a low ceiling; Exploding Blood no longer stun-locks nearby enemies (no throw, same damage and burn); Quick Draw's cut is drawn at its real width.
- 0.1.1: Rarity pass: every Rare card is now Uncommon except the genuinely game-warping ones (cheat-deaths, extra lives, domains, map-wide nukes, huge all-stat boosts). Affects normal builds only; TEST builds are still all Common.
- 0.1.0: first release. 43 cards in three sets, including four combo cards (Blood Chainsaw, Kaioken Kamehameha, Instant Spirit Bomb, Flowing Flame) and eighteen cards that stack.
