
AnimeverseCards
TEST BUILD (every card Common). 69 anime cards in three sets: CHAINSAW MAN (devils and blood), DRAGON BALL (ki and transformations) and DEMON SLAYER (breathing styles, Infinity Castle), with unlocks, stacking and combo cards. 3 maps. Fan-made.Animeverse Cards
0.3.0 is a TEST BUILD: every card is Common so they show up constantly in picks. New in 0.3.0: 3 arena maps (see Maps; needs MapsExtended). Not play-tested yet.
Sixty-nine 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. Adds no gun-replacing cards.
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. After 1.5s without taking damage your flesh regrows, ramping to 10% max HP/s. Stacks: +60% regrowth and a shorter delay per extra copy. |
| 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. |
| Future Devil | You phase through the next enemy bullet (and the rest of that burst). Recharges in 3.5s. Warning lines only you see. Stacks: −0.75s recharge 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. |
| Devil Contract | +40% damage, −20% HP. Stacks. |
| ✦ 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) |
| ↳ Famine Devil (War Devil or Control Devil) | Hits starve foes: their bullets hit softer for a while. Stacks. (Starve -30%; Duration 2.5s; Extra copy -10%) |
| ↳ 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: x2 (+50% damage, +25% speed) for 4s, draining 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. The first 1.5s of each point you are 20% slower; then the weights drop: +20% speed, +15% jump. Stacks: +10% speed and +5% jump per extra copy (HP stacks too). |
| 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, survive 1.5s under 30% HP: +8% damage and +8% 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. (Damage at 0 HP +100%; Scales With Wounds; 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 | Bullets and blade hits inject stacking poison: 20 per stack over 4s, up to 5 stacks. Stacks: +50% per stack and +2 max stacks 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 fades you into mist: 1s untouchable and +25% speed. Stacks: −0.75s cooldown per extra copy. |
| Wisteria Poison | Bullets poison (30 over 3s, x2 on foes with regeneration or life steal); poisoned foes heal 60% less. Stacks: +50% poison per extra copy. |
| Nichirin Blade | +15% damage. Block: a quick slash (30) if you have no other melee card. |
| 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) |
| Frozen Lotus | Hits frost and slow foes. 3 frost bloom into a freezing ice lotus. (Frost slow -12%; Freeze 0.6s; Lotus damage 20) |
| Demon King Whips | Bullets that fly past a foe lash out at them with a thorned whip. (Lash damage 50%; Lash range 2.8m) |
| Infinity Castle | Double-tap block: the biwa strums and you swap places with your foe. (Swap reach 45m; Cooldown 5s) |
| ↳ 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, all new in 0.3.0. Each is an iconic battle scene rebuilt for movement: node lattices, wall-jump columns and moving platforms. 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, 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.
- Midnight Rooftops (CHAINSAW MAN): City rooftops at night under a red moon: an elevated railway over the street, alleys to wall-jump up, neon signs, and steel girders hanging on chains from the sky. Moves: a two-car train shuttles the whole deck end to end (it shoves anyone on the tracks), four chain-hung girders swing.
- Endless Castle (DEMON SLAYER, large): The impossible fortress of shifting rooms: a great hall, staircases, upside-down rooms and a grid of tatami rooms in the middle. Moves: on every biwa strike the rows of rooms slide open and shut one after another, a core lift rises through them while they hold open, room lifts ride the side towers, two door-crosses ratchet round in quarter turns and the upper slams are telegraphed.
- Tournament Ring (DRAGON BALL): The tournament stage as a colosseum: a tiled ring with a ki-blast crater, ring-out gaps on both sides, stands, announcer booths and a sky full of broken ring chunks. Moves: chunk lifts rise and fall in the ring-out gaps, four chunks circle the centre (they carry riders), a pair rocks, a pair bobs and ferries slide across the sky.
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 or Infinity Castle), one cheat-death (Starter Cord) and one evasion family (Future Devil, Mist Breathing with Transparent World, or Ultra Instinct with Mastered Instinct) 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
- 0.3.0 (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.