LEGO Mario Kart Course #1- Bowser’s Castle


Here is the 1st LEGO Mario Kart Course (/Raceway, Track). Click here for the LEGO Mario Kart Rules.

 

Sourzier Region Dream Team


Branotellia 176BP Branotellia is strong, and has 4 Endurance and 4 ML. Branotellia is also a really good Batamon to have if you’re against weaker opponents; for his SA Trickery switches the top 10 Cards of you and your opponent’s piles.

Bloviora 500BP Bloviora is extremely powerful, with a SA Crystal Rage that can inflict up to 1520 damage, and that’s without HP Boosts or PP Boosts.

Blibbiat 32BP If you have Blibbiat Colony or lots of Blibbiat, the Sourzier Blibbiat will be able to help all the Blibbiat in his pack with Sonic Communication, which ups attacks by Blibbiat for several turns.

Laizep 464BP Laizep is another strong card, perhaps not as strong as the Laizep in the Original Batamon Collection. His NA Laser Gun inflicts 210 damage and his SA Laser Beam is very useful for finishing off one of your opponent’s Batamon or for damaging your opponent’s best Batamon as much as you can.

Cambar 99BP Cambar is a strong Batamon, and when you use Camouflage, Cambar can inflict 120-150 damage in the three turns that follow. He also has an Endurance of 3, which means he takes only 10 damage when he does this;

  • Camouflage               Freezes opponent’s active Batamon
  • Headbutt                    Inflicts 40 or 50 damage.                                             (Not Damaged)
  • Headbutt                    Inflicts 40 or 50 damage.                                             (Not Damaged)
  • Headbutt                    Inflicts 40 or 50 damage.                                             (Damaged 10)

Colforog 110BP Colforog is strong and tough to defeat. His SA – Higher Ground makes his attack 30 damage better than what your opponent’s active Batamon used to attack with just before Colforog uses his attack. Fill his 5ML with HP Boosts, and use Higher Ground against strong opponents.

Sorok 35BP Sorok is not extremely good, but is a good-all-rounder. His SA, however, is very powerful. As it removes damage from your Batamon that was inflicted on them on the last turn, use it when your opponent’s attack damages all your inactive Batamon, or greatly damages one of your best Batamon.

Grizzlava 462BP Grizzlava is just so strong, with a NA inflicting 210 damage, and a SA capable of inflicting 100-600 damage. He also has a whopping 7 ML!

Lyacloppus 87BP Lyacloppus can ‘poison’ your opponent’s Batamon, making their HP drop 30HP every turn for five turns. Even with just your worst Batamon left, Toxic Poison may just win you the game.

Crabster 56BP Both Crabster’s attacks are powerful. His SA – Pincer Grip – is unusual, as it protects himself / freezes the opponent and inflicts 40 damage, more than Crabster’s NA can inflict.

Buniguy 201BP Buniguy has an attack of 90, plus an SA – Glare – which freezes your opponent for three turns. This is quite unusual and powerful for such a strong Batamon, as in those three turns following this attack, Buniguy could inflict a huge 270 damage on your opponent’s active Batamon!

Skuloweeny ex 117BP Steel Jaw Bite is a powerful attack, especially for a NA. It does 50 damage, which is pretty good, and it makes your opponent’s next attack inflict 10 less damage.

Original Collection Strategy


Blibbiat Colony 257BP Use the colony’s Normal Attack – Fly Around – to stop your opponent’s active Batamon from retreating, and then on the next turn, blast it with a massive 220 damage from Venomous Bites. This combination could KO the strongest Batamon in the whole Field type, which holds over 20 Batamon!
Scorchen Chick 11BP You may think, why would you want an 11BP in your squad, but I’ll tell you why. If you have 12x Scorchen Egg, you can draw 12 Scorchen, basically doubling the number of Batamon in your pack. If you then used Power Multiply, you could draw another 24 Batamon, doubling your squad numbers again.
Apliun Ex 332BP This is an extremely powerful Batamon to have in your pack. Using Brush Aside, you can basically choose who to inflict damage on. And then his Super Attack does a Massive 250. Use his Super Attack – Tonne Squash – when Apliun is very close to being KOed.
Laizep 401BP If you have Laizep and Laizep ex, you can play with Laizep. Then when he’s right close to being KOed, use his Super Attack to draw Laizep ex, which will have full HP. Laizep ex’s Super Attack can KO any Batamon. Use Disintegrator Ray on your opponent’s best Batamon.
Poyzendrake 128BP Poyzendrake is strong, and is particularly good against weaker opponents. His Super Attack (poisoned drinks) inflicts 30 damage on all your opponent’s inactive Batamon, KOing all your opponent’s Batamon with less than 35HP left. This attack is also a good one for ruining opponent’s strategies that depend on Quantity, rather than Quality, and finishing off any extremely powerful Batamon, that are close to being KOed.
Ambushippo 71BP Ambushippo is relatively strong, but I mainly chose him for his SA. His Super Attack – Ambush – stops your opponent’s active Batamon using their Super Attack. Many of the attacks that are going to seriously hurt your pack are Super Attacks, and many strategies rely on Super Attacks too.
Kuebolb 62BP Kuebolb’s Super Attack – Cupid Love – stops a particular Batamon from attacking Kuebolb. Use Cupid Love against one of your opponent’s stronger Batamon.
Dragunner 323BPDragunner is strong, and his Super Attack: Armed Raid is an extremely powerful attack. It both does Mega Damage to your opponent’s Batamon, and it steals 5 Supplies. With an ML of 7, Dragunner can probably take these supplies for himself.
Dragunner would be my Pack Leader!
Blaamenak Series Beta 219BP Another Strong Batamon, with a very strong Super Attack. His Super Attack takes your opponent’s Knowledge, which is quite unusual and special. He also has a massive 9 ML, and 4 Endurance.
Gasigos 159BP Gasigos is a strong Batamon with good HP. He is also Urban Type. There are no resistances against Urban. His SA also has a chance to inflict mega damage, but it is not definite.
Horasid 23BP After you’ve used attacks that draw a lot of Seadabuz, which is actually quite common, use Horasid’s SA- Seed Surround, which inflicts more damage for each Horasid and Seadabuz in your pack. For each 4 Seadabuz you draw with Strong Winds, this attack inflicts 80 more damage!
Seadabuz 12BP you can use this card to multiply numbers of Seadabuz in your pack. If you have tens and tens of Seadabuz, they can be useful for using up the Endurance of your opponent’s Batamon that you don’t want to battle yet. Also, they are useful for powering up the damage of your Horasid’s Seed Surround. If you draw 4 Seadabuz, and then drew 4 Seadabuz with each of those Seadabuz, you would have a total of 21 Seadabuz, and then 85. With 21 Seed surround would do 440 damage, and with 85 it would do 1720 damage!!

 

Original Batamon Collection


This is my first Batamon series/collection. The series includes Pack Editions, which usually have very high BP, Special Editions (for example, Halloween Special, Ncwala Edition etc.), Karate Masters, New Borns, Exemon and more! Here are some pictures of the series:

Rules:

µ  Choose up to 12 Batamon for your pack (or squad), up to 100 Batamon for your pile, up to 30 Supplies for your Supply pile, up to 2 Location Cards for your Location pile and up to 6 Knowledge for your Knowledge Pile.

µ  Equip your pack Batamon with Supplies (less or equal to that Batamon’s ML), Knowledge (1 for each Batamon) and put your chosen Location Card next to your pack Batamon.

µ  Out of all your Batamon, choose 1 Batamon to bring forward into the ‘active’ position. Your opponent does the same. Then, flip a coin with your opponent to see who attacks first. Whoever won the flip attacks their opponent’s active Batamon, and they attack yours.

µ  When both players have attacked (a turn has gone by), players may choose to switch their active Batamon. If you don’t switch your active Batamon, watch out for the Endurance (how many turns a Batamon should stay in active position). When a Batamon’s Endurance has been used up, they take 10 damage for every turn they keep the Batamon in active position after that.

µ  A Super Attack (written Super Attack:, Super:, or S) can only be used once per game. Any other attacks on a Batamon can be used an unlimited number of times.

µ  If a player has used attacks that draw Batamon Cards from the Pile (or Batamon Pile) they may have more than 12 Batamon in their pack.

µ  Cards that have been Knocked Out (KOed, Killed, Destroyed, Defeated or Beaten) or discarded are put in the ‘Discard Pile’. A card is KOed when it has been damaged equal or more than it’s HP.

µ  A player is defeated when all their Batamon have been Knocked Out. The Endurance of a Batamon is ignored if it is the player’s last Batamon i.e. it is not punished for staying in active position too long.

STATS and DEFINITIONS

BP = A stat made by the formula of:

Attack x2 + (HP / 10)

HP = How much damage a Batamon takes before it is KOed and discarded.

ML = How many Supplies a Batamon can carry.

ES = Endurance. How many turns a Batamon can stay in active position before it starts taking damage each turn.

                                                                                                                                                                                                        Coming Soon: All New region. Meet all the creatures from the Sourzier Region!