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Storm’s organized play performance is on the Stats page.  Wind Wind Wind Rain Rain Cyclone
Status Effects Tornado Positive Status Effect
Stack limit 4 - A player with this token may spend it at the start of their Offensive Roll Phase. For each token spent, gain an opponent's die. These dice may be included in all Roll Attempts during this Offensive Roll Phase.
Wind Shear Positive Status Effect
Stack limit 1 - A player with this token may spend it when being Attacked to prevent 2 incoming dmg. Then choose an opponent to receive 2 as an isolated source of undefendable dmg.
Other RulesLightning and Charged abilities Mechanic- Lightning is a companion. If an Offensive Ability has the outline of a Lightning token next to its name, it may be Charged. When Lightning is gained, place the token on one of these spaces to Charge that ability. When a Charged ability is activated, you may remove the Lightning from it and activate the Charged Effect. If there are ever two Lightning tokens on a single ability, immediately remove them both and deal 2 as an isolated source of undefendable dmg to a chosen opponent. When multiple Lightning are gained simultaneously, they are placed one at a time (and may therefore trigger effects in sequence).
CompanionsLightning Companion- Activate ability bonus effects or deal dmg. If an Offensive Ability has the outline of a Lightning token next to its name, it may be Charged. When Lightning is gained, place the token on one of these spaces to Charge that ability. When a Charged ability is activated, you may remove the Lightning from it and activate the Charged Effect. If there are ever two Lightning tokens on a single ability, immediately remove them both and deal 2 as an isolated source of undefendable dmg to a chosen opponent. When multiple Lightning are gained simultaneously, they are placed one at a time (and may therefore trigger effects in sequence).
AbilitiesLightning Field Offensive, Chargeable (98.4% / 87.9% / 51.3%)  Deal 5 dmg   Deal 6 dmg    Deal 7 dmg
Gust Offensive, Chargeable (61.5% / 26.1%)- Small Straight Gain Wind Shear. Deal 6 dmg Charged: Gain Tornado.
- Large Straight Gain Wind Shear. Deal 8 dmg Charged: Gain 2 Tornado.
Maelstrom Offensive, ChargeableNeeds Largest straight (1-2-3-4-5-6: all six numbers with six dice) - Deal 10 dmg. Place Lightning on up to 4 different Offensive Abilities (excluding this one). Charged: Gain 1 CP and draw 1.
UpgradesGust II Upgrade of Gust, Chargeable (2 CP)- Small Straight Gain Wind Shear. Deal 7 dmg Charged: Gain Tornado.
- Large Straight Gain Tornado & Wind Shear. Deal 9 dmg Charged: Gain 2 Tornado.
Hero CardsSuper Tornado! CardRoll Phase Action, 1 CP - Remove 3 Tornado to gain five of your opponent's dice for the duration of your Offensive Roll Phase.
My Tip-It! CardRoll Phase Action, 1 CP - Increase or decrease any one of your dice by the value of 1 (a value of 1 cannot be decreased and a value of 6 cannot be increased). Cannot result in a 6.
Tsunami! CardRoll Phase Action, 1 CP - You may re-roll up to three dice (can be the same die or different dice in any order).
Lightning Strike! CardRoll Phase Action, 0 CP - If the ability you are activating is not already Charged, activate its Charged Effect.
Raging Winds! CardRoll Phase Action, 2 CP - Discard Tornado to double the effect of the next Wind Shear you spend this turn.
Gale Force! CardRoll Phase Action, 1 CP, Attack Modifier - Roll 4 dice: Add 1 x
dmg. On , gain Tornado.
Twister! CardMain Phase Action, 1 CP Uncanny! CardMain Phase Action, 1 CP - Charge your MAELSTROM and TEMPEST abilities.
Atmokinesis! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, gain Tornado and 3 Lightning. On any other outcome, draw 1.
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