Advertisement
ArcDesLHK

Jump HERO

Jun 18th, 2023
109
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.90 KB | None | 0 0
  1. Jump HERO Leap
  2. Level 4 LAUGH Charisma/Speed/Effect
  3. 1700/800
  4. If this card is Normal or Special Summoned: You can add 1 Level 3 or lower Charisma monster from your Deck to your hand. You can only use this effect of "Jump HERO Leap" once per turn.
  5.  
  6. Jump HERO Dash
  7. Level 3 LAUGH Charisma/Speed/Effect
  8. 1000/1200
  9. If this card is added from the Deck to your hand: You can reveal this card; Special Summon it. If this card is detached from a Turbo Monster to activate that monster's effect: You can Special Summon 1 "Jump HERO" monster from your hand, except "Jump HERO Dash". You can only use 1 "Jump HERO Dash" effect per turn, and only once that turn.
  10.  
  11. Jump HERO Turbo
  12. Level 5 LAUGH Charisma/Effect
  13. 2100/600
  14. If you control no monsters, or all monsters you control are LAUGH monsters (min.1), you can Special Summon this card (from your hand). You can only Special Summon "Jump HERO Turbo" once per turn this way. A Turbo Monster that was Summoned using this card on the field as material gains this effect.
  15. ● If it is Turbo Summoned: You can draw 1 card.
  16.  
  17. Jump HERO Shield
  18. Level 3 LAUGH Charisma/Speed/Effect
  19. 100/1500
  20. When an opponent's monster declares a direct attack: You can Special Summon this card from your hand, and if you do, negate that attack. Once per turn: You can Special Summon 1 Level 4 or lower "Jump HERO" monster from your hand.
  21.  
  22. Jump HERO Turret
  23. Level 5 LAUGH Charisma/Speed/Effect
  24. 1200/2000
  25. You can Special Summon this card (from your hand) by Tributing 1 LAUGH monster, and if you do, it gains ATK equal to the Tributed monster's original ATK. You can only Special Summon "Jump HERO Turret" once per turn this way. If this card you control is used as Turbo Material for a "Jump HERO" monster, you can treat it as a non-Speed.
  26.  
  27. Jump HERO Boost
  28. Level 2 LAUGH Charisma/Speed/Effect
  29. 100/1600
  30. If this card is in your GY: You can send 1 "Jump HERO" monster from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can banish this card from your GY, then target 1 "Jump HERO" Turbo Monster you control; it gains ATK equal to its DEF until the end of this turn. You can only use each effect of "Jump HERO Boost" once per turn.
  31.  
  32. Jump HERO Gauntlet
  33. Level 3 LAUGH Charisma/Effect
  34. 400/1600
  35. (Quick Effect): You can send this card from your hand or field to the GY, then target 1 "Jump HERO" monster you control; it gains 1400 ATK until the end of this turn. If this card is in your GY, except the turn it was sent there: You can banish 1 "Jump HERO" card from your GY, except "Jump HERO Gauntlet"; Special Summon this card. You can only use each effect of "Jump HERO Gauntlet" once per turn.
  36.  
  37. Jump HERO Maximum
  38. Level 4 LAUGH Charisma/Effect
  39. 1800/800
  40. If this card battles an opponent's monster, it gains 400 ATK during the Damage Step only. A Turbo Monster that was Summoned using this card on the field as material gains this effect.
  41. ● If it is Turbo Summoned: You can target 1 Spell/Trap on the field; destroy it.
  42.  
  43. Jump HERO Fortress
  44. Level 2 LAUGH Charisma/Speed/Effect
  45. 800/100
  46. Your opponent's monsters cannot target monsters for attacks, except this one. You can only use each of the following effects of "Jump HERO Fortress" once per turn. You can detach 1 material from a Charisma Turbo Monster you control; Special Summon this card from your hand. If this card is detached from a Turbo Monster to activate that monster's effect: You can target 1 monster on the field; destroy it.
  47.  
  48. Jump HERO Mineral
  49. Level 3 LAUGH Charisma/Effect
  50. 1200/1800
  51. If this card is Normal or Special Summoned: You can Special Summon 1 Charisma monster from your hand in Defense Position. If this card is Special Summoned: You can activate this effect; treat this card as a Speed this turn. You can only use each effect of "Jump HERO Mineral" once per turn.
  52.  
  53. Jump HERO Backup
  54. Level 4 LAUGH Charisma/Speed/Effect
  55. 1700/1800
  56. If this card is Normal or Special Summoned: You can add 1 "Jump HERO" card from your Deck to your hand, except "Jump HERO Backup". You can only use this effect of "Jump HERO Backup" once per turn. When an opponent's monster declares an attack: You can send 1 "Jump HERO" monster from your hand to the GY; for that battle, monsters cannot be destroyed by battle, also you take no battle damage.
  57.  
  58. Jump HERO Rapid
  59. Level 3 LAUGH Charisma/Speed/Effect
  60. 600/1200
  61. This card can attack directly. You can only use each of the following effects of "Jump HERO Rapid" once per turn. If you control a Charisma monster: You can Special Summon this card from your hand. When this card inflicts battle damage to your opponent by a direct attack, you can: Immediately after this effect resolves, Turbo Summon 1 Turbo Monster using monsters you control as Materials.
  62.  
  63. Jump HERO Scout
  64. Level 4 LAUGH Charisma/Effect
  65. 0/0
  66. If you control no monsters, or all monsters you control are LAUGH monsters (min.1), you can Special Summon this card (from your hand). You can only Special Summon "Jump HERO Scout" once per turn this way. A Turbo Monster that was Summoned using this card on the field as material gains this effect.
  67. ● If it is Turbo Summoned: You can inflict 1000 damage to your opponent.
  68.  
  69. Jump V HERO Reverse
  70. Dash 6 LAUGH Charisma/Turbo/Effect
  71. 2300/2000
  72. 1 Level 4 or lower Speed + 1+ LAUGH monsters
  73. (This card is always treated as an "Jump HERO" card.)
  74. Once per turn: You can detach 1 material from this card, then target 1 monster your opponent controls; banish it, then you can Special Summon 1 "Charisma Token" (Charisma/LAUGH/Level 5/ATK 0/DEF 0). The banished monster returns to the opponent's field during the End Phase of this turn. This is a Quick Effect, by Tributing 1 other Charisma monster.
  75.  
  76. Jump V HERO Gardna
  77. Dash 6 LAUGH Charisma/Turbo/Effect
  78. 1400/2600
  79. 1 Level 4 or lower Speed + 1+ LAUGH monsters
  80. (This card is always treated as an "Jump HERO" card.)
  81. During the Main Phase (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster on the field; change that target to face-down Defense Position, then you can Special Summon 1 "Charisma Token" (Charisma/LAUGH/Level 5/ATK 0/DEF 0). You can only use this effect of "Jump V HERO Gardna" once per turn.
  82.  
  83. Jump V HERO Slipstream
  84. Dash 7 LAUGH Charisma/Turbo/Effect
  85. 2500/2000
  86. 1 Level 4 or lower Speed + 1+ LAUGH monsters
  87. (This card is always treated as an "Jump HERO" card.)
  88. When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can Special Summon 1 "Charisma Token" (Charisma/LAUGH/Level 5/ATK 0/DEF 0). You can only use this effect of "Jump V HERO Slipstream" once per turn.
  89.  
  90. Jump V HERO Drag
  91. Dash 8 LAUGH Charisma/Turbo/Effect
  92. 3000/2500
  93. 1 LAUGH Speed + 1+ LAUGH monsters
  94. (This card is always treated as an "Jump HERO" card.)
  95. During the Battle Phase (Quick Effect): You can detach 1 material from this card; this card gains 1000 ATK until the end of this turn. When this card destroys a monster by battle: You can destroy 1 monster your opponent controls, and if you do, this card can make a second attack in a row. You can only use each effect of "Jump V HERO Drag" once per turn.
  96.  
  97. Jump V HERO Downforce
  98. Dash 5 LAUGH Charisma/Turbo/Effect
  99. 2100/1400
  100. 1 Level 3 or lower Speed + 1+ Charisma monsters
  101. (This card is always treated as an "Jump HERO" card.)
  102. Gains 300 ATK for each material attached to this card. When this card destroys an opponent's monster by battle and sends it to the GY: You can detach 1 material from this card; Special Summon 1 "Jump HERO" monster from your Deck.
  103.  
  104. Jump HERO's Awakening
  105. Quick-Play Spell
  106. Target 1 "Jump HERO" monster in your GY; Special Summon it, and if the Summoned monster is a Turbo Monster, attach this card to that monster you control as material. You can only activate 1 "Jump HERO's Awakening" per turn.
  107.  
  108. Jump HERO's Base
  109. Field Spell
  110. All Turbo Monsters on the field gain 500 ATK. Once per turn: You can detach 1 material from a "Jump HERO" Turbo Monster you control; Spell/Trap Cards, and their effects, cannot be activated during the Battle Phase of this turn. If this card is destroyed by card effect: You can Special Summon 1 Level 4 or lower "Jump HERO" monster from your GY. You can only use this effect of "Jump HERO's Base" once per turn.
  111.  
  112. Jump HERO's Calling
  113. Normal Spell
  114. Add 1 "Jump HERO" monster from your Deck to your hand. If you control a "Jump HERO" Turbo Monster, you can apply this effect instead.
  115. ● Discard 1 "Jump HERO" monster, and if you do, draw 2 cards.
  116. You can only activate 1 "Jump HERO's Calling" per turn.
  117.  
  118. Jump HERO's Headlong Battle
  119. Quick-Play Spell
  120. Target 1 "Jump HERO" Turbo Monster you control; if that target battles an opponent's monster this turn, you can attach 1 Spell/Trap your opponent controls to your battling Turbo Monster as a material.
  121.  
  122. Jump HERO's Wing
  123. Equip Spell
  124. Equip only to a "Jump HERO" Turbo Monster. It gains ATK equal to its Dash x 200. If the equipped monster you control would detach its material to activate its effect, you can detach this card as 1 of the materials.
  125.  
  126. Jump HERO's Force
  127. Normal Trap
  128. When an opponent's monster declares an attack: Target 1 "Jump HERO" Turbo Monster you control; attach all your opponent's Attack Position monsters to that target as material.
  129.  
  130. Jump HERO's Rotation
  131. Continuous Trap
  132. While you control a "Jump HERO" Turbo Monster, this card cannot be destroyed, or banished, by card effects. You can only use each of the following effects of "Jump HERO's Rotation" once per turn. If a face-up Charisma monster(s) you control is destroyed by battle or card effect: You can target 1 card on the field; destroy it. You can banish this card from your GY; Special Summon 1 "Charisma Token" (Charisma/LAUGH/Level 5/ATK 0/DEF 0).
  133.  
  134. Jump HERO's Greatest
  135. Normal Trap
  136. Tribute 3 Charisma monsters, including a "Charisma Token"; for the rest of this turn, your opponent can only Special Summon monsters from the hand. You can only activate 1 "Jump HERO's Greatest" per turn.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement