I know there's already a tier list thread, but that's for the actual characters and this is different enough that I think it warrants another topic. Some of the most fun I've had in Flash Duel has been playing the Custom Clockwork mode. The ability draft adds a whole different layer to the game that I really enjoy. Some abilities are a lot stronger or weaker when separated from their usual kit. Let's talk about tiers! What the tiers mean: 1: Priority pick, grab this as fast as you can. 2: Strong pick, overall useful ability. 3: Decent pick, good with complimentary abilities/cards. 4: Situational pick, only really usable with a specific setup. 5: Garbage. Poison. A handicap. Grave Knowing the Opponent- 2 Can secure kills on the next turn in some situations. Even if you can't get that hit, it's always useful to know the other guy's hand. Martial Mastery- 3 Too expensive for what it does. Can be useful when you really need it, but sacrificing a pair is bleh. Regardless of cost, it does save lives. Reversal- 2 Can ruin your opponent's day really easily if they forget to avoid dark spaces. If they are conscious of them, they're still limiting their movement and options. Reversal is good times. Jaina Charged Shot- 2 A ranged push that doesn't actually trash a card is really powerful if you're trying to play keepaway. It also sets up attacks/dashing strikes. Only reason it's not a 1 is because sometimes you don't want people far away. Smoldering Embers- 4 Not very useful unless you have a whole set of large number related abilities. Flame Arrow- 3 Can help keep your opponent honest. If they forget that you have it you're golden. Often it's pretty ineffectual aside from those times. Midori Master of Twos- 2 Apt rating for a useful card. Having a two that doesn't take space in your hand is nifty. Dragon Form- 1 So strong, at least from what I've played. If you approach carefully and deal with a hit coming in, you can get free doubles or better all day. Rising Mountain- 5 Only decent if you can get Dragon Form too. Otherwise awful. Setsuki Ninpo Flash- 2 Running to safety is nice. Speed of the Fox- 2 Ditto. Esper Dash- 1 Really fast approach, great with strong early hands. Rook Rock Armor- 1 No dashing strikes allowed. Thunderclap- 2 1's are good for dashing strikes, and this is just more incentive. Stacking ones for this is really good. Windmill Crusher- 5 It can win you a round. Just not nearly often enough to justify taking it. DeGrey Spectral Push- 3 Can set up the perfect distance for an attack sometimes. Spectral Pull- 3 See above. Pilebunker- 2 You don't want to dashing strike anyone who has this. The threat is too great. Valerie Blue Eye's Epiphany- 2 3's and 4's are a death zone. Stronger with the other epiphany. Green Eye's Epiphany- 2 See above. Sudden Inspiration- 3 eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeh Geiger Fast Forward Time- 3 Can set up attacks from a little farther. Requires the correct cards though. Rewind Time- 3 If you like to play defensively and/or hate time overs, go for it. Requires a certain playstyle. Echoes from the Past- 4 I don't trust my opponent to give me anything good unless they're clueless. Which can happen. Lum Raise the Stakes- 3 More for mindgames than anything else. Make it look like you've got everything under control, make the wager, and make like a bandit if you get either of the good results. Can backfire though. Roll the Dice- 4 Can be ok. Can totally suck. Such is Lum. Poker Flourish- 4 Super situational. Potentially redonk. Argagarg Bubble Shield- 4 Can save your life, but really more of a counterpick ability than anything else. Recovering sucks. Slippery Fish- 5 Recovering. Sucks. Pacifism- 4 Rarely useful, but with a set of good defensive/ranged abilities it can win games. Quince Political Prowess- 1 You know how a lot of abilities require specific numbers? Save them for yourself and/or screw over the other guy with this. Alternatively, you could just stock up on any one particular thing and guarantee rounds. Quince is an asshole. Two Truths- 2 Not mandatory, but really strong and no real drawback. Flagstone Tax- 1 Such a dirty ability. Use it before an attack/dashing strike and make yourself almost completely safe, either by taking their cards or forcing a recovery. Onimaru Clockwork Soldier- 2 This puts your opponent's back to the wall more easily, but it still requires some work to get them there. Still great though. Decisive Strike- 2 Dropping a double on someone without actually having the double? Sweet. Dashing strike only, but still good. The Art of War- 1 One of the trolliest non-Quince cards. If you manage to block the dashing strike then you know exactly how to retaliate, and if you have to retreat you know exactly how far to go. On top of that, it weakens your opponent's next turn a lot. Yes please. Troq Cornered Prey- 4 Sounds better than it is. Without specific abilities there's no reliable way to use this. Giant Growth- 3 Can be amazing. Can be crap. Still useful to have control over the discard pile, though. Unchained Beast- 4 OK I guess? BBB Rocket Punch- 1 So very useful. Hits from all over the damn place, makes doubles out of nothing. Steam Vent- 1 Either of the effects on their own would make this ability strong, having both is just fantastic. Get it. Reboot- 3 It has the potential to win you time overs very easily, but a smart opponent can make it so that you never get a turn with 3 cards left. On top of that, you have to move to use it, no attacks/dashing strikes allowed. Requires setup. Menelker Bonecracker- 1 Trashing the other guy's cards is good as is, but forcing a hand reveal even if you guess wrong? Yes. I might like hand reveals too much... Into Oblivion- 4 You're sacrificing a slot for a chance at disabling one of the other guy's good abilities. Why not just take a better ability? Can be useful, but eh. Deathstrike- 2 Forces the opponent to watch his step all game. Even if they avoid dark spaces like the plague, you still have the advantage because you know where they'll be moving. Force them to stand where you want them to stand! Persephone Dominance- 1 This is basically a reverse recovery, and the best part is that you wait until after your main action to use it. Did they block that double 5? Pull them in and slap them. Are they setting up for an attack? Not anymore! So good. Beckon- 2 A slightly worse Dominance. Being able to choose the number is nice, but they still get to take their turn. You also can't use this through recovery. Still really strong though. Savor the Lash- 2 Keeps your card so you can block next turn. Nice. Gloria Radiant Healing- 5 Ray of Hope- 3 If you do have to retreat, having a pile of cards to defend yourself with is nice. Sanctuary- 3 eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeh Gwen Shadow Plague- 4 This is the prime example of a gimmick ability. With the help of some other picks (I'm thinking of Geiger's Rewind Time in particular) this can give you an incredible advantage for minimal risk. On its own though, this is a terrible choice. Shadowswarm- 2 Forcing a retreat and recovery is pretty boss, and if you manage to get them against the wall this is a kill. Relentless Strikes- 5 Vendetta Stunlock- 3 This can set up a kill pretty well, or at least another retreat. Solid. Surgical Strike- 1 Very yes. This only gets better as the game goes on. Check the discard pile, find what they don't have, land an attack from anywhere and take the round. Acrobatics- 4 If you're going to retreat, you may as well do it on your terms. You still have to recover. Recovering sucks. Zane Landmine- 4 It sounds better than it is. Almost no one will land on the mine, and the area denial is insignificant. Shoulder Ram- 2 It's random, which I hate, but when it works it works really well. Any number can be useful depending on what you want, it's just a question of what you'll actually get. At least you get to keep the card, which is a nice bonus. Maximum Anarchy- 4 Rarely worth it, but getting a new hand and/or ruining your opponent's can be really valuable. And that's it! Let's get to talkin'.