SPIDEKICK-Valorant_Agents_Card_Pack icon

Valorant Agents Card Pack

8 Valorant agents turned into Inscryption cards

Last updated 2 years ago
Total downloads 662
Total rating 2 
Categories Cards Act I
Dependency string SPIDEKICK-Valorant_Agents_Card_Pack-1.1.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

MADH95Mods-JSONCardLoader-1.7.2 icon
MADH95Mods-JSONCardLoader

This is a BepInEx plugin made for Incryption to create custom cards using JSON files and the API by Cyantist. It can currently parse custom cards and pass them to APIPlugin to load them into the game.

Preferred version: 1.7.2
AllTheSigils-All_The_Sigils-1.8.0 icon
AllTheSigils-All_The_Sigils

A very large collection of sigils for modders to use. 100+ sigils, and some vanilla tweaks

Preferred version: 1.8.0

README

Valorant Agents Card Pack

Current Agents:

Act I

Jett:
4 Blood
6 / 2
Airborne + Haste + Agile
Jett will attack as soon as she gets played on the board. When Jett would be struck, she will move out of the way.

Neon:
4 Blood
4 / 4
Multi-Strike + Velocity
Neon will strike a card multiple times, if it lives through the first attack. At the end of your turn, Neon will move in the direction inscribed in the sigil. If she is able to move, she will gain 1 power and 1 health.

Omen:
8 Bones
4 / 2
Unkillable + Frozen Away + Brittle
After each attack, Omen returns to your hand and leaves a smoke.

Phoenix:
4 Blood
5 / 1
Unkillable

Reyna:
4 Blood
4 / 3
Consumer
When Reyna kills another creature, she gains 2 health.

Sage:
2 Blood
1 / 3
Medic + Draw Card
At the start of your turn, Sage will try to heal 1 damage to a friendly card. When Sage is played, a wall is created in your hand.
Wall:
0 / 2

Skye:
4 Blood
3 / 4
Spawner
At the end of your turn, Skye will move in the direction inscribed in the sigil and create a Trailblazer in its old space.
Trailblazer:
1 / 1
Zapper
When Trailblazer damages another creature, that creature will gain the Paralysis Sigil.

Yoru:
5 Blood
6 / 2
Warper + Scissors + Waterborn
When Yoru is played, a targeted card cut in two. At the end of your turn, Yoru will move to the right, he will jump over any creatures in his path, if he encounters the edge of the board, he will loop over to the other side.