* 0 or 1 defense point means that the player can specify 1 defense point if the jeduck has an achievement and rarity of 37.49% or less; 0 otherwise.
Basic for all jeducks
‣ 2 attack points
‣ 0 or 1 defense point*
‣ 1 attack point
‣ 2 defense points
‣ 1 attack point
(–50% damage)
‣ 1 defense point
‣ Heal for 4 HP
‣ 3 attack points
‣ 1 defense point
By genes
A
‣ 3 attack points
‣ 0 or 1 defense point*
B
‣ 2 attack points (+50% damage);
‣ 0 or 1 defense point*
С
‣ 1 attack point (+200% damage);
‣ 0 or 1 defense point*
D
‣ 2 attack points (+100% damage)
‣ 0 or 1 defense point*
‣ Self damage for 4 HP
E
‣ 1 attack point (+100% damage)
‣ 2 defense points
F
‣ 1 attack point (+100% damage)
‣ 1 defense point
‣ Heal for 8 HP
G
‣ 2 attack points (+50% damage)
‣ 1 defense point
H
‣ 3 attack points (+12.5% damage)
‣ 0 or 1 defense point*
‣ Heal for 8 HP
I
‣ 1 attack point (+50% damage)
‣ Reflects 50% of damage back to the opponent
‣ 0 or 1 defense point*
K
‣ 2 attack points
(–25% damage)
that pierce
opponent's
defense
‣ 1 defense point
L
‣ Heals up to 40 damage that is taken that turn
‣ Ultimate focus => next turn damage dealt +10%
O
‣ Heals 7% damage that it did to the enemy
T
‣ 1 attack point
‣ 1 defense point
‣ Freezes the opponent for 1 following turn; does nothing if the opponent is a Jackpot duck
Z
‣ Calculating the inverse actions; The points that the enemy attacks are shifted 1 dot, and the defense points from the enemy are also shifted 1 dot
By generation
Genesis
‣ 1 attack point
(–50% damage)
‣ 2 defense points
‣ Heal for 4 HP
Hero
‣ 1 attack point
(–50% damage)
‣ 2 defense points
‣ Heal for 8 HP
‣ Heal the opponent for 4 HP
Ideal
‣ 1 attack point (+50% damage)
‣ 1 defense point
‣ Heal for 4 HP
Knight
‣ 1 attack point
(–50% damage)
‣ 2 defense points
‣ Heal for 8 HP
Lord
‣ 2 attack points
‣ 2 defense points
‣ Heal for 4 HP
‣ Heal the opponent for 4 HP
Magical
‣ 1 attack point
‣ 1 defense point
‣ Heal for 12 HP
‣ Heal the opponent for 4 HP
Natural
‣ 1 attack point
‣ 3 defense points
Obstinate
‣ 2 attack points
that pierce
opponent's
defense
‣ Reflects 30% of
damage back to
the opponent
‣ 1 defense point
‣ Heal for 8 HP
By achievement
Pioneer
‣ 3 attack points (+50% damage)
‣ 1 defense point
Last train
‣ 2 attack points (+50% damage)
‣ 1 defense point
Billionaire Boys Club
‣ 1 attack point (+150% damage)
‣ 1 defense point
Anniversary Duck
‣ 2 attack points (+50% damage)
‣ 2 defense points
Colored Anniversary
‣ 2 attack points
‣ 2 defense points
‣ Heal for 4 HP
High Five
‣ 2 attack points (+50% damage)
‣ 2 defense points
‣ Heal for 4 HP
Rarity Destroyer
‣ 3 attack points (+100% damage)
‣ 0 or 1 defense point*
‣ Self-damage for 4 HP
One Step From Jackpot
‣ 0 attack points
‣ 1 defense point
‣ Heal for 24 HP
DNA Guard
‣ 0 attack points
‣ 3 defense points
‣ Heal for 4 HP
The First Duck Ever
‣ 3 attack points
‣ 3 defense points
The First Duck Its Genotype
‣ 3 attack points
‣ 3 defense points
The First Duck Its Generation
‣ 3 attack points
‣ 3 defense points
Grown-up
‣ 2 attack points (+100% damage)
‣ 0 or 1 defense point*
Note: this achievement adds 25% to the jeduck rarity in all fights
Xmas-rage
‣ 0 attack points
‣ 0 or 1 defense point*
‣ Freezes the opponent in the 2 following turns
‣ Does nothing if the opponent is a Jackpot duck
In love
‣ 0 attack points
‣ 0 or 1 defense point*
‣ Deflects any card played by the opponent
‣ Does nothing if the opponent is a Jackpot duck
Halloween Elixer
‣ It will do damage over time: duration; 6 turns, 4 damage.
By artefact
‣ 3 attack point
‣ 3 defense point
‣ Heal for 12 HP
‣ 2 attack point
‣ 0 or 1 defense point*
‣ 1 extra defense point for next 3 rounds
‣ 0 attack points
‣ 1 defense point
‣ Freezes one of the opponent's cards for 3 turns
‣ Does nothing if the opponent is a Jackpot duck
Effects by pets and Jackpots: