PRIME-NO
Primary Acronodes
1 Activation, Before
A neuroscan examines the opposing Infector before combat and sends a low-level pulse through every section.
Before combat, every opposing section takes damage equal to 10% of PRIMEMO’s current HP.
A modern, searchable field manual for building Infectors, programming W.A.D.s, mastering all 17 Genome Arenas, identifying every indexed part, and documenting the remaining classified and promotional mysteries.
The core game loop, three-section survival model, species identities, and the long-term value of circulated parts.
P-O-X is a self-contained handheld strategy system built around biomechanical Infectors. A PCU stores collected parts, holds an Infector lineup, runs the 17-stage Genome Arena, and exchanges battle data with nearby units over radio.
The strongest way to approach the game is as a persistent collection and prediction system: part HP grows through circulation, W.A.D.s are programmed before combat, and each opponent’s species and habits change which target-code variant is valuable.
Every Infector is assembled from a Head, Body, and Tail. Each section has its own HP, attacks when selected WITH, can be targeted AT, and can be placed on DEFEND.
The battle is lost when any one section reaches zero. Total HP can therefore be misleading: a 500/500/30 Infector is only one exposed low-HP section away from defeat.
Official strategy guidance states that a part taken from another player gains 10 HP, increasing both the damage it can deal and the punishment it can survive. Losing a part is therefore not necessarily permanent failure; a circulated copy may eventually return stronger.
This creates a long-term metagame in which rare, repeatedly transferred parts can cross important normal- and special-damage breakpoints.
A victory can occasionally produce no Victory Points and no captured part. The official explanation is that the winning Infector has gone Wild and infected the opponent instead. It is a random event, not proof that the battle failed to register.
Spinoblast Violidae
Red · Power · Strength · Force. Direct offense, amplification, target-specific damage, and high-impact finishing attacks.
Cycrocyte Violidae
Green · Speed · Agility · Stealth. Extra attacks, sequence disruption, adaptation, mimicry, and reactive tempo.
Plasmocid Violidae
Blue · Deception · Defense · Camouflage. Damage reduction, retaliation, redirection, healing, and survival.
The preserved origin story, terminology, institutions, and world-building that explain what the PCU is supposed to contain.
A strange and unpredictable meteor shower scattered extraterrestrial rock across Earth. Scientists studying the fragments discovered that the meteorites were threaded with an unknown form of alien DNA. To obtain better readings, they injected microscopic cybernetic organisms—nanobots—into the samples.
The experiment failed catastrophically. The alien life force overwhelmed and assimilated the nanobots, combining biological programming with machine technology. The resulting entities were described as DNA Infectors: adaptive biomechanical organisms capable of reproducing traits, exchanging body structures, and entering combat through a radio-linked population.
Scientists called the new organism P-O-X. Humanity responded by creating the PCU, or P-O-X Containment Unit, a handheld device able to capture, control, assemble, program, and transmit Infectors. The player’s larger mission is to create hybrid strands powerful enough to seek out and destroy uncontrolled alien P-O-X.
Programmable Ordinance Xeno Infector: the alien DNA/nanobot organism controlled through a PCU.
P-O-X Containment Unit. Creates, controls, transmits, captures, stores, and dissects Infectors. Its shell color identifies the unit’s native species.
P-O-X Secret Agent: a human player who owns and controls a PCU.
Elite P-O-X Agent: a veteran player who teaches new agents and helps establish play in new populations.
A programmed combat organism assembled from one Head, one Body, and one Tail, each with its own HP, color pair, and special ability.
The PCU collection of acquired parts. Parts are grouped by species and retain their individual HP values.
The creation area. Select a Head, Body, and Tail; program a three-round W.A.D.; then assign the new Infector a name.
Storage for captured multiplayer Infectors. Captures can be examined, purged, or dissected to recover a single part.
The PCU radio field that transmits one selected Infector into the local play population. The RF can be turned on or off independently of the main display.
The gate occupied by the selected transmitting Infector. Loading and activating it begins the multiplayer Battle Cycle.
A timed multiplayer window shown by the Battle Clock. Period instructions describe fifteen PCU time units, approximately half an hour.
The seventeen-level solo campaign containing mazes, puzzles, doors, keys, hazards, shops, enemy Infectors, and Overspores.
The major enemy guarding a stage’s final genome reward. Defeating it opens or awards the stage’s new part.
A container that may hold healing proteins, dormant Infectors, traps, or RNA currency used at a Body Regeneration Shop.
A navigation marker placed throughout the Genome Arena to help identify rooms and previously explored routes.
The group of PCUs within a play area: a household, bus, schoolyard, city, special event, or any other active radio population.
Sleep turns off the display while preserving data and allowing the Battle Clock to continue. A sleeping unit can awaken when RF activity calls it into battle.
Breaks a built Infector back into its component parts or permanently removes a captured Infector held in Stasis.
Build an Infector, select a W.A.D., explore the Genome Arena, and manage an active multiplayer gate.
HEAD
One-third of the Infector’s HP and ability set. Often carries Before effects that shape the opening of combat.
BODY
The central section and a common Arena target. Many important Hit, Damage, and Blocked Triggers reside here.
TAIL
The third attack and defense section. All three retail classified ability slots occur at the end of the species Tail ranges.
A powerful ability that never receives the correct WITH, AT, DEFEND, or trigger condition is effectively an empty slot.
Solo Arena play disables RF. This can be used deliberately near the end of a multiplayer Battle Cycle when the player wants to stop broadcasting.
Letting the PCU go to sleep during solo play saves the current Arena level. Use this for multi-session mapping and difficult-stage practice.
An active gate Infector can be carried while the PCU broadcasts. Official stealth tips recommend turning sound off and carrying the unit in a cargo pocket or an outer backpack pocket so nearby players do not immediately know it is active.
Audio should be re-enabled for Arena locks and switches because their click or clang is important feedback.
Two PCUs with the same name and ID do not battle one another. This permits a team arrangement, although each player’s Infectors can still spread independently through the wider population.
Document duplicate IDs carefully to avoid confusing a deliberate team setup with a communication fault.
The exact combat vocabulary used by the part descriptions, plus practical damage breakpoints.
The ability remains active and can resolve whenever its trigger condition is met.
The ability can activate only once during a combat.
Resolves before the first combat Phase. Opening cancellation, damage amplification, speed, and protection often occur here.
Activates when the part lands an unblocked hit against a valid target color.
Activates when the part is used to block an attack against a valid target color.
Activates when the part takes damage from a valid target color. Defending it every round may prevent the ability from firing.
Activates when the attacking part is blocked by a valid target color.
RG: Red or Green. GB: Green or Blue. BR: Blue or Red. Every ability has one indexed version for each pair.
A Round is one of the six attack/defense sequences in a Phase—three attacks per Infector. A Strike is any attack, blocked or unblocked. A Successful Hit is not blocked.
Shutdown prevents a section from attacking for the rest of combat. Stun prevents attacks temporarily. The section can still be damaged in both states.
| Part HP | Normal successful-hit damage | Special damage tier | Strategic meaning |
|---|---|---|---|
| 30–100 | 10% of current HP | 3 | Low-HP abilities need trigger quality more than raw output. |
| 110–200 | 10% of current HP | 7 | The first major special-damage breakpoint. |
| 210–300 | 10% of current HP | 11 | Repeated special activations can quickly end a weak section. |
| 310–400 | 10% of current HP | 15 | Predictable defenses become dangerous to rely on. |
| 410–500 | 10% of current HP | 20 | Maximum-tier circulated parts demand dedicated counters. |
Normal damage is 10% of the attacking part’s HP. Special effects use the tier table and may have additional wording that changes the final result.
WITH selects the attacking section, AT selects the target, and DEFEND selects the blocking section for each of three repeating rounds.
Three rounds create nine variables. After round three the sequence repeats unless an ability changes targets, defenses, strike order, or attack count.
The classic advice opens with the idea that P-O-X is a strategy game in which brains are more powerful than brute force. Its Arena recommendation is to attack the enemy Body twice while defending the section believed to be weakest. That is not a universal solution; it is a starting pressure plan.
TBT / BTB / TBTTail attacks Body while Tail defends, then Body attacks Tail while Body defends. Head is never used and never defended.
BTB / TBT / BTBBody attacks Tail while Body defends, alternating with Tail attacking Body while Tail defends. Head is always exposed.
HTH / THT / HTHHead and Tail alternate attacks against each other’s target, while Body never attacks or defends and remains exposed.
HBH / BHB / HBHHead and Body alternate pressure. Tail never attacks or defends and is the consistently exposed section.
Every example intentionally demonstrates the same warning: one section is always left out of both WITH and DEFEND. Before using any pattern, identify the exposed section and decide whether its HP and ability can tolerate that risk.
No player should expect to clear every Arena on the first attempt. Route memory, hazard placement, enemy W.A.D.s, and resource timing are learned through repetition. Let the PCU sleep to save the current level, then resume the survey later.
Five hundred HP can still lose to thirty HP when the W.A.D. and triggers are wrong. No pattern is unbeatable. Do not equip all four Infectors with BTB / TBT / BTB or any other single favorite. Give each lineup member a different target plan, defense rotation, and trigger package so at least one can punish the opponent’s habitual sequence.
Study regular opponents’ patterns through open discussion, friendly scouting, and post-match analysis. A second PCU is an excellent practice partner: repeat battles, change one variable at a time, and record which counter-W.A.D. actually changed the outcome.
Two Body targets create concentrated damage without committing all three rounds to a single obvious target. The third AT slot can probe Head or Tail, pull the defender away, or finish whichever section is actually weakest.
Three identical AT selections are easy to read and can trigger anti-pattern abilities such as D-SCRAMBL. Concentrate only after the opposing defender or weak section has been identified.
The weakest section is not always the one with the lowest starting HP. A critical amplifier, healer, or only active attacker may deserve protection even when another section has fewer points.
One Infector can pressure Body, one can rotate targets, one can punish blocks, and one can absorb concentrated attacks. Switching strategic identities is stronger than cloning the same W.A.D. four times.
A strong body combination is not simply the three parts with the highest HP. It must deal meaningful damage, survive the attacks it expects to receive, and use a W.A.D. that actually activates its chosen triggers.
ADRENODE doubles all damage for the battle. S-CANNON attacks six times on its first successful hit, while ONESHOT deals a 50%-HP strike the first time it connects. The build is designed to decide the battle early, before defensive engines and cumulative abilities mature.
W.A.D. plan: put S-CANNON and ONESHOT in the first two WITH slots, aim them at different likely weak sections, and use the third round to finish whichever section is exposed. Do not waste both one-time openings into the same defender unless scouting has shown that defense cannot move.
Major counters: OCCULARI can cancel the first attack, AZURHALO halves the first incoming damage, JD-RESIN reflects a first strike, and L-SHIELD or EC-BLAST can convert that opening damage into healing.
D-SCRAMB punishes an opponent who directs all three attacks at one section by redistributing the targets across Head, Body, and Tail. GRAFTERS feeds damage back into all three enemy sections when struck. RECOCOON accepts damage, then shields the entire Infector during the following phase.
W.A.D. plan: rotate DEFEND across H/B/T as the original hint recommends. Place GRAFTERS or RECOCOON in a round where the opponent is likely to connect, then use the cocooned phase to expose a valuable attacker safely.
Risk: if the opponent already rotates targets, D-SCRAMB may never fire. If GRAFTERS and RECOCOON are defended too aggressively, their Damage Triggers never contribute.
HASTENER grants an extra attack each round. HYPGRAFT takes damage and then heals one quarter of it back. ISOGRAFT’s first successful hit restores all three owned sections to their original HP.
W.A.D. plan: use HYPGRAFT as the routine damage sink and preserve ISOGRAFT until the lineup has actually lost HP. A successful ISOGRAFT at full health wastes the one-time full restoration. Scout the engine carefully because HASTENER’s extra attack can cause ISOGRAFT to fire earlier than intended.
Major counters: OCCULARI can cancel the critical first hit, VSPITTER can stun the healer, and EMP-SHOK can shut down the attacking part for the rest of combat.
TRAMPLES alternates damage based on its own HP, while EMP-SHOK permanently disables the section that damages it on its one activation. D-SCRAMB discourages all-in targeting and can force a concentrated enemy W.A.D. to spread out.
W.A.D. plan: expose EMP-SHOK when the opponent’s most dangerous attacker is scheduled, and defend it after the shutdown has been spent. Use TRAMPLES steadily rather than relying on a single burst.
Interaction warning: D-SCRAMB’s redistribution can make it harder to guarantee that a particular attacker hits EMP-SHOK. This combination is strongest against a predictable concentrated sequence, not a well-balanced rotating W.A.D.
The historical method called Cloning uses a deliberate loss followed by a counterattack. Build a sacrificial Infector expected to lose to the target. After the opponent’s RF is turned off, forge a second Infector specifically designed to beat that target and attack the occupied gate. The reported result is a captured copy of the opposing Infector without permanently depriving the other player of the original.
This is preserved as a community-era technique rather than a fully verified rule. Test it only with consenting players and record the exact PCU state so the mechanic can be reproduced.
Species identity matters, but official advice favors well-rounded mixed-species Infectors over pure specialization.
Lead with Always-active damage and amplification, then spend 1 Activation effects when the opponent’s defense has been exposed.
The official recommendation is to lead with parts whose special damage is Always active and reserve 1 Activation burst parts for the last round or the moment a vulnerable section is exposed.
ADREMODE doubles all damage dealt by the Infector. TRINODE+ specifically doubles TRISPORE. These Before effects should be selected with attacks that can reliably connect; amplification is wasted when the W.A.D. never gives the damaging part a useful target.
HED-ACHE, BOD-ACHE, and TAL-ACHE double damage only against their matching target section. Scout the opponent’s weak section, then choose the Ache and AT sequence together.
ONESHOT delivers 50% of its own HP on the first successful hit. DUALMODE doubles the first attack but is spent if blocked. Avoid presenting either effect into an obvious defense; use an earlier round to pull the defender elsewhere.
REOPPRSR trades the Infector’s other attacks for one large tail attack. Pairing it with global amplification can create a finisher, but the plan becomes easy to predict and leaves the build dependent on one section remaining active.
ADAPTIVE, TITAN-NI, and FISSFUSS gain value when blocked. They punish a defender even when the normal hit fails, making them useful against an opponent who repeatedly guards one predictable section.
Win through extra attacks, altered strike order, mimicry, disruption, and recovery that keeps the attack engine running.
AC-RELAY adds an attack per phase and HASTENER adds one per round. FIRSTHIT, S-CANNON, B-WHIPS, CHAOS-AC, and CHAOS-X2 can further multiply strikes. More attacks are valuable only while the attacking sections remain alive and unstunned.
Official advice recommends coupling multiple attacks in one round with rapid healing. Cycro tempo parts can be mixed with Plasmo recovery or damage-reduction parts so the offense survives long enough to compound.
ADVANCER acts first. AGRESS-R rotates an ineffective attack order. D-SCRAMBL breaks up an opponent who targets one section three times. These heads are best selected after studying the opponent’s habitual W.A.D.
DISPLACR distributes damage, REFLEXIV blocks the next damaging hit, JD-RESIN returns the first hit, and GRAFTERS retaliates across sections. Their Damage Triggers require the body to be exposed at the right times rather than defended every round.
VSPITTER can stun the struck ability, while BD-MIMIC copies the first body part it hits. Target selection is therefore part selection: aim at the section whose ability is most valuable to disable or copy.
B-WHIPS becomes stunned after its multiattack. EX-TOXIF stores damage and applies it on a later schedule. Plan the following rounds so the Infector is not left with only inactive attackers when delayed effects resolve.
Predict incoming attacks and turn blocks or damage into healing, shields, retaliation, redirection, or shutdown.
The official Plasmo guidance emphasizes return damage when blocking or taking damage. A Plasmo W.A.D. should predict where the opponent attacks and place the correct reactive part on defense or intentional exposure.
OCCULARI cancels the first attack, AZURHALO halves the first damage, HELMET-P protects the head from normal damage, and CARAPACE halves all incoming damage. Select the layer that addresses the opponent’s actual threat instead of stacking redundant protection.
RE-COMB+ absorbs blocked damage and adds it to its next successful hit. D-COMBIN doubles the absorbed amount. The combination requires the body to block first and later attack successfully, so its DEFEND and WITH placements must be coordinated across rounds.
Most Plasmo bodies and tails activate when damaged. Defending those sections every round can prevent their abilities from ever firing; deliberately expose the reactive section when its trigger is worth more than the incoming damage.
MICROGET, HYPGRAFT, L-SHIELD, EC-BLAST, ISOGRAFT, and related effects repair or convert damage, but the battle ends immediately when any section reaches zero. A heal that resolves after lethal damage cannot save an already defeated section.
V-RECOIL returns damage, RECOCOON creates a later shield, GALVANIC caps phase damage, and EMP-SHOK disables the first attacking section that damages it. These are strong against opponents who reuse one attacker or one target pattern.
TRINODE+ specifically doubles TRISPORE’s damage for the combat. Give TRISPORE repeated WITH opportunities and remember that its successful-hit damage is distributed across all three enemy sections rather than concentrated.
D-COMBIN doubles the damage RE-COMB+ absorbs. Put RE-COMB+ on DEFEND when the opponent is likely to attack it, then later use the Body WITH an attack that can land and release the stored damage.
ADREMODE doubles all Infector damage. ONESHOT, the correct Ache Tail, or REOPPRSR can turn that global amplification into a decisive hit, but each package becomes vulnerable when the finishing section is blocked, stunned, or shut down.
AC-RELAY or HASTENER can anchor a multiattack build. Add recovery or damage control so the attacking section does not collapse before the extra strikes compound.
DISPLACR, JD-RESIN, GRAFTERS, Plasmo healing, recoil, and shutdown effects need incoming damage. Leave the reactive section undefended only when the triggered benefit exceeds the likely hit.
Carry RG, GB, and BR coverage across the four-Infector lineup. A perfect ability with the wrong target pair may never activate against the opponent’s species.
All 63 ability groups and all 189 indexed color-target variants. Original Hasbro part strips are cropped to the exact 53×40 badge area.
Color: Red · Values: Power, Strength, Force
5 abilities · 15 indexed target variants
Primary Acronodes
1 Activation, Before
A neuroscan examines the opposing Infector before combat and sends a low-level pulse through every section.
Before combat, every opposing section takes damage equal to 10% of PRIMEMO’s current HP.
Dual Phase Acronodes
1 Activation, Before
A cranial energy-storage gland charges the first attacking section for an amplified opening blow.
The first attack deals double damage. If that opening attack is blocked, the amplification is spent with no effect.
Crimson Plague Acronodes
Always, Before
An acidic scanner continuously attacks both Infectors, including the creature carrying it.
At the beginning of each combat loop, every section on both Infectors takes 5 damage.
Triphage Adrenal Acronodes
Always, Before
A specialized adrenal node energizes Triphage spores throughout combat.
All damage dealt by TRISPORE is doubled for the remainder of combat.
Adrenal Acronodes
Always, Before
Oversized adrenal glands flood the Infector with attack-enhancing chemicals.
All damage dealt by the Infector is doubled for the remainder of combat.
8 abilities · 24 indexed target variants
Triphage Spores
Always, Hit Trigger
The payload divides into three coordinated spore clusters when it connects.
Special damage is divided evenly among the opponent’s head, body, and tail.
Tramplifier Spores
Always, Hit Trigger
The spores absorb energy from one impact and use it to strengthen the next.
Successful hits alternate between 10% HP damage and 20% HP damage.
Adaptive Blastocytes
1 Activation, Bump Trigger
On the first blocked strike, intelligent blastocytes reprogram the attack routing around the blocker.
If its first strike is blocked, the part changes the WAD “At” target so later attacks bypass that blocking section.
Cranial Amphasers
Always, Hit Trigger
Corrosive compounds recognize structural features common to head sections.
Deals normal target damage plus extra head damage equal to 10% of this part’s HP.
Abdomic Amphasers
Always, Hit Trigger
Electrical impulses seek the structures common to body sections.
Deals normal target damage plus extra body damage equal to 10% of this part’s HP.
Thorax Amphasers
Always, Hit Trigger
A resin attacks tail structures and creates spreading microfractures.
Deals normal target damage plus extra tail damage equal to 10% of this part’s HP.
Expanding Blastocytes
Always, Hit Trigger
Each successful impact uses kinetic energy to replicate additional explosive blastocytes.
Its successful-hit damage grows cumulatively as combat continues.
Titanetic Nerve Inductors
Always, Bump Trigger
Self-destructive inductors attach to a blocking section and detonate despite the block.
When blocked, the part still deals 3 damage to the blocker.
8 abilities · 24 indexed target variants
Single Packet Ferratoxin
1 Activation, Hit Trigger
A single high-potency toxin packet is released on the first successful strike.
The first successful hit deals damage equal to 50% of the part’s HP; later hits deal normal damage.
Brutalathe
Always, Hit Trigger
A rotating blade assembly cuts again as it retracts from a successful impact.
Successful hits deal damage equal to 15% of the part’s HP.
Cranial Discoider
Always, Hit Trigger
Specialized enzymes break down membranes found in head sections.
Damage is doubled when the target is a head.
Abdomic Discoider
Always, Hit Trigger
Specialized enzymes attack the fixator musculature of body sections.
Damage is doubled when the target is a body.
Thorax Discoider
Always, Hit Trigger
Specialized enzymes attack the skeletal underpinnings of tail sections.
Damage is doubled when the target is a tail.
Fission/Fusion Duct
1 Activation, Bump Trigger
Its first collision with a blocking section releases a sticky, burning resin.
Deals 3 damage to the first section that blocks it.
Relay Coil Oppressors
Always, Hit Trigger
Relay coils drain the Infector’s other attacks and combine their energy into one discharge.
The Infector gives up its other attacks in exchange for one large hit from this tail.
Candidate: All or Nothing
Always, Hit Trigger
The retail guide conceals this ability. The eighth Spino-tail position in Hasbro’s patent prototype is named ALL OR NOTHING.
Patent-derived candidate only: normal damage is 0; a special hit deals 50% of the part’s HP.
The numbering proves that this is the eighth Spino Tail ability group and that it has RG, GB, and BR versions. Its retail name and behavior remain unverified. The candidate shown in the research section comes from the equivalent position in pre-release patent material and must not be treated as confirmed retail data.
Color: Green · Values: Speed, Agility, Stealth
5 abilities · 15 indexed target variants
Advanced Reflex Acronodes
1 Activation, Before
Enhanced neural connections give the Infector an opening reflex advantage.
The Infector acts first at the beginning of combat.
Cyclic Aggression Regulator
1 Activation, Before
A combat regulator evaluates the current targeting plan before the first exchange.
If the current “At” sequence cannot hit, the Infector rotates its attack order.
Cyclic Defense Regulator
1 Activation, Before
The regulator detects an opponent concentrating every attack on one section.
If all three opposing attacks target the same section, their targets are reassigned across head, body, and tail.
Adreno Cortex Relay
Always, Before
A rapid neural relay inserts an additional strike into every combat phase.
AC-RELAY performs one extra attack in each phase.
Histrionic Gland Strike
Always, Before
A speed-enhancing gland repeatedly accelerates the Infector’s attack cycle.
The Infector gains one extra attack per round, using its first attacking section.
8 abilities · 24 indexed target variants
Hyperkinetic Blastophage
1 Activation, Hit Trigger
The first successful impact releases a burst of hyperkinetic attacks.
On its first successful hit, the part attacks three times.
Displacer Glands
Always, Damage Trigger
Displacer glands spread incoming energy throughout the entire organism.
Damage directed at this part is distributed evenly among the Infector’s head, body, and tail.
Reflexive Carapace
Always, Damage Trigger
After taking damage, the carapace rapidly hardens against the next impact.
After being damaged, it blocks the next hit that would damage it.
Abdo Thorax Inductor
Always, Hit Trigger
An induction network alternates between a broad multi-section discharge and a focused strike.
Its successful-hit pattern cycles between a distributed attack and a single-section attack.
Toroidal Spore Cannon
1 Activation, Hit Trigger
A toroidal chamber releases a six-shot spore barrage when it first connects.
On its first successful hit, the part fires six attacks.
Jade Resin Carapace
1 Activation, Damage Trigger
A resilient resin shell reverses the energy of the first damaging impact.
The first hit against this part is deflected back to the attacking section.
Chaosite Accumulator
1 Activation, Hit Trigger
Chaosite stores the energy of successive attacks and releases increasingly dense bursts.
The part accumulates additional strikes as the battle advances.
Adrenal Graft
Always, Damage Trigger
An adrenal graft reacts to injury by projecting a portion of the trauma outward.
After taking damage, it returns damage across the opponent’s sections.
8 abilities · 24 indexed target variants
Acidic Capacitor
Always, Hit Trigger
An acidic capacitor cycles through wide and narrow discharge patterns.
The attack pattern cycles through all three sections, two sections, and then one section.
Stun Venom Spitter
1 Activation, Hit Trigger
The first venom packet temporarily disrupts the struck ability’s neural control.
The first successful strike stuns the hit ability for 5 rounds.
External Toxifilter
Always, Damage Trigger
An external filter delays toxic damage, allowing it to build before release.
Incoming damage is accumulated and then applied every fourth round.
Berserker Wire Whips
Always, Hit Trigger
The whips unleash a three-strike frenzy followed by a recovery period.
Performs three attacks in one phase, then remains stunned for 3 rounds.
Diffusion Web Shield
1 Activation, Damage Trigger
A diffusion web cannibalizes energy from another section to reinforce itself after being hit.
When first damaged, it takes half of another owned section’s HP and adds that amount to itself.
Chaosite Doubler
Always, Hit Trigger
A chaosite core doubles the accumulated attack burst from one round to the next.
Its cumulative number of strikes doubles each round.
Abdo Mimic
1 Activation, Hit Trigger
The tail samples and reproduces the structure of the first body ability it contacts.
It becomes a copy of the first body part it successfully hits.
Candidate: Major Mimic
Always, Hit Trigger
The retail guide conceals this ability. The eighth Cycro-tail position in Hasbro’s patent prototype is named MAJOR MIMIC.
Patent-derived candidate only: temporarily copies each ability it hits while retaining its own activation strain.
The numbering proves that this is the eighth Cycro Tail ability group and that it has RG, GB, and BR versions. Its retail name and behavior remain unverified. The candidate shown in the research section comes from the equivalent position in pre-release patent material and must not be treated as confirmed retail data.
Color: Blue · Values: Deception, Defense, Camouflage
5 abilities · 15 indexed target variants
Occular Interference
1 Activation, Before
An interference organ disrupts the opponent’s first planned action.
Cancels the opponent’s first attack, including that attack’s special ability.
Azur Halo
1 Activation, Before
A blue defensive field disperses the first incoming impact.
The first incoming damage is reduced by half.
Dorsal Accelerator
Always, Before
A dorsal accelerator magnifies the energy captured and returned by RE-COMB+.
Doubles the damage that RE-COMB+ absorbs and adds to its next hit.
Plated Helmatte
1 Activation, Before
Overlapping silicate plates temporarily protect the head from ordinary impacts.
Protects the head from normal damage for 5 rounds.
Honeycomb Carapace
Always, Before
A light honeycomb covering distributes stress across the entire Infector.
All damage dealt to the Infector is reduced by half.
8 abilities · 24 indexed target variants
Dorsal Recombinator
Always, Blocked Trigger
Helical energy loops capture the force of attacks this section successfully blocks.
When it blocks, the prevented damage is absorbed and added to its next successful hit.
Receptor Micrograft
Always, Damage Trigger
A fibrous regenerative covering converts a small portion of each injury into repair material.
Takes the damage, then immediately heals 10% of that damage.
Wilynetic Screen Matrix
1 Activation, Damage Trigger
An adaptive energy screen rewrites defensive routing after its first impact.
When first hit, it changes the WAD “Defend” sequence.
Elastin Shield
1 Activation, Damage Trigger
An elastin casing converts the first incoming attack into regenerative material.
On the first hit, it gains the incoming damage as HP instead of losing HP.
Adaptive Negator
Always, Damage Trigger
The part reads the control signal of a special attack and sends disruptive feedback.
When hit by a special ability, it cancels that attacking special ability.
Endothoracic Ectoblast
1 Activation, Damage Trigger
Gelatinous ectoplasm converts the first incoming injury into temporary regenerative mass.
On the first hit, it takes no damage and instead gains temporary HP equal to twice the incoming damage.
Receptor Hypergraft
Always, Damage Trigger
A reinforced regenerative matrix converts a larger portion of injury into repair proteins.
Takes the damage, then heals itself for one quarter of that damage.
Shadophasic Armor
Always, Damage Trigger
Its molecular structure partially phases away, allowing attacks to pass through.
All damage targeting SHADOW-A is reduced by half.
8 abilities · 24 indexed target variants
Ventral Recoil
Always, Damage Trigger
Layers of shifting cytoplasm explode outward in response to injury.
Takes the damage and returns half of the damage taken to the attacking section.
Reflexive Cocoon
Always, Damage Trigger
After injury, spinnerets surround the Infector with a temporary defensive cocoon.
Takes the damage, then shields all three owned sections during the next phase.
Galvanic Suppressor
Always, Damage Trigger
A slick composite shell limits how much force can couple into the tail at once.
This part can take no more than 10 damage in a phase.
Isograft Limiter
1 Activation, Damage Trigger
A feedback graft converts the energy of its attack into restorative material for its host.
Deals regular damage, then restores all owned sections to their original HP.
Symbiotic Diffusor
Always, Damage Trigger
A homogeneous cartilage matrix disperses incoming energy.
All damage targeting DIFFUSOR is reduced by half.
Homeostatic Underplating
Always, Damage Trigger
Layered underplating stores injury and releases it gradually instead of all at once.
Accumulates damage and applies one third of the stored amount whenever it reactivates.
EMF Shock Core
1 Activation, Damage Trigger
An electromagnetic core sends a disabling pulse back through the first attacker that damages it.
Takes the first damage, then disables the attacking section for the rest of combat.
Candidate: Simulacrum
Always, Damage Trigger
The retail guide conceals this ability. The eighth Plasmo-tail position in Hasbro’s patent prototype is named SIMULACRUM.
Patent-derived candidate only: redirects incoming damage to the owned section with the highest current battle HP.
The numbering proves that this is the eighth Plasmo Tail ability group and that it has RG, GB, and BR versions. Its retail name and behavior remain unverified. The candidate shown in the research section comes from the equivalent position in pre-release patent material and must not be treated as confirmed retail data.
Search every index by ability, species, section, target pair, color pair, frequency, and trigger.
| Badge | Index | Ability | Species | Section | Target | Colors | Species affected | Frequency / trigger |
|---|---|---|---|---|---|---|---|---|
| 001 | PRIME-NOPrimary Acronodes | Spino | Head | RG | Red + Green | Spino / Cycro | 1 ActivationBefore | |
| 002 | PRIME-NOPrimary Acronodes | Spino | Head | GB | Green + Blue | Cycro / Plasmo | 1 ActivationBefore | |
| 003 | PRIME-NOPrimary Acronodes | Spino | Head | BR | Blue + Red | Plasmo / Spino | 1 ActivationBefore | |
| 004 | DUALNODEDual Phase Acronodes | Spino | Head | RG | Red + Green | Spino / Cycro | 1 ActivationBefore | |
| 005 | DUALNODEDual Phase Acronodes | Spino | Head | GB | Green + Blue | Cycro / Plasmo | 1 ActivationBefore | |
| 006 | DUALNODEDual Phase Acronodes | Spino | Head | BR | Blue + Red | Plasmo / Spino | 1 ActivationBefore | |
| 007 | CRIMSONCrimson Plague Acronodes | Spino | Head | RG | Red + Green | Spino / Cycro | AlwaysBefore | |
| 008 | CRIMSONCrimson Plague Acronodes | Spino | Head | GB | Green + Blue | Cycro / Plasmo | AlwaysBefore | |
| 009 | CRIMSONCrimson Plague Acronodes | Spino | Head | BR | Blue + Red | Plasmo / Spino | AlwaysBefore | |
| 010 | TRINODE+Triphage Adrenal Acronodes | Spino | Head | RG | Red + Green | Spino / Cycro | AlwaysBefore | |
| 011 | TRINODE+Triphage Adrenal Acronodes | Spino | Head | GB | Green + Blue | Cycro / Plasmo | AlwaysBefore | |
| 012 | TRINODE+Triphage Adrenal Acronodes | Spino | Head | BR | Blue + Red | Plasmo / Spino | AlwaysBefore | |
| 013 | ADRENODEAdrenal Acronodes | Spino | Head | RG | Red + Green | Spino / Cycro | AlwaysBefore | |
| 014 | ADRENODEAdrenal Acronodes | Spino | Head | GB | Green + Blue | Cycro / Plasmo | AlwaysBefore | |
| 015 | ADRENODEAdrenal Acronodes | Spino | Head | BR | Blue + Red | Plasmo / Spino | AlwaysBefore | |
| 016 | TRISPORETriphage Spores | Spino | Body | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 017 | TRISPORETriphage Spores | Spino | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 018 | TRISPORETriphage Spores | Spino | Body | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 019 | TRAMPLESTramplifier Spores | Spino | Body | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 020 | TRAMPLESTramplifier Spores | Spino | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 021 | TRAMPLESTramplifier Spores | Spino | Body | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 022 | ADAPTIVEAdaptive Blastocytes | Spino | Body | RG | Red + Green | Spino / Cycro | 1 ActivationBump Trigger | |
| 023 | ADAPTIVEAdaptive Blastocytes | Spino | Body | GB | Green + Blue | Cycro / Plasmo | 1 ActivationBump Trigger | |
| 024 | ADAPTIVEAdaptive Blastocytes | Spino | Body | BR | Blue + Red | Plasmo / Spino | 1 ActivationBump Trigger | |
| 025 | H-PHASERCranial Amphasers | Spino | Body | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 026 | H-PHASERCranial Amphasers | Spino | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 027 | H-PHASERCranial Amphasers | Spino | Body | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 028 | B-PHASERAbdomic Amphasers | Spino | Body | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 029 | B-PHASERAbdomic Amphasers | Spino | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 030 | B-PHASERAbdomic Amphasers | Spino | Body | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 031 | T-PHASERThorax Amphasers | Spino | Body | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 032 | T-PHASERThorax Amphasers | Spino | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 033 | T-PHASERThorax Amphasers | Spino | Body | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 034 | EXPANDERExpanding Blastocytes | Spino | Body | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 035 | EXPANDERExpanding Blastocytes | Spino | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 036 | EXPANDERExpanding Blastocytes | Spino | Body | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 037 | TITAN-NITitanetic Nerve Inductors | Spino | Body | RG | Red + Green | Spino / Cycro | AlwaysBump Trigger | |
| 038 | TITAN-NITitanetic Nerve Inductors | Spino | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysBump Trigger | |
| 039 | TITAN-NITitanetic Nerve Inductors | Spino | Body | BR | Blue + Red | Plasmo / Spino | AlwaysBump Trigger | |
| 040 | ONESHOTSingle Packet Ferratoxin | Spino | Tail | RG | Red + Green | Spino / Cycro | 1 ActivationHit Trigger | |
| 041 | ONESHOTSingle Packet Ferratoxin | Spino | Tail | GB | Green + Blue | Cycro / Plasmo | 1 ActivationHit Trigger | |
| 042 | ONESHOTSingle Packet Ferratoxin | Spino | Tail | BR | Blue + Red | Plasmo / Spino | 1 ActivationHit Trigger | |
| 043 | B-LATHEBrutalathe | Spino | Tail | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 044 | B-LATHEBrutalathe | Spino | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 045 | B-LATHEBrutalathe | Spino | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 046 | HED-ACHECranial Discoider | Spino | Tail | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 047 | HED-ACHECranial Discoider | Spino | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 048 | HED-ACHECranial Discoider | Spino | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 049 | BOD-ACHEAbdomic Discoider | Spino | Tail | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 050 | BOD-ACHEAbdomic Discoider | Spino | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 051 | BOD-ACHEAbdomic Discoider | Spino | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 052 | TAL-ACHEThorax Discoider | Spino | Tail | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 053 | TAL-ACHEThorax Discoider | Spino | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 054 | TAL-ACHEThorax Discoider | Spino | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 055 | FISSFUSSFission/Fusion Duct | Spino | Tail | RG | Red + Green | Spino / Cycro | 1 ActivationBump Trigger | |
| 056 | FISSFUSSFission/Fusion Duct | Spino | Tail | GB | Green + Blue | Cycro / Plasmo | 1 ActivationBump Trigger | |
| 057 | FISSFUSSFission/Fusion Duct | Spino | Tail | BR | Blue + Red | Plasmo / Spino | 1 ActivationBump Trigger | |
| 058 | REOPPRSRRelay Coil Oppressors | Spino | Tail | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 059 | REOPPRSRRelay Coil Oppressors | Spino | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 060 | REOPPRSRRelay Coil Oppressors | Spino | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 061 | CLASSIFIEDCandidate: All or Nothing | Spino | Tail | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 062 | CLASSIFIEDCandidate: All or Nothing | Spino | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 063 | CLASSIFIEDCandidate: All or Nothing | Spino | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 064 | ADVANCERAdvanced Reflex Acronodes | Cycro | Head | GB | Green + Blue | Cycro / Plasmo | 1 ActivationBefore | |
| 065 | ADVANCERAdvanced Reflex Acronodes | Cycro | Head | BR | Blue + Red | Plasmo / Spino | 1 ActivationBefore | |
| 066 | ADVANCERAdvanced Reflex Acronodes | Cycro | Head | RG | Red + Green | Spino / Cycro | 1 ActivationBefore | |
| 067 | AGGRESS-RCyclic Aggression Regulator | Cycro | Head | GB | Green + Blue | Cycro / Plasmo | 1 ActivationBefore | |
| 068 | AGGRESS-RCyclic Aggression Regulator | Cycro | Head | BR | Blue + Red | Plasmo / Spino | 1 ActivationBefore | |
| 069 | AGGRESS-RCyclic Aggression Regulator | Cycro | Head | RG | Red + Green | Spino / Cycro | 1 ActivationBefore | |
| 070 | D-SCRAMBCyclic Defense Regulator | Cycro | Head | GB | Green + Blue | Cycro / Plasmo | 1 ActivationBefore | |
| 071 | D-SCRAMBCyclic Defense Regulator | Cycro | Head | BR | Blue + Red | Plasmo / Spino | 1 ActivationBefore | |
| 072 | D-SCRAMBCyclic Defense Regulator | Cycro | Head | RG | Red + Green | Spino / Cycro | 1 ActivationBefore | |
| 073 | AC-RELAYAdreno Cortex Relay | Cycro | Head | GB | Green + Blue | Cycro / Plasmo | AlwaysBefore | |
| 074 | AC-RELAYAdreno Cortex Relay | Cycro | Head | BR | Blue + Red | Plasmo / Spino | AlwaysBefore | |
| 075 | AC-RELAYAdreno Cortex Relay | Cycro | Head | RG | Red + Green | Spino / Cycro | AlwaysBefore | |
| 076 | HASTENERHistrionic Gland Strike | Cycro | Head | GB | Green + Blue | Cycro / Plasmo | AlwaysBefore | |
| 077 | HASTENERHistrionic Gland Strike | Cycro | Head | BR | Blue + Red | Plasmo / Spino | AlwaysBefore | |
| 078 | HASTENERHistrionic Gland Strike | Cycro | Head | RG | Red + Green | Spino / Cycro | AlwaysBefore | |
| 079 | FIRSTHITHyperkinetic Blastophage | Cycro | Body | GB | Green + Blue | Cycro / Plasmo | 1 ActivationHit Trigger | |
| 080 | FIRSTHITHyperkinetic Blastophage | Cycro | Body | BR | Blue + Red | Plasmo / Spino | 1 ActivationHit Trigger | |
| 081 | FIRSTHITHyperkinetic Blastophage | Cycro | Body | RG | Red + Green | Spino / Cycro | 1 ActivationHit Trigger | |
| 082 | DISPLACRDisplacer Glands | Cycro | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 083 | DISPLACRDisplacer Glands | Cycro | Body | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 084 | DISPLACRDisplacer Glands | Cycro | Body | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 085 | REFLEXIVReflexive Carapace | Cycro | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 086 | REFLEXIVReflexive Carapace | Cycro | Body | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 087 | REFLEXIVReflexive Carapace | Cycro | Body | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 088 | ABT-DUCTAbdo Thorax Inductor | Cycro | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 089 | ABT-DUCTAbdo Thorax Inductor | Cycro | Body | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 090 | ABT-DUCTAbdo Thorax Inductor | Cycro | Body | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 091 | S-CANNONToroidal Spore Cannon | Cycro | Body | GB | Green + Blue | Cycro / Plasmo | 1 ActivationHit Trigger | |
| 092 | S-CANNONToroidal Spore Cannon | Cycro | Body | BR | Blue + Red | Plasmo / Spino | 1 ActivationHit Trigger | |
| 093 | S-CANNONToroidal Spore Cannon | Cycro | Body | RG | Red + Green | Spino / Cycro | 1 ActivationHit Trigger | |
| 094 | JD-RESINJade Resin Carapace | Cycro | Body | GB | Green + Blue | Cycro / Plasmo | 1 ActivationDamage Trigger | |
| 095 | JD-RESINJade Resin Carapace | Cycro | Body | BR | Blue + Red | Plasmo / Spino | 1 ActivationDamage Trigger | |
| 096 | JD-RESINJade Resin Carapace | Cycro | Body | RG | Red + Green | Spino / Cycro | 1 ActivationDamage Trigger | |
| 097 | CHAOS-ACChaosite Accumulator | Cycro | Body | GB | Green + Blue | Cycro / Plasmo | 1 ActivationHit Trigger | |
| 098 | CHAOS-ACChaosite Accumulator | Cycro | Body | BR | Blue + Red | Plasmo / Spino | 1 ActivationHit Trigger | |
| 099 | CHAOS-ACChaosite Accumulator | Cycro | Body | RG | Red + Green | Spino / Cycro | 1 ActivationHit Trigger | |
| 100 | GRAFTERSAdrenal Graft | Cycro | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 101 | GRAFTERSAdrenal Graft | Cycro | Body | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 102 | GRAFTERSAdrenal Graft | Cycro | Body | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 103 | ACIDIC-CAcidic Capacitor | Cycro | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 104 | ACIDIC-CAcidic Capacitor | Cycro | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 105 | ACIDIC-CAcidic Capacitor | Cycro | Tail | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 106 | VSPITTERStun Venom Spitter | Cycro | Tail | GB | Green + Blue | Cycro / Plasmo | 1 ActivationHit Trigger | |
| 107 | VSPITTERStun Venom Spitter | Cycro | Tail | BR | Blue + Red | Plasmo / Spino | 1 ActivationHit Trigger | |
| 108 | VSPITTERStun Venom Spitter | Cycro | Tail | RG | Red + Green | Spino / Cycro | 1 ActivationHit Trigger | |
| 109 | EX-TOXIFExternal Toxifilter | Cycro | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 110 | EX-TOXIFExternal Toxifilter | Cycro | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 111 | EX-TOXIFExternal Toxifilter | Cycro | Tail | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 112 | B-WHIPSBerserker Wire Whips | Cycro | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 113 | B-WHIPSBerserker Wire Whips | Cycro | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 114 | B-WHIPSBerserker Wire Whips | Cycro | Tail | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 115 | WEBSHIELDDiffusion Web Shield | Cycro | Tail | GB | Green + Blue | Cycro / Plasmo | 1 ActivationDamage Trigger | |
| 116 | WEBSHIELDDiffusion Web Shield | Cycro | Tail | BR | Blue + Red | Plasmo / Spino | 1 ActivationDamage Trigger | |
| 117 | WEBSHIELDDiffusion Web Shield | Cycro | Tail | RG | Red + Green | Spino / Cycro | 1 ActivationDamage Trigger | |
| 118 | CHAOS-X2Chaosite Doubler | Cycro | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 119 | CHAOS-X2Chaosite Doubler | Cycro | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 120 | CHAOS-X2Chaosite Doubler | Cycro | Tail | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 121 | BD-MIMICAbdo Mimic | Cycro | Tail | GB | Green + Blue | Cycro / Plasmo | 1 ActivationHit Trigger | |
| 122 | BD-MIMICAbdo Mimic | Cycro | Tail | BR | Blue + Red | Plasmo / Spino | 1 ActivationHit Trigger | |
| 123 | BD-MIMICAbdo Mimic | Cycro | Tail | RG | Red + Green | Spino / Cycro | 1 ActivationHit Trigger | |
| 124 | CLASSIFIEDCandidate: Major Mimic | Cycro | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysHit Trigger | |
| 125 | CLASSIFIEDCandidate: Major Mimic | Cycro | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysHit Trigger | |
| 126 | CLASSIFIEDCandidate: Major Mimic | Cycro | Tail | RG | Red + Green | Spino / Cycro | AlwaysHit Trigger | |
| 127 | OCCULARIOccular Interference | Plasmo | Head | BR | Blue + Red | Plasmo / Spino | 1 ActivationBefore | |
| 128 | OCCULARIOccular Interference | Plasmo | Head | RG | Red + Green | Spino / Cycro | 1 ActivationBefore | |
| 129 | OCCULARIOccular Interference | Plasmo | Head | GB | Green + Blue | Cycro / Plasmo | 1 ActivationBefore | |
| 130 | AZURHALOAzur Halo | Plasmo | Head | BR | Blue + Red | Plasmo / Spino | 1 ActivationBefore | |
| 131 | AZURHALOAzur Halo | Plasmo | Head | RG | Red + Green | Spino / Cycro | 1 ActivationBefore | |
| 132 | AZURHALOAzur Halo | Plasmo | Head | GB | Green + Blue | Cycro / Plasmo | 1 ActivationBefore | |
| 133 | D-COMBINEDorsal Accelerator | Plasmo | Head | BR | Blue + Red | Plasmo / Spino | AlwaysBefore | |
| 134 | D-COMBINEDorsal Accelerator | Plasmo | Head | RG | Red + Green | Spino / Cycro | AlwaysBefore | |
| 135 | D-COMBINEDorsal Accelerator | Plasmo | Head | GB | Green + Blue | Cycro / Plasmo | AlwaysBefore | |
| 136 | HELMET-PPlated Helmatte | Plasmo | Head | BR | Blue + Red | Plasmo / Spino | 1 ActivationBefore | |
| 137 | HELMET-PPlated Helmatte | Plasmo | Head | RG | Red + Green | Spino / Cycro | 1 ActivationBefore | |
| 138 | HELMET-PPlated Helmatte | Plasmo | Head | GB | Green + Blue | Cycro / Plasmo | 1 ActivationBefore | |
| 139 | CARAPACEHoneycomb Carapace | Plasmo | Head | BR | Blue + Red | Plasmo / Spino | AlwaysBefore | |
| 140 | CARAPACEHoneycomb Carapace | Plasmo | Head | RG | Red + Green | Spino / Cycro | AlwaysBefore | |
| 141 | CARAPACEHoneycomb Carapace | Plasmo | Head | GB | Green + Blue | Cycro / Plasmo | AlwaysBefore | |
| 142 | RE-COMB+Dorsal Recombinator | Plasmo | Body | BR | Blue + Red | Plasmo / Spino | AlwaysBlocked Trigger | |
| 143 | RE-COMB+Dorsal Recombinator | Plasmo | Body | RG | Red + Green | Spino / Cycro | AlwaysBlocked Trigger | |
| 144 | RE-COMB+Dorsal Recombinator | Plasmo | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysBlocked Trigger | |
| 145 | MICROGFTReceptor Micrograft | Plasmo | Body | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 146 | MICROGFTReceptor Micrograft | Plasmo | Body | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 147 | MICROGFTReceptor Micrograft | Plasmo | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 148 | W-MATRIXWilynetic Screen Matrix | Plasmo | Body | BR | Blue + Red | Plasmo / Spino | 1 ActivationDamage Trigger | |
| 149 | W-MATRIXWilynetic Screen Matrix | Plasmo | Body | RG | Red + Green | Spino / Cycro | 1 ActivationDamage Trigger | |
| 150 | W-MATRIXWilynetic Screen Matrix | Plasmo | Body | GB | Green + Blue | Cycro / Plasmo | 1 ActivationDamage Trigger | |
| 151 | L-SHIELDElastin Shield | Plasmo | Body | BR | Blue + Red | Plasmo / Spino | 1 ActivationDamage Trigger | |
| 152 | L-SHIELDElastin Shield | Plasmo | Body | RG | Red + Green | Spino / Cycro | 1 ActivationDamage Trigger | |
| 153 | L-SHIELDElastin Shield | Plasmo | Body | GB | Green + Blue | Cycro / Plasmo | 1 ActivationDamage Trigger | |
| 154 | NEGADAPTAdaptive Negator | Plasmo | Body | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 155 | NEGADAPTAdaptive Negator | Plasmo | Body | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 156 | NEGADAPTAdaptive Negator | Plasmo | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 157 | EC-BLASTEndothoracic Ectoblast | Plasmo | Body | BR | Blue + Red | Plasmo / Spino | 1 ActivationDamage Trigger | |
| 158 | EC-BLASTEndothoracic Ectoblast | Plasmo | Body | RG | Red + Green | Spino / Cycro | 1 ActivationDamage Trigger | |
| 159 | EC-BLASTEndothoracic Ectoblast | Plasmo | Body | GB | Green + Blue | Cycro / Plasmo | 1 ActivationDamage Trigger | |
| 160 | HYPGRAFTReceptor Hypergraft | Plasmo | Body | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 161 | HYPGRAFTReceptor Hypergraft | Plasmo | Body | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 162 | HYPGRAFTReceptor Hypergraft | Plasmo | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 163 | SHADOW-AShadophasic Armor | Plasmo | Body | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 164 | SHADOW-AShadophasic Armor | Plasmo | Body | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 165 | SHADOW-AShadophasic Armor | Plasmo | Body | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 166 | V-RECOILVentral Recoil | Plasmo | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 167 | V-RECOILVentral Recoil | Plasmo | Tail | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 168 | V-RECOILVentral Recoil | Plasmo | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 169 | RECOCOONReflexive Cocoon | Plasmo | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 170 | RECOCOONReflexive Cocoon | Plasmo | Tail | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 171 | RECOCOONReflexive Cocoon | Plasmo | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 172 | GALVANICGalvanic Suppressor | Plasmo | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 173 | GALVANICGalvanic Suppressor | Plasmo | Tail | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 174 | GALVANICGalvanic Suppressor | Plasmo | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 175 | ISOGRAFTIsograft Limiter | Plasmo | Tail | BR | Blue + Red | Plasmo / Spino | 1 ActivationDamage Trigger | |
| 176 | ISOGRAFTIsograft Limiter | Plasmo | Tail | RG | Red + Green | Spino / Cycro | 1 ActivationDamage Trigger | |
| 177 | ISOGRAFTIsograft Limiter | Plasmo | Tail | GB | Green + Blue | Cycro / Plasmo | 1 ActivationDamage Trigger | |
| 178 | DIFFUSORSymbiotic Diffusor | Plasmo | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 179 | DIFFUSORSymbiotic Diffusor | Plasmo | Tail | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 180 | DIFFUSORSymbiotic Diffusor | Plasmo | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 181 | UNDER-PLHomeostatic Underplating | Plasmo | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 182 | UNDER-PLHomeostatic Underplating | Plasmo | Tail | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 183 | UNDER-PLHomeostatic Underplating | Plasmo | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger | |
| 184 | EMP-SHOCKEMF Shock Core | Plasmo | Tail | BR | Blue + Red | Plasmo / Spino | 1 ActivationDamage Trigger | |
| 185 | EMP-SHOCKEMF Shock Core | Plasmo | Tail | RG | Red + Green | Spino / Cycro | 1 ActivationDamage Trigger | |
| 186 | EMP-SHOCKEMF Shock Core | Plasmo | Tail | GB | Green + Blue | Cycro / Plasmo | 1 ActivationDamage Trigger | |
| 187 | CLASSIFIEDCandidate: Simulacrum | Plasmo | Tail | BR | Blue + Red | Plasmo / Spino | AlwaysDamage Trigger | |
| 188 | CLASSIFIEDCandidate: Simulacrum | Plasmo | Tail | RG | Red + Green | Spino / Cycro | AlwaysDamage Trigger | |
| 189 | CLASSIFIEDCandidate: Simulacrum | Plasmo | Tail | GB | Green + Blue | Cycro / Plasmo | AlwaysDamage Trigger |
The nine reserved retail indices, the long-standing promotional-unit lead, and the patent concepts that may—or may not—relate to them.
The retail index structure is definitive: each species ends with one concealed Tail ability group, and every group has three target-color variants. The concealed retail names, displayed icons, HP behavior, transfer behavior, and actual combat effects remain unverified.
The old-school P-O-X community circulated a part reference stating that the classified part could only be obtained from a promotional PCU. That claim is historically important because it predates modern collector investigations and points to a separate distribution path rather than a normal Arena reward.
Poxcast 1–4 follows a search for classified parts and promotional units, eventually locating two candidate promotional units and unboxing one. King Damon The Pagan has documented a separate unboxing involving units that may also be promotional. Promotional status should be established through shell labels, startup behavior, Library content, firmware differences, and repeatable transfer tests.
Hasbro’s patent describes commands for activating or deactivating hidden features and prions, including activation in promotional or retail-location contexts. This establishes a plausible design mechanism for content that ordinary PCU-to-PCU play would not reveal.
The patent describes Cycro around speed, agility, and stealth, and Plasmo around deception, defense, and camouflage. It also describes hidden Spy and Clone prion strands with Head, Body, and Tail components. These concepts are relevant leads, but they do not prove that the retail classified ranges are Spy or Clone parts.
| Retail range | Species | Pre-release candidate | Prototype behavior | Responsible interpretation |
|---|---|---|---|---|
| 061–063 | Spino | All or Nothing | No normal damage; a qualifying special hit deals 50% of the part’s HP. | Equivalent final-tail table position only; retail identity unconfirmed. |
| 124–126 | Cycro | Major Mimic | Temporarily copies abilities it hits while retaining its own activation strain. | Strong positional lead, but prototype names and effects changed during development. |
| 187–189 | Plasmo | Simulacrum | Redirects incoming damage to the owned section with the greatest current HP. | Strong positional lead, not proof of the retail classified part. |
All 17 stages with route planning, sixteen mapped stages, alternate-map preservation, and structured enemy/Overspore records for continuing field research.
The complete Arena archive below embeds 21 surviving map images covering 16 of the 17 Genome Arenas. Every known alternate is retained as a selectable thumbnail, and the map directory provides a direct jump to each stage. Arena 3 is the only remaining unmapped stage. Enemy and Overspore tables remain structured for gradual transcription of every part, HP value, color, reward, behavior, and exact encounter location.
2 preserved map variants are embedded for this Arena. Select a thumbnail to swap the full-size view.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 1 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 1 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
2 preserved map variants are embedded for this Arena. Select a thumbnail to swap the full-size view.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 2 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 2 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 3 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 3 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
This preserved map is embedded directly in the guide and opens at full size.
Because the route returns repeatedly to the central room, use the shop as a checkpoint. Record the three ordinary enemy builds before the boss; a repeated target color or shared ability may telegraph the Overspore’s preferred species package.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 4 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 4 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
This preserved map is embedded directly in the guide and opens at full size.
This is a route-state stage. A powerful Infector can still waste a run by missing one key. Keep separate checklists for keys collected, gates opened, enemies defeated, and containers searched.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 5 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 5 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
This preserved map is embedded directly in the guide and opens at full size.
Keep sound enabled. Systematic input is faster than random input: change one position, press Confirm, listen, and test the corresponding gate. The map also marks poison and a container, so do not interpret every side branch as a mandatory combat path.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 6 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 6 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
This preserved map is embedded directly in the guide and opens at full size.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 7 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 7 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
This preserved map is embedded directly in the guide and opens at full size.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 8 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 8 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
3 preserved map variants are embedded for this Arena. Select a thumbnail to swap the full-size view.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 9 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 9 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
This preserved map is embedded directly in the guide and opens at full size.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 10 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 10 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
2 preserved map variants are embedded for this Arena. Select a thumbnail to swap the full-size view.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 11 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 11 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
This preserved map is embedded directly in the guide and opens at full size.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 12 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 12 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
This preserved map is embedded directly in the guide and opens at full size.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 13 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 13 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
This preserved map is embedded directly in the guide and opens at full size.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 14 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 14 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
This preserved map is embedded directly in the guide and opens at full size.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 15 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 15 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
This preserved map is embedded directly in the guide and opens at full size.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 16 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 16 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
This preserved map is embedded directly in the guide and opens at full size.
Bring a diversified four-Infector lineup. The final stage is the best place to record complete enemy data: photograph the status screen before every fight, note the teleporter room, and record the post-battle reward before moving.
Add one row for every distinct encounter or repeated placement. Part colors should record the displayed target/color value, not merely the shell species.
| # | Exact map location / landmark | Infector species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Observed W.A.D. / behavior | Recommended counter | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| — | Arena 17 encounter data is open for verified playthrough documentation. | |||||||
| Exact boss location | Species & unit color | Head: name · index · HP · color | Body: name · index · HP · color | Tail: name · index · HP · color | Reward(s) | Observed W.A.D. / abilities | Winning strategy | Evidence / notes |
|---|---|---|---|---|---|---|---|---|
| Arena 17 Overspore build, reward, and tested counter-W.A.D. are awaiting direct documentation. | ||||||||
A rarely documented RF-interference story preserved in the early P-O-X community, presented with a strict verification warning.
Unverified fan terminology
The names Biota Virus 1 and Biota Virus 2 do not appear in the surviving official part library or retail strategy material currently available to this guide. They should be treated as period community language for an alleged hidden PCU behavior—not as confirmed official names.
The account describes a hidden P-O-X inside the PCU that can be awakened when the unit is operated near a walkie-talkie or radio. According to the report, nearby radio energy can make the PCU believe that it is battling another P-O-X.
The resulting opponent is said to be programmed to lose. After the easy victory, dissecting the capture allegedly produces no normal body part because the hidden opponent borrowed its assembly from the player’s own library. Instead, the PCU may appear to award health, unusable currency that later erases itself, or a poison effect called the Biota Virus.
The most serious claim is that this poison attacks the PCU data rather than the active Infector, erasing body parts and forcing a restart. After restart, the hidden state is said to return to sleep until triggered again. The period advice is emphatic: purge the unexpected capture and do not dissect it.
The second version is described as similar to Virus 1 but deliberately releasable by someone who knows the method. It is alleged to be strong enough to corrupt memory so that resetting the PCU does not restore normal operation.
No reproducible release procedure, packet capture, firmware analysis, or independently verified damaged unit has yet established that this second version exists as a programmed retail feature.
The reverse-engineered P-O-X radio protocol uses structured packets and integrity checking, so a precise destructive payload caused by ordinary random radio noise would be surprising. Interference, malformed packets, undocumented error states, and community embellishment are all more conservative possibilities. The report remains important because it identifies a specific claimed failure mode that preservation researchers can test safely.
Documented physical-unit discoveries that help preserve and test P-O-X behavior.
Weirdoku demonstrates that the species stored by a PCU can be changed through the PCB solder jumpers labeled SWA and SWB, followed by a full reset. The three documented states are:
| Jumper state | Result |
|---|---|
| Neither jumped | One of the three species configurations. |
| SWA only | A second species configuration. |
| SWB only | The third species configuration. |
The exact species-to-state mapping should be recorded from the tested board rather than assumed. The both-jumped state should remain untested unless independently documented.
Zachary Ennenga’s open-source investigation identifies an approximately 315 MHz On-Off Keyed signal with Manchester encoding at roughly 1.17 kbps. Captures decode into structured PCU/Infector packets protected by CRC-16/XMODEM.
The project supports synthetic players and gives classified-feature research a reproducible technical foundation: packet capture, controlled transmissions, command comparison, and firmware-behavior testing.
The battery compartment mechanism allows a brief low-power replacement window so batteries can be changed without immediately losing data. Treat that window as temporary: prepare the new batteries first, verify polarity, and work without interruption.
Before opening a rare unit, record the startup sequence, shell color, rear labels, serial markings, species, ID, Library indices, Infector lineup, and any unusual menu behavior.
The patent describes a 40×44 detail region for Infector graphics and a 42×30 view region for text and Arena information. The custom LCD, elastomeric edge connectors, and dedicated segment/pixel drive pattern make accurate digital replication a separate preservation project.
Focused resources for completing stage records, testing promotional units, and understanding the radio protocol.
Birdtross has published a complete P-O-X playthrough. It is a primary visual reference for stage order, routes, puzzle solutions, enemy encounter positions, status screens, Overspore builds, and reward sequences. Contributors filling the Arena database should record timestamps and transcribe only what is clearly visible.
The SWA/SWB demonstration provides a practical route for comparing all three species configurations on compatible hardware. A useful follow-up test should document exact jumper-to-species mapping, board revision, firmware behavior, and whether the unit’s radio identity changes after reset.
A Video Game Store’s four-part series documents the classified-part and promotional-PCU search from the early lead through the discovery of two candidate units and the unboxing of one. The series is an important chronology for modern physical-unit research.
King Damon has documented another P-O-X unboxing involving units that may be promotional. The video is useful for shell, packaging, label, and startup comparisons; final status should remain open until the unit’s firmware and transferable content are tested.
The Emperor POX Clan pages preserve an unusually detailed snapshot of the early fan scene: W.A.D. advice, Arena lock guidance, practice recommendations, map links, tournament promotion, and dramatic claims of battles across cities, states, countries, and continents. The worldwide conquest claims read as clan lore and promotional hyperbole, while the strategy advice remains practical.
The RF project converts an undocumented toy protocol into measured timings, packet structures, CRC validation, and open-source transmit/receive code. It is the most direct route toward controlled testing of hidden commands and promotional behavior.
The guide is designed as a self-contained index.html that anyone can clone, correct, expand, and submit improvements to.
Anyone can clone or fork the repository, improve the responsive HTML/CSS, add verified Arena records, correct transcription errors, identify additional official art, add timestamps to playthrough evidence, or document reproducible classified and hardware tests.