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anime card clash ultimate tier list guide
Image by The Escapist

Complete Anime Card Clash Tier List Guide [UPD 1.5.1]

So many cards, so little time. Fortunately, we did all the heavy lifting for you.

With over 150 cards in the deck of Anime Card Clash, and many of them have multiple variations, making the Anime Card Clash ultimate tier list guide was a fun and challenging task. Below are listed all available cards, but pay attention – in ACC, rare cards are not necessarily better and more usable than the ones found more commonly.

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Anime Card Clash Card Types and Versions Explained

In Anime Card Clash, all cards have their unique powers, as well as the potential to inflict damage and receive it via their HP pools. Each card has 4 variations, with a different border color, and you can get them via card merging, described near the end of the article. The main 4 card tiers are as follows:

  • Basic Tier: Basic Stats and Rarity.
  • Gold Tier: Basic Stats x4, Basic Rarity x 100.
  • Rainbow Tier: Gold Stats x4, Gold Rarity x100.
  • Secret Tier: Rainbow Stats x4, Rainbow Rarity x100.

Anime Card Clash Card Tier Lists

With so many cards to deal with, we had to split them into 3 groups of Regular cards: Rare, Common, and Support cards. Following the same system, we then made 3 separate tier lists, and each ACC card is ranked from the best to worst according to its powers and abilities.

In most cases, base Stats do not affect ranking all that much, and rarer cards tend to be better. However, when you start upgrading your Anime Card Clash cards, the difference between Stats slowly starts to dwindle, especially on higher tiers. Use our ACC card tier lists to make the best out of your party, no matter how experienced you are.

Anime Card Clash Regular Card Tier List for Infinite Tower and PvP (3,000,000+)

anime card clash tier list
Image by The Escapist

We had to separate Rare and Common cards somehow, so we set the Rarity line at 1:3.000.000 against. Most of the cards are highly usable in all game scenarios, but some of them are almost OP for Raids and Stories. This is why we ranked our cards based on their power in game modes when fighting against several cards simultaneously.

Anime Card Clash Regular Card Tier List for Story and Raids (1–3,000,000)

anime card clash tier list
Image by The Escapist

In ACC, Raids and Story include fighting against only one card, which dramatically affects the selection of desirable cards. Cards listed above are ranked depending on their effectiveness when fighting a single card only.

Once you resolve ACC Story and Raids, good Rare cards will start to show up. At the veteran stages of the game, you can form your party, best suited for fighting enemies with the same number of cards, as seen in PvP and Infinite Tower.

Anime Card Clash Support Card Tier List

anime card clash tier list
Image by The Escapist

Support cards are pretty straightforward, and they can be used in all Anime Card Clash game modes. As a rule of thumb, the most powerful support cards are the ones that help you survive attacks and boost your abilities.

List of Cards in Anime Card Clash

Due to their incredible number, we decided to split the ACC cards based on acquisition. Below is the list of all cards in the game, with their rarity, ability, pros and cons, and notable powers, all sorted into the following groups:

  • Regular and Support cards: You can get them immediately.
  • Pack-specific cards: You can get them when you equip specific card packs.
  • Boss cards: You can get them after you defeat bosses in Story mode.
  • Moon Cycle cards: You can get them during certain Moon cycles only.
  • Raid Boss cards: You can get them i exchange for Boss Shards at the Raid exchange NPC.
  • Quest cards: You can get them by completing quests.

Regular Cards

Card NameFeaturesPros & ConsAbilities
Steals the ability of the first enemy it faces and disables the abilities
of the enemy’s cards for one turn.
+ Great for countering potent cards
 Can be useless against some cards with White Panther being one of them
Damage: 1.8K
HP: 3.7K
During play, this card slashes the enemy with the highest attack and inflicts bleeding, dealing 10% of this card’s damage per turn for two turns.+ Good performance against slightly stronger cards
 Quickly loses steam after the entry turn.
Damage: 1.4K
HP: 2.8K
25% chance to make the opponent attack the next card in their party, dealing 40% damage.+ A solid choice for Infinite Tower and PvP.
 Nothing in particular, until replaced by stronger cards.
Damage: 1.4K
HP: 2.8K
After an enemy attacks this card 3 times, their damage is lowered by 90%.+ Excellent for Raids, Story, and modes where you face a single card.
 An easy prey in PvP and Infinite Tower modes.
Damage: 1.4K
HP:
2.8K
Lighting up the battlefield on entry, burning foes for 15% of their maximum HP each turn while this card is active.+ Great in the first position when paired up with good support cards, and solid in all game modes.
 Poor against opponents that can disable its ability or one-shot it.
Damage: 1.2K
HP:
2.4K
Foes are permanently burned for 5% of their maximum HP if they enter the combat after this card is eliminated. + Good power but highly situational.
 Usable only in Raids.
Damage: 1.1K
HP:
2.2K
Boosts the HP and damage of ally cards by 25% after this card is eliminated.+ Great support when played first.
 Not a definite problem solver.
Damage: 980
HP:
1.9K
Gains 100% more HP and damage whenever she gets stunned. The power is not stackable.+ An OP card against cards with a lot of stuns.
 Highly unpredictable and not 100% reliable.
Damage: 980
HP:
1.9K
Summons a rib cage that protects the card for two turns on entry.+ Eliminate one card, taking no damage at all.
 Nothing in particular, it does what it does.
Damage: 704
HP:
1.4K
Turns 40% of the damage dealt into HP after attacking the enemy.+ Fantastic healing ability.
 Not the best attacker out there.
Damage: 704
HP:
1.4K
10% base chance to dodge attacks.
For every 15% HP this card loses, the dodge chance increases by 5%.
+ Great for multiple attackers, but highly situational.
 It is too dangerous to wait for the ability to take the full effect.
Damage: 572
HP:
1.1K
Turns back the first attack of an opponent, dealing 30% of the original damage.+ Great for Raids primarily.
 Damage could be higher.
Damage: 490
HP:
980
For every Elite Shadow Knight alive in your party besides this one, attack an additional time and deal 20% more damage per attack.+ Devastating if you have several units.
 Requires planning and strategy.
Damage: 464
HP:
928
During a Harvest Moon Cycle, gains 100% more damage and HP.+ Brutal during the Harvest Moon Cycle.
 Underperforming during the other Moon Cycles.
Damage: 464
HP:
928
Get damage equal to 100% of your lost HP.+ Good comeback opportunity.
 Not much else.
Damage: 434
HP:
868
25% chance to warp time and heal back damage from the last attack after every turn.+ It can survive for a long time, if you are lucky enough.
 Useless against cards that reduce RNG odds.
Damage: 398
HP:
796
Boosts the damage of all ally cards by 15% while in the party.+ Excellent support card, but only when it is first in the party.
 Highly situational.
Damage: 377
HP:
753
Freezes foes for two turns when eliminated.+ Good for Story and Raids
 Only OK and nothing more.
Damage: 363
HP:
726
Attacks again for every Shadow Knight alive in your party besides this one.+ Like its Elite counterpart, devastating if you have several units.
 Requires planning and strategy.
Damage: 363
HP:
726
5% chance to deal one-shot damage.+ Literally deadly if you are lucky.
 The chance is way too low.
Damage: 363
HP:
726
Heals friends by 10% of their maximum HP after being attacked while in the party.+ Usable support card.
 Low healing potential.
Damage: 341
HP:
682
30% chance to disable the opponent’s ability for two turns after attacking.+ Excellent supporting debuff power.
 Useless if the ability fails to activate.
Damage: 323
HP:
646
On every attack damages the enemy’s entire party by 5% of their maximum HP.+ Brilliant against weaker cards..
 Ineffective against mighty foes.
Damage: 286
HP:
572
Once can revive to 50% HP after a fatal hit and gain 50% damage until defeated.+ Quite powerful in all game modes.
 Requires careful planning.
Damage: 286
HP:
572
25% chance to dodge an attack and counterattack, dealing 30% of this card’s damage.+ Good dodge potential.
 Weak counterattack.
Damage: 277
HP:
554
Once has a 50% chance to revive back to full HP when defeated.+ Fantastic when the ability kicks in.
 Low offense damage.
Damage: 257
HP:
514
20% chance to dodge an attack every turn.+ Nothing in particular.
 Low dodge chance.
Damage: 257
HP:
514
After attacking, form the field and damage opponents for 10% of their maximum HP upon entering.+ Can be good against many opponents.
 Useless against single-card modes.
Damage: 232
HP:
464
Weakens the opponent, causing the next attack to deal 50% more damage.+ A good pick against equally strong cards.
 Rarely usable against tough cards.
Damage: 232
HP:
464
Blocks attacks that deal less than 25% of your maximum HP.+ Highly effective versus weaker cards and when paired up with damage reduction effects.
 Useless against stronger cards.
Damage: 213
HP:
426
The next attack deals 75% more damage if this card was stunned in any way.+ Great damage boost.
 Extremely situational.
Damage: 195
HP:
389
Grants a 50% chance to reduce opponent RNG skill chances by half after attacking.+ Offers a highly usable power.
 Only effective when attacking first.
Damage: 186
HP:
372
10% chance to burn the opponent’s party for two turns, dealing damage equal to 5% of their maximum HP to each of them.+ Decent lasting damage.
 Low damage AND proc chance.
Damage: 176
HP:
352
Takes 10% more damage from enemy attacks.+ Nothing.
 Everything.
Damage: 176
HP:
352
After each attack, command the opponent to damage themselves for 20% of their current damage.+ Great for Raids and high HP enemies.
 Nothing in particular.
Damage: 168
HP:
336
Does a follow-up attack that deals damage equal to 20% of the opponent’s maximum HP, excluding NPCs.+ Excellent in PvP
 Useless for everything else.
Damage: 159
HP:
317
Instantly defeat the opponent after three successful attacks, ineffective on NPCs.+ Reliable in PvP.
 Useless against NPCs.
Damage: 142
HP:
284
20% chance to freeze time, skipping the opponent’s next two turns.+ Devastating, if you are lucky.
 It all boils down to sheer luck.
Damage: 140
HP:
280
Enter rage mode and gain 20% more damage and HP on entry.+ Consistent and usable buffs.
 Nothing spectacular.
Damage: 134
HP:
268
Applies two turns of black flames to an opponent, dealing unstackable damage equal to 10% of their maximum HP, excluding NPCs.+ Long-term unstackable damage.
 Usable only in PvP modes.
Damage: 119
HP:
238
Has a 30% chance to release a burst of wind, dealing 20% extra damage and healing for 10% of maximum HP.+ Nothing special.
 Weak and unreliable.
Damage: 109
HP:
217
75% chance to dodge the first attack on entry.+ Usable if attacking first.
 Lack of serious firepower.
Damage: 88
HP:
176
Attacks two times in a row and takes damage equal to 20% of maximum HP each turn.+ Superb against weak cards that you can one-shot with two consecutive attacks.
 Ineffective against mighty enemies.
Damage: 80
HP:
160
Increases damage and HP by 25% after defeating an opponent.+ Quite powerful if enabled to snowball.
 Requires careful planning and luck.
Damage: 72
HP:
143
Have a 30% chance to summon a lightning bolt, boosting your damage by 30% on the next turn.+ A strong card in the hands of a lucky person.
 Low damage increase in reality.
Damage: 68
HP:
136
Heal for 10% of the damage dealt to the opponent.+ A low healing amount.
 Not enough healing power to justify itself.
Damage: 64
HP:
127
Heals 15% of maximum HP after attacking an opponent.+ Good healing potential.
 Not much else.
Damage: 62
HP:
123
Deals damage equal to 12% of the opponent’s maximum HP on entry.+ Solid choice for Story and Raids.
 Easily replaced by stronger cards.
Damage: 58
HP:
116
30% chance to absorb the opponent’s attack, increasing this card’s damage by 15%.+ Fantastic if you are lucky.
 Terrible if you are not.
Damage: 55
HP:
109
Causes a flashbang on entry, reducing the attack of the opposing party by 10%.+ A decent support, at best.
 One trick pony.
Damage: 44
HP:
88
50% chance to attack again. Each subsequent attack decreases this chance by 10%.+ Can be quite strong if the ability procs.
 Relies on probability chance.
Damage: 42
HP:
84
Reduces the opponent’s damage by 10% after every attack.+ It can debuff multiple opponents.
 Low DMG reduction.
Damage: 37
HP:
74
Increases maximum HP by 25% on entry.+ Nice boost right upon entry.
 Nothing else to offer.
Damage: 34
HP:
67
Survive a fatal attack with 1 HP.+ Effectively an S-Tier power for free.
 Nothing to offer offensive-wise.
Damage: 32
HP:
63
30% chance of deflecting an opponent’s attack back to them, dealing 12% of the original damage.+ Offers two powers in one.
Poor returning DMG and ability proc.
Damage: 32
HP:
63
20% chance to blind an enemy for one turn, causing them to miss their attack.+ Blind is a highly effective attack.
Low odds.
Damage: 28
HP:
55
Disable the opponent’s ability for one turn on entry.+ Excellent for countering strong cards.
Nothing else to offer.
Damage: 22
HP:
44
15% chance to strike with a dark aura that does 5x damage.+ Capable of one-shotting.
Low proc chance.
Damage: 19
HP:
38
Stun the opponent for one turn on entry.+ You can get one free attack before others get to play.
Nothing else to offer.
Damage: 18
HP:
36
25% chance to summon a thunderbolt, disabling the opponent’s skill for the rest of the fight.+ Highly effective power, if successful.
Highly situational.
Damage: 15
HP:
30
25% chance to apply a bleed effect that lasts two turns and deals damage equal to 10% of the opponent’s maximum HP.+ Nice crippling effects.
Low damage output and proc chance.
Damage: 11
HP:
22
Counterattacks after taking damage, firing six shots, each dealing damage equal to 5% of this card’s maximum HP.+ Very usable power.
Only usable against cards of similar power.
Damage: 11
HP:
21
Randomly picks between gaining 15% HP or 15% increased damage on entry.
+
 Good boosts upon entry.
Requires a bit of luck to work properly.
Damage: 9
HP:
18
Gain up to three charges after attacks, granting 10% more damage and HP with each charge.+ Surprisingly usable, if you can survive long enough.
A low-powered card.
Damage: 8
HP:
16
Explodes on death, dealing damage equal to the maximum HP of this card.+ Ideal for eliminating cards with revive and bypass abilities.
Only one purpose.
Damage: 7
HP:
14

Support Cards

Card NameFeaturesPros & Cons
If the opponent has less damage than you, disable their ability for two turns and boost your damage by 20%.+ Incredibly powerful card paired with high damage cards or the Cosmic Villain.
 Extremely rare.
After the supported card attacks, shoot a fireball that deals 25% of the supported card’s damage.+ Ideal for killing off enemies on 1 HP, nice damage boost.
 Hard to find.
After attacking, the supporting card has a 20% chance to hurl an Uzumaki at the opponent, dealing 200% of its damage. When the supporting effect activates, 35% of the current card’s HP is drained.+ If you are lucky, it lets you one-shot multiple enemies in a row.
 It drains a lot of HP.
For every ally with this support card, increase all of their maximum HP and damage by 10%.+ Nice damage and HP boost with 3+ cards in a party.
 Requires large party.
When the supported card is defeated, the ally’s HP and damage are boosted by 15% of the card’s original stats.+ Gets the best results with supports like Forest Sage.
 Requires planning and support cards.
Resist the first fatal attack with 1 HP remaining.+ Epic in all scenarios.
 Not the easiest to grab.
When below 50% HP, apply a permanent burn that deals damage equal to 5% of the enemy’s maximum HP. If an enemy is defeated with this effect on them, it transfers to the next card.+ Potentially strong combo.
 Poor damage and proc chance.
20% chance to increase the HP and damage of all allies by 10% after attacking.+ Effective when placed on the first and second card slots.
 Low proc chance.
When below 50% HP, take 40% reduced damage.+ Decent versus stronger cards.
 Nothing in particular.
When the supported card is defeated, the opponent’s ability is permanently disabled.+ Impressive effect.
 Highly situational.
After defeating an opponent, heal for 50% of their maximum HP.+ Potentially a fantastic snowball effect.
 Requires planning and luck.
50% chance to dodge the first two attacks on entry, and enemies take 15% more damage during the same two turns.+ Defeats a card for free, IF you are lucky.
 “IF”.
20% chance to heal for 15% of maximum HP after attacking.+ Nothing at all.
 Low heal and proc chance.
20% chance to apply bleed, dealing 10% of the enemy’s maximum HP every turn for three turns.+ Avoid if possible.
 Low damage output and proc chance.
Reduce all incoming damage by 25%.+ Good defensive support card.
 Nothing in particular.
If the opponent’s card is more common than the supported card, the opponent’s card has its ability disabled for two turns.+ Offers a usable ability against strong cards.
 Very situational.
Disable the opponent’s ability for one turn when they enter the field.+ Surprisingly effective in PvP against players with strong cards.
 No significant drawbacks.
Creates a shield that nullifies all damage for one hit.+ One of the best early cards in the game.
 No significant drawbacks.
Turns 10% of the damage dealt into HP.+ Nothing worthy of our mention.
 Irrelevant healing effect.
20% chance to freeze the opponent after your attack.+ Strong power with great potential.
 Highly unreliable.
20% chance for the supported card to attack a second time, dealing 50% of the original damage.+ Great support in the early stages of the game.
 Relies on chance.
30% chance for the beast to launch a counterattack, dealing damage equal to 20% of the opponent’s maximum HP.
+
 Practically invented for Story and Raids.
 Again, it relies on chance.
Randomly picks between 20% bonus HP, 20% bonus attack, or 20% dodge chance on entry.+ A good and reliable power.
 Works best with lucky players.
Reduces the HP of the entire enemy party by 2.5% with every other attack.+ Nothing.
 Almost everything.
The first attack by an opponent will cause the opponent to be imprisoned for one turn.+ Epic versus equally strong cards.
 Nothing in particular.
Boosts HP by 10%.+ Avoid it.
 Low boost compared to support cards available.
10% chance to dodge an attack.+ N/A.
 Ridiculous proc chance.

Pack-Specific Cards

These types of cards can be acquired after you gear up one of the existing card packs. At the moment, this is what you can get:

  • Demon Slayers (unlocked at 50K rolls)
  • Pirate Warrior (unlocked at 100K rolls)
  • Galaxy Defenders (unlocked at 250K rolls)
  • Manhwa (unlocked at 500K rolls)

Demon Slayers Card Pack

Card NameFeaturesPros & ConsAbilities
Plants a seed that grows after one turn and freezes the opponent for two turns.+ Very effective power, if lucky.
 Extremely situational.
Damage: 286
HP:
572
25% chance of marking an enemy, reducing their attack by 75% for two turns.+ Potent against equally strong cards.
 Proc chance is very low.
Damage: 257
HP:
514
Marks an enemy when they enter the field, and each marked enemy increases this card’s attack by 20%.+ Good snowballing potential.
 Nothing special.
Damage: 195
HP:
389
60% chance to unleash five more attacks, each dealing 10% damage.+ Good boosts overall.
 Not a problem solver.
Damage: 140
HP:
280
Scatter’s blood on the floor that explodes after two turns, dealing damage equal to 20% of the opponent’s maximum HP.+ Excels in Raids and Story.
 Not much use anywhere else.
Damage: 88
HP:
176

Pirate Warrior Card Pack

Card NameFeaturesPros & ConsAbilities
Reduces the opponent’s attack by 15% on entry.+ Good damage reduction.
 Not much use anywhere else.
Damage: 363
HP:
726
Attacks deal between 60% and 150% damage.+ Nice damage boost constantly.
 Extremely inconsistent.
Damage: 286
HP:
562
Reduce the opponent’s HP by 15% at the start of this card’s turn.+ Quite brutal in Story and Raids.
 Useless anywhere else.
Damage: 232
HP:
464
30% chance to attack twice.+ Can one-shot foes.
 Rarely one-shot foes.
Damage: 140
HP:
280

Galaxy Defenders Card Pack

Card NameFeaturesPros & ConsAbilities
Boosts all allies’ maximum HP by 15% while in the party.+ Good support card.
 Not much else.
Damage: 658
HP:
1.3K
Execute enemies below 15% of their maximum HP with an explosion.+ Great versus revive or survive on 1 HP effects.
 Requires planning.
Damage: 502
HP:
1K
30% chance to deal damage equal to 30% of the enemy’s maximum HP on entry.+ Effective in Story and Raids.
 Highly unreliable.
Damage: 363
HP:
726
Charge up for one turn, then release a blast that does 2x damage.+ This is basically a two-turn attack.
 Less impressive than it seems.
Damage: 286
HP:
572
20% chance to pierce through the first enemy, dealing 50% damage to the next one.+ Can be used in PvP and Infinite Tower.
 Requires tons of luck.
Damage: 232
HP:
464

Manhwa Card Pack

Card NameFeaturesPros & ConsAbilities
On entry, do 75% of this card’s maximum HP as damage, and gain 50% increased unstackable stats if the Awakened Shadow Monarch is in the party.+ Fantastic for Raids.
 Once-triggering effect.
Damage: 4.2K
HP:
8.4K
50% chance to reduce incoming damage by 40% every turn, and gain 50% increased unstackable stats if the Awakened Shadow Monarch is in the party.+ Can be almost indestructible.
 Requires luck.
Damage: 3.7K
HP:
7.5K
Gain a charge after every attack, up to 3 times, granting 10% more damage and HP per charge. + Great for snowballing, if it survives long enough.
 “IF”.
Damage: 3.2K
HP:
6.4K
If the opponent is equal to or lower in card rarity, they receive a 50% stat debuff for three turns.+ If rare enough, it can be superb.
 Basic variant is useless.
Damage: 2.7K
HP:
5.5K
Dodge the first enemy attack, counterattack for this card’s damage, and then stun the opponent for one turn.+ Great versus equally powerful cards.
 Useless against strong cards.
Damage: 2.2K
HP:
4.5K

Story Boss Cards

Story Boss cards are awarded after you defeat the corresponding Boss in the Story game mode, and they are generally quite powerful. If you get stuck in the Story scenario, feel free to enter the Infinite Tower game mode and grind some new cards until you are ready for the boss fight.

Ninja Village Boss Cards

Card NameFeaturesPros & ConsAbilities
60% chance to dodge an attack. This chance decreases by 16% every time an attack is dodged.+ Great dodge chance.
 It is still a chance.
Damage: 517
HP:
1K
On entry, stun all opponents for one turn. Enemies take 15% more damage when stunned.+ Fantastic stun and damage boosts.
No serious drawbacks.
Damage: 472
HP:
943
Randomly applies either a burn effect that deals damage equal to 5% of the opponent’s current HP or a stun for one turn when attacking.+ With a little luck, chain stun cards for multiple rounds.
Bad burn effect.
Damage: 419
HP:
838
Activates a storm after being defeated, which deals damage equal to 10% of the opponent’s maximum HP after an ally attacks.+ Awesome for Story and Raids.
Not so much in other scenarios.
Damage: 419
HP:
838
25% chance to reflect an enemy’s attack, damaging their whole party for 25% of their maximum HP (does not work on NPCs).+ Epic in PvP.
Useless everywhere else.
Damage: 334
HP:
668
Gain 25% more damage on entry for three attacks.+ Usable for 3 turns.
Nearly useless afterward.
Damage: 302
HP:
603

Green Planet Boss Cards

Card NameFeaturesPros & ConsAbilities
Reduces the opponent’s HP by 20%, and Heals for 10% of HP before attacking.+ Fantastic for Story and Raids.
Nothing really.
Damage: 915
HP:
1.8K
Hits a random number of enemies. This card’s attack is increased by 5% per enemy hit.+ Unstoppable in the hands of a lucky player.
Average if unlucky.
Damage: 855
HP:
1.7K
Reduces an opponent’s HP by 20% each turn.+ Good for Raids and Story.
No utilities.
Damage: 744
HP:
1.4K
60% chance to critically hit the opponent, dealing 75% more damage.+ Provides a solid one-shot potential.
Rubbish if unlucky.
Damage: 653
HP:
1.3K
Copy 15% of the opponent’s base damage and HP and add it to this card on entry.+ Usable in all game scenarios.
Not a problem solver.
Damage: 564
HP:
1.1K
Deals double damage to cards stronger than this card.+ Ideal for combating stronger cards.
Nearly useless for weaker cards.
Damage: 472
HP:
943

Shibuya Station Boss Cards

Card NameFeaturesPros & ConsAbilities
25% chance to counterattack with five slashes, each doing 10% of this card’s maximum HP.+ Epic damage and good chance for counterattack.
Unreliable.
Damage: 1.2K
HP:
2.5K
When below 50% HP, there is a 50% chance to fire off Purple, dealing 150% more damage.+ Great versus matched cards power-wise.
Nothing really.
Damage: 1K
HP:
2.1K
Increases the damage of all allies by 10% after every attack.+ Impressive if it manages to survive for a couple of rounds.
Requires planning and luck.
Damage: 996
HP:
1.9K
20% chance to curse the opponent’s party, dealing 10% of all damage taken by the active card.+ Ideal for Infinite Tower and PvP.
Highly unreliable.
Damage: 915
HP:
1.8K
Summons a shadow creature after attacking that deals 35% of the card’s damage.+ Solid damage boost and perfect for finishing off foes.
Nothing substantial.
Damage: 783
HP:
1.5K
50% chance to absorb 25% of the opponent’s stats on hit.+ Good snowball potential, if lucky.
It all depends on your luck.
Damage: 603
HP:
1.2K

Titans City Boss Cards

Card NameFeatuesPros & ConsAbilities
When this card is defeated, it transforms and gains 150% of its maximum HP and 35% more damage.+ Super useful in all scenarios.
Nothing really.
Damage: 1.2K
HP:
2.7K
35% chance to dodge an attack. When an attack is dodged, quickly launch three slashes, each dealing 50% damage.+ Great counterattack and dodge.
Luck-dependent.
Damage: 1.5K
HP:
3.1K
Throws 4 to 10 rocks. Each rock deals 20% of this card’s damage.+ Solid damage, excellent for finishing off and one-shots.
N/A.
Damage: 1.4K
HP:
2.8K
Grants all allies a shield that lasts one turn when they enter the field.+ Mighty support ability for the whole party.
Nothing really.
Damage: 1.2K
HP:
2.5K
After this card is attacked, counterattack, dealing 125% of this card’s damage.+ Usable in Raids and Story.
Less effective in other scenarios.
Damage: 915
HP:
1.8K
Increases all party damage by 20%. For every ally buffed, this card gains 15% increased damage.+ Exceptional support card.
Nothing worthy of your attention.
Damage: 683
HP:
1.3K

Dimensional Fortress Boss Card

Card NameFeaturesPros & ConsAbilities
Revives to full HP once after dying and increases maximum HP by 25%, and every attack strikes two to five times, dealing 50% damage per hit after reviving.+ Devastating in all game scenarios.
N/A.
Damage: 1.8K
HP:
3.6K
On entry, gain 50% bonus stats for every Moon Cycle exclusive card in the party.+ With a party packed with Moon Cycle cards, it can be unstoppable.
Quite bad in other scenarios.
Damage: 1.2K
HP:
2.7K
Creates a field of ice on entry, and foes have a 65% chance of being frozen for one turn when attacking.+ Powerful in all game modes.
Requires a bit of luck.
Damage: 1.5K
HP:
3.1K
Opponent fails all RNG-based abilities, and after being damaged, this card triggers a counterattack, dealing 50% of the damage it received.+ Great versus RNG cards, with good counterattack.
No significant drawbacks.
Damage: 1.3K
HP:
2.7K
On entry, this card randomly picks between stunning the opponent for one turn, poisoning them for two turns, dealing 10% of their maximum HP, or dealing 150% of damage.+ A variety of useful effects.
Randomly assigned attacks.
Damage: 996
HP:
1.9K
30% chance to deal 10% damage towards one to four enemies before every turn, and for each enemy hit, this card’s damage is increased by 5%.+ Extra damage is always nice.
The overall damage is not that good.
Damage: 783
HP:
1.5K

Candy Island Boss Cards

Card NameFeaturesPros & ConsAbilities
When a card enters the field, it gets frozen for one turn, burns for 10% of its maximum HP for three turns, its entry abilities are disabled, and its stats are reduced by 20%.+ Epic debuffs all across the field.
Ultra rare.
Damage: 3.6K
HP:
7.3K
50% chance to dodge an attack, and for every attack dodged, this card gains a mochi. With four mochis, it deals damage equal to 30% of its maximum HP to the entire enemy party.+ Excellent dodging potential.
Getting 4 mochis can be difficult.
Damage: 2.9K
HP:
5.9K
When this card is attacked, the enemy loses 5% HP. This card gains damage equal to the opponent’s HP drained.+ Meh.
This is a poor effect in every aspect.
Damage: 2.4K
HP:
4.8K
For every 10% of HP that this card loses, it summons a soldier that does 25% follow-up damage after this card attacks.+ Excellent finisher and great follow-up DMG.
Nothing really.
Damage: 1.8K
HP:
3.6K
After every turn, gain 10% HP, 10% attack, or dodge the next attack.+ Various usable boosts.
Values could be higher.
Damage: 1.3K
HP:
2.7K
After being attacked, summon a genie that either reduces the opponent’s damage by 35%, disables the opponent’s ability for two turns, or heals this card by 25% of its maximum HP.+ Mighty boosts with decent values.
Works only after attacks.
Damage: 915
HP:
1.8K

Moon Cycle Cards

These Anime Card Clash cards are available only during certain Moon phases, each lasting three minutes. You can use Moon Cycle Reroll Potions to change the current Moon Cycle, shown in the lower-left corner of the screen.

Monarch Moon (+12 Luck)

Card NameFeaturesPros & ConsAbilities
On entry, gains 20% bonus HP, then launches a powerful strike dealing 3x damage.+ Excels versus stronger cards, Story, and Raids.
Weak against cards of similar power.
Damage: 6.8K
HP:
13.6K
Before an ally attacks, this card has a 10% chance each turn to cast: Heal (20% max HP), Shield (one turn), Damage boost (50%), Burn (15% max HP for two turns). Each effect rolls separately and can stack. Also, gains unstackable 50% increased stats when the Awakened Shadow Monarch is in the party. + Brutal support and might in all game scenarios.
N/A.
Damage: 4.9K
HP:
9.8K
Once per card, all party members have a 30% chance to revive with 20% of their HP, and if played last, it enters with 50% increased maximum HP.+ Fantastic support for all game modes.
Chance-dependent.
Damage: 4.5K
HP:
9.1K
Every other attack, throws an Ice Spear that deals 35% of this card’s damage to the enemy card and pierces through to the next one, and the Spear has a 30% chance to freeze the first enemy. + Great for Infinite Tower and PvP..
Useless in Raids.
Damage: 8
HP:
16

Eclipse Moon (+10 Luck)

Card NameFeaturesPros & ConsAbilities
Grants all allies a 35% chance to reflect 25% of incoming damage while this card is alive, and gains 20% stats for each living ally with “Dragon” in its name.+ Superb support, especially with other Dragon cards in the party.
Chance-dependent power.
Damage: 5.6K
HP:
11.3K
Creates a black hole that has a 25% chance to absorb the opponent’s attack, turning 25% of it into a damage bonus.+ It can be devastating.
Requires a lot of luck.
Damage: 4.2K
HP:
8.5K
After defeating an enemy, randomly absorb 25% to 75% of their maximum HP and damage.+ Epic for snowballs…
…if you are lucky enough.
Damage: 3.6K
HP:
7.3K
Stores all damage taken while on the field, and when this card is defeated, the attack of ally cards increases by 35% of the damage stored.+ Mighty support.
Planning-dependent.
Damage: 2.6K
HP:
5.2K

Blue Moon (+5 Luck)

Card NameFeaturesPros & ConsAbilities
No exceptional skills and features.+ Good damage and stamina.
No additional abilities.
Damage: 2.4K
HP:
4.9K
40% chance to transfer all status effects after attacking.+Potentially excellent power.
It relies on chance.
Damage: 2K
HP:
4K
No exceptional skills and features.+ Good damage and stamina.
No additional abilities.
Damage: 2.6K
HP:
5.2K

Wolf Moon (+2 Luck)

Card NameFeaturesPros & ConsAbilities
Revive this card to 20% HP after death, and every ally defeated will give this card an additional 20% HP when it revives.+ Excellent revive card.
HP percentage could be higher.
Damage: 1.3K
HP:
2.7K
30% chance to confuse an opponent for three turns, causing the opponent to damage themselves for 15% of their damage.+ Nice choice for Story and Raids.
The proc chance could be better.
Damage: 1.2K
HP:
2.4K
 Applies a permanent burn to the opponent on entry, dealing damage equal to 10% of their maximum HP, and every time an opponent burns, this card gains a stack. At five stacks against another player, execute the opponent.+ Superb for Story and Raids, good for PvP.
Requires careful planning.
Damage: 601
HP:
1.2K

Blood Moon (+1 Luck)

Card NameFeaturesPros & ConsAbilities
Increase this card’s attack by 5% every turn. If the White Dragon Emperor is in the party, this effect increases to 15% with each turn.+ Brutal, under conditions.
Useless without White Dragon Emperor.
Damage: 1.7K
HP:
3.4K
40% chance to possess the opponent, causing them to attack a random card in their party for 60% of their damage.+ Great for Infinite Tower and PvP.
Terrible for everything else.
Damage: 1.3K
HP:
2.7K
50% chance to deal 30% more damage in exchange for 15% of maximum HP.+ Good damage boost all across the board.
Suffers damage if working properly.
Damage: 771
HP:
1.5K

Snow Moon

Card NameFeaturesPros & ConsAbilities
Reduce the opponent’s attack by 5% every turn. If the Red Dragon Emperor is in the party, this effect increases to 15% with each turn.+ Could become deadly…
…if paired with Red Dragon Emperor.
Damage: 1K
HP:
2K
Every time this card is attacked, gain a charge, and at three charges, heal for 40% of the maximum HP and freeze the opponent for two turns.+ Quite strong card and resilient.
Requires a few support cards around it.
Damage: 904
HP:
1.8K
Applies a permanent frost effect on the opponent. With every turn, this effect has a 50% chance to freeze the opponent for one turn.+ Impressive for Story and Raids.
Falls short in other scenarios.
Damage: 463
HP:
925

Harvest Moon

Card NameFeaturesPros & ConsAbilities
Randomly slashes three to five times, dealing 30% damage per slash, and if this card slashes five times, apply a bleed effect for two turns, which deals damage equal to 5% of the opponent’s HP.+ Good damage and bleed.
Requires luck to shine.
Damage: 809
HP:
1.6K
Applies permanent red flames to the enemy party on death, dealing damage equal to 2.5% of their maximum HP each turn, and the opponent currently on the field will burn for 5% of their maximum HP.+ Nice ongoing damage.
Inferior to similar cards.
Damage: 657
HP:
1.3K
25% chance to deal bonus damage equal to 75% of this card’s maximum HP to the opponent.+ Great damage boost.
Luck-dependent.
Damage: 383
HP:
765

Full Moon

Card NameFeaturesPros & ConsAbilities
Summons a random flame to heal this card for 10% of its maximum HP, decrease the opponent’s next attack by 10%, or increase this card’s next attack by 10% before every turn.+ Diverse bonuses.
Mediocre buffs and debuffs.
Damage: 545
HP:
1K
With every 20% HP lost, gain an unstackable shield that lasts one turn.+ Very powerful, provided…
…he is not one-shot instantly.
Damage: 348
HP:
695
Grabs the opponent’s heart, reducing their attack by 10% every turn.+ Usable in Raids and Story modes.
Falls short i other aspects.
Damage: 210
HP:
420

Raid Boss Cards

anime card clash ultimate tier list
Screenshot by The Escapist

To get your Raid Boss cards, you must exchange your Boss Shards at the Raid building’s entrance. Your best strategy is to use cards that deal percentage-based hit points of damage. You can get around 10 Boss Shards on average when you defeat a Raid Boss.

Card NameFeaturesPros & ConsAbilities
50% chance to roar after every attack, and each roar grants the card 25% increased DMG and HP.+ Potential snowball destructor.
Fifty-fifty chance.
Damage: 21.K
HP:
4.2K
On entry, decrease the opponent’s damage by 60% for two turns, and if the opponent card has lower damage, Shadow Dragon attacks first and stuns the opponent.+ Excellent for PvP and Infinite Tower.
Significantly less effective in Raids.
Damage: 2.6K
HP:
5.3K

Quest Cards

ACC Quest cards can be claimed after you complete character quests. The list is readily available in the “Quests” menu, so don’t lose precious time, because these cards are extremely powerful.

Card NameFeaturesPros & ConsAbilities
On entry: Skips first attack to perform a chant, and on the second turn, Fire off Maximum Purple, nuking every enemy card for 50% Damage.+ Nearly OP for PvP and Infinite Tower..
Requires one turn skipping.
Damage: 2.5K
HP:
5.1K
For every other party card with shadow in its name, gain 20% bonus stats, and this card counters attacks every other turn for 75% of this card’s damage and gains 15% health each turn.+ Effectively an OP card.
Hyper rare.
Damage: 4.6K
HP:
9.2K

Unobtainable Cards

Card NameFeaturesPros & ConsAbilities
Attacks deal 75% to 400% damage, and defeating an enemy increases damage by 20% and heals for 20% maximum HP.+ Devastating damage and solid heal.
Nothing so far.
Damage: N/A
HP:
Na
N/A+ N/A
N/A
Damage: N/A
HP:
N/A

How to Enhance Cards With Traits

anime card clash ultimate tier list
Image by Roblox

You can use your Trait Rolls to reroll the card’s traits and increase its stats. To do so, go to the Traits Shop in the main lobby, and your rerolled traits affect every variation of the same ACC card. We advise you to save up your Trait Rerolls and spend them on the best ACC cards that you have.

Merging and Deconstructing Cards

When you become a true ACC veteran, you can merge 100 cards of the same type into the higher-tier version of the same card. Likewise, you can use a higher value card and deconstruct it into 100 cards of lower value. This is essential to collect the best deck possible over a long period.

This concludes our Anime Card Clash ultimate tier list guide, and we are 100% sure you are ready to face all obstacles in this Roblox experience. However, to get the best chances of success, use our Anime Card Clash codes and claim free goodies right off the bat.


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