Dinosaur King
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Dinosaur King

The Trading Card Game Move Cards are different than the Arcade Game Move Cards, though some of them are the same (e.g. Lightning Strike, Volcano Burst, Ninja Attack, etc.). They feature either artwork from various versions of arcade Move Cards, or scenes from the anime.

Normal Move Cards

The different types of Normal Moves (which are collectively called "regular Moves" in TCG-terminology) can be used by Dinosaurs of any Element, though other restrictions may apply.

Regular Moves

Tail Slam TCG Card 1

Tail Slam TCG Move Card

These Move Cards can be used by all Dinosaurs. They have no symbol in their Element space.

  • Absorb Power (+100; DKSS, DKCG) - If you win the battle, you gain 1 Life Point.
  • Alpha Gang Attack (+400 or +800; DKAA) - If you have a Fire, a Water, and an Earth Special Dinosaur in play, the Dinosaur that uses this Move gains +800 Power instead of +400.
  • Atomic Bomb (+500 or +800; DKCG) - If a level 3 Dinosaur uses this Move, it gains +800 Power instead of +500.
  • Attack Boost (+400 or +700; DKSS, DKCG, DKS2) - If it's your turn, the Dinosaur that uses this Move gains +700 Power instead of +400.
  • Aura Excavator (+0; SAS) - The Dinosaur that uses this Move gains +200 Power for each Super Move in your opponent's discard pile.
  • Battle Recharge (+100; DKCG) - If you win this battle and it's your turn, choose 1 of your other Dinosaurs that already attacked this turn. It can attack again this turn.
  • Broadside Bash (+0; DKDS) - After this battle, reveal the top 5 cards of your deck. Put 1 of those cards into your hand and put the rest into your discard pile.
  • Call for Backup (+500; DKDS) - If you win this battle, reveal the top card of your deck. If it's a Special Dinosaur, put it into your hand. If not, put it on top of your deck or into your discard pile.
  • Confusing Leap (+200; SAS) - When you play this Move, give the name of a card. Your opponent has to guess whether you have this card in your hand or not. Then reveal your hand. If your opponent was wrong, the Dinosaur that uses this Move gains +800 Power instead of +200. Also, you gain 1 Life Point and can draw 1 card.
  • Counterattack (+300 or +700; DKTB) - If your opponent has already played a Move this battle, the Dinosaur that uses this Move gains +700 Power instead of +300.
  • Cranial Comet (+800; SAS) - After this battle, put 2 cards in your hand on the bottom of your deck, then draw 1 card.
  • D-Team Attack (+400 or +800; DKAA) - If you have a Lightning, a Wind, and a Grass Special Dinosaur in play, the Dinosaur that uses this Move gains +800 Power instead of +400.
  • Defense Boost (+400 or +700; DKSS, DKCG, DKS2) - If it's your opponent's turn, the Dinosaur that uses this Move gains +700 Power instead of +400.
  • Desperate Dash (+400 or +1000; DKTA) - If either player has 10 or fewer cards in their deck, the Dinosaur that uses this Move gains +1000 Power instead of +400.
  • Desperate Strike (+300 or +800; DKTB) - When you play this Move, you can discard 1 card. If you do, the Dinosaur that uses this Move gains +800 Power instead of +300.
  • Dino Stomp (+600; DKTB, DKS2) - Not all dinosaurs have claws or spikes for self-defense. But even those that don't can be fierce fighters when it counts!
  • Dino Swing (+400 or +700; DKSS, DKCG, DKS2) - If a Paper Dinosaur uses this Move, it gains +700 Power instead of +400.
  • Distraction (+200; DKTB) - After this battle, look at the top card of you opponent's deck. You can put that card back or put it on the bottom of their deck.
  • Diving Press (+400 or +700; DKCG, DKS2) - If a Rock Dinosaur uses this Move, it gains +700 Power instead of +400.
  • Earth Power (+400 or +700; DKCG) - If an Earth Dinosaur uses this Move, it gains +700 Power instead of +400.
  • Elemental Bonus (+0; SAS) - The Dinosaur that uses this Move gains +200 Power for each different Element amongst the Dinosaurs in your discard pile (the Secret Element doesn't count).
  • Elemental Elite (+400 or +700; DKBD) - If all of your Dinosaurs in play are the same Element, the Dinosaur that uses this Move gains +700 Power instead of +400.
  • Elemental Tag Team (+500 or +700; DKAA, DKS2) - If you have 2 Dinosaurs with different Elements in play, the Dinosaur that uses this Move gains +700 Power instead of +500.
  • Elemental Team-Up (+300 or +700; DKBD) - If you have Dinosaurs with different Elements in play, the Dinosaur that uses this Move gains +700 Power instead of +300.
  • Final Fury (+200 or +1200; DKCG, DKDS) - If you have 5 or less Life Points, the Dinosaur that uses this Move gains +1200 Power instead of +200.
  • Fire Power (+400 or +700; DKSS, DKCG) - If a Fire Dinosaur uses this Move, it gains +700 Power instead of +400.
  • Gladiator Headbutt (+500 or +1000; DKTA) - [Time Bonus: Roman] If a Roman Dinosaur uses this Move, it gains +1000 Power instead of +500 (a Roman Dinosaur is a Dinosaur that has "Roman" in its name).
  • Glow of Life (+400; SAS) - After this battle, put 1 card from your discard pile into your deck, then shuffle it. Finally, put the top card of your deck into your discard pile.
  • Grass Power (+400 or +700; DKCG) - If a Grass Dinosaur uses this Move, it gains +700 Power instead of +400.
  • Grind Away (+500 or +800; DKCG) - If a level 2 Dinosaur uses this Move, it gains +800 Power instead of +500.
  • Kamikaze Tackle (+900; DKCG, SAS) - Even if you win this battle, your Dinosaur is sent to your discard pile and you lose Life Points equal to its life.
  • Knockout Blast (+500; DKCG, DKS2, DKDS) - After this battle, if your opponent's Dinosaur is still in play, you can return it to their hand.
  • Mega Backup (+500; DKTB) - If you win this battle and a level 1 Dinosaur used this Move, search your deck for a level 6 Dinosaur and put it into your hand. (Shuffle your deck after you search it.)
  • Overextended Attack (+800; DKTB) - If you win this battle, you can draw 1 card.
  • Pet Pounce (+200; DKTB) - If a Special Dinosaur without "(Battle Mode)" in its name uses this Move, you can return that Dinosaur to your hand. (If you do, the battle is negated.)
  • Pile On (+100; DKTB) - After this battle, if you have 2 or less cards in your hand, draw 1 card.
  • Pin Down (+500; DKCG) - When you play this Move during your opponent's turn, choose 1 of your opponent's Dinosaurs. It can't attack this turn.
  • Poison Mist (+400 or +700; DKBD) - If a Dinosaur with 1500 or less Power uses this Move, it gains +700 Power instead of +400.
  • Reckless Charge (+700; DKAA) - When you play this Move, your opponent looks at your hand.
  • Rippling Roar (+500; DKTA) - If you win this battle, look at the top 4 cards of your opponent's deck. Then, put them back in any order on top of their deck.
  • Samurai Power (+500 or +1000; DKTA) - [Time Bonus: Japanese] If a Japanese Dinosaur uses this Move, it gains +1000 Power instead of +500 (a Japanese Dinosaur is a Dinosaur with "Japanese" in its name).
  • Sand Storm (+400 or +700; DKCG) - If a Scissors Dinosaur uses this Move, it gains +700 Power instead of +400.
  • Shadow Power (+400; SAS) - This Move gives an extra +200 Power for every Shadow Move in your discard pile (a Shadow Move is a Move with "Shadow" in its name).
    • There don't seem to be any other of these "Shadow Moves" anywhere, unless it was simply referring to copies of itself.
  • Simulation (+500; SAS) - If the Dinosaur using this Move lost at Rock-Paper-Scissors, after your opponent has played a Move, you can put this Move into your discard pile. If you do, you can play another Move from your hand.
  • Spying (+200; DKTB, SAS) - After this battle, look at your opponent's hand.
  • Stalemate Breaker (+400 or +700; DKTB) - If the Dinosaur that uses this Move has the same Rock-Paper-Scissors icon as the Dinosuar it's battling, it gains +700 Power instead of +400.
  • Stomping Hammer (+500 or +800; DKCG) - If a level 1 Dinosaur uses this Move, it gains +800 Power instead of +500.
  • Surge of Strength (+300 or +600; DKBD) - If a Dinosaur with 1600 or more Power uses this Move, it gains +600 Power instead of +300.
  • Surprise Ally (+400; DKSS, DKCG, DKS2) - If you win the battle, flip over the top of your deck. If it's a Dinosaur, put it into your hand. Otherwise, flip it back over or put it into your discard pile.
  • Surprise Technique (+400; DKSS, DKCG, DKS2) - If you win the battle, flip over the top of your deck. If it's a Move, put it into your hand. Otherwise, flip it back over or put it to your discard pile.
  • Tail Slam (+600; DKCG, DKDS) - A powerful blow from your dinosaur's tail, sure to knock your opponent flat!
  • Team Trample (+400 or +800; DKTA) - If you have 2 or more Dinosaurs of level 3 through 5 in play, the Dinosaur that uses this Move gains +800 Power instead of +400.
  • Thunder Power (+400 or +700; DKSS, DKCG, DKS2) - If a Lightning Dinosaur uses this Move, it gains +700 Power instead of +400.
  • Tropical Tackle (+500 or +1000; DKTA) - [Time Bonus: Caribbean] If a Caribbean Dinosaur uses this Move, it gains +1000 Power instead of +500 (a Caribbean Dinosaur is a Dinosaur with "Caribbean" in its name).
  • Venom Fang (+100; DKCG) - If you win this battle, your opponent loses 1 extra Life Point.
  • Water Power (+400 or +700; DKCG) - If a Water Dinosaur uses this Move, it gains +700 Power instead of +400.
  • Wind Power (+400 or +700; DKCG) - If a Wind Dinosaur uses this Move, it gains +700 Power instead of +400.
  • Zen Crush (+500 or +1000; DKTA) - [Time Bonus: Chinese] If a Chinese Dinosaur uses this Move, it gains +1000 Power instead of +500 (a Chinese Dinosaur is a Dinosaur with "Chinese" in its name).

Unknown

The Thai-only release of Jurassic Clash features several Moves whose names and abilities can't be clearly read from the only known source, and are described here with occasional speculation. There may or may not be other yet unknown Moves in the deck.

  • Dino Swing arcade card artwork (+400) - Unknown ability.
  • Skydive arcade card artwork (+400) - Unknown ability.
  • Stomping Hammer arcade card artwork (+800) - Unknown ability.
  • Stun Dash arcade card artwork (+900) - Unknown ability.
  • Triple Headbutt arcade card artwork (+300) - Unknown ability.
  • Anchiceratops attacking Spiny anime scene (+500 or +1000) - [Time Bonus: Parisian] If a Parisian Dinosaur uses this Move, it gains +1000 Power instead of +500 (a Parisian Dinosaur is a Dinosaur with "Parisian" in its name).
    • This effect is presumed because of the artwork and Power raise being similar patterns to other Moves.
  • Paris, Chomp, and Ace anime scene (+400 or +1000)
    • Though its effect is uncertain, its artwork and Power raise imply it may be an iteration of D-Team Attack. The +1000 may occur when the player has either the relevant Special Dinosaurs or any Dinosaurs of those Elements in play.
  • Terry, Spiny, and Tank anime scene (+400 or +1000)
    • Unconfirmed. If the D-Team Attack theory is true, then this card, an iteration of Alpha Gang Attack, should also exist.

Alpha Moves

Alpha Explosion

Alpha Explosion TCG Move Card

These Move Cards are essentially the Normal Element, but they can only be used by Alpha Dinosaurs. They have the Alpha Gang symbol in their Element space.

  • Alpha Ambush (+300; DKAA) - Only an Alpha Dinosaur can use this Move. After the battle, you can look at your opponent's hand and discard 1 card from it.
  • Alpha Blast (+700; DKBD) - Only an Alpha Dinosaur can use this Move.
  • Alpha Dice (+?; DKAA) - Only an Alpha Dinosaur can use this Move. When you play this Move, reveal cards from the top of your deck until you reveal a Dinosaur. This Move's Power is based on that Dinosaur's level: 1 or 2 = +200, 3 or 4 = +400, 5 or 6 = +1000. Then, return the revealed cards to your deck and shuffle it.
  • Alpha Droids (+400; DKAA) - Only an Alpha Dinosaur can use this Move. When you play this Move, look at the top card of your deck. Then, put it on the top or bottom of your deck.
  • Alpha Explosion (+500 or +700; DKAA) - Only an Alpha Dinosaur can use this Move. If the Dinosaur that uses this Move has the same Rock-Paper-Scissors icon as the Dinosaur it's battling, it gains +700 Power instead of +500.
  • Alpha Sonar (+300 or +700; DKBD) - Only an Alpha Dinosaur can use this Move. When you play this Move, you can reveal a Dinosaur from your hand and put it on top of your deck. If you do, the Dinosaur that uses this Move gains +700 Power instead of +300.
  • Banana Trap (+400; DKAA) - Only an Alpha Dinosaur can use this Move. If yo lose this battle, choose 1 of your opponent's Dinosaurs in play with 1900 or less Power. Put that Dinosaur on top of your opponent's deck.
  • Super Alpha Droids (+300; DKBD) - Only an Alpha Dinosaur can use this Move. If you win this battle, you can put any number of cards from your hand on the bottom of your deck. Then, draw the same number of cards.

Black Moves

Black Roar TCG Card

Black Roar TCG Move Card

These Move Cards are essentially the Normal Element, but they can only be used by Black Dinosaurs. Like Regular Moves, they have no symbol in their Element space.

  • Black Howl (+500 or +1500; DKDS) - Only a Black Dinosaur can use this Move. If the opposing Dinosaur is level 5 or lower, the Dinosaur using this Move gains +1500 Power instead of +500.
  • Black Rampage (+800; DKBD) - Only a Black Dinosaur can use this Move.
  • Black Roar (+500; DKBD) - Only a Black Dinosaur can use this Move. If you win this battle, draw 1 card.
  • Fire Scorcher (+500; DKBD) - Only a Black Dinosaur can use this Move. If you win this battle and your opponent's Dinosaur was level 6 or higher, your opponent must choose and discard 2 cards.

Super Move Cards

Super Moves are typically stronger that Normal Moves, but can only be used by Dinosaurs of the corresponding Element.

Fire

Flames of Victory TCG Card

Flames of Victory TCG Move Card

Only Fire Dinosaurs can use these Move Cards.

  • Blazing Spin (+1000, Scissors; DKCG, DKJC) - (Only a Scissors Fire Dinosaur can use this Move.)
  • Burning Dash (+800, Paper; DKDS) - If your opponent's Dinosaur in this battle is a Wind Dinosaur and you win, your opponent must discard 1 card.
  • Fiery Rage (+600; DKTA) - If a Spectral Armor Dinosaur uses this Move and you win this battle, your opponent loses 1 extra Life Point. If a Spectral Armor Dinosaur uses this Move and you lose this battle, you can return that Spectral Armor Dinosaur to your hand.
  • Fire Bomb (+1000, Paper; DKCG, DKTA) - (Only a Paper Fire Dinosaur can use this Move.)
  • Fire Cannon (+1000, Rock; DKCG, SAS) - (Only a Rock Fire Dinosaur can use this Move.)
  • Flame Fang (+800, Paper; DKAA) - If a level 3 or lower Dinosaur uses this Move during your turn and wins the battle, your opponent loses 1 extra Life Point. This ability doesn't work if your Dinosaur has [Bite].
  • Flames of Victory (+900; DKTB) - You can only play this Move if your Dinosaur is winning at Rock-Paper-Scissors.
  • Jaws of Flame (+300; DKCG) - If you win this battle and it's your turn, your opponent loses 1 extra Life Point. (This ability doesn't work if your Dinosaur already has an ability that makes your opponent lose extra Life Points after this battle.)
  • Lava Storm (+600; DKCG) - If you win this battle, return your opponent's Dinosaur from their discard pile to their side of the field. (Your opponent still loses Life Points.)
  • Mega Fireball (+300 or +500; DKAA) - If a Special Dinosaur uses this Move, it gains +500 Power instead of +300. Also, if a Special Dinosaur uses this Move and wins the battle, your opponent loses 1 extra Life Point. (This ability doesn't work if your Dinosaur already has an ability that makes your opponent lose extra Life Points after this battle.)
  • Meteor Strike (+500; DKTB) - If you win this battle and it's your turn, your opponent can't Dino Slash any more Dinosaurs this turn.
  • Raging Inferno (+400; DKAA) - When you play this Move, both players lose 1 Life Point.
  • Searing Flames (+600; DKDS) - When you play this Move, you can reveal up to 3 Fire Dinosaurs with different Rock-Paper-Scissors icons from your hand. For each card you reveal, the Dinosaur that uses this Move gains an extra +200 Power.
  • Searing Lava (+500 or +900; DKBD) - If you have only Fire Dinosaurs in play, the Dinosaur that uses this Move gains +900 Power instead of +500.
  • Spectral Lancer (+1000; DKJC) -
  • Supernova (+900; DKCG) - You can only play this Move during your turn.
  • Tyrannical Charge (+600; SAS) - If "Terry (Dinotector)" uses this Move and wins the battle, your opponent must discard 1 card and loses 2 Life Points.
  • Ultimate Fire (+500 or +1000; DKDS) - If "Terry (Dinotector)" uses this Move, it gains +1000 Power instead of +500.
  • Ultimate Firestorm (+1000; DKTB) - Only a level 6 Fire Dinosaur can use this Move.
  • Volcanic Eruption (+600; DKTA) - If you win this battle, you can return a Dinosaur from your discard pile to your hand whose life is equal the Dinosaur defeated.
  • Volcano Burst (+800; DKSS) - (Only a Fire Dinosaur can use this Move.)

Water

Whirlpool Renewal TCG Card 1

Whirlpool Renewal TCG Move Card

Only Water Dinosaurs can use these Move Cards.

  • Acid Rain (+900; DKCG) - You can only play this Move if you have 5 or more other cards in your hand.
  • Aqua Whip (+1000, Scissors; DKCG, DKTA) - (Only a Scissor Water Dinosaur can use this Move.)
  • Aquatic Assault (+800, Scissors; DKAA) - If a level 3 or lower Dinosaur uses this Move and wins the battle, draw 1 card. This ability doesn't work if your Dinosaur has [Bonus].
  • Aquatic Harpoon (+600; SAS) - If "Spiny (Dinotector)" uses this Move and wins the battle, you can discard 1 Move. If you do, draw 3 cards.
  • Drowning Deluge (+500 or +900; DKBD) - If you have only Water Dinosaurs in play, the Dinosaur that uses this Move gains +900 Power instead of +500.
  • Flash Flood (+600; DKCG) - If you win this battle, discard your whole hand, then draw that many cards.
  • Mega Geyser (+300 or +500; DKAA) - If a Special Dinosaur uses this Move, it gains +500 power instead of +300. Also, if a Special Dinosaur uses this Move and wins the battle, draw 1 card.
  • Ocean Panic (+800, Scissors; DKDS) - If your opponent's Dinosaur in this battle is a Fire Dinosaur and you lose, your opponent's Dinosaur and your opponent's Move lose all of their abilities that occur after the battle. (This means that abilities with "If you win", "If you lose", or "After this battle" don't happen.)
  • Rising Tide (+600; DKDS) - When you play this Move, you can reveal up to 3 Water Dinosaurs with different Rock-Paper-Scissors icons from your hand. For each card you reveal, the Dinosaur that uses this Move gains an extra +200 Power.
  • Spectral Shockwave (+600; DKTA) - If a Spectral Armor Dinosaur uses this Move and you win this battle, draw 1 card. If a Spectral Armor Dinosaur uses this Move and you lose this battle, you can return that Spectral Armor Dinosaur to your hand.
  • Stalemate Splash (+900; DKTB) - You can only play this Move if your Dinosaur has the same Rock-Paper-Scissors icon as the Dinosaur it's battling.
  • Super Tidal Wave (+700 or +1000; DKTB) - If a Special Dinosaur uses this Move, it gains +1000 Power instead of +700.
  • Swirling Vortex (+600; DKTA) - If you win this battle, draw cards equal to the life of the Dinosaur defeated, then discard that many cards.
  • Tragic Sphere (+1000, Paper; DKCG, SAS) - (Only a Paper Water Dinosaur can use this Move.)
  • Ultimate Torrent (+1000; DKTB) - Only a level 6 Dinosaur can use this Move.
  • Ultimate Water (+500 or +1000; DKDS) - If "Spiny (Dinotector)" uses this Move, it gains +1000 Power instead of +500.
  • Vital Soak (+300; DKCG) - If you win this battle, draw 1 card.
  • Water Spout (+500; DKAA) - If you win this battle, you can discard 1 card and then draw 1 card.
  • Water Sword (+1000, Rock; DKCG, DKJC) - (Only a Rock Water Dinosaur can use this Move.)
  • Whirlpool Renewal (+200; DKTB) - After this battle, draw 2 cards, then discard 1 card.

Lightning

Static Surge TCG Card

Static Surge TCG Move Card

Only Lightning Dinosaurs can use these Move Cards.

  • Attack Burst (+600; DKTA) - If a Spectral Armor Dinosaur uses this Move and you win this battle, your opponent cannot attack or Dino Slash any Dinosaurs until the end of the turn. If a Spectral Armor Dinosaur uses this Move and you lose this battle, you can return that Spectral Armor Dinosaur to your hand.
  • Bolt of Vengeance (+900; DKTB) - You can only play this Move if your Dinosaur is losing at Rock-Paper-Scissors.
  • Crackling (+600; SAS) - If "Chomp (Dinotector)" uses this Move and wins the battle, you can choose a Lightning Dinosaur in your deck and Dino Slash it. Then, shuffle your deck.
  • Electric Aura (+600; DKCG) - If your opponent's Move had an effect that happens after this battle, negate that effect. (This means that abilities with "If you win", "If you lose", or "After this battle" don't happen.)
  • Electric Cascade (+500 or +800; DKTB) - If you have 2 more Lightning Dinosaurs in play, the Dinosaur that uses this Move gains +800 Power instead of +500.
  • Electric Charge (+800; DKSS) - (Only a Lightning Dinosaur can use this Move.)
  • Electric Toss (+500; DKAA) - When you play this Move, you can make your opponent shuffle their deck.
  • Energizing Spark (+600; DKTA) - If you win this battle, you can search your deck for a Dinosaur whose life is equal to the life of the Dinosaur defeated and move it from your deck to your hand. Then, shuffle your deck.
  • Energy Spike (+900; DKCG) - You can only play this Move if you have 3 Lightning Dinosaurs in play.
  • Lightning Spear (+1000, Paper; DKCG, DKJC) - (Only a Paper Lightning Dinosaur can use this Move.)
  • Lightning Strike (+1000, Rock; DKCG, DKTA) - (Only a Rock Lightning Dinosaur can use this Move.)
  • Mega Bolt (+300 or +500; DKAA) - If a Special Dinosaur uses this Move, it gains +500 Power instead of +300. Also, if a Special Dinosaur uses this Move and wins the battle, choose 1 of your opponent's Dinosaurs. It loses all abilites until the end of the turn.
  • Paralyzing Shock (+800, Rock; DKAA) - If a level 3 or lower Dinosaur uses this Move and wins the battle, choose 1 of your opponent's Dinosaurs. It loses all abilities the next time it battles this turn, and any effects from those abilities after the battle are negated.
  • Plasma Anchor (+800, Rock; DKS2, DKDS) - If your opponent's Dinosaur in this battle is a Water Dinosaur, your opponent cannot draw cards or move cards from their deck to their hand for the rest of this turn.
  • Spectral Punisher (+1000; DKJC) -
  • Static Sphere (+600; DKDS) - When you play this Move, you can reveal up to 3 Lightning Dinosaurs with different Rock-Paper-Scissors icons from your hand. For each card you reveal, the Dinosaur that uses this Move gains an extra +200 Power.
  • Static Surge (+500 or 900; DKBD, DKS2) - If you have only Lightning Dinosaurs in play, the Dinosaur that uses this Move gains +900 Power instead of +500.
  • Thunder Bazooka (+1000, Scissors; DKCG, SAS) - (Only a Scissors Lightning Dinosaur can use this Move.)
  • Ultimate Shock Blast (+1000; DKTB) - Only a level 6 Lightning Dinosaur can use this Move.
  • Ultimate Thunder (+500 or +1000; DKDS) - If "Chomp (Dinotector)" uses this move, it gains +1000 Power instead of +500.
  • Voltage Boost (+300; DKCG) - If you win this battle and it's your turn, all of your Dinosaurs that already attacked this turn can attack again.

Earth

Spike Arrows

Spike Arrows (DKCG) TCG Move Card

Only Earth Dinosaurs can use these Move Cards.

  • Boulder Blast (+400; DKAA) - If you win this battle and it's your opponent's turn, your opponent can't Dino Slash any more Dinosaurs this turn.
  • Boulder Crush (+900; DKCG) - You can only play this Move during your opponent's turn.
  • Crystal Shards (+600; SAS) - If "Tank (Dinotector)" uses this Move and wins the battle, it cannot be defeated this turn (if it loses the battle, it stays in play and you don't lose Life Points).
  • Deep Canyon (+600; DKCG) - If you win this battle and it's your opponent's turn, your opponent loses 1 extra Life Point. (This ability doesn't work if your Dinosaur already has an ability that makes your opponent lose extra Life Points after this battle.)
  • Earth Barrier (+800; DKPR) - (Only an Earth Dinosaur can use this Move.)
  • Earthquake (+1000, Rock; DKCG, SAS) - (Only a Rock Earth Dinosaur can use this Move.)
  • Mega Crush (+300 or +700; DKAA) - If a Special Dinosaur uses this Move, it gains +700 Power instead of +300. Also, if a Special Dinosaur uses this Move during your opponent's turn and wins the battle, your opponent loses 1 extra Life Point. (This ability doesn't work if your Dinosaur already has an ability that makes your opponent lose extra Life Points after this battle.)
  • Mole Attack (+1000, Scissors; DKCG, DKJC) - (Only a Scissor Earth Dinosaur can use this Move.)
  • Quake Saber (+600; DKTA) - If a defending Spectral Armor Dinosaur uses this Move and you win this battle, your opponent loses 1 extra Life Point. If a Spectral Armor Dinosaur uses this Move and you lose this battle, you can return that Spectral Armor Dinosaur to your hand.
  • Quartz Slam (+800, Paper; DKAA) - If a level 3 or lower Dinosaur uses this Move and wins the battle, you can return 1 of your Earth Dinosaurs in play to your hand.
  • Quicksand Drain (+600; DKTA) - If you win this battle, you can return 1 Move from your discard pile to your deck for each life of the Dinosaur defeated. Then, shuffle your deck.
  • Rock Roller (+800, Paper; DKDS) - If your opponent's Dinosaur in this battle is a Lightning Dinosaur and you lose, the Dinosaur that uses this Move stays in play. (You don't lose any Life Points.)
  • Rumbling Roll (+500 or +900; DKBD) - If you have only Earth Dinosaurs in play, the Dinosaur that uses this Move gains +900 Power instead of +500.
  • Sacrificial Slam (+0; DKTB) - If you lose the battle, you can choose 1 of your other Earth Dinosaurs in play to be sent to your discard pile instead of the Dinosaur that used this Move. (You lose Life Point equal to the chosen Dinosaur's life instead.)
  • Spectral Stinger (+1000; DKJC) -
  • Spike Arrows (+1000, Paper; DKCG, DKTA) - (Only a Paper Earth Dinosaur can play this Move.)
  • Stone Shield (+600; DKDS) - When you play this Move, you can reveal up to 3 Earth Dinosaurs with different Rock-Paper-Scissors icons from your hand. For each card you reveal, the Dinosaur that uses this Move gains an extra +200 Power.
  • Super Earth Barrier (+700 or +1000; DKTB) - If a Special Dinosaur uses this Move, it gains +1000 Power instead of +700.
  • Survival Instinct (+300; DKCG) - If it's your opponent's turn, after this battle you can return any 1 of your other Dinosaurs in play to your hand.
  • Ultimate Earth (+500 or +1000; DKDS) - If "Tank (Dinotector)" uses this Move, it gains +1000 Power instead of +500.
  • Ultimate Earthquake (+1000; DKTB) - Only a level 6 Earth Dinosaur can use this Move.
  • Victory Crater (+900; DKTB) - You can only play this Move if your Dinosaur is winning at Rock-Paper-Scissors.

Grass

Emerald Cure TCG Card 1-Silver

Emerald Cure TCG Move Card

Only Grass Dinosaurs can use these Move Cards.

  • Big Backup (+800, Scissors; DKAA) - If a level 3 or lower Dinosaur uses this Move during your turn and wins the battle, you can Dino Slash a Dinosaur from your discard pile. This ability doesn't work if your Dinosaur has [Revive].
  • Big Foot Assault (+1000, Paper; DKCG, SAS) - (Only a Paper Grass Dinosaur can use this Move.)
  • Egg Blaster (+1000, Rock; DKCG, DKJC) - (Only a Rock Grass Dinosaur can use this Move.)
  • Emerald Cure (+300; DKCG) - If you win this battle, you gain 1 Life Point. (This ability doesn't work if your Dinosaur already has an ability that lets you gain Life Points after this battle.)
  • Emerald Garden (+800, Scissors; DKDS) - If the opposing Dinosaur in this battle is an Earth Dinosaur and you win the battle, the Dinosaur using this Move can attack again.
  • Green Impulse (+600; DKTA) - If you win this battle, put 1 card from the top of your opponent's deck into their discard pile for each life the defeated Dinosaur had.
  • Magical Shot (+400; DKAA) - If you win this battle, you can Dino Slash 1 level 3 or lower Grass Dinosaur from your deck. If you do, shuffle your deck.
  • Mega Healing (+300 or +500; DKAA) - If a Special Dinosaur uses this Move, it gains +500 Power instead of +300. Also, if a Special Dinosaur uses this Move and wins the battle, you gain 1 Life Point. (This ability doesn't work if your Dinosaur already has an ability that lets you gain Life Points after this battle.)
  • Metal Wing (+1000, Scissors; DKCG, DKTA) - (Only a Scissors Grass Dinosaur can use this Move.)
  • Nature Burst (+600; DKDS) - When you play this Move, you can reveal up to 3 Grass Dinosaurs with different Rock-Paper-Scissors icons from your hand. For each card you reveal, the Dinosaur that uses this Move gains an extra +200 Power.
  • Nature's Harmony (+500 or +900; DKBD) - If you have only Grass Dinosaurs in play, the Dinosaur that uses this Move gains +900 Power instead of +500.
  • Overgrowth (+900; DKCG) - When you play this Move, you lose 1 Life Point.
  • Regenerating Whip (+600; SAS) - If "Paris (Dinotector)" uses this Move and wins the battle, you can Dino Slash up to 2 Grass Dinosaurs from your discard pile.
  • Rejuvenating Light (+400; DKTB) - If you win this battle, choose a Dinosaur in your discard pile with a level lower than the level of the Dinosaur that uses this Move. Put that Dinosaur into your hand.
  • S.O.S. (+600; DKCG) - After this battle, look at the top card of your deck. If it's a Dinosaur that you could Dino Slash, you can Dino Slash it right away.
  • Standoff Swipe (+900; DKTB) - You can only play this Move if your Dinosaur has the same Rock-Paper-Scissors icon as the Dinosaur it's battling.
  • Super Nature's Revenge (+700 or +1000; DKTB) - If a Special Dinosaur uses this Move, it gains +1000 Power instead of +700.
  • Swinging Smash (+600; DKTA) - If a Spectral Armor Dinosaur uses this Move and you win this battle,you gain 1 Life Point. If a Spectral Armor Dinosaur uses this Move and you lose this battle, you can return that Spectral Armor Dinosaur to your hand.
  • Ultimate Leaf (+500 of +1000; DKDS) - If "Paris (Dinotector)" uses this Move, it gains +1000 Power instead of +500.
  • Ultimate Treetop Toss (+1000; DKTB) - Only a level 6 Grass Dinosaur can use this Move.

Wind

Roaring Tempest TCG Card 1

Roaring Tempest TCG Move Card

Only Wind Dinosaurs can use these Move Cards.

  • Breakneck Blitz (+500 or +900; DKBD) - If you have only Wind Dinosaurs in play, the Dinosaur that uses this Move gains +900 Power instead of +500.
  • Gust of Vengeance (+900; DKTB) - You can only play this Move if your Dinosaur is losing at Rock-Paper-Scissors.
  • Hurricane Beat (+800, Rock; DKDS) - If the opposing Dinosaur in this battle is a Grass Dinosaur, your opponent loses 2 Life Points after the battle.
  • Hurricane Strike (+900; DKCG) - You can only play this Move if your Dinosaur is winning at Rock-Paper-Scissors.
  • Mega Whirlwind (+200 or +400; DKAA) - If a Special Dinosaur uses this Move, it gains +400 Power instead of +200. Also, if a Special Dinosaur uses this Move and wins the battle, your opponent discards 1 card.
  • Ninja Attack (+1000, Scissors; DKCG, SAS) - (Only a Scissors Wind Dinosaur can use this Move.)
  • Razor Wind (+1000, Rock; DKCG, DKTA) - (Only a Rock Wind Dinosaur can use this Move.)
  • Roaring Tempest (+200; DKCG) - After this battle, your opponent must choose and discard 1 card.
  • Rumbling Storm (+600; SAS) - If "Ace (Dinotector)" uses this Move and wins the battle, return all of your opponent's Dinosaurs in play to their hand.
  • Spectral Hurricane Beat (+600; DKTA) - If a Spectral Armor Dinosaur uses this Move and you win this battle, the Dinosaur that used this Move can attack again. If a Spectral Armor Dinosaur uses this Move and you lose this battle, you can return that Spectral Armor Dinosaur to your hand.
  • Stealth Slash (+600; DKTA) - If you win this battle, you can reveal 1 card from your deck for each life the defeated Dinosaur had. Then choose a Move from these cards and put it into your hand, then put the rest of the cards into your discard pile.
  • Super Cyclone (+700 or +1000; DKTB) - If a Special Dinosaur uses this Move, it gains +1000 Power instead of +700.
  • Tornado Toss (+1000, Paper; DKCG, DKJC) - (Only a Paper Wind Dinosaur can use this Move.)
  • Turbo Tackle (+600; DKDS) - When you play this Move, you can reveal up to 3 Wind Dinosaurs with different Rock-Paper-Scissors icons from your hand. For each card you reveal, the Dinosaur that uses this Move gains an extra +200 Power.
  • Twisting Tornado (+300; DKAA) - If you win this battle, choose 1 of your other Wind Dinosaurs in play. The next time it attacks this turn, it can attack directly even if your opponent has Dinosaurs in play.
  • Ultimate Wind (+500 or +1000; DKDS) - If "Ace (Dinotector)" uses this Move, it gains +1000 Power instead of +500.
  • Ultimate Wind Scythe (+1000; DKTB) - Only a level 6 Wind Dinosaur can use this Move.
  • Vanquishing Vortex (+200; DKTB) - If you win this battle, return all of your opponent's Dinosaurs in play to their hand.
  • Whirlwind (+600; DKCG) - If you win this battle and it's your turn, the Dinosaur that uses this Move can attack again, but it must attack a Dinosaur.
  • Wind Slicer (+800, Rock; DKAA) - If a level 3 or lower Dinosaur uses this Move and wins the battle, you can return it to your hand, then Dino Slash a Dinosaur with a different name from your hand.

Fusion Moves

Electric Ivy TCG Card 1

Electric Ivy TCG Move Card

Fusion Moves are a type of Super Move exclusive to Black Dinosaur Rampage. They have a single Element and can only be used by Dinosaurs from that Element, but they also require the presence of a Dinosaur from a specific second Element for them to be used (Elements are only paired with another Element that is on the same side of the D-Team/Alpha Gang alliance split).

Fire (with Water)

  • Boiling Bite (+800) - You can't play this Move unless you have a Water Dinosaur in play. The Dinosaur that uses this Move gains [Bonus] until the end of the battle. (If you win this battle, draw 1 card.)
  • Steam Blast (+1500, Paper) - You can't play this Move unless you have a Paper Water Dinosaur in play.

Water (with Earth)

  • Erosion Sword (+800) - You can't play this Move unless you have an Earth Dinosaur in play. The Dinosaur that uses this Move gains [Armored] until the end of the battle. (If you lose the battle, you can discard 2 cards. If you do, your Dinosaur stays in play and you don't lose any Life Points from the battle.)
  • Gushing Geyser (+1500, Scissors) - You can't play this Move unless you have a Scissors Earth Dinosaur in play.

Lightning (with Grass)

  • Electric Ivy (+1500, Rock) - You can't play this Move unless you have a Rock Grass Dinosaur in play.
  • Spark of Life (+800) - You can't play this Move unless you have a Grass Dinosaur in play. The Dinosaur that uses this Move gains [Heal] until the end of the battle. (If you win this battle and it's your turn, you gain 1 Life Point.)

Earth (with Fire)

  • Bedrock Blaze (+800) - You can't play this Move unless you have a Fire Dinosaur in play. The Dinosaur that uses this Move gains [Bite] until the end of the battle. (If you win this battle and it's your turn, your opponent loses 1 extra Life Point.)
  • Crystal Flame (+1500, Paper) - You can't play this Move unless you have a Paper Fire Dinosaur in play.

Grass (with Wind)

  • Leaf Tornado (+1500, Scissors) - You can't play this Move unless you have a Scissors Wind Dinosaur in play.
  • Spore Storm (+800) - You can't play this Move unless you have a Wind Dinosaur in play. The Dinosaur that uses this Move gains [Knockout Strike] until the end of the battle. (If you win this battle, you can return one of your opponent's Dinosaurs in play to their hand.)

Wind (with Lightning)

  • Lightning Twister (+1500, Rock) - You can't play this Move unless you have a Rock Lightning Dinosaur in play.
  • Whip Shock (+800) - You can't play this Move unless you have a Lightning Dinosaur in play. The Dinosaur that uses this Move gains [Stun] until the end of the battle. (Dinosaurs that battle with this Dinosaur lose all abilities during the battle, and any effects from those abilities after the battle are negated.)

Trivia

  • A recurring grammatical error in many TCG effects is the use of the word "less" in referring to Life Points; as a countable numerical amount, the word "fewer" should instead be used.
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