Screwedover bysystemmechanicsC.M 0onblockBladelevel gets0 changesAxioncontroldmg nerf2MNerfBladeLevelsmatterF.Mnerf236H startupdecreased orlowerrecovery214Ubuffs623Uinvul onbothswings66Lnerf236LjailsTeleportbecomesa realmoveSpecialsand RS stillwhiff on F.MconfirmsParadiseLostdmg buff2M nolongerpushesaway on hitSpecialsconnectafter 2U onnormal hitUskillsgive blademeter5Ubuffs66Hbecomesa realmoveBasecooldownsreducedGiven newcomboroutes, awfulscalings22HcrumplesF.L/F.Mkeepvariableframe dataScrewedover bysystemmechanicsC.M 0onblockBladelevel gets0 changesAxioncontroldmg nerf2MNerfBladeLevelsmatterF.Mnerf236H startupdecreased orlowerrecovery214Ubuffs623Uinvul onbothswings66Lnerf236LjailsTeleportbecomesa realmoveSpecialsand RS stillwhiff on F.MconfirmsParadiseLostdmg buff2M nolongerpushesaway on hitSpecialsconnectafter 2U onnormal hitUskillsgive blademeter5Ubuffs66Hbecomesa realmoveBasecooldownsreducedGiven newcomboroutes, awfulscalings22HcrumplesF.L/F.Mkeepvariableframe data

1.5 Lucilius Chart - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
  1. Screwed over by system mechanics
  2. C.M 0 on block
  3. Blade level gets 0 changes
  4. Axion control dmg nerf
  5. 2M Nerf
  6. Blade Levels matter
  7. F.M nerf
  8. 236H start up decreased or lower recovery
  9. 214U buffs
  10. 623U invul on both swings
  11. 66L nerf
  12. 236L jails
  13. Teleport becomes a real move
  14. Specials and RS still whiff on F.M confirms
  15. Paradise Lost dmg buff
  16. 2M no longer pushes away on hit
  17. Specials connect after 2U on normal hit
  18. Uskills give blade meter
  19. 5U buffs
  20. 66H becomes a real move
  21. Base cooldowns reduced
  22. Given new combo routes, awful scalings
  23. 22H crumples
  24. F.L/F.M keep variable frame data