Esper effects

Esper abilities (card text: Esper effects) are effects inherent to esper characters, which are either passive or activated at any time during a Duel, if the activation timing is correct. All Espers that are at least Level 1 have at least 1 activated effect, and gain an additional effect/have older effects powered up for each Level they gain. Their most recently acquired abilities (their signature ability) usually cost 1000 LP to use, while their lesser abilities cost 500 LP or less. Passive effects do not require maintenance costs unless otherwise specified.

Since having such abilities is overwhelmingly powerful and can be considered a huge disadvantage for anyone without them, non-Espers who are trained to be able to suppress Espers in emergency situations usually run large numbers of floodgates that specifically affect opponents who can activate them, such as Capacity Down.

Anti-Magic Universal Drawbacks
These effects cannot be negated.
 * At the start of the Duel: You lose 1000 LP for each Spell/Trap Card you control.
 * If you Special Summon a Ritual or Fusion Monster: Take 1000 damage.
 * If the effect of a Ritual or Fusion Monster you control would be applied: Take 1000 damage.
 * During each of your End Phases, if you control a face-up Ritual or Fusion Monster that you Special Summoned: Halve your LP.
 * During each of your opponent's End Phases, if you control a Spell/Trap that was active before the Duel started: Halve your LP.

= Main characters =

Deck: 
 * (∅?) Imagine Breaker - The following effects cannot be negated.
 * If you would take battle damage from an opponent's attacking monster, whose ATK is different from its original ATK because it was changed by the effect of a Magician Card or an Esper effect, apply that monster's ATK without these changes for damage calculation.
 * If a monster you control attacks an opponent's monster, whose ATK is different from its original ATK because it was changed by the effect of a Magician Card or an Esper effect, make that monster's ATK equal to its ATK without these changes during the Damage Step.
 * Negate the effects of any Esper and Magician Card effects that would make you take damage.
 * All cards you control are unaffected by Esper and Magician Card effects.

Deck: s

Pre-nerf

 * (5) Once per turn, if you have an Extra Deck (Quick Effect): You can pay 1000 LP; treat your Extra Deck as having 0 monsters, until the End Phase.
 * (4) Accelerator - Your opponent takes any battle damage you would have taken.
 * (3) If you would take effect damage or pay Life Points (Quick Effect): You can send 1 Trap Card from your Deck to the GY; negate that damage, then all monsters your opponent controls lose ATK equal to the amount of damage or payment negated by this effect.
 * (2) During your End Phase, if you only conducted either Normal or Special Summons this turn: You can pay 300 LP; draw 1 card for every 2 monsters you control.
 * (1) If a card you control is destroyed (Quick Effect): You can pay 300 LP, then target 1 card your opponent controls; destroy it.

Post-nerf

 * (5) Once per turn, if you have an Extra Deck (Quick Effect): You can pay 1000 LP; treat your Extra Deck as having 0 monsters, until the End Phase.
 * (4) Accelerator - Once per turn, during damage calculation: You can pay 700 LP; your opponent takes any battle damage you would have taken from this battle.
 * (3) Once per turn, if you would take effect damage or pay Life Points (Quick Effect): You can pay 500 LP, then send 1 Trap Card from your Deck to the GY; negate that damage, then all monsters your opponent controls lose ATK equal to the amount of damage or payment negated by this effect.
 * (2) During your End Phase, if you only conducted either Normal or Special Summons this turn: You can draw 1 card for every 2 monsters you control, and if you do, pay 500 LP for each card drawn by this effect.
 * (1) Once per turn, if a card you control is destroyed (Quick Effect): You can pay 500 LP, then target 1 card your opponent controls; destroy it.

Deck:  Pendulum (fake Esper Deck) / 
 * (∅) Auto-Revival - Once per Duel, if your LP would become 0 while you have 1000 or fewer LP, your LP becomes 100 instead.

Deck: 
 * (∅) You never take battle damage if the amount is 100 or less.

Deck: //
 * (5) Railgun - Once per turn, if the ATK of a monster(s) on the field is changed by a card effect (Quick Effect): You can pay 1000 LP; quadruple that change.
 * (4) Once per turn, if a card you control destroy a monster(s) on your field (Quick Effect): You can pay 500 LP; draw 1 card for each monster destroyed.
 * (3) If your opponent targets you with an Esper effect that would inflict effect damage, OR change control of cards in your possession: You can negate that effect, and if you do, your opponent cannot target you with Esper effects for the rest of this turn, also take 500 damage.
 * (2) Once per turn (Quick Effect): You can pay 500 LP, then target 1 Machine monster your opponent controls; banish it, OR take control of it until the End Phase.
 * (1) When a LIGHT monster you control attacks, your opponent cannot activate the effects of face-up cards until the end of the Damage Step.

Deck: 
 * (4) Teleport - Once per turn: You can pay 1000 LP; add 1 Quick-Play Spell from your Deck to your hand.
 * (3) Once per turn, during your opponent's turn, if your opponent activates a card or effect that would Special Summon a monster(s) (Quick Effect): You can pay 700 LP; destroy 1 monster you control, and if you do, change that card's effect to "Destroy 1 card in your hand."
 * (2) Once per turn, if a monster you control is targeted by a card effect (Quick Effect): You can pay 300 LP; move that monster to an unoccupied adjacent Monster Zone, and if you do, negate that effect.
 * (1) Once per turn: You can reveal 1 monster in your hand, then pay LP equal to that monster's Level x 100; destroy it, and if you do, inflict damage to your opponent equal to the amount of damage you took.

Deck: 
 * (1) Thermal Hand - Once per turn: You can pay 1000 LP, then target 2 FIRE monsters you control, and declare a Level equal to or between either of those monsters' Levels; make those monster's Levels that declared Level until the End Phase.

Deck: 
 * (∅) You never take effect damage if the amount is 100 or less.

= Supporting Characters & Antagonists =

Deck: 
 * (3) Deep Blood - Once per turn, if a Zombie monster your opponent controls declares a direct attack: You can pay 1000 LP; banish that monster, and if you do, inflict damage to your opponent equal to that monster's original ATK.
 * (2) Once per turn, if a Zombie monster your opponent controls declares a direct attack: You can pay 500 LP; increase the ATK of 1 Fairy-type monster you control by the combined ATK and DEF of the attacking monster, until your next End Phase.
 * (1) You can make all attacks from your opponent's Zombie monsters direct attacks.

Deck:  ( variant)
 * (4) Move Point - Once per turn: You can activate 1 of these effects.
 * Pay 1000 LP; Set 1 Quick-Play Spell from your Deck directly to your Spell & Trap Zones.
 * Pay 2000 LP; add 1 Quick-Play Spell from your Deck to your hand.


 * (3) Once per turn, during your opponent's turn, if your opponent activates a card or effect that would Special Summon a monster(s) (Quick Effect): You can pay 800 LP; shuffle 1 of your banished monsters into the Deck, and if you do, change that card's effect to "Destroy 1 card in your hand."
 * (2) Once per turn, if a monster you control is targeted by a card effect (Quick Effect): You can pay 300 LP; move that monster to an unoccupied adjacent Monster Zone, and if you do, negate that effect.
 * (1) Once per turn: You can destroy 1 monster in your Deck, and if you do, pay LP equal to that monster's Level x 200.

Deck: 
 * (5) Dark Matter - You can pay 1000 LP; create 1 "Number i" Xyz Monster, and if you do, put it in your Extra Deck, also add 1 Rank-Up-Magic - Intrusion Into the Sacred from your Deck or GY to your hand. You can only activate this effect once per turn, and only up to twice per Duel.
 * (4) Your opponent must pay 1000 LP to Special Summon "Number" monsters.
 * (3) Once per turn (Quick Effect): You can pay 500 LP; add 1 "Numeron" Field Spell from your Deck to your hand.
 * (2) Once per turn: You can pay 500 LP, then target up to 2 of your banished Xyz Monsters; return those targets to the Extra Deck.
 * (1) Your opponent cannot negate any Xyz Summons you conduct.

Deck: 
 * (4) Aero Hand - Once per turn, immediately after you conduct your second Summon for that turn: You can pay 1000 LP; shuffle 1 card your opponent controls into the Deck.
 * (3) Once per turn: You can pay 700 LP; send 1 face-up Spell/Trap Card you control to the GY, then destroy 2 Spell/Trap Cards your opponent controls.
 * (2) Once per turn, during your Battle Phase, if your opponent controls more monsters than you do: You can pay 700 LP; make all attacks during this Battle Phase direct attacks.
 * (1) Once per turn, when an opponent's monster declares a direct attack (Quick Effect): You can halve the damage taken from that battle.

Deck: 
 * (3) Clairvoyance - Once per turn: You can pay 1000 LP, then declare a card name; if your opponent has that card in their hand or Set on their field, make them place that card in your hand.
 * (2) Once per turn: You can pay 700 LP; excavate the top 2 cards of your opponent's Deck, then return them to the top of the Deck in any order.
 * (1) If your opponent adds a card to their hand, except by drawing it (Quick Effect): You can pay 300 LP; make your opponent play with their hand revealed until the End Phase.

Deck: ', '/
 * (5) Mental Out - (Quick Effect): You can pay 1000 LP, then target an opponent; for the rest of this Duel, you can control them and all cards in their possession.
 * (4) You can Special Summon monsters from your opponent's Extra Deck as if they were your own.
 * (3) If you successfully resolve the effect of a "Mental" Esper effect, copy all cards in that opponent's card database to yours.
 * (2) Unaffected by "Mental" Esper effects while your LP are 100 or greater, also unaffected by all "Mental" Esper effects from players of a lower Level.
 * (1) Once per turn (Quick Effect): You can pay 200 LP, then target 1 monster on the field; change its battle position.

Deck: 
 * (∅) Face-up Defense Position monsters your opponent controls cannot attack.

Deck: 
 * (4) Offense Armor - During either player's turn, if you would take damage equal to or lower than half your current LP: Negate that damage.
 * (3) Once per turn, if a monster you control attacks an opponent's monster that has a lower Level/Rank than that monster: You can pay 700 LP; inflict doubled battle damage to your opponent.
 * (2) You never take effect damage if that damage is equal to or lower than the ATK of any monster you control.
 * (1) Once per turn, if your opponent activates a Trap in response to the activation of a Spell effect in your possession: You can pay 700 LP; negate that card's activation, and if you do, shuffle that card into the Deck.

Deck: /
 * (5) Meltdowner - If you activate an Xyz Monster's effect that targets cards on the field: You can target any number of face-up cards on the field; apply that effect to all of them, then pay 500 LP for each monster targeted this way.
 * (4) Once per turn: You can pay 1000 LP; all Special Summoned monsters you control inflict doubled battle damage this turn.
 * (3) During either player's turn, if a monster you control is destroyed by a card effect: You can pay 700 LP; draw 1 card.
 * (2) When a Special Summoned monster you control attacks, your opponent cannot activate Trap Cards until the end of the Damage Step.
 * (1) Once per turn: You can treat all monsters in your possession as LIGHT Psychic monsters.

Deck: 
 * (4) AIM Stalker - During your Main Phase: You can pay 1000 LP, then target 1 monster in your opponent's Extra Deck; while that card remains in your opponent's Extra Deck, your opponent takes 1000 damage during each Standby Phase. You can only activate this effect once per Duel.
 * (3) If a monster you control is sent from the field to the GY: You can pay 700 LP; send 1 monster from your Deck to the GY, then, you can shuffle 1 of your banished monsters into the Deck, and if you do, add 1 Field Spell from your Deck to your hand.
 * (2) Once per turn, if you activate a monster effect in the GY: You can draw 1 card.
 * (1) Your opponent cannot activate cards or effects in response to the activation of your "Rank-Up-Magic" Spells.