So BOSSES. Yes, you can and should add villains to make things more DLesque. The question is, how do you translate them? The basic answer - you scale them like you would a dueller in the DL and see if makes sense. You probably have to be more creative because sometimes bosses are just very one dimensional and stuck in their ways, but you can make it work. What I want to show is that this theory card game has a lot of design space. I don't promise it to be balanced, but you can probably do a good translation and then roll it back to see if things are too broken or what not.
For this, I'm going to look at everyone's favourite set of bosses - WA4 BOSSES. Yep Max Agility for all of them right? Well, again, scale it to what makes sense. Like yeah, I'd probably give the true speedsters like Hugo and Belial an 8, but Jeremy's only 178% or something on forms 2 and 3. Should he get an 8? Probably not. So scale that down with other bosses in his game. That said, some concepts:
JEREMY NON -
Everyone's favorite OHKO punching bag. Jeremy's an interesting case cause making him really powerful but also really frail at the same time makes sense.
Power Grid (Assuming 8 is the max):
HP: 10 (Assuming 20 is average)
Physical: 6
Magical: 2
Agility: 6
Passive abilities - Inertia Canceller: Whenever Jeremy performs a physical attack, you may play more than one of the same copy, up to a maximum of 3. If you choose not to utilize this ability when it is possible, you may draw a card.
10 HP means anyone with an attack rating of any sort that is an 8 will pretty much 2HKO him...just like in game! And in some cases, you can probably OHKO him if you catch him at an inopportune moment. Flip side, Jeremy gets a turn, he will do a lot of damage - probably killing someone, especially the frail in one go. Just like in game!
Ability Cards
Vulcan Missile - +1 Physical damage. Target any character on any row.
Wild Savate - +1 Agility damage. If this attack is successful, subsequent attacks made by Jeremy on the same turn cannot be reduced.
Energy Net - Play this into an opponent's targeted lane. At the end of Jeremy's next turn, characters standing in this lane become Disabled (cannot attack or defend)
Full Auto - +4 Physical damage. Cannot be played multiple times in one turn.
Loose Cannon - Sustained Effect - During Inertia Canceller, one card played is equal to 2 attacks of the same kind. Jeremy must always target the weakest enemy if possible.
Insubordination - Jeremy cannot be moved until the start of his next turn.
Equipment Cards
None - I am not aware of Jeremy having notable weapons.
So yeah Jeremy is a complete glass cannon. His Sustained effect is important since it reduces the number of cards you need to play to reach maximum number of attacks. But it has an added drawback where you lose the ability to target. This feels very in-tune to his character where he just does whatever. I also gave him a card called "Insubordination" which I think is themetically fitting but also has strategic value so Jeremy can't be pulled out from behind a teammate for example and then killed quickly.
Another fun example of this basically being a blank slate (so I encourage you dear reader to drop your ideas) - GAWN
GAWN BRAWDIA
Power Grid (Assuming 8 is the max):
HP: 24 (Assuming 20 is average)
Physical: 6
Magical: 4
Agility: 4
Passive abilities - Trump Card - If all of Gawn's allies are KO'd, you may search your deck for Fragrach and Answerer and put it into your hand. Shuffle your deck afterwards.
Gawn looks kinda average! What gives? Well, read on to see how I'm going to change him. I made his stats a bit more average because he needs to be able to stay alive for as long as possible, so I worry about giving him lopsided stats. Also, he may actually be sorta broke in this iteration. But hey.
Ability Cards
Cowardice - If an attack targets Gawn, you may play this to redirect the attack to another character in the same row.
Irresponsible - When you play this card, exile a card of your choice, placing it face down behind Gawn. Return the cards to your hand when Gawn equips Fragrach and Answerer
A Journey with no Destination - You may take your discard pile and reshuffle it into your deck
Mooch - Play this any time an ally receives a healing effect. Gawn recovers HP equal to the original target
Bullet Barrage - Can only be played when Fragrach and Answerer are equipped. Inflict damage to all enemies equal to their current HP/2
Perfect Shot - Can only be played when Fragrach and Answerer are equipped. +5 damage. This attack cannot be mitigated or nullified.
"And with this single, final shot...!" - Your next attack does not remove any counters off Fragrach and Answerer. If only one counter remains, this card becomes an instant KO.
Equipment Cards
Unique Weapon: Fragrach & Answerer - Increase all of Gawn's attribute to 8. Damage can no longer be inflicted on Gawn. Instead, put counters on this card equal to Gawn's Current HP/2. Whenever an attack or effect would target Gawn, it is cancelled and one counter is removed from this card. Whenever Gawn makes an attack, two counters are removed from this card. When there are no longer any counters on this card, Gawn is defeated.
Gawn's a pretty unique boss so his translation is pretty unique too. He's basically the last minute hero/savior/Dark Phoenix-esque character where if you let him power up, he will probably tear you a new one if he hasn't already sustained some damage. You defeat him the exact same way as you do in-game, so you just need to outlast him. However, his attacks scale greatly and his attack cards put on a ton of pressure, so this might not be as easy as it looks!
HUGO HEWITT
Power Grid (Assuming 8 is the max):
HP: 12 (Assuming 20 is average)
Physical: 5
Magical: 5
Agility: 8
Passive abilities - System Chronos - If there is an empty row adjacent to Hugo when he is targeted by an attack, Move Hugo into that row. Target attack is nullifed unless it is capable of targeting all allies.
High stats! Badass ability like in-game! The catch? Bad HP and Low number of Ability cards. Hugo also doesn't do much else other than wack things I'm afraid. Luckily, he's pretty good at it.
Ability Cards
Magic Bow Gandiva - +3 Magic Attack. When played, Hugo can target any row.
Double Strike - Gan & Diva - Agility Attack. When you play this card, you may choose to discard another card. If you do so, this attack cannot be nullified
"Hmph...Amateurs" - You may play this whenever System Chronos triggers. If you do, Hugo's next attack does +2 damage
Perpetual Motion - Sustained Effect. Attacks that Immobilize do not effect Hugo. Whenever Hugo takes damage, discard this card from play.
Equipment Cards
None - Hugo's weapon is not memorable (I had to look it up)
Pretty straightforward translation. Hugo is a pain to take down and has a lot of damage. You might be wondering how to kill him. Well, System Chronos here doesn't trigger if another ally is in the same row. So while he can't be moved, using Movement and Positioning attacks can force him into a bad position where he is forced to take damage. And while his Sustained isn't in play, you can Immobilize him (unlike in-game) and make him a sitting duck. Gotta be quick about it though or he'll do lots of damage quick.
ENIL AIDEM
Power Grid (Assuming 8 is the max):
HP: 15 (Assuming 20 is average)
Physical: 2
Magical: 5
Agility: 4
Passive abilities - Materialize Fear - At the start Enil's turn, choose an enemy target. If your opponent has cards belonging to that character, take one randomly from them, then place it face down in your front row. Treat this card as a Copy of that character.
Oh hey, an opportunity to make Enil not suck. I'll take it and run with it. Let's see what we can do.
Ability Cards
Deception - If a Copy is currently on the field, damage done to Enil is instead done to the Copy instead.
Trepidation - Copied characters cannot draw any cards until the start of Enil's next turn.
Your deepest fears - Magic Attack +1. Generate a Copy of the targeted character, even if your opponent has none of his/her cards
When one fights monsters... - Sustained Effect - Whenever an opponent damages a Copy, the corresponding character takes damage equal 1/2 of what was inflicted. If no Copies are on the field, discard this effect.
To the Abyss - Both players discard their hand, then draw 4 cards.
Doppelganger - For the current turn, you may play cards from your opponent's Discard pool as if they were in your hand.
Equipment Cards
None - lol what weapon
So Enil sucks on stats - this is pretty much true to in-game. However, with our thought experiment, I obviously gave her something significantly stronger since playing an Enil equivalent 1 for 1 would be pretty awful. Here, she's kept her signature ability as Passive, but I gave her some synergy between the Copied characters as well as her lore. She's supposed to be a bad ass Brionac Officer like the others, so hopefully, this reflects it somewhat.
BALGAINE ALES
Power Grid (Assuming 8 is the max):
HP: 20 (Assuming 20 is average)
Physical: 8
Magical: 1
Agility: 3
Passive abilities - Baron of Gore - Ignore all Magical effects that target Balgaine.
CHAINSAW ROCKETMAN at least has an easy passive ability to translate. I'll take what I can get.
Ability Cards
Nidhogg: Straight - +5 Physical Damage. You must have 3 Cards in hand to play this card. Attacks all enemies in the closest row
Nidhogg: Full Crescent - +3 Physical Damage. You must have 5 cards in hand to play this card. Attacks all enemies.
Breakthrough - Physical Attack. Destroy a non-unique piece of equipment, currently equipped on target.
Mayhem - Discard all Sustained Effects currently in play.
"That's right. Bring it on!" - Sustained Effect. Both players draw an extra card at the start of every turn. For every Balgaine card drawn, increase his next attack by 1.
Equipment Cards
Anti-Tank Chainsaw Nidhogg - When you play an attack card, you may choose to delay its effect until Balgaine's next turn. If you do, deal double damage.
Balgaine has a ton of physical damage, but without his Chainsaw, it just deals 2HKO damage. Survivable. Once he has his Chainsaw though, look out. Delay the attack until the next turn and if you can't find a way to stop it, he will wreck face. Pretty close to in-game outside of being able to kite him, but hey. Also giving him weapon and situation breaking since he likes fair fights. His own sustain basically encourages both sides to kill each other faster, but also lets Balgaine play his special ability attacks more easily.
TONY (MAN)
Power Grid (Assuming 8 is the max):
HP: 16 (Assuming 20 is average)
Physical: 4
Magical: 2
Agility: 6
Passive abilities - Demoted - Whenever Tony takes damage, discard all Equipment cards currently equipped back into your deck.
Yes, let's take the joke boss and see if we can him less of a joke. Why am I giving him a negative passive? Well, it expands other cards we can make. Also it is suitably fitting and fits with what I want to do with our resident warmonger.
Ability Cards
Combat Knife - If one Gear Part is equipped, then Physical Attack +1. Pushes target back 1 row if able.
Reinforced Shield - If one Gear Part is equipped, then Nullify the next attack against Tony or his allies
Micro Missiles: If two Gear Parts are equipped, then Physical Attack +1. Attacks all enemies.
Rocket Launcher: If two Gear Parts are equipped. Physical Attack +3. Attacks an enemy from any row.
Anti-Magic Sphere: Sustained Effect. This card has no effect until Three Gear Parts are Equipped. Magic attacks cannot be used until Tony is defeated.
"Looks like you need some corporal punishment!" - Search your deck for Land Gear Parts. Draw up to 3 cards, based on how many Tony Cards are in your hand.
"Why can't I beat a bunch of kids?!" - When you play this card, place it face down under Tony. When Tony is defeated, draw 2 cards for every copy of this card played.
Equipment Cards
Unique Equipment: Land Gear Parts - No base effect. Equipping more cards unlocks bonus effects on Tony's Cards
Yeah, I don't think Tony is powerful, but he is thematic. Load up this Gear with more stuff like if he is promoted, then he gets more stuff! When you hit him, he gets demoted and loses stuff. His cards without his parts basically are vanilla cards so they are pretty weak, but they at least do interesting stuff once you have something equipped.