Pollux is an antagonist in Phantasy Star Online Episode III C.A.R.D. Revolution. She appears exclusively in the Hunters main story penultimate quest, The Great Shadow. She and her sister Castor are clones of Chief Red's deceased daughters.
Pollux has the appearance of a teenager. She has blood red hair that obscures her lifeless, pale blue-gray eyes. On each cheek, there are three lines of red face paint. Although her card art appears calm, her game model depicts the girl with a semi-smile that, along with her posture, suggests either a naive girl or a sadistic monster. Pollux's body appears to have a black and white texture bespeckled with red circles of which is reminiscent of Dark Falz aberrations. Her right arm is very grossly mutated into a giant blade that she clumsily swings about as she attacks the protagonist. Attached to her stomach is what appears to be a grotesque, pulsating membrane.
Pollux has no dialogue in the game. From what can be deduced from her boss battle posture, she appears to have a laid back attitude as demonstrated in her lackadaisical rocking of her body and arms in an almost nonchalant and naive way.
In the Pioneer II government's bid for power, they officially sanctioned the Lab's research into bioweaponry by utilizing the mysterious Germ that was discovered on Ragol in AUW 3101. Seeing the potential for advanced bioweapons to assist the military, the lab cloned Chief Red's deceased daughters numerous times as fodder for its inhumane experiments that horrifically mutated their bodies into living weapons. Pollux and her sister Castor are some of the few that have been released following the discovery of the Great Shadow's location.
Pollux confronts the government's own Hunters, while Castor attacks the Arkz anti-government organization. No matter the scenario, both girls inevitably fall to the hero in battle.
Powers and abilities
Pollux is the penultimate final boss of the Hunters storyline. She begins the fight with a hefty 55 HP. This character can easily make chances of victory become bleak if she is not subdued in as few turns as possible and is arguably more difficult than her Arkz counterpart. Her armor allows her to negate any damage from attacks with strength less than 4.
Anti-Abnormality allows her to resist status effects, forcing Hunters to confront her directly with raw power. For each full turn that passes, Pollux becomes more powerful with her Ultimate AP Growth ability that grants her +1 additional AP each time, making her become a potentially very deadly threat if left unchecked.
Pollux's general strategy is usually attempting to slow down the protagonist or bind them in place so that she can get a few easy hits in. If enough time passes, she will be able to pierce through armor on top of having an outrageous amount of strength per hit. To counter this, it is a good idea to bring cards that can allow the character to attack from a distance or negate her AP bonuses. Weakness and AP Silence passives are good choices, as are the simple Mag, Plantain Huge Fan, and Twin Psychogun.
Pollux's boss card can be viewed below. Top colors are red and orange. The combo colors on the right of the card are blue, red, yellow, orange, and gray.
Pollux has only a single deck called Count to Death. Its contents are as follows:
Count to Death
|Bind x1||Roll 3 or higher after a successful physical attack to paralyze the opponent for 4 turns. Able to move, but unable to attack while in paralysis condition. Hero/Dark/Item/Creature: O|
|Crack x3||After an attack, MV of the opponent Story Character will be set to 1 for 4 turns. (All equipped items equipped by a Hunters-side character will also be affected.) Inflicts no damage, regardless of AP or any Action card used or of the attacker.|
|Devil Whim P x3||This card produces various effects depending on the dice roll at the time of attack. 1 = Full heal to every Field Character on the field // 2 & 3 = AP Silence for 4 turns // 5 = Instant death|
|Dodge x3||Defensive action (HP +2)|
|Guard x3||Defensive action (HP +4)|
|Heavy Attack x2||Offensive action (AP +5)|
|Heavy Blow x1||After an attack, AP of the opponent decreases to zero for 2 turns. The status returns to normal after 2 turns.|
|Independent x2||Your team becomes immune to all effects from Assist Cards on the field while this card is on the field. Like other Assist Cards, it disappears when a second Assist Card is set. This effect occurs before any other Assist Card, regardless of when it was set.|
|Inflation x3||Using any card costs one more action point, but cost for basic actions that do not use cards such as normal attack or move remains the same.|
|Reduction x3||Receive 1/2 damage from physical attacks. Damage taken after half is rounded down (eg. half of 3 is 1 instead of 1.5 damage).|
|Skip Move x1||The Move Phase of both parties will be skipped when this card is set.|
|Wall x3||Team defensive action (HP +3)|
|Arkz||Break - Lura - Creinu - Endu - Hyze - KC - Reiz - Peko - Ohgun - Memoru - Rufina - Rio|
|Hunters||Sil'fer - Orland - Relmitos - Ino'lis - Glustar - Guykild - Kranz - Kylria - Viviana - Teifu - Stella - Saligun|
|Antagonists||Leukon Knight - Castor - Pollux - Amplam Umbla|
|Locations|| Ragol - Pioneer II - Mortis Fons - Lupus Silva - Tower of Caelum - Ravum Aedes Sacra - Molae Venti |
Morgue - Nebula Montana - Dolor Odor - Via Tubus - Unguis Lapis - Tener Sinus