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retropikachu

Retro's Cards Vol. 2

Jul 20th, 2016
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  1. Retro's Cards Volume 2:
  2.  
  3. Name: Enker [Retro]
  4. Core: Shield
  5. Health: 160
  6. Power: Powerful Mirror
  7. Power Description: Whenever Enker takes damage, flip a coin. If heads, the card that damaged Enker takes 30 damage.
  8. Attack 1: Mirror Buster
  9. Attack 1 Description: Does 10 Shield damage PLUS whatever damage Enker has sustained. (i.e. Enker has 100 HP, Mirror Buster deals 70 damage).
  10. Attack 2: Enker Wave
  11. Attack 2 Description: Deals 70 Laser Damage. The target takes 20 extra damage on Enker's next turn.
  12. Resistance: Electric
  13. Weakness: Explode
  14.  
  15. Name: Death
  16. Core: Shadow
  17. Health: 160
  18. Attack 1: Sickle Storm
  19. Attack 1 Description: Flip 6 coins. For each heads, this attack deals 20 Cutter Damage. If Death Incantation was used last turn, this attack deals Shadow damage instead.
  20. Attack 2: Laser Storm
  21. Attack 2 Description: Flip 4 coins. For each heads, this attack deals 40 laser damage, but for each tails, this attack deals 20 less damage. If Death Incantation was used last turn, this attack deals 60 shadow damage for each heads instead, but each tails causes the attack to deal 30 less damage. In either case, the damage can amount to a negative value and heal the target.
  22. Attack 3: Death Incantation
  23. Attack 3 Description: During your next turn, all support cards have their effects changed to dealing 60 shadow damage and 20 Recoil Damage, and the effects of your attacks are altered. Death takes 50 recoil damage
  24. Resistance: Shadow
  25. Weakness: Crystal
  26.  
  27. Name: Bill Cipher
  28. Core: Space
  29. Health: 190
  30. Power: Weirdmageddon
  31. Power Description: Every 3 turns after Bill Cipher becomes your active robot, WEIRDMAGEDDON activates for 1 turn. During Weirdmageddon, Bill's attacks deal 30 more damage, heal 30 more energy (even if they don't heal in the first place), adds an effect, and Support Cards cannot be used by either you or your opponent.
  32. Attack 1: Deal
  33. Attack 1 Description: Ask your opponent if they want their active robot to take 20 space damage and allow Bill to heal 60 health OR if they want their active robot to take 70 space damage and allow Bill to heal 10 health. If Weirdmageddon is active, you may flip a coin to instead decide the effect; heads for the first effect, and tails for the second.
  34. Attack 2: Dimension Liberation
  35. Attack 2 Description: All of your opponent's robots take 40 space damage. If Weirdmageddon is active, Bill Cipher takes 60 less damage on your opponent's next turn.
  36. Resistance: Earth
  37. Weakness: Impact
  38.  
  39. Name: Bass.exe
  40. Core: Neutral
  41. Health: 160
  42. Attack 1: Shooting Buster
  43. Attack 1 Description: This attack does 80 neutral damage. Flip a coin. If heads, this attack does 30 more damage.
  44. Attack 2: BassAnly
  45. Attack 2 Description: Flip 4 coins. For each heads, this attack deals 40 shadow damage.
  46. Attack 3: Earth Breaker
  47. Attack 3 Description: Flip a coin. If heads, this attack does 120 neutral damage. If tails, this attack does nothing and Bass.exe cannot attack next turn.
  48. Resistance: Shadow
  49. Weakness: Copy
  50.  
  51. Name: Colonel.exe
  52. Core: Missile
  53. Health: 180
  54. Attack 1: Screen Divide
  55. Attack 1 Description: Flip 2 coins. For each heads, this attack does 50 Cutter Damage
  56. Attack 2: Induct Missiles
  57. Attack 2 Description: Roll a die. Whatever the number is, multiply that number by 20 missile/flame damage. (i.e. Roll a 3, 60 damage).
  58. Attack 3: Giga Chip
  59. Attack 3 Description: Flip a coin. The attack is decided by what the result is.
  60. - If heads, Colonel Army is used. Flip a coin until you get tails. For each heads, this attack does 30 missile damage.
  61. - If tails, Aspire Break is used. If the opponent has 100 or less HP, this attack does 100 cutter damage and ignores resistance. If the opponent has more than 100 HP, than the attack does nothing.
  62. Resistance: Wind
  63. Weakness: Impact
  64.  
  65. Name: Protoman.exe
  66. Core: Cutter
  67. Health: 140
  68. Power: Surprise Sword
  69. Power Description: Whenever Protoman.exe takes damage, flip 2 coins. If both are heads, Protoman.exe takes 10 less damage and the opponent takes 30 cutter damage.
  70. Attack 2: Sword Techniques
  71. Attack 2 Description: Roll a die. The effect changes on the number rolled.
  72. - If 1, 2, or 3 is rolled, Step Sword is used. A simple 60 cutter damage is dealt to the enemy.
  73. - If 4 or 5 is rolled, Sonic Sword is used. A solid 90 cutter damage is dealt to the enemy.
  74. - if 6 is rolled, Trance Move is used. A massive 130 cutter damage is dealt to the enemy.
  75. Attack 3: Delta Ray Edge
  76. Attack 3 Description: Flip 3 coins. For each heads, this attack does 50 cutter damage.
  77. Resistance: Wind
  78. Weakness: Break
  79.  
  80. Name: Megaman.exe
  81. Core: Copy
  82. Health: 130
  83. Attack 1: Charge Shot
  84. Attack 1 Description: This attack normally does 70 copy damage. If the target has a weakness to Flame, Nature, Water, or Electric, then this attack does 30 more damage.
  85. Attack 2: Buster Up
  86. Attack 2 Description: Charge Shot does 10 more damage for the rest of the battle. This effect may stack up to 5 times.
  87. Attack 3: Hub.BAT
  88. Attack 3 Description: Flip 2 coins. If heads, Charge Shot does double damage next turn.
  89. Resistance: Neutral
  90. Weakness: Shadow
  91.  
  92. Name: Smart Bomb
  93. Core: Explode
  94. Description: Deals 50 Explode damage to both the user and the opponent.
  95.  
  96. Name: Damage Ratio x2.0
  97. Core: Shadow
  98. Description: For 3 turns, both user and target take double damage, and any healing is halved (rounded down). Effect may be canceled early if a Crystal attack or a Crystal support card is used.
  99.  
  100. Name: Pain Split
  101. Core: Neutral
  102. Description: Takes the combined amount of both user and target's HP and distributes them evenly between the two (HP is always rounded up).
  103.  
  104. Name: Weakness Policy
  105. Description: Removes the Weakness of all Robots on the field for 3 turns.
  106.  
  107. Name: LifeAura
  108. Core: Shield
  109. Description: Your robot is surrounded by a LifeAura. With the LifeAura, all attacks do 10 damage to you while the rest of the damage is sustained by the LifeAura. The LifeAura has 100 HP.
  110.  
  111. Name: Endure
  112. Core: Shield
  113. Description: You cannot be taken out by any attack. Fatal blows leave you with 10 HP. Effect lasts until your next turn.
  114.  
  115. Name: Green Soul
  116. Core: Shield
  117. Description: Whenever you take damage, flip 2 coins. If both are heads, the damage is reduced by 50 (but cannot go below 10). Effect lasts for 3 turns or until your robot is defeated.
  118.  
  119. Name: Yellow Soul
  120. Core: Laser
  121. Description: Whenever you take damage, flip 2 coins. If both are heads, the opponent takes 30 neutral damage. Effect lasts for 3 turns or until your robot is defeated.
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