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MMRPG TCG Robots

Jun 26th, 2016
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  1. PAGE 2
  2.  
  3. Name: Eliwood
  4. Core: Flame
  5. Health: 170
  6. Attack 1: Rapier Strike
  7. Attack 1 Description: Usually deals 40 Impact Damage. If Eliwood is a Knight Lord, then this attack deals double damage.
  8. Attack 2: Heaven Seal
  9. Attack 2 Description: Flip a coin. If heads, Eliwood promotes to a Knight Lord for 2 turns.
  10. Attack 3: Durandal
  11. Attack 3 Description: Deals 100 Flame Damage, but Eliwood can only use Rapier Strike next turn. If Eliwood is not a Knight Lord, this attack does nothing.
  12. Resistance: Crystal
  13. Weakness: Nature
  14.  
  15. Name: Lyndis
  16. Core: Swift
  17. Health: 120
  18. Attack 1: Mani Katti
  19. Attack 1 Description: Usually deals 50 Swift damage. If the target is a Shadow Core robot, this attack deals 30 extra damage.
  20. Attack 2: Sol Katti
  21. Attack 2 Description: Deals 90 Flame Damage. However, Lyndis takes 20 extra damage on opponent's next turn.
  22. Attack 3: Rienfleche
  23. Attack 3 Description: Deals 80 Swift Damage. This attack is unaffected by Resistance and Weakness.
  24. Resistance: Nature
  25. Weakness: Impact
  26.  
  27. Name: Hector
  28. Core: Cutter
  29. Health: 220
  30. Attack 1: Wolf Beil
  31. Attack 1 Description: Deals 60 Cutter Damage. This attack deals double damage if the target has 200 or more health.
  32. Attack 2: Armads
  33. Attack 2 Description: Deals 80 Electric Damage. Hector takes 20 less damage on the opponent's next turn.
  34. Attack 3: Battle Axe
  35. Attack 3 Description: Flip a coin. If heads, this attack deals 70 Cutter Damage and ignores Resistance. If tails, this attack does nothing.
  36. Resistance: Impact
  37. Weakness: Crystal
  38.  
  39. Name: Pyro
  40. Core: Flame
  41. Health: 200
  42. Attack 1: Flamethrower
  43. Attack 1 Description: Flip 5 coins. For each heads, this attack deals 20 Flame Damage.
  44. Attack 2: Flare Gun
  45. Attack 2 Description: Deals 50 Flame Damage. If the target was hit with Flamethrower or Flare Gun last turn, this attack deals double damage.
  46. Attack 3: Airblast
  47. Attack 3 Description: Changes the opponent's Weakness to Flame for 1 turn.
  48. Resistance: Flame
  49. Weakness: Cutter
  50.  
  51. Name: Locke Cole
  52. Core: Swift
  53. Health: 150
  54. Attack 1: Steal
  55. Attack 1 Description: If the opponent used a support card last turn, Locke Cole may recreate the effect for personal use.
  56. Attack 2: Valiant Knife
  57. Attack 2 Description: Deals 30 Swift Damage. For every 20 damage Locke Cole has sustained, this attack deals 10 extra damage.
  58. Attack 3: Zwill Crossblade
  59. Attack 3 Description: Deals 90 Wind Damage. Flip 2 coins. If both are heads, Locke Cole takes 60 less damage from the next attack.
  60. Resistance: Cutter
  61. Weakness: Earth
  62.  
  63. Name: Pikachu
  64. Core: Electric
  65. Health: 110
  66. Attack 1: Thunder
  67. Attack 1 Description: Deals 70 Electric Damage.
  68. Attack 2: Nuzzle
  69. Attack 2 Description: Deals 20 Electric Damage. Flip a coin. If heads, the target cannot attack on their next turn.
  70. Attack 3: Volt Tackle
  71. Attack 3 Description: Deals 100 Electic Damage. Pikachu takes 50 Self-inflicted Damage.
  72. Resistance: Electric
  73. Weakness: Earth
  74.  
  75. Name: Black Mage
  76. Core: Crystal
  77. Health: 150
  78. Attack 1: Firaga
  79. Attack Description: Burns down opponents with 80 Flame Damage
  80. Attack 2: Blizzaga
  81. Attack 2 Description: Freezes opponents in their tracks with 80 Freeze Damage
  82. Attack 3: Thundaga
  83. Attack 3 Description: Electrocutes opponents with 80 Electric Damage
  84. Resistance: Crystal
  85. Weakness: Impact
  86.  
  87. Name: Gaiden Cleric
  88. Core: Nature
  89. Health: 140
  90. Attack 1: Nosferatu
  91. Attack Description: Flip a coin. If heads, this attack deals 80 Shadow Damage and the Gaiden Cleric heals by 40 Health. If tails, this attack does nothing.
  92. Attack 2: Recover
  93. Attack 2 Description: Self heals the Gaiden Cleric by 80 health, but the Gaiden Cleric cannot attack next turn.
  94. Attack 3: Angel Light
  95. Attack 3 Description: At the cost of 50 HP, the Gaiden Cleric pierces the opponent with 90 Nature Damage
  96. Resistance: Nature
  97. Weakness: Cutter
  98.  
  99. Name: Sabin
  100. Core: Impact
  101. Health: 170
  102. Attack 1: Raging Fist
  103. Attack Description: The user may decide on a Swift Core attack, Earth Core attack, or an Impact Core attack. Either way, this attack deals 70 damage
  104. Attack 2: Meteor Strike
  105. Attack 2 Description: Deals 80 impact damage. Does 0 damage on Wind or Space core cards.
  106. Attack 3: Phantom Rush
  107. Attack 3 Description: Always deals 70 impact damage, regardless of Weakness, Resistance, Side-effects of attacks, Support cards, etc.
  108. Resistance: Earth
  109. Weakness: Crystal
  110.  
  111. Name: Mewtwo
  112. Core: Crystal
  113. Health: 160
  114. Attack 1: Confusion
  115. Attack Description: Deals 20 Crystal damage. On the target's next attack, flip a coin. If tails, the attack does nothing.
  116. Attack 2: Shadow Ball
  117. Attack 2 Description: Deals 60 Shadow damage. Mewtwo's next attack deals 10 more damage.
  118. Attack 3: Psystrike
  119. Attack 3 Description: Crushes the foes with 90 Crystal damage. Ignores weakness and resistance.
  120. Resistance: Impact
  121. Weakness: Shadow
  122.  
  123. Name: Lucario
  124. Core: Laser
  125. Health: 150
  126. Power: Aura Rage
  127. Power Description: Lucario's Aura increases by damage. Every 20 damage Lucario has sustained increases his Aura Level by 1 (i.e. Lucario has 110 HP left, Aura Level = 2, Lucario has 70 HP left, Aura Level = 4, etc). Aura level automatically starts at Level 0.
  128. Attack 1: Aura Sphere
  129. Attack 1 Description: Deals 40 Laser damage. Damage increases by 10 for every level of Aura.
  130. Attack 2: Aura Storm
  131. Attack 2 Description: Deals Laser damage equal to [Aura Level] * 20. Lucario cannot attack next turn.
  132. Resistance: Shadow
  133. Weakness: Flame
  134.  
  135. Name: Dracula
  136. Core: Shadow
  137. Health: 180
  138. Attack 1: Hellfire
  139. Attack Description: Flip 3 coins. For each heads, this attack does 40 Flame damage
  140. Attack 2: Dark Inferno
  141. Attack 2 Description: Unleashes a blast of dark energy dealing 70 Shadow damage. If the opponent has a weakness to Explode, this attack does 20 extra damage
  142. Attack 3: Soul Steal
  143. Attack 3 Description: Deals 60 Shadow damage and heals Dracula by 30 HP
  144. Resistance: Shadow
  145. Weakness: Crystal
  146.  
  147. PAGE 4
  148.  
  149. Name: Enker [Retro]
  150. Core: Shield
  151. Health: 160
  152. Power: Powerful Mirror
  153. Power Description: Whenever Enker takes damage, flip a coin. If heads, the card that damaged Enker takes 30 damage.
  154. Attack 1: Mirror Buster
  155. Attack 1 Description: Does 10 Shield damage PLUS whatever damage Enker has sustained. (i.e. Enker has 100 HP, Mirror Buster deals 70 damage).
  156. Attack 2: Enker Wave
  157. Attack 2 Description: Deals 70 Laser Damage. The target takes 20 extra damage on Enker's next turn.
  158. Resistance: Electric
  159. Weakness: Explode
  160.  
  161. Name: Death
  162. Core: Shadow
  163. Health: 160
  164. Attack 1: Sickle Storm
  165. 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.
  166. Attack 2: Laser Storm
  167. 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.
  168. Attack 3: Death Incantation
  169. 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
  170. Resistance: Shadow
  171. Weakness: Crystal
  172.  
  173. Name: Bill Cipher
  174. Core: Space
  175. Health: 190
  176. Power: Weirdmageddon
  177. 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.
  178. Attack 1: Deal
  179. 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.
  180. Attack 2: Dimension Liberation
  181. 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.
  182. Resistance: Earth
  183. Weakness: Impact
  184.  
  185. PAGE 7
  186.  
  187. Name: Bass.exe
  188. Core: Neutral
  189. Health: 160
  190. Attack 1: Shooting Buster
  191. Attack 1 Description: This attack does 80 neutral damage. Flip a coin. If heads, this attack does 30 more damage.
  192. Attack 2: BassAnly
  193. Attack 2 Description: Flip 4 coins. For each heads, this attack deals 40 shadow damage.
  194. Attack 3: Earth Breaker
  195. 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.
  196. Resistance: Shadow
  197. Weakness: Copy
  198.  
  199. Name: Colonel.exe
  200. Core: Missile
  201. Health: 180
  202. Attack 1: Screen Divide
  203. Attack 1 Description: Flip 2 coins. For each heads, this attack does 50 Cutter Damage
  204. Attack 2: Induct Missiles
  205. 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).
  206. Attack 3: Giga Chip
  207. Attack 3 Description: Flip a coin. The attack is decided by what the result is.
  208. - If heads, Colonel Army is used. Flip a coin until you get tails. For each heads, this attack does 30 missile damage.
  209. - 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.
  210. Resistance: Wind
  211. Weakness: Impact
  212.  
  213. Name: Protoman.exe
  214. Core: Cutter
  215. Health: 140
  216. Power: Surprise Sword
  217. 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.
  218. Attack 2: Sword Techniques
  219. Attack 2 Description: Roll a die. The effect changes on the number rolled.
  220. - If 1, 2, or 3 is rolled, Step Sword is used. A simple 60 cutter damage is dealt to the enemy.
  221. - If 4 or 5 is rolled, Sonic Sword is used. A solid 90 cutter damage is dealt to the enemy.
  222. - if 6 is rolled, Trance Move is used. A massive 130 cutter damage is dealt to the enemy.
  223. Attack 3: Delta Ray Edge
  224. Attack 3 Description: Flip 3 coins. For each heads, this attack does 50 cutter damage.
  225. Resistance: Wind
  226. Weakness: Break
  227.  
  228. Name: Megaman.exe
  229. Core: Copy
  230. Health: 130
  231. Attack 1: Charge Shot
  232. 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.
  233. Attack 2: Buster Up
  234. Attack 2 Description: Charge Shot does 10 more damage for the rest of the battle. This effect may stack up to 5 times.
  235. Attack 3: Hub.BAT
  236. Attack 3 Description: Flip 2 coins. If heads, Charge Shot does double damage next turn.
  237. Resistance: Neutral
  238. Weakness: Shadow
  239.  
  240. PAGE 21
  241.  
  242. Name: Meta Knight
  243. Core: Cutter
  244. Health: 120
  245. Attack 1: Mach Tornado
  246. Attack 1 Description: Flip 5 coins. For each heads, this attack does 30 wind and cutter damage
  247. Attack 2: Drill Rush
  248. Attack 2 Description: This attack does either 70 cutter or swift damage.
  249. Attack 3: Galaxia Darkness
  250. Attack 3 Description: This attack can only be used if the target has 80 HP or less. This attack does 80 cutter and shadow damage.
  251. Weakness: Swift
  252. Resistance: Impact
  253.  
  254. Name: Akuma
  255. Core: Shadow
  256. Health: 100
  257. Power: Satsui No Hado
  258. Power Description: If the target has 90 or less HP, all attacks deal 90 damage.
  259. Attack 2: Gouhadoken
  260. Attack 2 Description: Flip 2 coins. For each heads, this attack does 50 flame damage. Akuma's next attack does 20 extra damage.
  261. Attack 3: Ashura Senku
  262. Attack 3 Description: This attack does 10 Shadow Damage. Akuma now gains Glide.*
  263. Weakness: Crystal
  264. Resistance: Nature
  265.  
  266. * Glide is a beneficial status. If you try attacking anyone with Glide, flip a coin. If heads, the attack hits and Glide is removed. If tails, the attack misses and Glide is not removed.
  267.  
  268. And now, for the Mighty Numbers!
  269.  
  270. Name: Pyrogen
  271. Core: Flame
  272. Health: 140
  273. Power: Blue Flare
  274. Power Description: If Pyrogen is at 80 Health or less, Blue Flare activates and all attacks gain an extra effect.
  275. Attack 2: Pyro Wave
  276. Attack 2 Description: Flip 10 coins. For each heads, this attack does 10 flame damage. If Blue Flare is active, flip 15 coins instead of 10.
  277. Attack 3: Pyro Blast
  278. Attack 3 Description: This attack does 50 flame and explode damage. If Blue Flare is active, this attack does an extra 30 damage.
  279. Weakness: Wind
  280. Resistance: Freeze
  281.  
  282. Name: Cyrosphere
  283. Core: Freeze
  284. Health: 150
  285. Attack 1: Cryo Ball
  286. Attack 1: This attack does 40 Freeze damage. Flip a coin. If heads, the opponent is now Chilled*.
  287. Attack 2: Cryo Dust
  288. Attack 2: Roll a dice.
  289. - If 3 or less, this attack does 20 freeze damage.
  290. - If 4 or 5, this attack does 30 freeze damage and the opponent is now chilled*.
  291. - If 6, this attack does 60 freeze damage and the opponent is now chilled*.
  292. Attack 3: Cryo Crash
  293. Attack 3 Description: You can only use this attack if the enemy is Chilled. Flip a coin. If heads, this attack does 100 freeze and impact damage. If tails, this attack does nothing and the enemy no longer chilled.
  294. Weakness: Flame
  295. Resistance: Explode
  296.  
  297. * Chilled is a status that requires the victim to flip a coin at the beginning of their turn. If heads, they are no longer chilled. If tails, their turn ends. Flame robots cannot be chilled.
  298.  
  299. Name: Dynatron
  300. Core: Electric
  301. Health: 140
  302. Attack 1: Electric Seed
  303. Attack 1: Flip 5 coins. For each heads, this attack does 10 electric damage.
  304. Attack 2: Shock Wave
  305. Attack 2: This attack only works if Electric Seed was used last turn. For each time it hit, this attack does 20 electric damage
  306. Attack 3: Charge Drain
  307. Attack 3: This attack does 10 electric damage and heals Dynatron by 30 health. If the opponent is at full health, this attack's damage and healing is doubled.
  308. Weakness: Cutter
  309. Resistance: Shadow
  310.  
  311. Name: Seismic
  312. Core: Earth
  313. Health: 160
  314. Attack 1: Seismic Crash
  315. Attack 1 Description: This attack changes depending on your last move used:
  316. - If Seismic Crash was used last turn, nothing happens.
  317. - If Seismic Wave was used last turn, This attack does 60 earth damage and Seismic takes 10 less damage on the opponent's next turn.
  318. - If Seismic Stones was used last turn, This attack does 30 earth damage for each tails flipped last turn.
  319. Attack 2: Seismic Wave
  320. Attack 2 Description: This attack does 40 earth damage. Seismic takes 30 less damage on the opponent's next turn.
  321. Attack 3: Seismic Stones
  322. Attack 3 Description: Flip 4 coins. For each heads, this attack does 30 earth damage.
  323. Weakness: Explode
  324. Resistance: Cutter
  325.  
  326. Name: Battalion
  327. Core: Explode
  328. Health: 140
  329. Power: Detonator
  330. Power Description: Once Battalion's HP drops to 70 or less, the enemy is inflicted with Countdown.*
  331. Attack 2: Bullet Fire
  332. Attack 2 Description: Roll a die. Multiply the number you got by 10, and deal that amount of damage. Neutral core type.
  333. Attack 3: Remote Mine
  334. Attack 3 Description: This attack does 30 explode damage. Flip a coin. If heads, this attack does 40 more damage.
  335. Weakness: Freeze
  336. Resistance: Earth
  337.  
  338. * Countdown is a status that causes the victim to be instantly defeated in 3 turns.
  339.  
  340. Name: Aviator
  341. Core: Wind
  342. Health: 150
  343. Power: Tailwind
  344. Power Description: After Aviator makes an attack, flip a coin. If heads, Aviator may use another attack, free of charge.
  345. Attack 2: Divebomb
  346. Attack 2 Description: This attack either does 40 impact damage or 40 wind damage.
  347. Attack 3: Fussilade
  348. Attack 3 Description: Flip 4 coins. For each heads, this attack does 20 neutral and wind damage.
  349. Weakness: Shadow
  350. Resistance: Flame
  351.  
  352. Name: Brandish
  353. Core: Cutter
  354. Health: 130
  355. Attack 1: Brandish Sword
  356. Attack 1 Description: This attack does 60 cutter damage
  357. Attack 2: Spin Slash
  358. Attack 2 Description: Flip 2 coins. For each heads, this attack does 40 cutter damage
  359. Attack 3: Brandish Overdrive
  360. Attack 3 Dscription: This attack does 70 cutter damage. Flip coins until you get tails. For each heads, this attack does 10 extra damage. You can only use this attack if Brandish is at 70 HP or lower.
  361. Weakness: Earth
  362. Resistance: Electric
  363.  
  364. Name: Countershade
  365. Core: Shadow
  366. Health: 170
  367. Attack 1: Sniper Fire
  368. Attack 1 Description: Flip coins until you get tails. For each heads, this attack does 30 shadow damage
  369. Attack 2: Glitch Shot
  370. Attack 2 Description: This attack does 50 shadow damage. The opponent cannot use Support Cards on their next turn.
  371. Attack 3: Aim and Fire
  372. Attack 3 Description: Take 1 turn charge, and all attacks do 10 more damage to Countershade. On your next turn, this attack does 100 shadow damage.
  373. Weakness: Electric
  374. Resistance: Wind
  375.  
  376. PAGE 28
  377.  
  378. Name: Zero Z
  379. Core: Laser
  380. Health: 130
  381. Attack 1: Z Saber
  382. Attack 1 Description: This attack does 20 laser and cutter damage. Z Saber now does 20 more damage for the rest of the fight. Effect stacks, but caps at +80 damage (100 damage total).
  383. Attack 2: Saber Combo
  384. Attack 2 Description: Flip coins until you get tails or 3 consecutive heads. For each heads, this attack does 40 laser and cutter damage. If Z Saber is at maximum power (100 damage), this attack does 60 damage for each heads instead of 40.
  385. Attack 3: Shield Boomerang
  386. Attack 3 Description: Takes 1 turn to charge. During charge state, attacks do 20 less damage to Zero Z. When the attack is used again, this attack does 70 laser and shield damage.
  387. Weakness: Cutter
  388. Resistance: Shadow
  389.  
  390. Name: Beck
  391. Core: Copy
  392. Health: 140
  393. Power: RefleXion
  394. Power Description: If Beck has defeated a foe with Xel Dash, he may use any of the victim's attacks for the rest of the battle.
  395. Attack 2: Buster Shot
  396. Attack 2 Description: Roll a die. Multiply the result by 10, and do that amount of neutral damage to the foe.
  397. Attack 3: Xel Dash
  398. Attack 3 Description: This attack does 10 swift and copy damage. If the foe has 40 or less HP, this attack does 40 damage, ignores resistance, activates RefleXion, and Beck is healed by 40 HP.
  399.  
  400. PAGE 29:
  401.  
  402. Name: Xane
  403. Core: Copy
  404. Health: 140
  405. Attack 1: Freelancer
  406. Attack 1 Description: Select an ally in your deck. Copy that card's attacks, weaknesses, resistances, powers, etc. for 5 turns.
  407. Attack 2: Chameleon
  408. Attack 2 Description: Select a robot in the opponent's deck. Copy that card's attacks, weaknesses, resistances, powers, etc. for 3 turns.
  409. Weakness: N/A
  410. Resistance: N/A
  411.  
  412. * Xane does not copy Current HP or Max HP.
  413.  
  414. Name: Roy
  415. Core: Flame
  416. Health: 130 (+60 when Promoted)
  417. Power: Promotion
  418. Power Description: If Binding Blade is played while Roy is active, Roy gains 60 to maximum health and Roy's attacks gain damage and extra effects. The effects last for 3 turns or until Roy is defeated.
  419. Attack 1: Attack!
  420. Attack 1 Description: This attack normally does 30 cutter damage. If Roy is promoted, this attack deals 60 extra damage (100 extra damage instead if the target has either a weakness to flame or if they are shadow core) and gains the [flame element}.
  421. Attack 2: Join Us!
  422. Attack 2 Description: Roll a pair of die. If the amount is exactly 8, the opponent's active card is added to your deck. If Roy is promoted, this attack is now Flare Seal.
  423. Attack 2 (ALT): Flare Seal
  424. Attack 2 (ALT): Description: Replaces Join Us! when Roy is promoted. This attack does 90 flame damage, but defeated foes are left with 10 HP). Flip a coin. If heads, the target is swapped out and the next card that is sent out is now Sealed for 2 turns.*
  425. Weakness: Nature
  426. Resistance: Impact
  427.  
  428. Name: Lilina
  429. Core: Electric
  430. Health: 120
  431. Power: For my Friend
  432. Power Description: If Roy has been played but has not been defeated, Lilina's attacks do 30 more damage. If Roy has been defeated, Lilina's attacks do 30 less damage.
  433. Attack 1: Thunder
  434. Attack 1 Description: This attack does 50 electric damage. Flip 2 coins. If both are heads, this attack does 40 more damage.
  435. Attack 2: Overflowing Magic
  436. Attack 2 Description: This attack does 90 crystal damage. You may flip a coin. If heads, Lilina takes 10 recoil damage and you may use one support/field card before you end your turn.
  437. Weakness: Impact
  438. Resistance: Crystal
  439.  
  440. Name: Prince Lyon
  441. Core: Shadow
  442. Health: 190
  443. Power: Demon King's Grasp
  444. Power Description: Each time Prince Lyon defeats a foe, you obtain 3 "Demon Points." At the beginning of each turn, flip a coin.
  445. - If heads, Lyon is Humane, allowing moveset (H) and adding 20 defense.
  446. - If tails, Lyon is Possessed, allowing moveset (P) and healing himself by 20 HP.
  447. Attack 1 (H): Foresee
  448. Attack 1 (H) Description: Until your next turn, Lyon recieves 40 less damage. Lyon's next attack deals 20 more damage (attack buff does not stack with itself).
  449. Attack 2 (H): Salvage
  450. Attack 2 (H) Description: Take a discarded support card and add it to the support deck. You may flip a coin. If heads, add 2 more discarded support cards to the deck. If tails, this card takes 50 damage.
  451. Attack 1 (P): Summon
  452. Attack 1 (P) Description: Roll a die. Add a robot card to the deck depending on the amount rolled:
  453. 1-3: Entombed
  454. 4-5: Gorgon
  455. 6: Formortiis+ (Awards 4 "Demon Points")
  456. Attack 2 (P): Naglfar
  457. Attack 2 (P) Description: This attack does 80 shadow damage. You may sacrifice 40 HP. If you do so, this attack does 50 more damage
  458. Weakness: Shadow (When Humane), Time (When Possessed).
  459. Resistance: Crystal (When Humane}, Shadow (When Possessed).
  460.  
  461. Name: Entombed
  462. Core: Shadow
  463. Health: 90
  464. Power: Summoned
  465. Power Description: This card cannot be put in the initial deck. If this card defeats a foe, obtain 2 "Demon Points." You can only have one robot with "Summoned" power at a time.
  466. Attack 1: Rotton Claws
  467. Attack 1 Description: Flip a coin. If heads, this attack does 40 cutter damage. If tails, this attack does nothing.
  468. Attack 2: Sacrifice
  469. Attack 2 Description: Discard this card. If this card was at full HP, obtain 2 "Demon Points." Otherwise, obtain 1 "Demon Point."
  470. Weakness: Flame
  471. Resistance: Impact
  472.  
  473. Name: Gorgon
  474. Core: Shadow
  475. Health: 100
  476. Power: Summoned
  477. Power Description: This card cannot be put in the initial deck. If this card defeats a foe, obtain 2 "Demon Points." You can only have one robot with "Summoned" power at a time.
  478. Attack 1: Demon Surge
  479. Attack 1 Description: Roll a die. If 3 or more, this attack does 70 shadow damage. If 2 or less, this attack does nothing.
  480. Attack 2: Sacrifice
  481. Attack 2 Description: Discard this card. If this card was at 50% or less HP, obtain 1 "Demon Point." If this card was at higher than 50% HP (but not at full HP), obtain 2 "Demon Points." If this card was at full HP, obtain 3 "Demon Points."
  482. NAME: FOMORTIIS
  483. CORE: SHADOW
  484. HEALTH: 300
  485. POWER: DEMON KING
  486. POWER DESCRIPTION: THIS CARD CANNOT BE PUT IN THE INITIAL DECK. THIS CARD REQUIRES 44 "DEMON POINTS" TO BE PLAYED. WHEN 44 "DEMON POINTS" ARE OBTAINED, THE FOLLOWING HAPPENS:
  487. - ANY CARDS WITH "SUMMONED" POWER ARE DISCARDED
  488. - PRINCE LYON IS DISCARDED (IF PRINCE LYON IS ALREADY DISCARDED, THIS CARD CANNOT BE PLAYED)
  489. - FOMORTIIS IS AUTOMATICALLY PUT IN THE ACTIVE POSITION (AND CANNOT BE SWAPPED OUT, NO MATTER WHAT)
  490. - THE CURRENT FIELD IS DESTROYED, AND "WORLD OF DARKNESS" IS INSTANTLY PUT INTO PLAY.
  491. - IT IS AUTOMATICALLY YOUR TURN AGAIN
  492. AFTER ALL OF THIS, FOMORTIIS BEING ACTIVE SETS SOME CERTAIN... CONDITIONS
  493. - THE USER CAN'T USE SUPPORT CARDS
  494. - ENEMY CARDS TAKE 20 DAMAGE AT THE BEGINNING OF EACH OF FOMORTIIS' TURNS
  495. - FOMORTIIS RESTORES 10 HP AT THE BEGINNING OF EACH OF HIS TURNS
  496. - NO FIELD CARDS CAN BE PLAYED
  497. - ALL SPECIAL CARDS DEAL 30 LESS DAMAGE AND TAKE 30 MORE DAMAGE
  498. - FOMORTIIS OBTAINS TRIPLE INCREASES AND NO DECREASES FROM THE CURRENT FIELD
  499. - FORMORTIIS CAN NEVER LOSE THE DEMON KING POWER (IF DISABLED THROUGH ANY MEANS, FORMORTIIS IMMEDIATLY GAINS HIS POWER BACK.
  500. ALL OF THIS ENDS WHEN FOMORTIIS IS DEFEATED, AND FOMORTIIS CAN ONLY BE SUMMONED ONCE PER BATTLE, NO MATTER WHAT
  501. ATTACK 1: NIGHTMARE
  502. ATTACK 1 DESCRIPTION: THIS ATTACK DEALS 70 SHADOW DAMAGE. IF THE TARGET WAS HIT WITH NIGHTMARE LAST TURN, THIS ATTACK DEALS 50 MORE DAMAGE.
  503. ATTACK 2: RAVAGER
  504. ATTACK 2 DESCRIPTION: THIS ATTACK DEALS 80 SHADOW DAMAGE. IF THE TARGET HAS A STATUS CONDITION, A WEAKNESS TO SHADOW, OR IS A SPECIAL CARD, THIS ATTACK DEALS 40 MORE DAMAGE FOR EACH CONDITION MET.
  505. WEAKNESS: CRYSTAL
  506. RESISTANCE: SHADOW
  507.  
  508. NAME: WORLD OF DARKNESS
  509. CORE: SHADOW
  510. INCREASES: SHADOW +10
  511. DECREASES: EVERYTHING (INCLUDING SHADOW) -10
  512. FLAVOR TEXT: ONLY ACTIVATES WHILE FOMORTIIS IS ACTIVE; CANNOT BE PUT IN INITIAL DECK.
  513.  
  514. Name: Corrin (M)
  515. Core: Water
  516. Health: 160
  517. Power: Dragon Ward
  518. Power Description: When the user is about to be attacked, flip a coin. If heads, the damage dealt to the user is halved (rounded up).
  519. Attack 1: Blazing Yato
  520. Attack 1 Description: This attack deals 60 Flame Damage. The user's next attack deals 30 more damage.
  521. Attack 2: Sun Festal
  522. Attack 2 Description: Restores 50 HP to any ally in your deck, including this card.
  523. Weakness: Shadow
  524. Resistance: Water
  525.  
  526. Name: Corrin (F)
  527. Core: Shadow
  528. Health: 120
  529. Power: Draconic Hex
  530. Power Description: After each time an enemy attacks this robot, they lose 10 attack and 10 defense. Effect stack infinitely. Status lasts until victim is defeated.
  531. Attack 1: Shadow Yato
  532. Attack 1 Description: This attack deals 80 Shadow Damage. The user gains 30 defense until their next turn.
  533. Attack 2: Ragnarok
  534. Attack 2 Description: This attack deals 100 Shadow and Flame Damage. The user takes 30 damage recoil.
  535. Weakness: Water
  536. Resistance: Shadow
  537.  
  538. Name: Azura
  539. Core: Water
  540. Health: 130
  541. Power: Knowledge of Val-
  542. Power Description: When this card reaches 50 HP or less, flip a coin. If heads, Azura regains 70 HP, and the current enemy takes 30 damage and permanently loses 10 defense. This can even activate if Azura's HP reaches 0 or less. This can only activate once per battle.
  543. Attack 1: Descant of Direction
  544. Attack 1 Description: Flip a coin. If heads, take a discarded support card and add it to your deck, and all of your cards deal 10 more damage for 3 turns. Effect cannot stack.
  545. Attack 2: Dance of Doom
  546. Attack 2 Description: This attack does 40 water and shadow damage. Flip a coin. If heads, your opponent must discard a support card (if possible), and their current card takes 30 more damage for 3 turns. Effect cannot stack.
  547. Weakness: Time
  548. Resistance: Water
  549.  
  550. Name: Xander
  551. Core: Shadow
  552. Health: 150
  553. Power: Chivalry
  554. Power Description: This card deals 30 more damage and receives 30 less damage when facing a foe with full Health.
  555. Attack 1: Siegfried
  556. Attack 1 Description: This attack either does 70 cutter damage or 70 shadow damage
  557. Attack 2: Unrestrained Rule
  558. Attack 2 Description: This attack does 50 shadow damage. You may take 20 damage recoil. If so, you may attack again with 20 less attack.
  559. Weakness: Crystal
  560. Resistance: Electric
  561.  
  562. Name: Camilla
  563. Core: Shadow
  564. Health: 160
  565. Power: Rose's Thorns
  566. Power Description: If Camilla is at half HP or less and has been swapped out for another card, the next robot deals 20 more damage and recieves 10 less damage.
  567. Attack 1: Dark Impulse
  568. Attack 1 Description: This attack does 40 shadow damage. If an enemy user was defeated 2 or less turns ago, this attack does 40 more damage.
  569. Attack 2: Aura of Death
  570. Attack 2 Description: This attack does 60 shadow damage. If there are any cards in the opponent's deck with 30 HP or less after the attack, instantly defeat them.
  571. Weakness: Wind
  572. Resistance: Nature
  573.  
  574. Name: Leo
  575. Core: Earth
  576. Health: 140
  577. Power: Pragmatic
  578. Power Description: This card does 20 more damage and recieves 20 less damage if the current enemy is injured.
  579. Attack 1: Brynhildr
  580. Attack 1 Description: This attack does 50 earth damage. Flip a coin. If heads, Leo recieves half damage (rounded up) from enemy attacks on their next turn.
  581. Attack 2: Sinister Tome
  582. Attack 2 Description: This attack does 40 shadow damage. Flip a coin. If heads, pick a support card from the opponent's deck and destroy it. If they do not have any support cards, this attack does 50 more damage.
  583. Weakness: Wind
  584. Resistance: Crystal
  585.  
  586. Name: Elise
  587. Core: Nature
  588. Health: 120
  589. Power: Lily's Poise
  590. Power Description: If Elise is at half HP or less and has been swapped out for another card, the next robot deals 10 more damage and recieves 20 less damage.
  591. Attack 1: Heal
  592. Attack 1 Description: Select an injured ally in your deck and heal them by 50 HP.
  593. Attack 2: Let me at 'em!
  594. Attack 2 Description: This attack does 40 nature damage. You may flip a coin. If heads, choose a discarded support card and re-add it to your deck. If you flip a coin, Elise takes 10 damage.
  595. Weakness: Shadow
  596. Resistance: Nature
  597.  
  598. Name: Ryoma
  599. Core: Electric
  600. Health: 160
  601. Power: Bushido
  602. Power Description: If there is an injured ally in your deck, this card deals 10 more damage and takes 20 less damage.
  603. Attack 1: Raijinto
  604. Attack 1 Description: This attack either does 80 electric and cutter damage
  605. Attack 2: Unyielding Forces
  606. Attack 2 Description: Discard a support card from your deck. This attack does 50 neutral damage. Select a robot from your robot deck, and it may use another attack at half damage.
  607. Weakness: Flame
  608. Resistance: Shadow
  609.  
  610. Name: Hinoka
  611. Core: Wind
  612. Health: 130
  613. Power: Rallying Cry
  614. Power Description: If Hinoka is at half HP or more and has been swapped out for another card, all allied robots deal 20 more damage for 3 turns. This cannot affect Hinoka herself.
  615. Attack 1: Galloping Gallantry
  616. Attack 1 Description: This attack does 60 wind damage. On your next turn, allied robots deal 20 more damage. This cannot affect Hinoka herself.
  617. Attack 2: Flyer's Emblem
  618. Attack 2 Description: Flip a coin. If heads, Hinoka recieves 30 damage. Select a used support card and add it back to your support deck.
  619. Weakness: Shadow
  620. Resistance: Crystal
  621.  
  622. Name: Takumi
  623. Core: Wind
  624. Health: 140
  625. Power: Competetive
  626. Power Description: If an uninjured ally has been swapped out for Takumi, this card deals 20 more damage and recieves 10 less damage.
  627. Attack 1: Fujin Yumi
  628. Attack 1 Description: This attack does 70 wind damage and ignores effects that reduce damage (i.e. resistance, support cards, fields, powers, etc.)
  629. Attack 2: Clearing the Skies
  630. Attack 2 Description: This attack does 60 wind damage. If the target either has a weakness to wind, a resistance to earth, or is a wind core card, this attack does 40 more damage.
  631. Weakness: Earth
  632. Resistance: Impact
  633.  
  634. Name: Sakura
  635. Core: Crystal
  636. Health: 120
  637. Power: Quiet Strength
  638. Power Description: If Sakura is at half HP or more and has been swapped out for another card, all allied robots recieve 30 less damage for 3 turns. This cannot affect Sakura herself.
  639. Attack 1: Heal
  640. Attack 1 Description: Select an injured ally in your deck and heal them by 50 HP.
  641. Attack 2: Blossoms of Restoration
  642. Attack 2 Description: This attack does 40 crystal damage. You may flip a coin. If heads discard 3 support cards and revive 1 defeated ally at half HP (rounded down) and add it to your deck. If you cannot discard the appropriate amount of support cards, you may instead sacrifice 20 MAX HP for each card.
  643. Weakness: N/A
  644. Resistance: N/A
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