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- PAGE 2
- Name: Eliwood
- Core: Flame
- Health: 170
- Attack 1: Rapier Strike
- Attack 1 Description: Usually deals 40 Impact Damage. If Eliwood is a Knight Lord, then this attack deals double damage.
- Attack 2: Heaven Seal
- Attack 2 Description: Flip a coin. If heads, Eliwood promotes to a Knight Lord for 2 turns.
- Attack 3: Durandal
- 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.
- Resistance: Crystal
- Weakness: Nature
- Name: Lyndis
- Core: Swift
- Health: 120
- Attack 1: Mani Katti
- Attack 1 Description: Usually deals 50 Swift damage. If the target is a Shadow Core robot, this attack deals 30 extra damage.
- Attack 2: Sol Katti
- Attack 2 Description: Deals 90 Flame Damage. However, Lyndis takes 20 extra damage on opponent's next turn.
- Attack 3: Rienfleche
- Attack 3 Description: Deals 80 Swift Damage. This attack is unaffected by Resistance and Weakness.
- Resistance: Nature
- Weakness: Impact
- Name: Hector
- Core: Cutter
- Health: 220
- Attack 1: Wolf Beil
- Attack 1 Description: Deals 60 Cutter Damage. This attack deals double damage if the target has 200 or more health.
- Attack 2: Armads
- Attack 2 Description: Deals 80 Electric Damage. Hector takes 20 less damage on the opponent's next turn.
- Attack 3: Battle Axe
- Attack 3 Description: Flip a coin. If heads, this attack deals 70 Cutter Damage and ignores Resistance. If tails, this attack does nothing.
- Resistance: Impact
- Weakness: Crystal
- Name: Pyro
- Core: Flame
- Health: 200
- Attack 1: Flamethrower
- Attack 1 Description: Flip 5 coins. For each heads, this attack deals 20 Flame Damage.
- Attack 2: Flare Gun
- Attack 2 Description: Deals 50 Flame Damage. If the target was hit with Flamethrower or Flare Gun last turn, this attack deals double damage.
- Attack 3: Airblast
- Attack 3 Description: Changes the opponent's Weakness to Flame for 1 turn.
- Resistance: Flame
- Weakness: Cutter
- Name: Locke Cole
- Core: Swift
- Health: 150
- Attack 1: Steal
- Attack 1 Description: If the opponent used a support card last turn, Locke Cole may recreate the effect for personal use.
- Attack 2: Valiant Knife
- Attack 2 Description: Deals 30 Swift Damage. For every 20 damage Locke Cole has sustained, this attack deals 10 extra damage.
- Attack 3: Zwill Crossblade
- Attack 3 Description: Deals 90 Wind Damage. Flip 2 coins. If both are heads, Locke Cole takes 60 less damage from the next attack.
- Resistance: Cutter
- Weakness: Earth
- Name: Pikachu
- Core: Electric
- Health: 110
- Attack 1: Thunder
- Attack 1 Description: Deals 70 Electric Damage.
- Attack 2: Nuzzle
- Attack 2 Description: Deals 20 Electric Damage. Flip a coin. If heads, the target cannot attack on their next turn.
- Attack 3: Volt Tackle
- Attack 3 Description: Deals 100 Electic Damage. Pikachu takes 50 Self-inflicted Damage.
- Resistance: Electric
- Weakness: Earth
- Name: Black Mage
- Core: Crystal
- Health: 150
- Attack 1: Firaga
- Attack Description: Burns down opponents with 80 Flame Damage
- Attack 2: Blizzaga
- Attack 2 Description: Freezes opponents in their tracks with 80 Freeze Damage
- Attack 3: Thundaga
- Attack 3 Description: Electrocutes opponents with 80 Electric Damage
- Resistance: Crystal
- Weakness: Impact
- Name: Gaiden Cleric
- Core: Nature
- Health: 140
- Attack 1: Nosferatu
- 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.
- Attack 2: Recover
- Attack 2 Description: Self heals the Gaiden Cleric by 80 health, but the Gaiden Cleric cannot attack next turn.
- Attack 3: Angel Light
- Attack 3 Description: At the cost of 50 HP, the Gaiden Cleric pierces the opponent with 90 Nature Damage
- Resistance: Nature
- Weakness: Cutter
- Name: Sabin
- Core: Impact
- Health: 170
- Attack 1: Raging Fist
- 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
- Attack 2: Meteor Strike
- Attack 2 Description: Deals 80 impact damage. Does 0 damage on Wind or Space core cards.
- Attack 3: Phantom Rush
- Attack 3 Description: Always deals 70 impact damage, regardless of Weakness, Resistance, Side-effects of attacks, Support cards, etc.
- Resistance: Earth
- Weakness: Crystal
- Name: Mewtwo
- Core: Crystal
- Health: 160
- Attack 1: Confusion
- Attack Description: Deals 20 Crystal damage. On the target's next attack, flip a coin. If tails, the attack does nothing.
- Attack 2: Shadow Ball
- Attack 2 Description: Deals 60 Shadow damage. Mewtwo's next attack deals 10 more damage.
- Attack 3: Psystrike
- Attack 3 Description: Crushes the foes with 90 Crystal damage. Ignores weakness and resistance.
- Resistance: Impact
- Weakness: Shadow
- Name: Lucario
- Core: Laser
- Health: 150
- Power: Aura Rage
- 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.
- Attack 1: Aura Sphere
- Attack 1 Description: Deals 40 Laser damage. Damage increases by 10 for every level of Aura.
- Attack 2: Aura Storm
- Attack 2 Description: Deals Laser damage equal to [Aura Level] * 20. Lucario cannot attack next turn.
- Resistance: Shadow
- Weakness: Flame
- Name: Dracula
- Core: Shadow
- Health: 180
- Attack 1: Hellfire
- Attack Description: Flip 3 coins. For each heads, this attack does 40 Flame damage
- Attack 2: Dark Inferno
- 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
- Attack 3: Soul Steal
- Attack 3 Description: Deals 60 Shadow damage and heals Dracula by 30 HP
- Resistance: Shadow
- Weakness: Crystal
- PAGE 4
- Name: Enker [Retro]
- Core: Shield
- Health: 160
- Power: Powerful Mirror
- Power Description: Whenever Enker takes damage, flip a coin. If heads, the card that damaged Enker takes 30 damage.
- Attack 1: Mirror Buster
- Attack 1 Description: Does 10 Shield damage PLUS whatever damage Enker has sustained. (i.e. Enker has 100 HP, Mirror Buster deals 70 damage).
- Attack 2: Enker Wave
- Attack 2 Description: Deals 70 Laser Damage. The target takes 20 extra damage on Enker's next turn.
- Resistance: Electric
- Weakness: Explode
- Name: Death
- Core: Shadow
- Health: 160
- Attack 1: Sickle Storm
- 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.
- Attack 2: Laser Storm
- 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.
- Attack 3: Death Incantation
- 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
- Resistance: Shadow
- Weakness: Crystal
- Name: Bill Cipher
- Core: Space
- Health: 190
- Power: Weirdmageddon
- 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.
- Attack 1: Deal
- 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.
- Attack 2: Dimension Liberation
- 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.
- Resistance: Earth
- Weakness: Impact
- PAGE 7
- Name: Bass.exe
- Core: Neutral
- Health: 160
- Attack 1: Shooting Buster
- Attack 1 Description: This attack does 80 neutral damage. Flip a coin. If heads, this attack does 30 more damage.
- Attack 2: BassAnly
- Attack 2 Description: Flip 4 coins. For each heads, this attack deals 40 shadow damage.
- Attack 3: Earth Breaker
- 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.
- Resistance: Shadow
- Weakness: Copy
- Name: Colonel.exe
- Core: Missile
- Health: 180
- Attack 1: Screen Divide
- Attack 1 Description: Flip 2 coins. For each heads, this attack does 50 Cutter Damage
- Attack 2: Induct Missiles
- 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).
- Attack 3: Giga Chip
- Attack 3 Description: Flip a coin. The attack is decided by what the result is.
- - If heads, Colonel Army is used. Flip a coin until you get tails. For each heads, this attack does 30 missile damage.
- - 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.
- Resistance: Wind
- Weakness: Impact
- Name: Protoman.exe
- Core: Cutter
- Health: 140
- Power: Surprise Sword
- 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.
- Attack 2: Sword Techniques
- Attack 2 Description: Roll a die. The effect changes on the number rolled.
- - If 1, 2, or 3 is rolled, Step Sword is used. A simple 60 cutter damage is dealt to the enemy.
- - If 4 or 5 is rolled, Sonic Sword is used. A solid 90 cutter damage is dealt to the enemy.
- - if 6 is rolled, Trance Move is used. A massive 130 cutter damage is dealt to the enemy.
- Attack 3: Delta Ray Edge
- Attack 3 Description: Flip 3 coins. For each heads, this attack does 50 cutter damage.
- Resistance: Wind
- Weakness: Break
- Name: Megaman.exe
- Core: Copy
- Health: 130
- Attack 1: Charge Shot
- 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.
- Attack 2: Buster Up
- Attack 2 Description: Charge Shot does 10 more damage for the rest of the battle. This effect may stack up to 5 times.
- Attack 3: Hub.BAT
- Attack 3 Description: Flip 2 coins. If heads, Charge Shot does double damage next turn.
- Resistance: Neutral
- Weakness: Shadow
- PAGE 21
- Name: Meta Knight
- Core: Cutter
- Health: 120
- Attack 1: Mach Tornado
- Attack 1 Description: Flip 5 coins. For each heads, this attack does 30 wind and cutter damage
- Attack 2: Drill Rush
- Attack 2 Description: This attack does either 70 cutter or swift damage.
- Attack 3: Galaxia Darkness
- 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.
- Weakness: Swift
- Resistance: Impact
- Name: Akuma
- Core: Shadow
- Health: 100
- Power: Satsui No Hado
- Power Description: If the target has 90 or less HP, all attacks deal 90 damage.
- Attack 2: Gouhadoken
- Attack 2 Description: Flip 2 coins. For each heads, this attack does 50 flame damage. Akuma's next attack does 20 extra damage.
- Attack 3: Ashura Senku
- Attack 3 Description: This attack does 10 Shadow Damage. Akuma now gains Glide.*
- Weakness: Crystal
- Resistance: Nature
- * 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.
- And now, for the Mighty Numbers!
- Name: Pyrogen
- Core: Flame
- Health: 140
- Power: Blue Flare
- Power Description: If Pyrogen is at 80 Health or less, Blue Flare activates and all attacks gain an extra effect.
- Attack 2: Pyro Wave
- 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.
- Attack 3: Pyro Blast
- Attack 3 Description: This attack does 50 flame and explode damage. If Blue Flare is active, this attack does an extra 30 damage.
- Weakness: Wind
- Resistance: Freeze
- Name: Cyrosphere
- Core: Freeze
- Health: 150
- Attack 1: Cryo Ball
- Attack 1: This attack does 40 Freeze damage. Flip a coin. If heads, the opponent is now Chilled*.
- Attack 2: Cryo Dust
- Attack 2: Roll a dice.
- - If 3 or less, this attack does 20 freeze damage.
- - If 4 or 5, this attack does 30 freeze damage and the opponent is now chilled*.
- - If 6, this attack does 60 freeze damage and the opponent is now chilled*.
- Attack 3: Cryo Crash
- 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.
- Weakness: Flame
- Resistance: Explode
- * 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.
- Name: Dynatron
- Core: Electric
- Health: 140
- Attack 1: Electric Seed
- Attack 1: Flip 5 coins. For each heads, this attack does 10 electric damage.
- Attack 2: Shock Wave
- Attack 2: This attack only works if Electric Seed was used last turn. For each time it hit, this attack does 20 electric damage
- Attack 3: Charge Drain
- 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.
- Weakness: Cutter
- Resistance: Shadow
- Name: Seismic
- Core: Earth
- Health: 160
- Attack 1: Seismic Crash
- Attack 1 Description: This attack changes depending on your last move used:
- - If Seismic Crash was used last turn, nothing happens.
- - 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.
- - If Seismic Stones was used last turn, This attack does 30 earth damage for each tails flipped last turn.
- Attack 2: Seismic Wave
- Attack 2 Description: This attack does 40 earth damage. Seismic takes 30 less damage on the opponent's next turn.
- Attack 3: Seismic Stones
- Attack 3 Description: Flip 4 coins. For each heads, this attack does 30 earth damage.
- Weakness: Explode
- Resistance: Cutter
- Name: Battalion
- Core: Explode
- Health: 140
- Power: Detonator
- Power Description: Once Battalion's HP drops to 70 or less, the enemy is inflicted with Countdown.*
- Attack 2: Bullet Fire
- Attack 2 Description: Roll a die. Multiply the number you got by 10, and deal that amount of damage. Neutral core type.
- Attack 3: Remote Mine
- Attack 3 Description: This attack does 30 explode damage. Flip a coin. If heads, this attack does 40 more damage.
- Weakness: Freeze
- Resistance: Earth
- * Countdown is a status that causes the victim to be instantly defeated in 3 turns.
- Name: Aviator
- Core: Wind
- Health: 150
- Power: Tailwind
- Power Description: After Aviator makes an attack, flip a coin. If heads, Aviator may use another attack, free of charge.
- Attack 2: Divebomb
- Attack 2 Description: This attack either does 40 impact damage or 40 wind damage.
- Attack 3: Fussilade
- Attack 3 Description: Flip 4 coins. For each heads, this attack does 20 neutral and wind damage.
- Weakness: Shadow
- Resistance: Flame
- Name: Brandish
- Core: Cutter
- Health: 130
- Attack 1: Brandish Sword
- Attack 1 Description: This attack does 60 cutter damage
- Attack 2: Spin Slash
- Attack 2 Description: Flip 2 coins. For each heads, this attack does 40 cutter damage
- Attack 3: Brandish Overdrive
- 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.
- Weakness: Earth
- Resistance: Electric
- Name: Countershade
- Core: Shadow
- Health: 170
- Attack 1: Sniper Fire
- Attack 1 Description: Flip coins until you get tails. For each heads, this attack does 30 shadow damage
- Attack 2: Glitch Shot
- Attack 2 Description: This attack does 50 shadow damage. The opponent cannot use Support Cards on their next turn.
- Attack 3: Aim and Fire
- 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.
- Weakness: Electric
- Resistance: Wind
- PAGE 28
- Name: Zero Z
- Core: Laser
- Health: 130
- Attack 1: Z Saber
- 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).
- Attack 2: Saber Combo
- 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.
- Attack 3: Shield Boomerang
- 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.
- Weakness: Cutter
- Resistance: Shadow
- Name: Beck
- Core: Copy
- Health: 140
- Power: RefleXion
- 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.
- Attack 2: Buster Shot
- Attack 2 Description: Roll a die. Multiply the result by 10, and do that amount of neutral damage to the foe.
- Attack 3: Xel Dash
- 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.
- PAGE 29:
- Name: Xane
- Core: Copy
- Health: 140
- Attack 1: Freelancer
- Attack 1 Description: Select an ally in your deck. Copy that card's attacks, weaknesses, resistances, powers, etc. for 5 turns.
- Attack 2: Chameleon
- Attack 2 Description: Select a robot in the opponent's deck. Copy that card's attacks, weaknesses, resistances, powers, etc. for 3 turns.
- Weakness: N/A
- Resistance: N/A
- * Xane does not copy Current HP or Max HP.
- Name: Roy
- Core: Flame
- Health: 130 (+60 when Promoted)
- Power: Promotion
- 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.
- Attack 1: Attack!
- 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}.
- Attack 2: Join Us!
- 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.
- Attack 2 (ALT): Flare Seal
- 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.*
- Weakness: Nature
- Resistance: Impact
- Name: Lilina
- Core: Electric
- Health: 120
- Power: For my Friend
- 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.
- Attack 1: Thunder
- Attack 1 Description: This attack does 50 electric damage. Flip 2 coins. If both are heads, this attack does 40 more damage.
- Attack 2: Overflowing Magic
- 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.
- Weakness: Impact
- Resistance: Crystal
- Name: Prince Lyon
- Core: Shadow
- Health: 190
- Power: Demon King's Grasp
- Power Description: Each time Prince Lyon defeats a foe, you obtain 3 "Demon Points." At the beginning of each turn, flip a coin.
- - If heads, Lyon is Humane, allowing moveset (H) and adding 20 defense.
- - If tails, Lyon is Possessed, allowing moveset (P) and healing himself by 20 HP.
- Attack 1 (H): Foresee
- 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).
- Attack 2 (H): Salvage
- 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.
- Attack 1 (P): Summon
- Attack 1 (P) Description: Roll a die. Add a robot card to the deck depending on the amount rolled:
- 1-3: Entombed
- 4-5: Gorgon
- 6: Formortiis+ (Awards 4 "Demon Points")
- Attack 2 (P): Naglfar
- 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
- Weakness: Shadow (When Humane), Time (When Possessed).
- Resistance: Crystal (When Humane}, Shadow (When Possessed).
- Name: Entombed
- Core: Shadow
- Health: 90
- Power: Summoned
- 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.
- Attack 1: Rotton Claws
- Attack 1 Description: Flip a coin. If heads, this attack does 40 cutter damage. If tails, this attack does nothing.
- Attack 2: Sacrifice
- Attack 2 Description: Discard this card. If this card was at full HP, obtain 2 "Demon Points." Otherwise, obtain 1 "Demon Point."
- Weakness: Flame
- Resistance: Impact
- Name: Gorgon
- Core: Shadow
- Health: 100
- Power: Summoned
- 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.
- Attack 1: Demon Surge
- Attack 1 Description: Roll a die. If 3 or more, this attack does 70 shadow damage. If 2 or less, this attack does nothing.
- Attack 2: Sacrifice
- 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."
- NAME: FOMORTIIS
- CORE: SHADOW
- HEALTH: 300
- POWER: DEMON KING
- 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:
- - ANY CARDS WITH "SUMMONED" POWER ARE DISCARDED
- - PRINCE LYON IS DISCARDED (IF PRINCE LYON IS ALREADY DISCARDED, THIS CARD CANNOT BE PLAYED)
- - FOMORTIIS IS AUTOMATICALLY PUT IN THE ACTIVE POSITION (AND CANNOT BE SWAPPED OUT, NO MATTER WHAT)
- - THE CURRENT FIELD IS DESTROYED, AND "WORLD OF DARKNESS" IS INSTANTLY PUT INTO PLAY.
- - IT IS AUTOMATICALLY YOUR TURN AGAIN
- AFTER ALL OF THIS, FOMORTIIS BEING ACTIVE SETS SOME CERTAIN... CONDITIONS
- - THE USER CAN'T USE SUPPORT CARDS
- - ENEMY CARDS TAKE 20 DAMAGE AT THE BEGINNING OF EACH OF FOMORTIIS' TURNS
- - FOMORTIIS RESTORES 10 HP AT THE BEGINNING OF EACH OF HIS TURNS
- - NO FIELD CARDS CAN BE PLAYED
- - ALL SPECIAL CARDS DEAL 30 LESS DAMAGE AND TAKE 30 MORE DAMAGE
- - FOMORTIIS OBTAINS TRIPLE INCREASES AND NO DECREASES FROM THE CURRENT FIELD
- - FORMORTIIS CAN NEVER LOSE THE DEMON KING POWER (IF DISABLED THROUGH ANY MEANS, FORMORTIIS IMMEDIATLY GAINS HIS POWER BACK.
- ALL OF THIS ENDS WHEN FOMORTIIS IS DEFEATED, AND FOMORTIIS CAN ONLY BE SUMMONED ONCE PER BATTLE, NO MATTER WHAT
- ATTACK 1: NIGHTMARE
- ATTACK 1 DESCRIPTION: THIS ATTACK DEALS 70 SHADOW DAMAGE. IF THE TARGET WAS HIT WITH NIGHTMARE LAST TURN, THIS ATTACK DEALS 50 MORE DAMAGE.
- ATTACK 2: RAVAGER
- 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.
- WEAKNESS: CRYSTAL
- RESISTANCE: SHADOW
- NAME: WORLD OF DARKNESS
- CORE: SHADOW
- INCREASES: SHADOW +10
- DECREASES: EVERYTHING (INCLUDING SHADOW) -10
- FLAVOR TEXT: ONLY ACTIVATES WHILE FOMORTIIS IS ACTIVE; CANNOT BE PUT IN INITIAL DECK.
- Name: Corrin (M)
- Core: Water
- Health: 160
- Power: Dragon Ward
- 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).
- Attack 1: Blazing Yato
- Attack 1 Description: This attack deals 60 Flame Damage. The user's next attack deals 30 more damage.
- Attack 2: Sun Festal
- Attack 2 Description: Restores 50 HP to any ally in your deck, including this card.
- Weakness: Shadow
- Resistance: Water
- Name: Corrin (F)
- Core: Shadow
- Health: 120
- Power: Draconic Hex
- 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.
- Attack 1: Shadow Yato
- Attack 1 Description: This attack deals 80 Shadow Damage. The user gains 30 defense until their next turn.
- Attack 2: Ragnarok
- Attack 2 Description: This attack deals 100 Shadow and Flame Damage. The user takes 30 damage recoil.
- Weakness: Water
- Resistance: Shadow
- Name: Azura
- Core: Water
- Health: 130
- Power: Knowledge of Val-
- 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.
- Attack 1: Descant of Direction
- 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.
- Attack 2: Dance of Doom
- 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.
- Weakness: Time
- Resistance: Water
- Name: Xander
- Core: Shadow
- Health: 150
- Power: Chivalry
- Power Description: This card deals 30 more damage and receives 30 less damage when facing a foe with full Health.
- Attack 1: Siegfried
- Attack 1 Description: This attack either does 70 cutter damage or 70 shadow damage
- Attack 2: Unrestrained Rule
- 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.
- Weakness: Crystal
- Resistance: Electric
- Name: Camilla
- Core: Shadow
- Health: 160
- Power: Rose's Thorns
- 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.
- Attack 1: Dark Impulse
- 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.
- Attack 2: Aura of Death
- 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.
- Weakness: Wind
- Resistance: Nature
- Name: Leo
- Core: Earth
- Health: 140
- Power: Pragmatic
- Power Description: This card does 20 more damage and recieves 20 less damage if the current enemy is injured.
- Attack 1: Brynhildr
- 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.
- Attack 2: Sinister Tome
- 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.
- Weakness: Wind
- Resistance: Crystal
- Name: Elise
- Core: Nature
- Health: 120
- Power: Lily's Poise
- 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.
- Attack 1: Heal
- Attack 1 Description: Select an injured ally in your deck and heal them by 50 HP.
- Attack 2: Let me at 'em!
- 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.
- Weakness: Shadow
- Resistance: Nature
- Name: Ryoma
- Core: Electric
- Health: 160
- Power: Bushido
- Power Description: If there is an injured ally in your deck, this card deals 10 more damage and takes 20 less damage.
- Attack 1: Raijinto
- Attack 1 Description: This attack either does 80 electric and cutter damage
- Attack 2: Unyielding Forces
- 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.
- Weakness: Flame
- Resistance: Shadow
- Name: Hinoka
- Core: Wind
- Health: 130
- Power: Rallying Cry
- 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.
- Attack 1: Galloping Gallantry
- Attack 1 Description: This attack does 60 wind damage. On your next turn, allied robots deal 20 more damage. This cannot affect Hinoka herself.
- Attack 2: Flyer's Emblem
- 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.
- Weakness: Shadow
- Resistance: Crystal
- Name: Takumi
- Core: Wind
- Health: 140
- Power: Competetive
- Power Description: If an uninjured ally has been swapped out for Takumi, this card deals 20 more damage and recieves 10 less damage.
- Attack 1: Fujin Yumi
- Attack 1 Description: This attack does 70 wind damage and ignores effects that reduce damage (i.e. resistance, support cards, fields, powers, etc.)
- Attack 2: Clearing the Skies
- 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.
- Weakness: Earth
- Resistance: Impact
- Name: Sakura
- Core: Crystal
- Health: 120
- Power: Quiet Strength
- 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.
- Attack 1: Heal
- Attack 1 Description: Select an injured ally in your deck and heal them by 50 HP.
- Attack 2: Blossoms of Restoration
- 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.
- Weakness: N/A
- Resistance: N/A
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