Random Enemies
Crazy Cannon
HP: 100
Evasion: 0%
Initiative: +2
Favorite Robot: Time Man
PRIMARY WEAPON: Cannon Ball - Randomly deals either 25 or 50 damage.
Item Drops
Energy Pellet (25%): User immediately recovers 200 HP.
Time Stopper (25%): All opposing characters are unable to move until the User's next turn.
Flash Stopper (15%): All of the User's actions are treated as occurring at the start of the Round. Does not cost AP to use.
Jet Skates (15%): User rolls two dice for Initiative each Round and keeps the highest result.
Hyper Bomb (10%): Deals 300 damage to a target at the end of the next Round.
Leg Parts (10%): Increases the User's Evasion by 10%.
Tackle Fire
HP: 160
Evasion: 0%
Initiative: -1
Favorite Robot: Solar Man
PRIMARY WEAPON: Fire Dash - Burns a target causing them to lose 20 HP at the start of each Round. Burn has a 20% chance of wearing off at the end of each Round.
Item Drops
Weapon Capsule (30%): Immediately ends the Cool Down period of the User's Secondary Ability. During this Round and the next two, the User may use their Secondary Ability freely without it needing to Cool Down.
Magma Bazooka (20%): Deals 80 damage to up to three targets. User may spend an additional AP to double the damage to 160.
Energy Pellet (20%): User immediately recovers 200 HP
Black Hole Bomb (10%): Create a Black Hole that will absorb all Opposing Character's Primary Weapon shots until the end of the Round. Anyone who Directly Target's the Bomb's User while it's active will be sucked into the Black Hole and removed from the Game until three Rounds have ended.
Fire Chip (10%): User gains additional "Burn - Target is Burned, losing 20 HP at the start of each Round. Burn has a 20% chance of wearing off at the end of each Round" Charge Bonus.
Charge Booster (10%): User rolls two dice when using the "Charge" command and keeps the higher result.
Croaker
HP: 200
Evasion: 0%
Initiative: -3
Favorite Robot: Bubble Man
PRIMARY WEAPON: Petite Kero - Summons 3 Petite Kero NPCs with 5 HP each, each of which will deal 25 damage to a single target every Round. May not be used until there are no more Petite Kero's remaining.
Item Drops
Rain Flush (20%): Deals 25 damage to all Opposing Characters at the start of the next six Rounds.
Poison Seed (20%): Poisons a target, causing them to lose 40 HP at the start of each Round for the remainder of the Game.
Energy Pellet (20%): User immediately recovers 200 HP
Super Recover (15%): Doubles all HP Restoring effects that affect the User for the remainder of the Game.
Hornet Chaser (10%): Summons 3 Hornet NPCs with 200 HP each. Each Hornet is controlled by the User and has 1 AP which may only be used to inflict 25 damage to a target of choice. Any characters destroyed by a Hornet are considered to have been destroyed by the User.
Energy Capsule (10%): User immediately recovers 400 HP
Extra Life (5%): Upon dying, the User will automatically revive at the start of the next Round with half their maximum HP.
Bolton and Nutton
HP: 100 HP
Evasion: 0%
Initiative: +0
Favorite Robot: Top Man
PRIMARY WEAPON: Ram - Rams into a target, dealing 50 damage and stunning them so they can't move until the end of the Round.
PASSIVE: Temporary Invulnerability - Bolton and Nutton cannot be damaged until after their first action.
Item Drops
Hack (25%): Hacks a target character, causing them to go Berserk until the end of the next Round. While Berserk they will spend all AP firing their Primary Weapon at random targets other than the character who used "Hack".
Ice Slasher (25%): Deals 125 damage to a target. 50% chance they will be Frozen and lose all AP on their next character turn.
Ceratanium Shield (20%): User may not lose more than 150 HP from any single attack.
Shield Armor (20%): Reduces all damage dealt to the User by 25%.
Elec Chip (10%): User gains additional "Paralysis - Target becomes Paralyzed and has a 50% chance of any action they attempt failing. Paralysis has a 30% chance of wearing off at the end of each Round" Charge Bonus.
Romper
HP: 50 HP
Evasion: 0%
Initiative: +2
Favorite Robot: Magic Man
PRIMARY WEAPON: Shake Shake! - Latches onto a target character. Any attacks that Directly Target Romper have a 25% chance of striking the character it's latched onto instead (characters may not hit themselves). Anyone with a Romper latched on will lose a randomly selected Item at the end of each Round.
Item Drops
Ring Boomerang (25%): Deals 75 damage to a single target. 50% chance it will steal a random held Item from them and a 50% chance it will return to the User so it can be used again. The percentages are rolled separately.
Jealousy (20%): Select a target. Deals 50 damage to them per held Item.
Item Box (15%): User must spend another AP opening the box. 10% chance of gaining a random Offensive Item, 10% chance of gaining a random Support Item (other than "Item Box"), 10% chance of gaining an Auto-Use Item, 20% chance of gaining any Item the User wants, and 50% chance of gaining a random piece of Equipment.
Rebound Striker (10%): Has a 50% chance of dealing 50 damage to a random Opposing Character and a 50% chance of bouncing off a wall. If it bounces off the wall, it will automatically be used at the start of the next Round with its damage being doubled each time to a maximum of 400. If the Rebound Striker is Evaded, it will automatically bounce off a wall. Once used, it WILL continue bouncing until it hits something.
Muramasa (10%): Select a target; Deals damage equal to the difference between the User's current and maximum HP, to a maximum of 600.
Double Barrier (10%): Extends the "Flashing Invulnerability" period, preventing anyone from damaging you two Rounds in a row.
Damage Converter (10%): While active, whenever the User would be damaged they will negate the damage and lose a random held Item or Copied Weapon if any are available. User may activate or deactivate the Weapon Converter at the start of each of their turns. Damage Converter is not activated by default.
Potom No. 1
HP: 125
Evasion: 0%
Initiative: +1
Favorite Robot: Astro Man
PRIMARY WEAPON: Slime Trap - Places a puddle of slime on their current Initiative Total. The next character to roll the same Initiative Total becomes stuck in the Slime and is unable to move until they spend an AP escaping. While trapped, they will lose 50 HP at the end of each Round. Astro Man is immune to this Trap.
Item Drops
Heat Shot (25%): Deals 150 damage to a target character and places their Secondary Ability on a one week Cool Down.
Chaff Grenade (25%): Scrambles the optical sensors of all Opposing Characters. User's Evasion increases to 75% until the end of the next Round.
Mirror Buster (20%): The next Primary Weapon to target you is reflected back to the attacker. Reflected attacks do not trigger Flashing Invulnerability. Wears off after reflecting one attack or at the end of the Round.
Barrier (10%): A Barrier with 300 HP appears in front of the User, taking all damage in their place. The User may not be effected by anything until the Barrier is destroyed.
Body Chip (10%): After the User is damaged a Protective Forcefield is created that reduces all further damage dealt to the User by 75% for the remainder of the Round.
Super Arm (10%): User may discard one held Item other than "Super Arm" to deal 200 damage to one target.
Rabbiton
HP: 10
Evasion: 30%
Initiative: +2
Favorite Robot: Cold Man
PRIMARY WEAPON: Sliding Dash: Deals 40 damage to three targets. This attack suffers a -20% penalty to accuracy.
Item Drops
Ice Slasher (25%): Deals 125 damage to a target. 50% chance they will be Frozen and lose all AP on their next character turn.
Chill Spike (25%): Sets a Chill Spike Trap on the User's current Initiative Total. The next Opposing Character to roll that Total will activate the Trap and take 250 damage. The User may not be damaged by their own Trap.
Sonic Formula (20%): User begins with 3 AP at the start of the next four Rounds.
Vacuum Arm (10%): This Item's use is treated as the first action of the Round. Any Items dropped by Random Enemies are automatically acquired by you regardless of who destroyed the Enemy until the end of the Round.
Hyper Coolant (10%): Reduces the Cool Down period of the User's Secondary Ability by one Round.
Ice Chip (10%): User gains additional "Freeze - 40% chance Target becomes Frozen and loses all AP from their character next turn" Charge Bonus.
Boulder
HP: 125
Evasion: 0%
Initiative: +1
Favorite Robot: Drill Man
PRIMARY WEAPON: SMASH! - Deals damage equal to its current HP to one target. Afterwards, 4 "Mini-Boulder" Random Enemies are summoned.
Item Drops
Energy Pellet (40%): User immediately recovers 200 HP
Concrete Shot (25%): Deals 50 damage to a target character and Petrifies them. While Petrified they are immune to all other status ailments and only take 25% from all attacks, but have their Evasion reduced to 0 and are unable to move. Petrify has a 25% chance of wearing off at the end of each Round.
Auto-Recover (25%): User recovers 60 HP per unused AP at the end of each Round.
Gaea Armor (10%): Can be activated or deactivated by spending 2 AP. While activated, the User only rolls 1 through 5 for Initiative but their Primary Weapon's base damage is increased by 50% damage. Is inactive by default.
Mini-Boulder
HP: 25
Evasion: 0%
Initiative: +1
Favorite Robot: Drill Man
PRIMARY WEAPON: Mini-Smash! - Deals damage equal to its current HP to one target and is then removed from the game.
PASSIVE: Mini-Boulder - May only appear from Boulder's "SMASH!" effect. Any attacks that target Boulder will randomly target a Mini-Boulder instead.
Item Drops
Scrap Metal (40%): Does nothing.
Weapon Pellet (20%): Immediately ends the Cool Down period of the User's Secondary Ability.
Concrete Shot (20%): Deals 50 damage to a target character and Petrifies them. While Petrified they are immune to all other status ailments and only take 25% from all attacks, but have their Evasion reduced to 0 and are unable to move. Petrify has a 25% chance of wearing off at the end of each Round.
Auto-Recover (15%): User recovers 60 HP per unused AP at the end of each Round.
Energy Pellet (5%): User immediately recovers 200 HP
Beat
HP: 300
Evasion: 10%
Initiative: +2
Favorite Robot: Mega Man
PRIMARY WEAPON: Persistent Assault - Selects a target and begins pestering them. While pestered they will take 30 damage at the start of each Round and suffer a -20% penalty to their accuracy.
Item Drops
Leaf Shield (25%): Negates all damage dealt to the User until the end of the Round, at which point the Leaf Shield will be fired to deal 50 damage to a random Opposing Character.
Vacuum Arm (20%): This Item's use is treated as the first action of the Round. Any Items dropped by Random Enemies are automatically acquired by you regardless of who destroyed the Enemy until the end of the Round.
Arm Parts (15%): Doubles the number of targets the User may select with their Primary Weapon.
Item Tracer (15%): Whenever the User destroys a Random Enemy they are able to choose which Item drops.
Energy Pellet (10%): User immediately recovers 200 HP
Auto-Recover (10%): User recovers 60 HP per unused AP at the end of each Round.
Extra Life (5%): Upon dying, the User will automatically revive at the start of the next Round with half their maximum HP.
Copy Robot
HP: 700
Evasion: 10%
Initiative: +0
Favorite Robot: Wily Machine
PRIMARY WEAPON: Mimicry - Copy Robot will duplicate the Primary Weapon of the character with the highest Initiative Total each Round. In the event of a tie, the character with the most HP will be selected. (If still tied, go with whichever character comes first alphabetically).
PASSIVE: One of a Kind - Only one Copy Robot may spawn per Game.
Item Drops
E-Tank (10%): Fully restores the User's HP.
Double Barrier (10%): Extends the "Flashing Invulnerability" period, preventing anyone from damaging you two Rounds in a row.
Shield Armor (10%): Reduces all damage dealt to the User by 25%.
Item Tracer (10%): Whenever the User destroys a Random Enemy they are able to choose which Item drops.
Charge Booster (10%): User rolls two dice when using the "Charge" command and keeps the higher result.
Leg Parts (10%): Increases the User's Evasion by 10%.
Gaea Armor (10%): Can be activated or deactivated by spending 2 AP. While activated, the User only rolls 1 through 5 for Initiative but their Primary Weapon's base damage is increased by 50% damage. Is inactive by default.
Fire Chip (10%): User gains additional "Burn - Target is Burned, losing 20 HP at the start of each Round. Burn has a 20% chance of wearing off at the end of each Round" Charge Bonus.
Ice Chip (10%): User gains additional "Freeze - 40% chance Target becomes Frozen and loses all AP from their next turn" Charge Bonus.
Elec Chip (10%): User gains additional "Paralysis - Target become Paralyzed and has a 50% chance of any action they attempt failing. Paralysis has a 30% chance of wearing off at the end of each Round" Charge Bonus.