Apollo: Male Dragonite
Bio: Apollo is one of the very few of my Pokemon who have been with my squad from the very beginning. However, his ability has only recently been realized, now a prime fighter of my squad, and obviously a very fierce opponent to face, doing very well in all of his battles. Most recently, however, he lost to another Dragonair, a battle very, very close to the very end. Convinced that if he would have lasted another round he would have won the battle, he trained endlessly until he regained his confidence, and gained a very useful characteristic from it...
Signature Training: Dragon's Strength (Dragon)
From his extensive training, if Apollo normally would be knocked out, he will remain active on the field until the next turn, at the end of which he will faint, no matter what. Apollo may be knocked out sooner by opponent attacks, however, provided they would be enough to knock it out.
Cortex: Male Gallade
Bio: Unlike many of his species, Cortex is a foolhardy extrovert. Cortex has numerous times gotten into altercations with other Pokemon with the smallest provocation; luckily for him, his psychic prowess has usually allowed him to escape unscathed, either through using its Psychic to attack its opponents mercilessly or by Teleporting away from the danger. However, once Cortex found himself in a barfight with a gang of old, irrelevant, somewhat overweight ghost and dark types which called themselves the Wild Hogs. While normally Cortex would recognize the danger the type-advantaged opponents presented and would Teleport away, in this case an opposing Gengar used Mean Look, sealing Cortex's fate. Multiple Thunderbolts, Night Shades, and other attacks did massive damage to the young psychic. Battered and bruised on the brink of death following the battle, Cortex set off in search of a way which would allow him to defeat these foes. After tutelage under a number of dark and ghost Pokemon proved ineffective and Cortex was unable to learn any move that would give him protection against the ghosts' multiple beam attacks, Cortex heard word about a master Pokemon which was able to bend attacks back toward its opponent with ease. Searching for this master, Cortex developed quite a reputation as a ruthless vagrant as he traveled across the land, senselessly attacking Pokemon unless they gave him the information he was seeking. Eventually Cortex found a Zubat which was willing to share the information; its parents had been killed in a battle in an alleyway sometime before, where an Alakazam had been able to redirect all of their attacks back at them before Psychically sending a building toppling down onto them. Cortex then journeyed to the sewers of Saffron City, where he found this Alakazam; after several months of hard training, the scars of which still remain on his body, Cortex learned Kinesis and Miracle Eye. He then traveled back to the bar where the ghosts and darks had defeated him so long ago, and he easily turned their Thunderbolts and Night Shades back against them, using Miracle Eye to render the dark types susceptible to his Psychic onslaught. He left them unconscious on the floor as he set back out into the world, finally vindicated.
Special Training: Alakazam's Training (Psychic)
Cortex may use Kinesis and Miracle Eye, though his training has neglected Magical Leaf, Charge Beam, Grass Knot, Future Sight, and Icy Wind, and he may not use these attacks.
Aang: Male Smeargle
Bio: Aang is the Avatar, meaning that he alone can master all of the elements. He has blue arrows on his forehead, arms, and legs. His unique ability has altered his Sketching ability. He is hesitant and extremely lacking in self-confidence. Never wishing for this responsibility, Aang finds himself doubting himself and his ability to defeat the Fire Clan and bring balance back to the world. This is further accentuated by Aang's failure to protect his flying Pokemon friends, most notably Gyatso, when the Fire Clan attacked.
Special Training: Fully Realized (Various)
Aang may Sketch 3 moves of each of these categories: Flying, Fire, Water/Ice, Ground/Rock. Further, Aang may learn 3 moves per level. Therefore, Aang may Sketch a total of 15 moves at Level 1, 18 at Level 2, 21 at Level 3, etc. The additional moves learned as a result of leveling are not restricted to any type. Aang can Sketch as many times per battle as he wishes. Aang is however a slow learner, and cannot use a move in the same battle he learns it without expending extra energy (1.5x). Moves can be deleted from Aang’s movepool by spending a battle in the Pokemon Center or at a cost of 1 SP. Further, because Rock and Ground types are the opposite of his native Air element, he will need to Sketch each Rock/Ground move twice to learn it permanently. Contrarily, he will not suffer the 1.5x energy addition on Flying type moves, since they are his native element. In the next battle, all energy costs are normal.
Fire Moves (1/3): Flamethrower, Fire Blast
Flying Moves (1/3): Twister
Water/Ice Moves (3/3): Water Pulse, Hydro Pump, Ice Beam
Ground/Rock Moves (1/3): Stone Edge, Earthquake
Additional Moves (1/18): Focus Punch
Amp: Gend. Magnezone
Cascade: Gend. Starmie
Bio: The lake that Cascade lived in before its capture originally was sparkling clean. However, businesses from the cities began to run pipes to the lake and dump toxic waste into it. The water types in the lake either died or migrated to another area, though Cascade chose to stay in its home. Poison types were attracted to the area and Cascade found itself needing to use its psychic abilities to keep them at bay as well. Eventually, however, a Tentacruel moved into the area. Twice the size of a normal Tentacruel, Cascade’s psychic abilities were largely ineffective against it. It was forced to leave the area and while in exile from its home, Cascade trained itself until it learned to use a more powerful psychic move. After learning this move, it returned in triumph, defeating the Tentacruel and driving the remaining poison types out.
Special Attack: Death Star (Psychic)
Cascade glows gold with psychic energy for several seconds, during which time its weakness to dark, ghost, and bug attacks will double to be double-super-effective against it. After the charging time is complete, Cascade will release the psychic energy in the form of golden beams from each of its points. These beams will join together a few feet in front of Cascade and the resulting beam will attempt to strike its target. This attack is deals damage equal to a Hyper Beam and takes as much energy. This attack may be used once per battle. Cascade cannot use Hyper Beam.
Chomper: Male Rampardos
Bio: Chomper’s cool. He studied under Bumi, but his nature disallowed further training in Earthbending. Cool and calculating, Chomper struggled to grasp the idea of being strong like rock, preferring instead to disable the opponent.
Special Attack: Geminite (Rock)
Chomper shoots out a small glowing ball of rock energy such as with Power Gem. Upon contact with the opponent, it will stop glowing, but will remain as a crystal latched onto their skin. Initially, it has a surface area of about 2 square inches. Every round, the crystal will double in size until completely covering and immobilizing the opponent. Extremely strong Pokémon such as Steelix will not be affected. The crystal can be removed by way of Rock Smash or Brick Break or a sufficiently powerful attack. The crystal is about 2 inches thick and very hard, rendering limbs useless if allowed to encapsulate them. This attack uses energy equal to a Power Gem to use and does no damage. Any sufficiently powerful attack can destroy the crystal, be it the trapped Pokemon's or Chomper's.
Tree Star Badge
The badge of the Lazarus Gym, the Tree Star Badge is, as the name suggests, a leaf shaped in the form of a star. The badge glows with an eerie power which serves to level the playing field for those who may have a few less million years of evolution on their side.
Badge Effect: Fossil Fortitude
The attached Pokemon is treated as though it is one level higher than it actually is--the Pokemon will remain at its actual level, but the badge bestows it with extra power. The actual benefit is up to the ref's scale (extra health/energy, increased attack/defense power) but there must be some benefit given. This badge is attached to one Pokemon in signature submissions but can be changed to a different Pokemon at will. This effect does not trigger the disobedience clause should another uplevel be used in the same battle, as it does not actually raise the level of the Pokemon.
Copper: Male Typhlosion
Cygnus: Female Altaria
Demyx: Male Kabutops
Bio: Demyx has always desired to learn the Earthbending techniques of Toph and Bumi, but his methods proved that to be quite impossible. Toph's techniques focused on waiting for the most opportune moment to attack while Bumi's were primarily defensive; Demyx's desire to rush in and attack blindly made it impossible to master either of those techniques. However, he did desire some method to hold the opponent down while he attacked.
Special Attack: Rock Tomb Plus (Rock)
Demyx stomps the ground and mini-Rock Tombs appear over any of the opponent's feet or hands that are currently on the ground, rendering them immobile and trapping the opponent. Demyx must maintain slight concentration to keep the mini-Tombs active, but may attack concurrently. The Tombs disappear after 2 rounds at most. The mini-Tombs can withstand damage equivalent to a mid-charged Hyper Beam or a Rock Smash/Brick Break before being destroyed. Demyx loses the regular Rock Tomb as a result.
Gyatso: Male Skarmory
Io: Male Charizard
Bio: Ever since Io was born, he always felt as though he was a true dragon. Abandoned at birth, he was found and brought to a dragon sanctuary, the home of many Bagon, Gible, and Dratini. Though he was shunned from the dragon games, laughed at and called names, the then Charmander felt that his dragon heart would win out in the end. He worked tirelessly to perfect his draconic techniques, though even so he was not truly a dragon. Realizing that in this environment he would never achieve his goals, Io set out on a journey to attempt to become a dragon. He attempted every ludicrous idea which he thought of: he would throw himself off of cliffs to attempt to emulate a Bagon’s thick skull, barely surviving the fall and needing to nurse his injuries for several weeks before even being able to walk again, and would even attempt to swim to mimic Dratini. The latter almost cost the now Charmeleon his life. He was rescued by an adult Dragonite, who carried the Charmeleon’s almost lifeless body to its island, which was populated by many dragons of all types. However, these dragons, instead of rejecting Io, embraced him. They began to help him hone his dragon skills even further than he had before, though in doing so, he neglected his fire attacks. A large scar runs diagonally across Io’s chest from a battle against an invading group of Salamence. With this battle, Io felt that it had finally achieved its goal of becoming a dragon type. Its physiology mirrored this transition, its tail taking on a blue tint in addition to the reddish orange flame that it had been previously.
Type Change: Dragon (Fire/Dragon)
Io is now a Fire/Dragon type with all of the associated resistances and weaknesses. Its dragon type attacks are slightly more powerful and take slightly less energy. However, its fire attacks are slightly less powerful due to the emphasis that Io has put on its dragon type training and use a proportional amount less energy. Io’s flying ability is somewhat diminished, becoming slightly slower and slightly less agile. The de-emphasis of his training on fire type moves, however, has rendered his Ember and Overheat completely unusable. The pride he has gained from his training has caused him to reject traditional fighting tactics which he sees as giving an unfair advantage or depending on luck, and as such, will not use Attract, Beat Up, Belly Drum, Captivate, Double Team, Endure, Sleep Talk, Swagger, or Toxic. Io, however, retains its weakness to water, takes neutral damage from electric attacks, and does not gain additional resistance to fire type attacks.
Ion: Male Electivire
Iroh: Male Magmortar
Ironhide: Male Steelix
Isis: Female Flygon
Jet: Female Togekiss
Bio: Quite possibly the most trusted of my squad, Jet is a very powerful force to battle against in battle. Realizing that in order to successfully counter all foes, she would have to master, or at least have sufficient experience in, the ice type. Appealing to the number of my Pokemon that can use ice attacks, Bane in particular, Jet eventually learned an ice attack.
Special Attack: Sheer Power (Ice)
An ice attack with energy usage and power roughly equal to Hidden Power, released in the form of a light blue beam. Usable 3 times per battle.
Justinian: Male Nidoking
Katara: Female Golduck
Bio: Katara is Sokka the Marowak's sister. Their mother was killed when they were young by the Fire Clan, and as a result she has assumed a motherly role. She is sometimes overbearing and always rambling on about hope. Katara is a waterbender, meaning she is specially tuned to psychically moving water and stuff. She is Aang’s tutor for water and ice moves. Her specialty involves psychically taking hold of water and hitting stuff with it.
Special Attack: Water Whip (Water)
Katara takes control of an available source of water telekinetically and guides it in any direction she pleases, such as into an opponent, for damage equivalent to the amount of water controlled. If there is no outside source of water available, Katara may use a Water Gun attack at the cost of a move then telekinetically guide it as she pleases. The energy cost is equivalent to the amount of water controlled, and by extension, the amount of damage. The “average” for this attack is that it will do good damage and take good energy; this can be altered up and down, as far down as she would like and as high as significant as long as a suitable body of water is available. The energy for this attack is half water energy and half psychic energy for the normal attack, but an additional Water Gun of energy is added to the costs should the variant be used. Only water damage is done. The advantage of this move is that Katara has full control of the water, and it is more difficult to dodge. Katara cannot use Fury Swipes, Cross Chop, or Dynamicpunch however.
Lilith: Female Cradily
Bio: Like all members of its species, Lilith lived at the base of the ocean. Normally it would gain energy by preying on passing creatures, but some bioluminescent algae overtook the area, depleting the area of oxygen and as a result, all life. Rather than leaving its place of residence, Lilith adapted and began to photosynthesize from the light given off by the invasive algae.
Special Training: Solar Glory (Grass)
Lilith is able to use any available source of light, natural or artificial, to power its Solarbeam and Synthesis attacks. If the light is not natural sunlight, the charge time of Solarbeam will increase as if Lilith were a non-grass type in normal sunlight. Synthesis will be much less effective at restoring health and energy in non-sunlight. Health and energy will be regained at the normal rate, but only one-eighth of its maximum health and energy can be restored rather than one-fourth if Lilith is not in natural sunlight. If Lilith is in natural sunlight these attacks work normally.
Mekong: Female Whiscash
Mercury: Male Houndoom
Bio: Mercury constantly tries to come up with a way to counter the dreaded water types. One day, it was traveling along, before seeing a blue flash fly past it. The blue was recognized as the legendary Pokemon Suicune, who had been fleeing from Raikou, who was charged with electrical energies. As Raikou saw the little fire hound, it quickly let off a huge Thunder attack, forever changing Mercury’s moves.
Special Training: Thunderbolt (Electric)
Mercury can use the attack Thunderbolt at the expense of giving up both Dream Eater and Nightmare for the rest of the battle.
Namine: Female Froslass
Bio: Frost is quite unlike others of her species. She detests the white coloration which provides camouflage in snowy conditions, and outside of battle she dons a black cloak. She has apprenticed under the dementors of Azkaban, finding their methods inspiring and the chilly temperatures they inflict comforting. After several long years, she eventually learned the final secret of the dementor – the Dementor’s Kiss.
Special Attack: Dementor’s Kiss (Ghost)
Frost approaches the opposing Pokémon and, without needing to make physical contact, begins to inhale deeply. Frost absorbs energy at a rate dependent on the opponent Pokémon’s mindset. If the Pokémon is particularly joyous, or under the effects of Focus Energy, the maximum amount of energy will be sapped, which clocks out around a significant amount. This replenishes Frost; if the Pokémon is extremely happy with the way the battle has been going, Frost will recover a decent amount of health. The opposing Pokémon is left feeling cold and hopeless after the attack; this is not the same as frustrated (akin to Frustration), however. This may be used once per battle. It does no damage to the opponent Pokémon.
Nemo: Male Armaldo
Orion: Male Lucario
Bio: Abandoned as a pup, he was found by a trainer who lived in the middle of nowhere. But it wasn’t just a regular nowhere, but rather nowhere in the middle of Canada. So it was cold. Orion trained here for quite some time, becoming quite accustomed to the frigid conditions that he lived in. He eventually moved on to another tropical region. But creepy stuff started happening, and it's up to Orion to save his new home! A group of ice types had infiltrated the area, turning it into a frozen wasteland; Orion was the only one able to withstand the frigid temperatures and beat down the ice types, enabling the region to return to a state of lush productivity.
Special Training: Heart of Ice (Ice)
Orion is very resistant to cold temperatures and hypothermia and is sure-footed on ice. This does not affect his ability to withstand ice type attacks.
Pakku: Male Empoleon
Bio: Pakku is old and wise, a Waterbending master and Katara’s teacher. He focuses on being able to strike the opponent from far away, without being at a risk of harm himself. He puts a great deal of emphasis on established tradition.
Special Technique: Water Snake (Water)
Using energy equal to an Aqua Jet, Pakku propels itself upward on a swirling pillar of water. This takes minimal concentration to maintain, and Pakku may move the pillar about as he wishes. The pillar is about 8 feet high, within jumping distance of most Pokemon. Therefore, Pakku may attack from relative safety from physical harm, though if he is knocked from the pillar he will sustain falling damage. This attack may be sustained indefinitely at the cost of an Aqua Jet of energy per round.
Polaris: Male Lapras
Bio: Polaris, like most Lapras, lived near the North Pole for most of his life. However, his colony of Lapras was found during an exploratory mission by a group of poachers, who killed many of his companions and captured Polaris himself, locking him in a cage and transporting him into Kanto. There, Polaris felt horribly; he was locked alone in a cell, unable to escape. Eventually he attempted, successfully, to free himself using Solarbeam. However, he was quickly recaptured due to that nasty inability to walk over land. Polaris was only allowed outside at night, then, to prevent any more shenanigans; his water and ice attacks had no effect on the specially tempered steel of the cage. Recalling back many years ago to the aurora borealis which had powered his attacks, Polaris longed for this sense of familiarity. He therefore worked on using his own electrical attacks to produce an ionization effect similar. Eventually he succeeded, and used this power to escape.
Special Technique: Northern Lights (Electric)
Polaris shoots electrical energy into the sky, ionizing the particles and producing a very weak aurora effect. This will remain for 3 rounds. Under this aurora, all Pokemon in the area will be able to use Solarbeam as though the sun were out, under normal conditions. Ice attacks will also get a very small boost in power. Energy use is equal to a Thunderbolt and is usable once per battle.
Raphael: Male Blastoise
Riptide: Male Omastar
Sebastian: Male Kingler
Seth: Male Gengar
Bio: Before his untimely death, Seth was a Squirtle. Squirtle was the Pokemon of a farmer who used the turtle to irrigate his crops, which Squirtle willingly did. However, one summer a swarm of Kricketune ravaged the landscape and bore down upon the Squirtle's farm. Squirtle attempted to protect the fields, but was taking severe damage. He set up an Aqua Ring but unfortunately it was not enough to stave off the massive damage that it was taking. In its second life, therefore, Seth maintained that one reminder of its past torments.
Special Technique: Watery Grave (Water)
Seth may use Aqua Ring once per battle.
Sheldon: Male Kingdra
Sirius: Male Umbreon
Bio: Sirius has been fascinated by Psychic attacks since it was born, and the repeated non-effective attacks on it allowed it to absorb some of the energy. After noting Cascade lifting and throwing an opponent Pokemon, Sirius realized exactly how nifty that would be to have. After a bit of training with small objects of any sort, including rocks, branches, and eventually working its way up to small Pokemon, such as Rattata, Weedle, and Caterpie, Sirius has finally learned exactly how to lift opponent Pokemon with its Psychic attack.
Special Training: ph34r t3h 1337 psychic powahs (Psychic)
Sirius is considered familiar with psychic abilities, and can therefore use Psychic to lift and throw opponent Pokemon. However, Sirius uses more psychic energy than a normal psychic type to perform this.
Sokka: Male Marowak
Bio: Sokka was a member of the Water Tribe, even though he quite obviously is a little different. Since he’s not a water type. He doesn’t realize this, though, and it’s probably best for him to continue his life in ignorant bliss. In any case he finds himself without the acute aquatic prowess of his sister Katara, so he wields his bone club with power and purpose. During their journeys, the group found a meteor. Being the cunning strategist that he is, Sokka melted down some of the metal and coated his club and skull with it, rendering him unstoppable! Just kidding about that last part.
Special Training: Meteor Metal (Steel)
Sokka’s skull and bone are coated in metal from a meteor from space. This makes them indestructible under normal battlefield conditions, but Sokka takes slightly more fire type damage from attacks that strike its skull.
Thor: Male Jolteon
Toph: Female Sandslash
Bio: Toph has been blind from birth, her eyes a creamy white. However, she refuses to accept her boundaries as a result of her headstrong natures. She ran away from her overprotective parents to teach Aang how to use ground and rock type moves. Though she’s blind, she’s by no means helpless. She can feel the vibrations through the ground, letting her know exactly where her opponent is!
Special Training: Badgermole (Ground)
Though Toph is blind, she can still sense where objects are around her due to being specifically tuned into feeling the effects of vibrations; somewhat of a Supersonic through the ground. However, as a result, she is rendered completely unable to sense an opponent if either herself or the opponent is not touching the ground. On sand, Toph will somewhat be able to sense the opponent, but it will be “fuzzy” and not as precise. Toph’s ground attacks are increased in power by 1.2x due to the special connection she has with the earth. She also has sensitive hearing.
Toruk: Male Aerodactyl
Tyson: Male Machamp
Warpath: Male Bastiodon
Zuko: Male Infernape
Bio: Zuko was banished from his home, a colony of fire Pokemon who sought global conquest. He was actually next in line for the throne at that time, leaving him broken and having gone from riches to rags in just a few short moments. The fire clan seeks to destroy Aang, and while Zuko had previously gone on missions hunting Aang, he now looks to teach Aang the skills of fire. He has an intense scar over one of his eyes from a burn many years ago.
Special Technique: Agni Kai (Fire)
Zuko’s flames grow much larger and hotter, greatly improving Zuko’s firepower. Zuko’s fire attacks become 1.25x more powerful at the cost of 1.3x energy. Agni Kai will last until struck by a water attack or rain and the flame diminishes, or until Zuko runs out of energy. Triggering Agni Kai counts as a move.
Manny: Male Mamoswine
Darner: Male Yanmega
Venus: Female Tangrowth
Larxene: Female Lanturn
Bio: Larxene is sadistic and cruel. She attacked many Pokemon for no reason, and developed quite a reputation among the sea, striking fear into all but some water/grounds. After a while, though, she got bored and wanted a challenge. Seeing an Eelektross she decided to mimic the characteristic that made that species interesting - the ability to manipulate magnetic fields. Now she can attack land-based stuff now too. Awesome.
Special Technique: Electromagnetism (Electric)
Larxene constantly levitates using a magnetic field. This levitation requires no energy to maintain, though Larxene is somewhat less nimble and fast than an Eelektross. This does not affect Larxene's ability to travel through water. She has a significant flight ceiling (like a Magnemite would).
Petrie: Male Archeops
Saix: Male Golbat
Spike: Male Carracosta
Starscream: Male Zweilous
Zexion: Male Absol
Olga: Female Larvesta
Roku: Male Kadabra
Alex: Female Flaaffy
Azula: Female Vulpix
Bio: Azula is Crown Princess of the Fire Clan and has the power to back up that claim to the throne which was given to her following her brother Zuko's banishment. She is highly advanced in fire techniques, even adjusting the temperature of her flames to burn a bright blue instead of the normal colors of fire. However, this has led her to become borderline deranged and quite psychotic, making her more dangerous if anything. Many of the most powerful Firebenders are able to control electricity, a notable example being her uncle, Iroh the Magmortar. After much painstaking training, she mastered this new technique and plans to use it to further her nefarious deeds.
Special Training: Lightning (Electric)
Azula may use Thunderbolt twice per battle, with according type energy. Also her flames are blue, but besides being awesomer, the color change makes no difference in battle.
Otto: Male Grovyle