Thread: Squad Summaries
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Old 08-19-2011, 04:09 AM   #102
Celebii151
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Squad
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Apocalypse: Level 6 Male Absol
Absol (Dark): Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks such as Earthquake and Blast Burn. This does not guarantee escape but increases the odds of dodging. Absol are considered symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. In its Mega Form Absol's reaction time increases greatly, allowing it to more easily evade attacks, especially those that are high powered or particularly threatening or dangerous.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: Apocalypse is the offspring of lightning and fire. He is just plain cool. He struggled to find a home for a long time, because wherever he wenat, natural disasters followed. I found him when he disrupted my afternoon training with an earthquake. I angrily battled him and caught him. I helped him control his disaster powers, which involved a lot of pain. He now enjoys causing misery and strife to whoever he can. I'm afraid that I don't know the type of monster I've created. But still, I have to train in fear of him losing control.
Hidden Power: Flying
Special Move: Tremors (Ground)
His horn scythe taking on a brown glow, the opponent is suddenly afflicted with visions of their own demise. This will deal considerable Ground Type damage to them, and will also make them more cautious while fighting Apocalypse for the next 3 rounds. Their actions will be delayed as they warily watch Apocalypse, even more so if they are ordered to watch for certain moves. This move costs high energy and can be used twice per battle. If used again on the same opponent, it will deal the same damage for significant energy instead, but not apply any secondary effect, as the opponent has grown accustomed to it.


Level 2 Male Drampa
Drampa (Normal/Dragon): Drampa is typically a very calm and gentle Pokémon, making it difficult to enrage. However, they are quite protective of their friends and can be angered by aggression in battle. If its ally hits critical health, it will gain a significant boost to its Special Attack. If it drops below half health, it will receive a similar, slightly less potent boost. Its Dragon Breath is slightly more powerful and also quite forceful, with the same force as a Blizzard.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They radiate warmth from their core, and are slightly more resistant to chilling effects than other Pokémon. They are naturally very powerful Pokémon and their Dragon type attacks will have a stronger knockback than normal, but will deal no extra damage because of this.
Bio: Drampa one morning awoke to the realization that DragonBreath is actually a really good move, and so he worked pretty damn hard to try and power his up.
Hidden Power: Steel
Special Training
Drampa's Dragonbreath now deals considerable damage for considerable energy, while his Dragon Pulse deals major damage for major energy. He can no longer use Draco Meteor or Hurricane.


Lee: Level 6 Male Eelektross
Eelektross (Electric): Eelektross levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile. They are also fairly good swimmers and are able to stay underwater as long as any Water-type. Unlike their preevolutions, they are able to ground themselves for a short time and stand on their modified fins.
Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
Bio: Lee is an Eelektross with a thirst for power. So he learned some moves.
Hidden Power: Ice
Special Training: Parabolic Charge
Lee can now use Parabolic Charge and Supersonic. Supersonic is limited to two uses per battle and it costs 10% more energy to use.


Alpha: Level 5 Male Alakazam
Alakazam (Psychic): Alakazam emit special alpha waves as a byproduct of its psychic abilities. These waves induce headaches and will disrupt the concentration of Pokémon within 5 feet of it. Alakazam's telekinetic abilities allow it to lift Pokémon twice as heavy as normal for no increased energy cost. An Alakazam has one of the most acute minds amongst Pokémon, with the exception of some legendaries. Thus, they are difficult to deceive or outwit and any mentally effecting attack will be less effective and less likely to succeed against one. They are also more resistant (but not completely immune) to sleep-inducing attacks. Alakazam can see in the dark. In its Mega Forme, it gains extremely potent telekinetic abilities and is capable of having full, unobstructed Psychic "vision" of its surroundings, regardless of Dark energy that might normally block it. It can also levitate without using energy and use its telekinesis to lift objects of almost any size for relatively low amounts of energy.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Bio: After spending years never surpassing his Kadabra form's abilities, Alpha fell into a spiral of depression, seeing his fellow Psychic Types gaining new Types and power while he was left with nothing. He left the team, gone for months on a journey to discover his true potential. He returned, a different Pokemon. He seemed stronger, more capable and more willing to fight.
Hidden Power: Rock
Mega Stone: Alakazite
Sigless


Croton: Level 5 Male Venusaur
Venusaur (Grass/Poison): Venusaur are the fastest of their line but are not particularly agile. They have eight vines, which means they can hit and grab multiple things at once and that attacks made using their vines are slightly more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health. In it's Mega Form it gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes half the damage it would otherwise take from Ice and Fire type attacks.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper's tail, a Nidoking's horn.
Bio: Croton enjoys spreading fertility, verdancy and greenery wherever he goes. So much, that he developed a new move, basing off one that he already had access to.
Hidden Power: Dark
Mega Stone: Venusaurite
Special Move: Super Grassy Terrain (Grass)
Croton expends significant energy to spread invigorating Grass Energy across the whole arena, causing various flowers, grass and plants to grow, even in urban or rugged environments. For the next 4 rounds, all Grass Type Pokemon touching the ground will regenerate light health and energy per round. This can be used twice per match with a one round cooldown after the effects wear off and Croton can (obviously) no longer use Grassy Terrain. These effects will not stack with Grassy Terrain if used by another Pokemon.


Ignus: Level 5 Male Camerupt
Camerupt (Fire/Ground): Camerupt tend to be only slightly-less apathetic than their Numel bretheren, although their higher intelligence gives them a better ability to follow orders. However, they become extremely angry when struck in the face. A Camerupt struck in the face by an opponent will focus almost exclusively on that target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of Camerupts's revenge. Until its target has fallen Camerupt will be extremely emotional and responsive but more vulnerable to confusion. Camerupt will also be winded for a few moments after its berserker rage has ended, with longer periods of rage meaning more downtime. A trainer may write a note in their bio stating that their Camerupt has been trained not to enter in to the enraged state in this way. In its Mega Forme, Camerupt becomes an active volcano, constantly issuing lava. Its lava-based attacks are x1.2 stronger. Because of the intense heat radiated by Mega Camerupt, Water based attacks deal only half damage as they evaporate before they can affect it. They do not take extra Water damage for having an 'exposed flame'.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Hidden Power: Grass
Mega Stone: Cameruptite
Sigless


Wyrmblade: Level 5 Male Steelix
Steelix (Steel/Ground): Steelix are large Pokémon and are able to burrow through hard materials such as concrete with their Dig attack easily. They are also more resistant to extreme pressures and heat, though they take the usual damage from Fire moves. They can see in the dark. They have higher physical defence compared to other Steel-types. They are also familiar with the Rock type. In its Mega Forme, Steelix's body crystallizes, becoming even harder than steel. This gives Mega Steelix a 20% resistance to all physical moves. Due to its enormous, powerful jaw, it also gets a 10% boost to all biting moves. The crystals that encircle its body can be used for Rock attacks, reducing their energy slightly and making moves like Rock Tomb slightly sturdier. They travel with it, are completely controlled by Steelix, and will close in to prevent residual damage.
Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: Wyrmblade is a fearsome Steelix. His mighty roar strikes fear into the hearts of his enemies and allies alike.
Hidden Power: Grass
Mega Stone: Steelixite
Special Trait: Mighty Roar
Wyrmblade's Roar now grants him a 10% Attack boost but costs good energy.



Khan: Level 5 Male Kangaskhan
Kangaskhan (Normal): Kangaskhan come in both genders, though females are much more likely to have babies with them than males are. Along with battling, a Kangaskhan is most concerned about its child. If an opponent injures the child, Kangaskhan will go into a blind rage against them, which will last until either the offending Pokémon or Kangaskhan is unconscious. During this time, Kangaskhan's offensive stats are significantly enhanced, making them a good deal more aggressive, though they will continue to perform defensive techniques to help protect their baby, unlike states like Taunt. Kangaskhan without joeys are slightly less concerned about defending themselves, and as a consequence, will act slightly more aggressive and be slightly more agile, due to not having to worry about the safety of their child. Kangaskhan’s Comet Punch will always deal maximum number of hits. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy. In its Mega Forme, the child quickly matures. The joey will mimic all its parent’s actions, performing the same moves that the parent does at a quarter of the power, effectively giving all its attacks a 25% boost in power, provided both hits connect. The joey is also capable of performing attacks independently of its parent, though only at 25% of their original power, though it will still cost a move. They may also stagger their attacks if using the same move without using an extra move. Due to the power of Mega Evolution, the joey cannot be directly harmed, and area of effect attacks will not cause Kangaskhan extra damage as a consequence. Targeting the joey will not lower Kangaskhan's health, but it may stop the joey's attacks. All energy used by the joey is pulled directly from the parent, who feeds the joey with energy to maintain its temporary matured state. Kangaskhan without a joey cannot Mega Evolve.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Bio: Khan was a 7-time boxing champion, and was unstoppable in his prime. He enjoyed wandering the slums of London and beating up a certain Elekid. One day, he got laid with the Elekid's girlfriend. It quicky reached the press and his reputation was ruined. He ended up with a baby Kangaskhan that could never be amused. He eventually took up dancing to amuse the baby.
Bio: Having retired from his dancing career, Khan found himself without purpose and still having a child to raise. He decided to enter illegal underground tournaments for... special battlers. Since he himself was not special, the tournament hosts conducted a number of experiments on him to alter his genetic code. Khan found himself more powerful than he had ever been before.
Hidden Power: Fairy
Mega Stone: Kangaskhanite
Special Move: Attack Boost
Using considerable Normal energy, Khan allows his rage to build up and a red aura overtakes him, boosting his Attack by 20% and his Special Attack by 10%. However, as a result of the experiments carried out on him, he lost his resistance to Ghost moves, and forgot Thunder, Hammer Arm and Fire Blast. This move can be used twice per battle and standard boost stipulations apply.


Diana: Level 4 Female Pidgeot
Pidgeot (Normal/Flying): Pidgeot are some of the fastest common flying Pokémon and have amazing speed and agility in the air, out flying most Pokémon. Any wind attack used by a Pidgeot is 1.2x more powerful. They also uses less energy when carrying other Pokémon and can lift 1.5x the weight that most bird Pokémon can. In its Mega Forme, its wings grow even more powerful, able to conjure wind attacks in nearly an instant. Its wind attacks are extremely fast to produce, requiring barely a second to produce something even as powerful as a Hurricane. This power also allows it to reach high speeds in very little time. It also has extremely keen aim, making its moves very difficult to dodge.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: The Wind Tunnel is an unholy and secret technique, passed down from mother to daughter in Diana's elite clan of Pidgey. It is a technique with the goal of levelling the playing field against opponents, since the Pidgey are generally known as a relatively weak group of species. The Wind Tunnel manipulates the type energies within opponents and makes it work against them, effectively neutralizing the move.
Hidden Power: Ground
Mega Stone: Pidgeotite
Special Move: Wind Tunnel
Diana flaps her wings, using significant energy to create winds that develop quickly into a tight but high cyclone and travels across the arena. The damage from it is generally considerable, dealing more if the opponent is airborne when hit. The cyclone can, of course, pick up water and deal added damage that way, referee's discretion. This move ignores type charts, and will hit every Pokemon for neutral damage, except Ghost and Dark Types, who resist it.


Sheogorath: Level 5 Male Sigilyph
Sigilyph (Psychic/Flying): Sigilyph don’t actually fly. They levitate by default, with a higher flight ceiling and greater speed and agility than most levitating Pokémon. Sigilyph do not take damage from any weather conditions or as a result of any statuses inflicted.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation. When standing on the ground, they take 1x damage from Electric moves.
Bio: 'Sheogorath, the Daedric Prince of Madness. He is highly unpredictable and may hinder or help any mortal unlucky enough to cross his path.' That was Sheogorath from The Elder Scrolls Series. When transferred to Pokemon, he became the craziest looking Pokemon, which happened to be Sigilyph. His Daedric Artifacts, like the Wabbajack were destroyed in the process, but his unpredictableness remained. He developed a move to tie in with this trait.
Hidden Power: Fighting
Sigless


Tempest: Level 5 Genderless Starmie
Starmie (Water/Psychic): Starmie do not have eyes and thus cannot be affected by moves such as Confuse Ray or Flash. However, they use their psychic senses and an excellent sense of touch to detect opponents with ease. Starmie can levitate. A Starmie's core is its most vulnerable point and they will take a bit more damage if attacked there with physical moves. As starfish, they easily recover from serious injuries and will never have to stay in a Pokémon centre for longer than one battle, unless they are placed there because their core has been damaged.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Bio: Tempest prefers to draw upon his Psychic Typing to aid him in executing Water techniques, rather than keep them two worlds apart. As a result, Tempest has access to a unique move.
Hidden Power: Ground
Special Move: Water Drain (Water)
Using significant energy, Tempest creates a short amount of tendrils and drains a solid amount of health from the opponent. Tempest does not receive any health or energy. Instead, this move has the special secondary effect of giving Tempest a Wish-like bonus, feeling instantly refreshed. This move can be used twice per match.


Beacon: Level 5 Male Ampharos
Ampharos (Electric): An Ampharos's pelt is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 10% chance of flinching. Mareep, Flaaffy, and Ampharos have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Mareep/Flaaffy/Ampharos to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas.
Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
Bio: Beacon is the son of the Ampharos at the Lighthouse. When she fell ill again, Jasmine was in Sinnoh, having some adventures with Flint and Lucas. There was no one to unlock the Lighthouse, and the guys who sells SecretPotion had closed shop and moved to Unova. The Ampharos died later in the night, her light flickering for the last time. The sailors were lost withot her, as was Beacon. Beacon never stopped crying, until one day, the spirit of his mother returned to the lighthouse. She passed down her knowledge of light to Beacon, and he was the new light for the lighthouse. Then one day, a bunch of robbers broke into the lighthouse. Placing a model of a Ampharos with a light that could never be dispelled, and they kidnapped Beacon. Beacon, however, called upon the power of the light and defeated them all, finally being free from everything. It wasn't long before I found him in Goldenrod City, watching the Magnet Train.
Hidden Power: Grass
Sigless


Krobelus: Level 5 Female Gardevoir
Gardevoir (Psychic): Gardevoir's empathic abilities make them very in touch with them opponent. Attacks that deal with the opponents mental state are more effective. They also have a very good sense of balance and are hard to knock down. Teleporting also requires slightly less energy. In its Mega Forme, its empathic abilities are enhanced to the extent that it is largely impossible to fool through deceptive tactics such as Fake Tears and Feint Attack. Using a move, it can coat its body in Fairy energy making any physical attacks listed as XX Fairy-typed for the duration of the battle.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, disliking urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Bio: Krobelus has a very special appreciation of the move Baton Pass, but unfortunately she herself was unable to perform the technique. With some training with Neon, she was able to break through and learn the move.
Hidden Power: Ground
Special Training
Krobelus can now use Baton Pass.


Rampage: Level 5 Male Primeape
Primeape (Fighting): Primeape are excellent climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. They interpret being stared in the eyes a challenge to their authority. Thus, any eye contact will cause Primeape launch into a berserk rage. They will focus almost exclusively on the offending target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of their rage. Until its target has fallen Primeape will be extremely emotional and responsive but more vulnerable to confusion. Primeape will also be winded for a few moments after its berserker rage has ended, with longer periods of rage meaning more downtime. A trainer may write a note in their bio stating that their Primeape has been trained not to enter in to the enraged state in this way.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Rampage is very hot-headed and quick to anger. Even more then Inferno, and that’s a huge accomplishment. His bad temperament comes from his troubled childhood. As a Mankey, he lived with his poor parents in a small hut. He was frequently bullied by the other Pokémon, particularly the richer ones. They didn’t get enough Poke (Pokémon currency) in a year to even buy some Gummis. They were forced to eat plain old Apples. One day, while wandering through Pokémon world, I came across Rampage being teased by some other Pokémon. Razor burst out of his PokeBall, extremely angry at this injustice and scared all the Pokémon off with a fierce Earthquake. Rampage ran away as well. We managed to catch up with him and he told us about everything that had happened. I said that unfortunately, there was nothing I could do to help but offered to let him stay the night. He accepted. Unbeknownst to me, Inferno woke up in the night, not being able to accept the weakness of Rampage. He trained Rampage in the ways of the tough. In the morning, Rampage stormed off, Thrashing and crashing and crushing everything in his way. When he got to town, he beat everyone up and destroyed everything. I figured I could use that type of firepower on my squad so I caught him and he has been a powerful force ever since.
Hidden Power: Psychic
Special Move: A Challenger Approaches
When Rampage is ordered to Challenge, he will spend solid energy to begin spewing out a vast multitude of taunts and insults at the target Pokemon. Then, he will make a 'come here' gesture to the ticked off Pokemon. They will be forced to approach him. Both Pokemon's faces will be only inches away from each other and eye contact will be made, signifying the beginning of the Challenge. The enemy Pokemon will suffer a 10% decrease in both their defensive stats, while both Pokemon will receive a 10% increase to both their offensive stats. The battle will then continue as normal. Challenging an opponent cannot interrupt a move. Standard boost stipulations apply, and a Pokemon can only be Challenged once per match.


Dia: Level 5 Male Sableye
Sableye (Dark/Ghost): While Sableye are usually solid, they can go invisible for a short amount of time, though the glint of their eyes remains visible to a keen eye. They cannot levitate at all but are excellent climbers, possessing dexterous limbs and a strong grip. Due to Ghost not providing immunity, they are considered weak to the Fighting type. Due to their keen eyesight, Sableye’s accuracy cannot be lowered. Unlike most Ghost-types, they can be poisoned.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: Every team has a prankster. For my team, it’s Dia. He was found on Mt. Pyre, when he set a pitfall trap for me. He helped me out, and was added to my squad. He loves to play practical jokes on the other members of my squad, that coming naturally to a Ghost-Type like him. He is a big talker but usually cannot back it up, relying on verbal assaults and special attacks over hand-to-hand combat. He also has an eternal fear of Fighting-Types, creating a lot of tension between him and Rampage. Thankfully, after countless experiments, he learnt a technique to protect him from the power of Fighting-Type.
Hidden Power: Steel
Special Training: Mental Combat (Psychic)
Dia is familiar with the Psychic Type, being able to use Extrasensory, Teleport and Hypnosis. He cannot use Low Sweep, ThunderPunch, Ice Punch, Fury Cutter or Fire Punch, as he prefers to use his mind to fight.


Neon: Level 5 Male Volbeat
Volbeat (Bug): Volbeat and Illumise are considered male and female variations of the same Pokémon, and therefore the Attracts of both species are considered to work as if both Volbeat and Illumise were the same species of Pokémon. Volbeat have a light on their tail that they can use to illuminate areas, though they make them more visible in the dark. Volbeat are familiar with the Electric type.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Bio: Neon is an evil little bug. I don't know why, but I get that feeling from him. However, I can't get others to believe me.
Hidden Power: Rock
Special Training: Tiny Mastermind (Dark)
Neon can now use Taunt and Spite twice per match each.


Shade: Level 5 Male Umbreon
Umbreon (Dark): Members of the Eevee line have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. Their Baton Pass and Helping Hand attacks take slightly less time and energy to perform compared to other Pokémon. Umbreon may sweat poison out of their pores as a move. Any Pokémon not resistant to Poison who comes into physical contact with Umbreon risks being poisoned. The poison stays on Umbreon unless it is somehow washed off. Umbreon are immune to their own poison produced by this method. By concentrating and holding still, Umbreon can cause their rings to glow, brightening the area at the cost of very little energy. Umbreon take slightly less damage from special attacks compared to other Eeveelutions and are resistant to techniques which affect their mental state such as Confuse Ray.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: Shade is an Umbreon, and therefore he is the very best, like no one ever was. Though proud and aloof, he is rather quiet, and doesn't socialize much with the rest of the team. However, he is also extremely intelligent and observant, creating a new technique from watching Grass Types battle.
Hidden Power: Fairy
Special Move: Shadow Reaver (Dark)
Shade creates a number of short tendrils and drains a heavy amount of energy from the target in the space of a few seconds, adding 75% of the energy drained to his own energy reserves. It does not use any energy itself. This move counts as a 'draining move' and contributes towards diminishing returns.


Mizusar: Level 5 Male Feraligatr
Feraligatr (Water): While not the most agile of the evolutionary line, Feraligatr are the fastest on land and in water. They will travel on all fours for extended distances. As alligator Pokémon, their biting attacks are 1.2x more powerful. However, their jaw muscles are meant for clamping down, not opening up, so most Pokémon can easily keep them shut with their own hands. In wet arenas, the airholes on their snouts allow them to stay almost completely submerged while being able to see above the surface. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Bio: Mizusar has always been one to overwork himself and push himself that extra mile, whether it's necessary or not. Despite my worries at first, I quickly realized that he is perfectly capable of independently handling himself. His tendency to overwork himself without getting tired also proves helpful in battle.
Hidden Power: Ground
Special Trait: Vital Spirit
Mizusar has much greater endurance and readiness than other Pokemon, able to push himself harder for longer. As a result, he doesn't require breathers as often as other Pokemon do. However, he is drained of light energy per round, not contributing to overall fatigue.


Kuitaran: Level 5 Male Heatmor
Heatmor (Fire): Heatmor are constantly producing and releasing fire, which can burn the foe with prolonged contaact and be used for illumination. Heatmor can release fire from their mouth, fists and tail, allowing them to attack in a variety of fashions. Fire attacks issued from their mouth will be long and thin but easier to direct for a more centered hit, or used like a whip to lash the foe for a guaranteed hit but slightly less damage. Their powerful forelimbs allow them to dig with ease and grant them a 1.2x boost to attacks using their claws.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Bio: His name is Kuitaran. The name of his blade is The Fart. He can call upon the Fart in battle to aid him in vanquishing his foes.
Hidden Power: Grass
Special Move: The Fart (Fire)
Using significant energy, Kuitaran creates a writhing sword of flame from his tail exhaust, the unruly nature of which refuses to hold a steady form. With a simple cut, he delivers a quick slice to his opponent, and can strike up to a distance of 10 feet. Anything his sword comes into contact with will suffer a vicious explosion, dealing considerable damage and possessing a 50% chance of leaving the opponent with a severe burn, similar to the burn inflicted by Inferno.


Lars: Level 5 Male Beartic
Beartic (Ice): Beartic are surprisingly adept swimmers, able to both swim powerfully on the surface and stay underwater for a good period, though they will likely need air at least once in the course of a battle, depending on energy exhaustion. Beartic’s forelegs are extremely powerful, doing additional damage to any attack used with them. They are large and intimidating so their fear attacks are more effective. They can see in the dark.
Ice-type Pokémon are highly resistant to cold fight more enthusuastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Bio: Lars has always been interested in the earth. To compensate for his lack of earthy techniques, he trained his heart out and put his best effort forward, learning a new move in the process.
Hidden Power: Flying
Special Training: Seismic Activity (Ground)
Lars can now use Earthquake, with the Type Energy to use it twice per battle.


Gragas: Level 4 Male Hariyama
Hariyama (Fighting): Hariyama are slow and lack agility but are sturdy and difficult to knock over. Hariyama have large, powerful hands and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 1.2x more damage. This does not apply to fist attacks, such as Mega Punch or Dynamic Punch. Thanks to the thick layer of fat in their skin, Hariyama take slightly less damage from Ice and Fire-type attacks and are resistant to extreme temperatures. They can see in the dark.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Gragas likes to give people hugs, but people don't generally reciprocate those feelings. From sheer willpower, he gained proficiency over aerokinesis to pull people towards him. His skill has come to help him in battle.
Hidden Power: Dark
Special Training: Reverse Whirlwind
Twice per battle, Gragas may be ordered to use Reverse Whirlwind, which as the name might imply, is a reversed version of Whirlwind. The target will, instead of being pushed away from Gragas, sucked into the wind and moved towards the source, Gragas's hands. Reverse Whirlwind costs a minor more energy than a regular Whirlwind, and deals damage based on distance travelled by the target, at ref's discretion.


Level 5 Male Alolan Exeggutor
Exeggutor [Alola] (Grass/Dragon): Alolan Exeggutor are extremely tall. Their necks extend over 30 feet in the air. However, its trunk is quite flexible and it can use its neck as a whip. In addition to the three heads on its trunk, it also has a fourth head on its tail. This head controls the tail independently of the rest of the Pokémon's body, allowing it to perform two attacks simultaneously with both the body and the tail. This also makes it harder to put entirely to sleep. Despite having lost its Psychic typing, Alolan Exeggutor is still familiar with Psychic energy. An Exeggutor literally has eyes everywhere: it is impossible to surprise from behind, and with the increased height of Alolan Exeggutor and the additional head, it has an even greater line of sight. They are capable of attacking an opponent with most of their attacks, no matter which direction they are 'facing'. For Rollout, Exeggutor will drop one of its 'heads' to attack. While the head is using a Rollout, Exeggutor loses the abilities of that particular head. When done with Rollout, the head will Teleport back to the Exeggutor and reconnect for minor energy. An Exeggutor is considered to be knocked out when its body is, as the heads will all faint when the body does.
Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They radiate warmth from their core, and are slightly more resistant to chilling effects than other Pokémon. They are naturally very powerful Pokémon and their Dragon type attacks will have a stronger knockback than normal, but will deal no extra damage because of this.
Hidden Power: Dragon
Sigless


Kurai: Level 5 Male Greninja
Greninja (Water/Dark): Greninja is the fastest and most agile member of the Froakie line, able to move as if it is teleporting, making it better at evading attacks, and easily cling to walls or hide in dark corners. They have an extremely keen sense of aim, and are able to reliably hit targets with projectiles even at a significant distance. Their water attacks have a "sharp" quality to them, making them more likely to break through hard objects and causing them to lose less momentum and power when breaking through screens or other shields. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: Kurai fancies himself a ninja, and has trained hard to become one. This has improved his physical abilities significantly. He was able to develop a new technique because of this.
Hidden Power: Fire
Special Move: Flying Suijin (Water)
Kurai cloaks any of his appendages or his body in his 'sharp' water and quickly dashes at the opponent, dealing considerable damage for equal energy and ending up on their far side. This move will also limber up his muscles, leaving him with a speed boost afterwards a la Flame Charge.


Zephyr: Level 5 Male Gliscor
Gliscor (Ground/Flying): Gliscor are not true fliers. Instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Upon evolving, their claws became much stronger and attacks that use them are 1.2x stronger then normal. They are also able to use a form of echolocation, allowing them to see through illusions, reveal hidden Pokémon and have a better sense of their surroundings in low-visibility situations. Gliscor can see in the dark and fight more enthusiastically at night. They remain immune to Electric moves when in flight, though are affected as normal in wet conditions.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Zephyr's earliest memories are the darkness of Noxus' underground passages and the reassuring sharpness of his pincers. He remembers no family, warmth, or kindness. Instead, the clink of stolen gold and the security of a wall at his back are all the kinship he has ever craved. Kept alive only by his quick wits and deft thievery, Zephyr scraped out a living in the seedy underbelly of Noxus.
Hidden Power: Ground
Special Attack: Cutthroat (Ground/Flying)
Using considerable energy, Zephyr nearly instantaneously appears on the far side of his foe, attacking them with any available appendage to deal either solid Ground or Flying Damage (The type must be specified). This is not a teleportation, but instead an incredible feat of pure and unrivalled speed.


Level 1 Female Pyukumuku
Pyukumuku (Water): Pyukumuku are rather slow, only being able to move by crawling. Their intense mental fortitude means they are also resistant to pain and difficult to interrupt, while also being immune to Taunt and Torment. When they faint, Pyukumuku will launch a final, desperate attack, spewing their innards forward to land a devastating blow to the foe. This will deal Extreme damage, and will ignore all type modifiers. The stricken foe will also be slightly sluggish to react in the following turn due to the disgusting nature of this.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Bio: Pyukumuku has one goal in life— to prove to the world that she is not a complete shitmon. However, with the hand she was dealt in life, it looked to be a difficult task. She decided to improve the one move that makes her semi-usable.
Special Training
Pyukumuku's Toxic now uses typeless energy rather than Poison and can poison any type of Pokemon, including inorganics, Poison-types and Steel-types. In addition, Toxic's damage begins in the round it's first used in, but remains capped at half an HB of damage. However, Pyukumuku no longer resists Steel moves.


Golosina: Level 4 Female Slurpuff
Slurpuff (Fairy): Slurpuff have an extremely sensitive sense of smell, allowing it to be aware of its opponent's position as long as they're dry. Slurpuff's bodies are sticky and sweet, making them rather hard to let go of if grappled. Using a move, they can spit a fine thread of sticky, sugary string similar to String Shot to entangle a target. Like a Spinarak, they can use this to pull themselves from place to place more quickly without it counting as a move.
Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, disliking urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Bio: After watching an inordinate amount of wrestling and MMA on television, Golosina developed a new move utilizing her unique skills in an attempt to emulate them.
Hidden Power: Ground
Special Move: Power Slam (Fighting)
Golosina sends her String Shot-like string at the opponent, wrapping it around them. She then charges her body with Fighting Energy and retracts the string, sending herself flying at the opponent. She slams into them for significant damage, using heavy energy to perform the entire technique. The leftover string remains, slowing the opponent's movement until they can get it off.


Arachne: Level 4 Female Galvantula
Galvantula (Bug/Electric): Galvantula are excellent climbers and can scale sheer surfaces. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don't bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
Bio: Arachne developed a new technique after watching Super Smash Bros. 4 suck my life away.
Hidden Power: Ground
Special Move: Bouncing Spider (Electric)
In a manner similar to Bounce, Arachne leaps at the opponent landing on their midsection and dealing considerable damage. However, after she leaps onto them, she immediately leaps off the opponent in the opposite direction, backflipping in midair and usually landing in more or less her starting position. This move has a 20% chance to induce electrical paralysis. This move costs significant energy.


Rylai: Level 4 Female Mantine
Mantine (Water/Flying): Mantine are fish, thus they are helpless on land but elegant in the water. They can fly quite well, though they are incapable of holding position indefinitely. Whilst they can easily take off from the water, they will have trouble doing so from land. They take slightly less damge from special moves than other Water types.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Rylai, being a Mantine, naturally holds a distaste towards Electric Types. Their moves also seem to deal unholy amounts of damage to her. Even her Mud Sport seemed to do little to deter them. In fury, she trained day and night to create the ultimate move to stop Electric Moves.
Hidden Power: Ground
Special Resistance
Rylai now takes 2x damage from Electric moves, but no longer resists Steel or Water moves.


Stratos: Level 4 Male Altaria
Altaria (Dragon/Flying): Altaria's song-based attacks are slightly more effective than normal. On a cloudy day, Altaria can be sightly difficult to see in the air. They are strong fliers and surprisingly fast.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Being a proud Swablu, Stratos dislikes the feminine stereotype of his evolutionary line. He is determined to show the world just how powerful a Swablu can be. In an attempt to be as hypocritical as possible, Stratos taught himself a new move, basing it off his line's great singing abilities.
Hidden Power: Fighting
Sigless


Level 5 Female Banette
Banette (Ghost): Banette are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts half the normal health it normally would for other Ghost types, but the target will take the damage it would have taken if Banette had sacrificed the normal amount. Banette's Curse does not fade away at all if Banette is KOed or far from its target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. They are immune to being poisoned.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Hidden Power: Fighting
Sigless


Stealthy III: Level 4 Male Walrein
Walrein (Water/Ice): Walrein have rotund bodies which allow them to gain speed and momentum very quickly with Rollout. They move primarily by rolling or sliding when on land but prefer to swim if possible. If the floor is slippery like an Ice field, they can maneuverable easily using their flippers and tail. They are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They are very agile swimmers, generally. They can easily conceal themselves in snowy and icy environments. They are able to hold objects on their nose, allowing them to manipulate objects and use them in attacks. Their large tusks add additional crushing damage to biting attacks, making them 1.2x more potent. They can see in the dark.
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Bio: Nobody knows quite who Stealthy III is, or where he's been, but he decided to lend me his amazing battle prowess for some reason.
Hidden Power: Flying
Special Move: Glacial Terrain (Ice)
Expending significant energy, Stealthy III spreads freezing Ice Energy throughout the arena. Within moments, a thick layer of ice forms over the arena, and the temperature drops a bit to make Pokemon not suited to the cold a bit uncomfortable. The ice will not trap any Pokemon when it forms; they will be on the surface. On Glacial Terrain, Pokemon that are not surefooted, such as non-Ice Types, will have trouble moving around, and moving at high speeds may result in them losing their balance and falling over. The ice can also be manipulated by Ice Types to use Rock Tomb, Rock Slide and Avalanche (The former two will remain Rock Type). After 4 rounds, the ice melts away, leaving no trace of it behind. This can be used twice per match.


Zed: Level 4 Male Sceptile
Sceptile (Grass): Thanks to the small hooks on their feet, Sceptile are able to scale most vertical surfaces. Sceptile cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. Their slashing attacks are 1.2x more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Bio: Zed is the first ninja in 200 years to unlock the ancient, forbidden ways. He defied his clan and master, casting off the balance and discipline that had shackled him all his life. Zed now offers power to those who embrace knowledge of the shadows, and slays those who cling to ignorance.
Hidden Power: Fire
Sigless


Sable: Level 4 Male Sandslash
Sandslash (Ground): Sandslash have powerful claws, boosting claw based attacks by 20% and making them excellent diggers. While not 'bouncy' in Defense Curl, they are spiky and any Pokémon which come into physical contact with them will take minor damage when they are so curled. Sandslash can see in the dark and have bodies full of sand, letting them produce Sandstorms without relying on the sand in the arena. They fight more enthusiastically in sandy or dusty areas.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: Raised in the Desert Resort, Sable embraced his kind's affinity for storms of the sand variant, and as a result, his ability to create sandstorms was heightened, far past the capabilities of a normal Sandslash.
Hidden Power: Ice
Special Trait: Burial
Sable's Sandstorm is more potent than a normal Sandslash's Sandstorm, and he mixes in some of his spines with it. Other Pokemon within his Sandstorm take mild damage per round. His Sandstorm is also much more difficult to hamper or stop against his own will, but still doable and he can see perfectly through it, without any loss of visibility. However, Sandstorm now costs 25% more energy.


Eredar: Level 4 Male Dusclops
Dusclops (Ghost): Dusclops are relatively solid and prefer that state, but can go ethereal or invisible with little problem. Though they typically stay on the ground, they are able to levitate, but are not particularly fast or agile and possess a low flight ceiling. Their defense and special defense are slightly higher than those of other Ghosts.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon.
Bio: Eredar comes from a tribe of supremely talented Dusclops who arose in the Sinnoh Region countless millennia ago. They built a vast civilization of wondrous cities and upheld a peaceful way of life in Turnback Cave. Eredar defected from the tribe, disgusted with its pacifist nature. Seeking power, he challenged all foes that he across until he was convinced that he had reached the peak of his strength.
Hidden Power: Fairy
Special Move: Spirit Cannon (Ghost)
For all intents and purposes, Spirit Cannon is a Ghost Type version of Zap Cannon. It will paralyze Ground and Electric types, albeit to a slightly lesser effect. Diminishing returns apply normally. In learning this move, he never bothered to learn Blizzard, Focus Punch, Brick Break or Giga Impact.


Ares: Level 5 Male Crobat
Crobat (Poison/Flying): Crobat are silent fliers and only Pokémon with excellent hearing will be able to hear them. Unlike Zubat, they can see, though they can use sonar if needed. Their individually controlled wings allow them incredible agility in the air, as well as impressive speed. They can see in the dark and have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, though they are immune to confusion from Supersonic. Draining attacks used by Crobat drain faster than those used by other Pokémon if they are administered via a bite. They fight more enthusiastically at night.
Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper's tail, a Nidoking's horn.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: "Only 3 things are infinite: The universe, human stupidity and the amount of Zubat in Dark Cave." - A person. However, this Zubat is special. Found in Dark Cave, he assaulted my Pokemon with a variety of Poison Moves, poisoning each of them. It took a quick scuffle with Beacon before he finally succumbed. His poison moves have proved useful in battle.
Hidden Power: Ground
Special Trait: Nethertoxin
When Ares poisons an opponent, they will experience a slight drop in speed and reaction time. These effects are more potent under Toxic poisoning, but will not worsen as Toxic grows in potency. In return, he has the best drawback - Neutral to Bug, as well as Neutral to Poison (but still cannot be poisoned). He has also forgotten Brave Bird, Air Slash and Super Fang.


Level 4 Male Scizor
Scizor (Bug/Steel): Scizor are not as fast or agile as Scyther and are not true fliers. Instead, they glide and hover. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Their powerful claws also give them a 20% boost to any attack involving them. They have slightly higher defences than other Bug-types.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Steel-type Pokémon generally have tempered bodies, meaning they take slightly reduced damage from physical attacks. Their Steel type attacks are more proficient at cutting through energy, allowing them to reduce damage while breaking through them, unlike other Pokémon. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types are resistant to XX and take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Hidden Power: Ground
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Level 1 Female Girafarig
Girafarig (Normal/Psychic): Girafarig's head and tail are linked, so one head is not surprised unless they both are. The tail relies mostly on instinct, and will Bite at anything that comes near it, regardless of what it might be. The tail is also somewhat sensitive to smell, giving Girafarig a slight awareness of targets or threats behind them. Any attack executed with its hooves is 1.2x more powerful.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
Bio: Girafarig is a Psychic-type and found her movepool oddly lacking in status for a Psychic-type. So, she underwent a cheesy training montage she found online and somehow actually got results.
Hidden Power: Fighting
Special Training
Girafarig can now use Hypnosis and Supersonic, but has forgotten Thunder and Signal Beam. Supersonic can only be used twice per match.



Tresdin: Level 4 Female Quagsire
Quagsire (Water/Ground): Quagsire move at a decent clip on land and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. They are coated with a slimy substance, which makes them harder to grab and prevents them from being affected by Electric attacks when wet.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: Tresdin once commanded a legion, but as a veteran has been heavily affected by PTSD amongst other mental disorders. She has trouble remembering things.
Hidden Power: Fire
Special Trait
Tresdin is now under a permanent Amnesia, but has forgotten Mud Bomb, Blizzard, Iron Tail, Focus Punch and Giga Impact.


René: Level 5 Female Ninetales
Ninetales (Fire): As foxes, Ninetales are more inclined to combat by deception. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Hidden Power: Grass
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Nagakabourous: Level 5 Male Tangrowth
Tangrowth (Grass): The thick mass of vines surrounding Tangrowth cushion them from blows somewhat, so physical attacks do slightly less damage than normal. Their Vine Whip, Power Whip, Bind and Constrict attacks all deal 1.2x damage and can be used with a mass of vines. Their arms can be extended ten feet to reach or to attack.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Bio: Nagakabourous, the Bearded Lady, is the god of motion. Tentacles are one of her favored mediums through which she spreads her influence.
Hidden Power: Rock
Special Trait: Wrath of an Elder God
At the beginning of every round, up to a maximum of six rounds, Nagakabourous will passively expend light energy to inject Grass Energy into the arena, causing a dormant tentacle to form around the arena. Dormant tentacles measure only a few inches at best. When Nagakabourous is ordered to Lash, Nagakabourous will hit the foe with a Vine Whip, then all tentacles will activate and smack the opponent for minor Normal damage each. They will then immediately go back to their dormant state. Tentacles can only be cleared from the arena via Rapid Spin or knocking Nagakabourous out, and there is a 50% of all tentacles attacking the opponent once when Nagakabourous is knocked out. Dormant tentacles do not affect the match in anyway.


Stheno: Level 1 Female Mawile
Mawile (Steel/Fairy): Mawile's metal jaws are very strong and exceptionally difficult to force open. Attacks involved with them are 1.2x stronger then normal. Their techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Mawile can see in the dark. In its Mega Forme, Mawile gains a second jaw. The two jaws can be controlled independently of one another, allowing for a great deal of physical manipulation. Mawile's deceptive attacks are also extremely potent in this form, gaining a 15% boost in damage and are likely to trick the foe, even if they've been deceived before.
Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, disliking urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Bio: Being weak to such omnipresent types in Fire and Ground has been hard for Stheno. Using her species' natural cunning, she was able to develop a move that turned one of her banes against the other.
Hidden Power: Fairy
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Retsam: Level 4 Male Armaldo
Armaldo (Rock/Bug): Armaldo are adequate swimmers, though not as maneuverable as Anorith. They have no problem with watery environments. They can also hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Their claw based moves deal 1.2x damage.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Bio: Retsam is absolutely livid that Rock Types lack any real option of physical Rock moves. He spent most of his life yelling as loud as he could into valleys at the cliffs of mountains to vent his frustrations. However, one day the local Pokemon became fed up with his disruptive antics and attacked him. A Flash Cannon flew forth from a Vanillish, threatening to knock Retsam off the cliff. Out of sheer desperation, Retsam focused his energy into his right claw, Rock Energy flowing through it as he sliced through the Ice Beam and charged at the Vanillish, getting into range before stopping. He had shown mercy, and better yet, he had finally gotten the move he wanted.
Hidden Power: Grass
Special Move: Rock Claw (Rock)
Using significant energy Retsam's claw becomes coated in Rock Energy, and he slashes at the opponent for considerable damage, with a 10% chance to lower physical Defense. The hard casing involved in the move allows it to break through some energy-based attacks with greater ease and still retain its power.


Ciela: Level 4 Female Talonflame
Talonflame (Fire/Flying): Talonflame are extremely fast and agile flyers, able to reach high speeds by propelling themselves with their flame, and are particularly adept at dive-bombing techniques. Their talons are sharp and powerful, giving them 1.2x boost to any moves that utilize them. They have great control of their Fire attacks, and they will not suffer an accuracy decrease when firing from a far distance.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Ciela has always been a Pokemon of unorthodox methods. While normal Pokemon of her species will simply rely on their Fire moves and sharp beaks to take out prey. Ciela has instead favored to stay true to an original method, involving her talons and rather than swiping and scratching, kicking. As a result, she has been able to pick up a few moves and adapt a unique battle style.
Hidden Power: Ground
Special Trait
Ciela has gained the use of Blaze Kick and Double Kick with the energy to use Double Kick twice per battle. These moves can all be executed by use of her talons, in dive-bombing techniques as well.


Ostarion: Level 5 Male Gigalith
Gigalith (Rock): Despite resembling eyes, the holes on Gigalith's face are actually ears, making them effectively blind. However, these ears are extremely sensitive to vibrations both in the earth and the air, allowing them to detect their foe despite any visual obstructions. The orange gems on their bodies are shiny and glow when energy-based attacks are used, which can possibly give away their position when using the attack or help allies see in dark spaces. Their damage dealing light based moves deal 1.2x damage. They are inorganic.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Hidden Power: Grass
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Level 5 Male Alolan Marowak
Marowak [Alola] (Fire/Ghost): Alolan Marowak have developed special skills to combat their foes. While they are not Ghosts in the traditional sense, they can channel spiritual power much like true Ghosts. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. They cannot achieve Ghost states. A Marowak's face is covered by a skull, which it will not remove willingly. Marowak may not use its respective bone attacks if it is not holding its bone but to compensate attack using their bone will deal x1.2 damage due to the hardness of the weapon. Marowak are skilled and aggressive combatants, and will tire slightly slower than other Pokémon as a consequence. Its Skull Bash attack takes slightly less energy than normal to use. Marowak can see in the dark.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Hidden Power: Grass
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Sapphire: Level 5 Female Dragonair
Dragonair (Dragon): Dragonair can levitate and have a higher flight ceiling than most Pokémon. They are more agile than they are fast. They can also move in the same way as Dratini and are excellent swimmers. Sunny Day or Rain Dance will last one round longer than normal if used by a Dragonair. They have decent vision in low light environments.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.
Hidden Power: Steel
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Kaldr: Level 5 Genderless Aegislash
Aegislash (Steel/Ghost): Aegislash are a possessed swords and shield, their body made entirely of the blade, making them inorganic. All attacks involving slashing get a 20% boost in power. They levitate by default, but prefer to remain still when attacking and defending. When Aegislash are sent out, they will start in Shield Forme, giving taking 80% damage from all attacks. When ordered to use any attack, they will go into Blade Forme, losing this boost. They may enter Shield Forme using a move. Certain defensive moves, such as Iron Defense, King's Shield or Protect will cause Aegislash to automatically enter this Forme. As they are bound to a physical object, they are unable to achieve states other than solid.
Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: Kaldr was found within ancient chambers of a ruined king. Supposedly his original wielder had unlocked powers that had never been seen before in Kaldr's time. I have yet to believe it until I see it for myself though...
Hidden Power: Fairy
Special Move: Steel Blade (Steel)
Kaldr gathers Steel Energy into his blade, before slashing at the opponent. This move will deal considerable damage and will lower the target's physical defense by 10% on its first use against that foe. Any subsequent uses on the same foe will only deal considerable damage without a drop in defense. When lowering defense (usually its first use against a unique foe), this move costs significant energy, but after, it will only cost considerable energy. The metallic casing involved in this ability allows it to break through some energy-based attacks with greater ease and without a loss in power.


Susan: Level 5 Male Granbull
Granbull (Fairy): Granbull are proud Pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Granbull's biting attacks are 1.2x more powerful.
Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, disliking urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Hidden Power: Ground
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Kaolin: Level 4 Male Torterra
Torterra (Grass/Ground): Due to the tree growing out of them, Torterra are impossible to knock completely on their back. They are also able to blend into their surroundings on certain terrain, making them difficult to spot in forest areas. They are slow and ungainly. They are experts at manipulating natural surroundings and attacks like Earthquake and Frenzy Plant will take a little less energy to use. Attacks on their shell do slightly less damage. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: An ancient being found fossilized and later revived, Kaolin destroyed the facility in which he was destroyed in blind rage, fear and confusion. Vicious roots rose out of the ground and ravaged the building. The scientists stood no chance against a being of such raw power. Thankfully for them, I happened to be in town, and although the Torterra put up a good fight, he was no match for Lars' Ice Moves. He remembers his roots in the old lands and is able to call upon them to aid him in battle.
Hidden Power: Fighting
Special Move: Divine Roots (Rock)
Kaolin pumps heavy Rock Energy into the ground to summon the Divine Roots, resembling massive vines a la Frenzy Plant, which will go on to strike the foe for significant Rock Type damage. They will also wrap themselves around the limbs of foes, constraining them until they are able to be removed. As can be expected, more physically capable Pokemon will be able to break free more easily, while smaller, weaker Pokemon will struggle to remove them. The Divine Roots are also susceptible to energy assaults, but are resistant to Fire moves and cutting moves. After a round, they will weaken in strength, and most Pokemon will be able to easily be rid of them. He has enough Rock Energy to use this twice per battle.


Karroch: Level 4 Male Pangoro
Pangoro (Fighting/Dark): Pangoro chew a branch in their mouths, able to use it to sense the vibrations in the air to locate targets, similarly to a Psychic-type's ability to locate targets. They are quite intolerant of bullying or making fun, and if they or an ally is taunted or provoked, they will be under the effects of the move as well, but will also gain a significant boost in attack.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Hidden Power: Steel
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Luden: Level 5 Male Alolan Raichu
Raichu [Alola] (Electric/Psychic): The mysterious influence of Alola has turned Raichu into a strange psychic Pokémon. Alolan Raichu constantly levitates, using its tail similar to a hoverboard that it uses to float. It is fairly agile whne it floats, and will always remount its tail if it falls off, though this will occur rarely due to their extremely keen balance. Their cheeks release a sweet scent that lowers a Pokémon's defense if they are within 5 feet of Raichu. Raichu have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use Fly or Pain Split.
Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
Bio: Luden has always been interested in yodelling, no matter how much I tell him it's an unrealistic activity for a Pichu to partake in. Since he can't hear the echo of his own voice as he yodels into great chasms, he has focused on fleshing out his battle prowess to the point where his opponents can feel the echo.
Hidden Power: Dark
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Silane: Level 5 Female Scolipede
Scolipede (Bug/Poison): The arm-like extensions on their neck are actually spines that seep poison. Physical attacks used with or that hit these spines have a chance of causing light poisoning (about 10%, does not stack with any poison chance in a move). Thanks to the adaptation of their preevo, their poison also has a 5% chance of localized paralysis if foes make contact.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper's tail, a Nidoking's horn.
Bio: Those who face Silane in battle rarely lived to tell the tale. Known amongst Pokemon as simply a phantasm, mystery surrounds her, and it is said her victims' last sight is a specter rushing towards them.
Hidden Power: Water
Special Move: Shadow Onslaught (Dark)
Silane becomes covered a veil of Dark Energy and rushes at the target, either simply running them through or rolling over them a la Steamroller, possibly dealing more crushing damage if the foe is at a significant size disadvantage. This move deals significant damage and costs significant energy. Silane may use this move twice per battle.


Lanaya: Level 5 Female Milotic
Milotic (Water): Milotic are considered astoundingly beautiful and Attract and similar attacks are much more effective than normal. As an attack once per battle, they can calm down an opponent with a calming aura. Doing so can get rid of any mental boosting moves the opponent might have (excepting Calm Mind). Milotic are good swimmers and can move around effectively on land. They can also levitate but are not particularly fast or agile. They can see in the dark.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Hidden Power: Ground
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Level 1 Male Lickitung
Lickitung (Normal): Lickitung have long tongues, which can extend out to eight feet to hit enemies. Any attack a Lickitung does with its tongue deals x1.1 damage, with a 10% chance of paralysis.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Fairy
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Reyna: Level 5 Female Kingdra
Kingdra (Water/Dragon): The largest of the Horsea family, they are extremely fast and agile in the water. However, they can only hop on land and are easily knocked over. They can see in the dark.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.
Bio: Reyna was a queen among her school of Horsea and Seadra, but she always had dreams of bigger things. She dreamt of one day being freed of the water-bound life her predecessors had despised just as much. One day, as a shooting star passed over the ocean at night, Reyna wished for the ability to leave the water as hard as she could. When she awoke, she found that she had developed some interesting abilities...
Hidden Power: Poison
Special Trait
Reyna can now freely levitate to allow movement outside of water. Her abilities grant her levitation potential similar to that of an average Staryu or Starmie. In the water, this just equates to a slightly faster swimming speed. To stay afloat outside of water, Reyna expends light energy every round, not contributing to exhaustion. However, she has forgotten Draco Meteor, Signal Beam, Giga Impact and Blizzard.


Ymir: Level 5 Male Mamoswine
Mamoswine (Ice/Ground): Mamoswine are large and sturdy, making them difficult to knock over. When they starts charging, they are difficult to stop, and their ramming attacks are more effective than usual. Mamoswine have a large amount of fur, which keeps them warm in otherwise unbearably cold temperatures and slightly reduces damage from Fire and Ice attacks. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Despite their size, they are adept at hiding in blizzards and can see through them easily.
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Hidden Power: Flying
Special Move: Ice Tackle (Ice)
Ymir coats his body with Ice Energy and rams the opponent, dealing considerable damage for considerable energy and with a 20% chance of causing a flinch. The hard casing involved in the move allows it to break through some energy-based attacks with greater ease and still retain its power.


Barathrum: Level 5 Male Rampardos
Rampardos (Rock): Rampardos' extremely hard and somewhat pointed skull gives them a 1.2x boost in head-based attacks. However, Rampardos are not very agile. Being fossils, their Ancient Power attack will boost slightly more often.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Bio: Barathrum may not look like it, but he is a champion at Poke-Marathons. In training to improve his speed for his most powerful move, Head Smash, Barathrum realized that he was quite gifted in regards to stamina. He joined a Poke-Marathon and managed to seize first place. Overwhelmed by joy, he continued training harder and harder, building his stamina to levels never heard of in the Pokemon world.
Hidden Power: Flying
Special Trait
Barathrum has much greater endurance and readiness than other Pokemon, able to push himself harder for longer. As a result, he doesn't require breathers as often as other Pokemon do. However, he is drained of light energy per round, not contributing to overall fatigue.


Vulcan: Level 5 Male Typhlosion
Typhlosion (Fire): Typhlosion are the fastest of their evolutionary family, but the least agile. They can control whether their dorsal flames are ignited at any one time. When not ignited, they take only x1.5 damage from Water attack. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water and allows them to provide illumination and burn foes if there is prolonged contact. It also allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokémon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep. They have a x1.2 boost to lava based moves. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Hidden Power: Grass
Sigless


Visage: Level 4 Male Glalie
Glalie (Ice): Glalie levitate by default. Their appearance makes them intimidating and their fear based attacks are more effective than normal. They can see in the dark. Due to their massive jaw, biting attacks are 1.2x more powerful than normal. They are adept at hiding in blizzards and can see through them easily. If there is ice or snow in the arena, Glalie may eat the ice or snow using a move, restoring good health and energy once a battle. If the snow is tainted or poisoned, it will harm them instead. Their icy bodies are extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind.
Ice-type Pokémon are highly resistant to cold and fight more enthusuastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. If their STAB attacks have a secondary effect, they are slightly more likely to have their effects triggered. Their Ice type moves are significantly colder than those used by any other Pokemon, giving them a much greater ability to numb and slow the foe. In addition, any areas frozen by an Ice type will become sore even after the ice has been knocked loose, creating a painful area like Crush Claw does. Their chilled bodies allow them to create ice more readily than other Pokemon, significantly speeding up their Ice type attacks. Ice-types are generally sure footed and difficult to knock over, moving with ease across slippery surfaces and through strong winds and storms.
Bio: Visage est un Glalie qui a toujours adoré les pouvoirs du type Sol, particulierement le pouvoir de creer des tempetes de sable. Malheureusement, il n'etait pas capable d'utiliser les memes techniques. Deprimé, il est allé aux montagnes de Sinnoh pour s'entrainer. Des années sont passées, et il a finalement creé une nouvelle technique, un qui n'a jamais été vu auparavant, et il l'a basée sur Tempęte de Sable. Il l'a appellée Tempęte de Gręle. And why am I writing all of this in French? Because I can.
Hidden Power: Flying
Special Move: Tempęte de Gręle (Ice)
This move can also be ordered as Hailstorm. Using solid energy, Visage rotates rapidly and whips up a Hailstorm in his immediate vicinity. Similar to Sandstorm, this is localized and will not affect the entire arena. Hailstorm will move with Visage. All Pokemon within a few feet of Visage will experience a loss of visibility, freezing temperatures which may make them uncomfortable and take light damage per round. Hailstorm has limited interaction with other weather moves, but in Sunny Day, and additional minor of energy will be expended per round to maintain the sub-zero temperature. Hailstorm will last 3 rounds.


Felicity: Level 5 Female Blissey
Blissey (Normal): Blissey are resistant to special attacks and will take less damage from them. However, they are weak to physical attacks, and take more damage from them than normal. Their physical attack stat is also slightly weaker than normal. They are excellent healers and healing moves used to benefit other Pokémon will cost them a good bit less energy than normal. They emanate a calming aura, being less vulnerable to anger-based attacks and calming all Pokémon on the field.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Flying
Sigless


Level 1 Male Dunsparce
Dunsparce (Normal): Dunsparce can see in the dark. When using attacks like Drill Run or Dig, they will travel backwards and use their tail to attack. Dunsparce are adept diggers and can stay underground as long as any Ground-type. A Dunsparce can also levitate with its wings, though neither fast nor well.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Fairy
Sigless


Janus: Level 5 Male Kecleon
Kecleon (Normal): When Kecleon use Camouflage, their stripe remains visible, so they can still be tracked, although it is much harder. They will be much less likely to make movements which will attract opponents attention, moving carefully without sacrificing speed or agility. Attacks based upon trickery are slightly more effective when used by Kecleon. Their tongue can be used to attack with physical moves quickly from a reasonable distance.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Fairy
Sigless


Level 4 Male Jigglypuff
Jigglypuff (Normal/Fairy): Jigglypuff can inflate themselves as a move to intimidate opponents, making them more hesitant to attack. While inflated, they have a harder time moving, but a moderately higher defense. Despite their lack of agility in this inflated state, they can float in to the air at a steady pace. Their Sing attack is more effective, requiring less be sung to put an opponent to sleep.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Hidden Power: Ground
Sigless


Surus: Level 5 Male Donphan
Donphan (Ground): The strip of black, leathery skin acts as treads for when performing a Rollout, thus giving better traction (and accuracy) when using a Rollout attack. Like all elephants, Donphan are sure-footed, even though they cannot see their own feet.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
Hidden Power: Ground
Sigless


Level 1 Male Tauros
Tauros (Normal): Tauros are only know to appear in male varieties. Tauros are powerful chargers. Any tackling or ramming attacks do extra damage, as Tauros continues over the opponent, trampling them. Any attack a Tauros executes with its hooves is 1.2x as powerful. Tauros are easily angered and confused. Miltank and Tauros are speculated to have a common ancestor, so the Attracts of both species are considered to work as if both Miltank and Tauros were the same species of Pokémon.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Fairy
Sigless


Level 5 Male Drapion
Drapion (Poison/Dark): Drapion are able to rotate their head 360 degrees. They can extend their limbs to up to twice their length to hit distant targets or to increase their stride. They are adept at digging and can stay underground for longer than other non-Grounds. They are familiar with the Bug-type.
Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper's tail, a Nidoking's horn.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Bio: After escaping a Braviary's nest before he could become Rufflet grub, Skorupi grew up in the forest, surrounded by nature and Grass Pokemon, unlike most Skorupi, which are raised in deserts. As a result, he became able to channel the energy of the forest and was able to learn a new move.
Hidden Power: Ice
Special Move: Nature's Slice (Grass)
Skorupi charges Grass Energy into its pincers and slashes them across the chest of the target, dealing considerable damage. For significant energy, the X created by the crossed limbs can be sent towards the enemy as a ranged attack, with the energy having a near solid-like quality. This move can be used twice per battle.


Necro'lic: Level 5 Male Spiritomb
Spiritomb (Ghost/Dark): Spiritomb can never become completely solid and their body are always ethereal. Despite being locked out of the physical state, they take only 10% extra damage from special moves instead of the usual amounts. The keystone which they are bound to is always solid, and they can use this defensively to guard against special moves, taking standard damage when they strike their keystone. As a move, Spiritomb may retreat into their keystone for defense or to hide, taking only 50% damage from all attacks when hiding like this. When KO'd or asleep, Spiritomb will go into their Keystone automatically. Spiritomb are still able to pass through walls, but cannot extend their body more than 5 feet away from the Keystone and, due to the stone's pull, can only pass through walls for a limited amount of time. They can levitate. Despite being weighed down by the Keystone, they are actually very nimble and fast in the air, but will expend minor energy per round energy to maintain levitation. Spiritomb are resistant to Curses and cannot be poisoned.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Bio: Necro'lic hates his movepuddle, and so trained with Eredar the Dusclops to learn moves to give him an edge in battle.
Hidden Power: Fairy
Special Training
Necro'lic can now use Mean Look and Recover.


Level 5 Genderless Porygon-Z
Porygon-Z (Normal): Porygon-Z are created entirely of programming code. Due to data corruption, they have slightly higher offences than other Pokémon at the cost of lower defences. Porygon-Z are also capable of separating their heads and moving independently of their body (including full 360-degree rotation without having to turn), but the head cannot go beyond or be forced more than half a foot away from its body. They levitate by default, their sleek design and advanced technology making them faster and more agile most levitating Pokémon. They are inorganic and fight most enthusiastically in man made environments. They are familiar with the Electric type.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Fairy
Sigless


Level 5 Female Ursaring
Ursaring (Normal): Ursaring's forelegs are extremely powerful, doing additional 1.2x damage with any attack used with them. They are also skilled climbers, though their girth makes them more interested in alternative methods of reaching something if they exist. Ursaring are large and intimidating so their fear attacks are more effective. They can see in the dark.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Psychic
Sigless


Level 1 Female Mimikyu
Mimikyu (Ghost/Fairy): Mimikyu is a shy and lonely Pokémon. It wears a disguise to hide its true form. This disguise acts as a decoy. Once a battle, it can use a move to absorb a single attack, after which the decoy will collapse. Their claw based attacks deal an extra 10% damage. Mimikyu can see in the dark and fights more enthusiastically at night. They are excellent at hiding. They can be poisoned.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Hidden Power: Ground
Sigless


Level 4 Alolan Golem
Golem [Alola] (Rock/Electric): Alolan Golem have developed an intense magnetic field, which will slightly slow all Steel type Pokemon in the arena. The most drastically changed of the Geodude line, Alolan Golem have grown a large, electric construct on their back. Electric attacks fired from this protrusion will have an additional 10% chance to induce paralysis. Golem have extremely hard shells and take only 80% damage from physical attacks. However, they are weighted down by their girth, and are the slowest of all the Geodude family. Due to the awkward shape of their body, they are no longer as adept at using Rollout, though can still perform the move adequately. Their Defense Curl attack will give them much more protection than most Pokémon. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Electric energy, causing them to become Electric typed.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena.
Electric types are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water. They have a high degree of control over their Electric type attacks, and as such they will suffer less from attempts to redirect them.
Hidden Power: Flying
Sigless


Level 1 Male Zangoose
Zangoose (Normal): Zangoose have a traditional feud with Seviper and go into a rage whenever on a battlefield at the same time as a Seviper. Zangoose will then only follow orders to attack Seviper and will ignore any other orders. If not given any orders involving Seviper, they will automatically attack it using random physical attacks. Because of this rivalry, they are highly resistant to being poisoned and take slightly less damage from poison moves. They also deal 1.2x damage with claw based attacks.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Fairy
Sigless


Level 4 Male Alolan Persian
Persian [Alola] (Dark): Alolan Persian is a proud Pokémon and thus more susceptible to moves that induce anger. However, their incredibly thick coats leave them with a profound resistance to physical attacks, reducing damage taken from them by 20%. They are also much more crafty than their wild counterparts, and their deception and trickery techniques will be more potent as a consequence Persian can see in the dark, and are well adapted to moving silently so that no one can hear them move. They are able climbers and have excellent poise and balance. As a cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. A Persian's Payday attack produces more coins and does more damage than normal.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Hidden Power: Psychic
Sigless


Level 5 Male Machamp
Machamp (Fighting): One of the strongest Pokémon alive, Machamp can restrain most opponents with two hands and use the other two for something else. Their punching and chopping attacks will deal 1.2x more damage, though Machamp are not adept at using its limbs with great dexterity and may find it difficult to strike smaller opponents, as well as having reduced dexterity limiting their accuracy when using physical attacks at speed. Machamp can lift twice as much for a particular attack than what is normally stated. They wear a power belt, which restricts how much energy they expend. A trainer can order Machamp to adjust the setting to 'high', 'medium' and 'low', adjustment counting as a move. Medium is the default setting and has no effect. High causes them to move 1.2x faster for 1.2x energy and allows them to lift thrice as much for a particular attack than what is normally stated, as opposed to twice as much. Low causes them to move 0.8x faster for 0.8x energy and negates their usual strength bonus. They can see in the dark.
Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Hidden Power: Dark
Sigless


Level 1 Male Turtonator
Turtonator (Fire/Dragon): Turtonator's shell is made from highly volatile substances. If it is struck directly with an attack, it will cause a small explosion, dealing minor recoil to the foe and blowing them back with decent force. It also provides protection against physical attacks, lowering them by 20%. However, physical attacks that hit its vulnerable underside will deal 10% extra damage.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They radiate warmth from their core, and are slightly more resistant to chilling effects than other Pokémon. They are naturally very powerful Pokémon and their Dragon type attacks will have a stronger knockback than normal, but will deal no extra damage because of this.
Hidden Power: Grass
Sigless


Matches
Spoiler: show
Celebii 151 vs Kusari (Loss) 2-3 SPPf Referee: Oliver101
Celebii 151 vs Handymankg2 (Loss) 1-3 UPN Referee: BlazeVA
Celebii 151 vs Pengyzu (Cancelled) 1-1 SPPf Referee: BlazeVA
Celebii 151 vs Biggggg5 (Win) 4-3 UPN Referee: Empoleon Dynamite and Kairne
Celebii 151 vs Oliver101 (Loss) 1-2 UPN Referee: BlazeVA and Kusari
Celebii 151 vs Charminions (Cancelled) 1-1 SPPf Referee: Sneezey12
Celebii 151 vs Dilox (Win) 6-2 SPPf Referee: Kairne
Celebii 151 vs Kairne (Win) 5-4 UPN Referee: DaveTheFishGuy
Celebii 151 vs ROFLMAO (Win) 3-1 UPN Referee: Kairne
Celebii 151 vs BlazeVA (Win) 3-2 UPN Referee: Kairne
Celebii 151 vs Gmoyes (Win) 4-1 SPPf Referee: Poke Hunter
Celebii 151 vs Kindrinda (Win) 1-0 UPN Referee: BlazeVA
Celebii 151 vs Alan Grimmstone (DQ Win) 2-2 UPN Referee: Kairne
Celebii 151 vs DragonMaster123 (Win) 4-2 UPN Referee: Pengyzu, Roglef, Kusari and XanderKetsu
Celebii 151 vs XanderKetsu (Win) 6-4 UPN Referee: DaveTheFishGuy
Celebii 151 vs JolteonJak (Win) 4-1 SPPf Referee: Kusari
Celebii 151 vs Rangeetsuper (Loss) 0-2 UPN Referee: Oliver101
Celebii 151 vs Oliver101 Part 2 (Win) 2-1 UPN Referee: XanderKetsu
Celebii 151 vs Phoopes (Win) 2-0 UPN Referee: Kairne
Celebii 151 vs Torkoal Stu (Loss) 0-1 UPN Referee: Midgeorge
Celebii 151 vs DragonDance (DQ Win) 1-0 UPN Referee: Insidious Dreamer
Celebii 151 vs Roglef (Win) 2-0 UPN Referee: Poke Hunter
Celebii 151 vs Biggggg5 Part 2 (Win) 4-2 UPN Referee: Kusari
Celebii 151 vs Empoleon Dynamite Gym Trainer Match (Loss) 3-1 UPN Referee: Kairne
Celebii 151 vs Atluss (Cancelled) 1-0 UPN Referee: Midgeorge
Celebii 151 vs IronDestroyer (Win) 6-2 UPN Referee: Kusari
Celebii 151 vs DaveTheFishGuy (Loss) 0-1 SPPf Referee: Jerichi
Celebii 151 vs SquirtleKing (Loss) 2-4 UPN Referee: Firewater
Celebii 151 vs Takkupanda (Cancelled) UPN Referee: Sneezey12
Celebii 151 vs Zerozoner (Loss) 1-2 UPN Referee: DaveTheFishGuy
Celebii 151 vs Mercutio (Loss) 2-4 UPN Referee: Kairne
Celebii 151 vs ChaoticHell83 (Cancelled) 0-0 SPPf Referee: Kusari
Celebii 151 vs Hen Da Man (Win) 2-1 UPN Referee: Takkupanda
Celebii 151 vs Firewater (Win) 2-1 UPN Referee: Zerozoner
Celebii 151 vs Shadowshocker Gym Challenge (Loss) 4-3 UPN Referee: Sneezey12
Celebii 151 vs Charminions Part 2 (Loss) 2-3 UPN Referee: Zerozoner
Celebii 151 vs Swarley (Win) 2-1 UPN Referee: Midgeorge
Celebii 151 vs Ethereal (Cancelled) 0-0 SPPf Referee: Takkupanda
Celebii 151 vs Haymez (Loss) 1-2 UPN Referee: BlazeVA
Celebii 151 vs Mercutio Part 2 (Cancelled) SPPf Referee: Plight of Leon/BlazeVA
Celebii 151 vs Kirbymon36 (DQ Win) 2-0 UPN Referee: Charminions
Celebii 151 vs Phoopes Part 2 (Loss) 0-1 UPN Referee: Firewater
Celebii 151 vs Lanturn (Win) 2-1 SPPf Referee: BlazeVA
Celebii 151 vs Hen Da Man Part 2 (Win) 2-1 SPPf Referee: Kindrinda
Celebii 151 vs KamenAeons (Win) 2-1 UPN Referee: Connor
Celebii 151 vs SilverChiko (Win) 2-1 SPPf Referee: Lt. Bleu
Celebii 151 vs Rotomotorz (DQ Loss) 1-2 SPPf Referee: SilverChiko
Celebii 151 vs Lord Fighting (Win) 2-0 SPPf Referee: Ex-Admiral Insane
Celebii 151 vs Kairne Part 2 (Win) 1-0 UPN Referee: Connor
Celebii 151 vs Kindrindra Part 2 (Win) 2-1 UPN Referee: KingOfTheStone, Connor, Fallen Icarus
Celebii 151 vs SquirtleKing Part 2 (Win) 2-1 UPN Referee: Schadenfreude
Celebii 151 vs Lost (Win) 1-0 UPN Referee: Schadenfreude
Celebii 151 vs Son_of_Shadows (Win) 2-0 UPN Referee: Schadenfreude
Celebii 151 vs Haymez (Loss) 1-2 UPN Referee: EmeraldGoblin
Celebii 151 vs Typhlosion157 (Win) 2-1 UPN Referee: Trot Away
Celebii 151 vs Apollo77 (Win) 2-1 UPN Referee: Myles Fowl II
Celebii 151 vs Lord Fighting Part 2 (Win) 2-1 SPPf Referee: Darth Takuya


Record
Spoiler: show
Trainer Level: 4
Referee Grade: B-
Wins (DQ): 37 (3)
Losses (DQ): 21 (1)
Draws: 1
KOs: 100
Trainer Points: 300
Service Points: 0
Debts: 2.5 SP to Connor, 10 SP to Daisy, 3.5 SP to Kamen, 3.75 to MMS, 3.75 to QF


Pokemon Center Residents
Spoiler: show
None At The Moment


Pokemon I Need To Get
Spoiler: show
Electric
Galvantula
Emolga
Electivire

Bug
Scizor
Scolipede
Volcarona
Crustle

Dark
Umbreon #2
Drapion
Honchkrow

Dragon
Altaria
Haxorus
Garchomp

Fairy
Klefki
Slurpuff
Florges

Fighting
Mienshao
Infernape
Gallade

Fire
Ninetales
Typhlosion

Flying
Noctowl
Staraptor

Ghost
Dusknoir
Golurk
Mismagius

Grass
Torterra
Tangrowth
Tropius
Simisage

Ground
Quagsire
Mamoswine
Marowak
Sandslash

Ice
Walrein
Lapras
Froslass
Vanilluxe

Normal
Furret
Snorlax
Porygon-Z

Poison
Muk
Toxicroak

Psychic
Reuniclus
Slowbro
Mr. Mime
Xatu
Medicham
Gardevoir
Metagross

Rock
Tyranitar
Gigalith
Rhyperior

Steel
Skarmory
Metagross
Klinklang
Forretress

Water
Kingler
Samurott
Milotic
Gastrodon

Legends
Celebi
Thundurus
Latios
Articuno

Last edited by Celebii151; 04-20-2017 at 11:22 PM.
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