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Old 02-19-2012, 08:21 PM   #126
Haymez
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Grovyle Pokemon Trainer Haymez

Haymez
Trainer level 5
B- Ref 0 SP
35 wins 16 losses 1 Draw
106 KOs 289 TP
Pokemon: 39
Badges: 2



(Credit to Pengyzu)

Squad (39/39)
Spoiler: show


Santiago: male Aggron level 5
Aggron (Steel/Rock): Aggron can see in the dark. Due to its exceptional hardness, it will not take recoil damage from attacks it uses and is resistant to physical moves.
Steel types, like rock types, have hard bodies, making them resistant to unskilled physical blows, and sink in water. While not bothered by water to the degree rock types are, they still would rather fight out of the water. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.
Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
Hidden Power: Flying
Bio and Sig in progress.
Attached: Monolith Badge
Attachable Badge
The Monolith Badge is awarded to those who best the very stones beneath their feet and the leader of the Rock Gym, Haymez. The badge is composed of diamond, cut in such a way as to catch light and appear to glow. This round cut mineral imbues the wearer with tremendous resistance, enabling them to face their biggest weakness without fear.
Badge Effect: Rock Solid
When attached to a Pokemon this badge hardens their resistance, enabling them to face their greatest weaknesses with solid determination. Any double weaknesses naturally held by the bearer will be reduced to single weaknesses while this badge is attached. This does not affect weaknesses unnaturally obtained through sigs or other effects, only those given by the bearer's natural typing.
This Badge must be attached via Squad Submissions


Altair: male Archeops level 5
Archeops: (Rock/Flying) Archeops is much closer to a raptor than a bird and despite being able to fly, prefers to run. Due to its fairly primal wings, it needs to get a running start in order to take off.
Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
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: Altair grew up watching other flyers spiral gracefully through the air. As an Archen, he fought hard to be able to match their agility, but his wings just couldn't support him. Nonetheless, he kept at it, and eventually reached evolution. Now he felt sure he could fly as well as he wanted, and that was true to an extent. His wings were much stronger now, allowing him to fly, though not particularly well. Initially disappointed, Altair's determination was set, and he trained hard. Over time his movements became stronger and more graceful. He found he was able to control his flight very well, allowing him to spin gracefully in the sky like those he had watched while younger.
Sig: Spiraling Gracefully (special training)
Altair is now capable of flying with the same strength and agility as any flying type, and has gained the use of Swords Dance and Twister through his focus on spinning.


Ras Algethi: Male Rampardos level 5
Rampardos (Rock): Rampardos's extremely hard and somewhat pointed skull gives it a 25% boost in head-based attacks. However, its skull is very vulnerable, and attacks targeting this area do more damage.
Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
Bio: I found Ras smashing his head against a solid rock wall. Apparently he was very upset about something, I didn't find out what until later. The wall was about to crumble from the repetitive smashes, so I called out and he turned to face me. There was fire in his eyes, and on his head too as he rushed me. I narrowly escaped being headbutted, but a tree behind me didn't fare as well. It burst into flames on impact. Ras let out a cry when he saw what had happened and proceeded to bash his head against the wall again. I quickly extinguished the flames and turned once more to the dinosaur. I called out a challenge and after a tough battle caught him. I found that he had learned to do some interesting things with his head, and worked with him to perfect them.
Hidden Power: Grass
Sig: Head of the Kneeling one (Special Training)
Ras Algethi has the ability to use the three elemental punches by using his head. These will be triggered by the orders of "fire headbutt, thunder headbutt, and ice headbutt" respectively. He is unable to use the normal forms of these moves and can only use each move twice per match. He can no longer use Fire blast, Thunder, or Blizzard.
Attached Badge: Smelting Badge
The Smelting badge shows a Pokémon’s ability to be involved with their environment, and the strength of the minerals and other materials that have created the world we live in today. By defeating the gym leader and his Pokemon that are so engaged with the world around them, a victorious opponent gains a powerful tool. Any Pokémon that wields this badge has the ability to passively regenerate energy over time. This badge only restores a light amount of energy per turn, and caps at 1.5 Hyper Beams of energy regenerated.


Spartacus: male Armaldo level 5
Armaldo (Bug/Rock): Armaldo is an adequate swimmer, losing its ability to swim as well with its evolution. Like its earlier form, it can swim without taking damage despite its typing. As a deep sea Pokémon, it can see in the dark. It can also hold its breath for a long time, about as long as the average Water-type.
Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
Bio: When I revived Spartacus from a fossil, I looked into his history, and found some interesting things. Apparently in ancient times he fought as a gladiator in many battles. He was pitted against foes from every background imaginable, from natural enemies to those of his own species. He was very successful in his fights, and was known for his strength, often tearing into foes with his powerful claws. These tendencies earned him the nickname, "Claws of Steel". When he came to me I trained him, focusing on his strengths, eventually giving us a fantastic final outcome.
Hidden Power: Grass
Sig: "Claws of Steel" (special training)
All of Spartacus' attacks involving his claws are given a 25% boost in power, however only one move receiving this boost can be used in a single round.


Tarazed: male Aerodactyl level 5
Aerodactyl (Rock/Flying): Aerodactyl are a terrifying sight to some Pokémon. Against any Pokémon that would reasonably be afraid of Aerodactyl, an Aerodactyl’s fear-inducing attacks are more effective. Its biting attacks do slightly more damage. In its Mega Form Aerodactyl gains a number of sharp spikes, making physical contact and grabbing/wrap attacks painful for the Pokémon wrapping it. These spikes also increase the power of its physical contact attacks, increasing them by 10%, as well as giving them the potential to pierce or slash.
Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
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: Tarazed is an interesting creature. Having been revived from a fossil, he has lived two lives in a way. As I've been around him I've been able to get an idea of what his early life was like, and it wasn't the nicest. Tarazed was separated from his family at a very young age, and was forced to grow up on his own. As such, he went through the school of hard knocks, teaching him to fight. As he grew in size he also grew in strength, allowing him to better embed him in that prehistoric society, one where strength was highly valued. He was known for some highly unorthodox and risky strategies, which he still holds to this day.
Sig: Brutal Physicality (special training)
Tarazed is known for his high risk-high reward strategy, and as such has gained the use of Swords Dance and Head Smash.
Attached Item: Aerodactylite


Sabik: male Kabutops level 5
Kabutops (Rock/Water): Unlike its previous form, it’s a fairly sleek swimmer. It is equally at home in or out of the water.
Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
Water Pokémon are able to hold their breath and/or breathe under water. The time varies, from about half an hour to one hour for reptilians and mammals, and indefinitely for fish and squid like Pokémon. They are also, generally, good swimmers.
Bio: Millions of years ago, Kabutops were the rulers of their domain, the top of the food chain. However, they, along with many other species went extinct during a massive destructive event. The resulting carnage covered the land and sea, but a small group of Kabutops managed to survive by retreating deep underground. They sought refuge in a cave near an active volcanic region, a place where hydrothermally heated waters flowed out of the walls, bringing vital nutrients and other forms of life with them. However, the Kabutops entering the cave were cut off from the outside world by an earthquake which shut them in the area, the only way out being to swim the underground river leading off from the spring. At this point, they were forced to adapt or die, and adapt they did. Over millions of years, these Kabutops evolved to embrace the heat of the spring, and to draw strength from it. Sabik is an adventurous Kabutops from the cave who grew curious about what lay beyond the cave, and braved the perils of the river. He swam for what appeared to be days before being forcefully ejected from a geyser, at which point I met him.
Hidden Power: Ice
Sig: Hydrothermal Evolution (Special Training)
Having evolved in a hydrothermal environment, Sabik is much more comfortable, and will fight more enthusiastically in hot areas. In addition, his only experience being with superheated water, all of his water attacks barring arena dependent ones (surf, dive, whirlpool, waterfall) are heated in the same manner as scald, though all these attacks, including scald, do not require fire energy, and have a 20% chance of causing a burn on contact. Being superheated, the water will not evaporate in hot environments and as such won't be weakened by heat. However, Sabik has had no experience with cold, and as such loses his ice familiarity from being a water type and loses access to Blizzard, Icy Wind, and Hail. He feels very uncomfortable in cold areas, fighting much less enthusiastically.


Antares: Solrock level 5
Solrock (Rock/Psychic): Solrock is capable of generating vast amounts of heat by spinning, enough to vaporize moderate and weaker water attacks or dissipate fog. Energy use is equal to Fire Spin and is usable twice per battle. It has slightly more fire energy then normal and can levitate indefinitely. It fights more enthusiastically in the day time.
Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
Psychics are considered to automatically be familiar with psychic abilities. Thus, they can use Psychic to move and toss Pokémon. If facing a non-bug, non-dark opponent, psychics can sense their opponent somewhat, making accuracy reducing attacks less effective.
Hidden Power: Ground


Calantha: female Cradily level 5
Cradily (Rock/Grass): Cradily can stick to the ground to absorb nutrients. Lifting or trying to move this Pokémon will count as it having double weight. Cradily's Ingrain is more effective then normal. While it is capable of movement when not rooted down, it is quite slow, as it must hop or crawl to get around. As a sea lily, its natural habitat is the ocean, allowing it to stay underwater indefinitely. It is capable of seeing in the dark.
Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
Grass types live anywhere that can support vegetation, though most prefer temperate to tropical climates. Grass types enjoy both bright sun and rain. Rainstorms will heal them slightly every round the rain falls.
Bio: Long ago the world was far removed from what we have experienced. Enormous insects roamed the ground, massive predators searched far and wide for their next meal, and the plant life was not as still and silent as it is today. For those were brighter times, times of joy and strength for our green friends, who moved about freely, as if they had their own sets of legs. However, this period did not last forever. As climates changed, the other inhabitants of this world changed as well. Bereft of all they had come to know, the plants withdrew, returning to the ground, casting their roots deep, becoming solitary, immobile figures. However, if you go deep enough into the plants' domain, you may just find that some remain that are not as firmly rooted as they may seem...
Hidden Power: Flying
Sig: These Roots Were Made for Walkin' (Special Move)
Calantha is not as firmly rooted as others of her species. She has adjusted her root structure to provide her means of propulsion. Upon being given the order to "Grow Your Roots", Calantha will expend significant energy using a move to cause four large roots to grow from the ends of her legs. Each root is as thick as the leg where it attaches and tapers off as it moves outward. The roots are approximately 5 ft in length and provide her with means to move about on land with as much ability as a Tentacruel. Once grown, the roots are considered to be part of her body, and as such can use attacks, and will take damage from being struck by an opponent. Calantha can no longer use Ingrain, Hyper Beam, or Giga Impact.
Attached Token: Harvester's Token
The Harvester's Token denotes one's prowess in caring for and farming the bounties of nature. It can be attached to Grass type pokémon only and greatly enhances their natural abilities. Rain will heal them by a mild amount each round, sunlight will regenerate them mild energy each round, healing moves cost half their usual energy cost and draining moves are much more efficient. This token may be purchased during the week long Thanksgiving event and may be purchased up to one time per trainer.


Sargas: male Rhyperior level 6 (uplevel)
Rhyperior (Ground/Rock): Rhyperior can create rocks from its hands for any rock based attack requiring some from the arena. Its charging based attacks do slightly more damage then normal as well. Its Solid Rock ability means that super effective attacks against it deal slightly less damage.
Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
Bio and Sig in Progress.
Hidden Power: Flying


Alioth: male Tyranitar level 5
Tyranitar (Rock/Dark): Having gone through various stages, Tyranitar are now very powerful. Their Earthquake attacks are the most powerful among Pokémon. It also carries over its tough hide from Pupitar, which reduces all damage it receives from physical attacks. In its Mega Form, it is fairly resistant to physical strikes - only powerful physical attacks will deal noticeable damage to them. Much like before its evolution, Tyranitar can produce sandstorms in nearly an instant. Sandstorms produced this way are thicker, more violent and require little concentration to maintain. Against any Pokémon that would reasonably be afraid of it, it's fear-inducing attacks are more effective.
Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Bio and Sig in Progress
Attached Item: Tyranitarite


Kaitos: male Tyrantrum level 5
Tyrantrum (Rock/Dragon): Tyrantrum has powerful jaws, giving it a 15% boost to all biting attacks. It is also rather temperamental, making it more vulnerable to rage-inducing moves, but it will have a greater attack boost as a result.
Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Bio and Sig in Progress
Hidden Power: Flying


Carlos: male Sceptile level 5
Sceptile (Grass): Thanks to the small hooks on their feet, Sceptile are able to scale most vertical walls. Sceptile cannot be intimidated easily, and are therefore more resistant to Fear-inducing attacks.
Grass types live anywhere that can support vegetation, though most prefer temperate to tropical climates. Grass types enjoy both bright sun and rain. Rainstorms will heal them slightly every round the rain falls.
Hidden Power: Rock
Bio and Sig in progress


Rigel: male Blaziken level 5
Blaziken (Fire/Fighting): Blaziken is a very good jumper, and can leap up to 20 feet. Kicking attacks will do 15% more damage then normal. Blaziken has flames on its wrists and can control whether their flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water, but 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.
Fire types love hot temperatures. Most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of Magby, Magmar, Slugma and Magcargo). If a fire Pokémon has a flame somewhere on its body, it will take extra damage if a water attack hits the flame. Otherwise, fire Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except for the above 4 Pokémon, who will take damage the longer they are in the water). Instead of being automatically 2x weak to Water, they take 150% of the damage if hit on their bodies, but take 210+% if hit on open flames.
Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Hidden Power: Electric
Bio and Sig in progress


Rico: male Empoleon level 5
Empoleon (Water/Steel): Empoleon is a very proud Pokémon and will not be discouraged easily. If its attack fails, it will become more energetic and has a 10% chance of getting a slight boost to both attack and special attack. It has a fine layer of down that allows it to swim in cold water comfortably and endure freezing temperatures. It's wings are sharp like Skarmory's.
Water Pokémon are able to hold their breath and/or breathe under water. The time varies, from about half an hour to one hour for reptilians and mammals, and indefinitely for fish and squid like Pokémon. They are also, generally, good swimmers.
Steel types, like rock types, have hard bodies, making them resistant to unskilled physical blows, and sink in water. While not bothered by water to the degree rock types are, they still would rather fight out of the water. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.
Hidden Power: Flying
Bio and Sig in progress


Ankaa: male Xatu level 5
Xatu (Psychic/Flying): Xatu is not the best of fliers. What it does have over them, however, is two things: It can see a few seconds into the future, allowing it to avoid attacks more easily. Xatu can hold very still, making it harder to spot if it is hiding.
Psychics are considered to automatically be familiar with psychic abilities. Thus, they can use Psychic to move and toss Pokémon. If facing a non-bug, non-dark opponent, psychics can sense their opponent somewhat, making accuracy reducing attacks less effective.
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: Xatu are interesting creatures. Their ability to see the past and future makes them very curious, so it was no wonder I had to capture one myself. Ankaa was a great help right from the start, helping me out in numerous ways, however, seeing the future isn't all fun and games. It weighed heavily on Ankaa when he would see something terrible happening in the future, but not be able to do anything about it. He would often seek out those that he saw in the future and talk with them. Looking into their minds with his psychic abilities showed him their plans, and the rest of their thoughts. He would try to manipulate their thoughts to prevent the future he saw, but with little success. He has become more solitary than he used to be, evading others when possible to avoid seeing their future.
Hidden Power: Fighting
Sig: Mind games (special training)
Ankaa has learned the moves Hypnosis and Nasty Plot.


Alnilam: male Eelektross level 5
Eelektross (Electric): Eelektross constantly levitates using a magnetic field. This levitation allows for fairly quick and nimble travel and requires no energy to maintain. Unlike its preevolutions, it is able to ground itself for a short time and stand on its modified fins. They are also fairly good swimmers and are able to stay underwater as long as any Water type.
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.
Bio and Sig in progress


Rastaban: male Steelix level 5
Steelix (Steel/Ground): Steelix are large Pokémon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). They are also more resistant to extreme pressures. Steelix can see in the dark.
Steel types, like rock types, have hard bodies, making them resistant to unskilled physical blows, and sink in water. While not bothered by water to the degree rock types are, they still would rather fight out of the water. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.
Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Bio and Sig in progress


Muphrid: male Absol level 5
Absol (Dark): Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks (Earthquake, Blast Burn, Explosion, Thunder, Hydro Pump, Sandstorm, exceptionally powerful sig moves, destruction of arena, etc, etc). This does not guarantee escape, it merely increases the odds of dodging.
Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Bio: Muphrid has always been a solitary Pokemon, though that likely comes from being an Absol. He doesn't feel very comfortable in a group and often seeks out solitude while others around him are enjoying each other's company. He enjoys exploring at night, often taking long excursions through the darkness. His primarily solo approach to life has led him to not really trust others to do everything in battle. He prefers to do it himself without being forced to rely on aid from others.
Hidden Power: Ground
Sig: "I work alone" (special training)
Muphrid can use the moves Hypnosis and Confuse Ray.


Corvus: male Honchkrow level 5
Honchkrow (Dark/Flying): Honchkrow have influence over Murkrow. If Honchkrow is fighting a Murkrow, the Murkrow will be more reluctant to damage it. Honchkrow fight more enthusiastically at night, though light does not hinder them, and can see in the dark.
Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
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.
Hidden Power: Fighting
Bio and Sig in progress


Graffias: male Gliscor level 5
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 got quite stronger and attacks that use it are 15% stronger then normal. Gliscor can see in the dark, and fight more enthusiastically at night.
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.
Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Bio: Graffias has always enjoyed being in arid places. He enjoys the heat, and especially the sand. He feels most at home in sandy areas and often seeks them out to relax. However, there are two things he hates, wet sand and frozen sand. He would often try many things to eliminate the agents that cause these things to happen. Then one day he stumbled across a place with sand dunes made of pure white gypsum. Being a salt, the gypsum sand was able to overcome the things Graffias hates, and as such he has found a way to use it in battle.
Sig: White Sand (Special Move)
Graffias opens one of his claws and fires a stream of white sand at high speed towards his opponent. This attack does significant ground damage for significant ground energy. However, this move has some special properties. It hits Ice and Water types for super-effective damage, but is not super-effective on Rock and Steel types, hitting them neutrally. All other types are affected as they normally would. This move is usable three times per match. Graffias can no longer use Giga Impact, Hyper Beam, or Rain Dance.


Jack: male Feraligatr level 5
Feraligatr (Water): While not the most agile of the Totodile line, Feraligatr is the fastest on land and in water. It will travel on all fours for extended distances. As an alligator Pokémon, the Totodile family has the strongest bite attack of any Pokémon relative to their size. However, their jaw muscles are meant for clamping down, not opening up: 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.
Water Pokémon are able to hold their breath and/or breathe under water. The time varies, from about half an hour to one hour for reptilians and mammals, and indefinitely for fish and squid like Pokémon. They are also, generally, good swimmers.
Bio: Jack is a rather feral alligator, often giving in to his instincts. Needless to say, in areas where smaller pokemon often visited Jack often *ahem* wasn't able to control himself. We'll leave it at that. In any case, he is a natural hunter, and knows how to catch his prey. Since joining my team I've kept him in check for the most part. At least there haven't been any unexplained disappearances when he is around. There is one thing I couldn't get him to stop doing, and so I worked to make it useful in battle.
Hidden Power: Electric
Sig: The Ripper (XX)
Jack lunges forward extremely quickly, biting down on the opponent's head or torso before flipping over onto his back, throwing the opponent over his head to be slammed down brutally behind Jack, at which point he lets go. This attack can only be used when the opponent is pretty close to Jack, within 5 feet. This does damage based on the weight of the user. Pokemon weighing less than three quarters of Jack's weight will take heavy damage. Those between three quarters and 1.5 times Jacks weight will take considerable damage. This attack will have no affect on foes greater than 1.5 times Jack's weight. This attack uses significant energy and will likely leave the opponent disoriented due to the quickness and ferocity of the attack. This can be used no more than twice per opponent, and not in subsequent rounds.


Albireo: male Druddigon level 5
Druddigon: (Dragon) Druddigon is very cold-blooded. In the sun and warmer temperatures, it will fight with great enthusiasm, but in cold temperatures or if chilled, it will quickly grow sluggish. Its skin is very tough and scaly and its body is covered in spikes; both of these factors will cause minor recoil to physical attacks.
Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Bio and Sig in progress


Acubens: male Crawdaunt level 5
Crawdaunt (Water/Dark): Crawdaunt can swim, but prefers to walk along the bottom of the water instead of swim in it. Its claw attacks are stronger then normal.
Water Pokémon are able to hold their breath and/or breathe under water. The time varies, from about half an hour to one hour for reptilians and mammals, and indefinitely for fish and squid like Pokémon. They are also, generally, good swimmers.
Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Bio and Sig in progress


Lesath: Male Drapion level 5
Drapion (Poison/Dark): Drapion is able to rotate its head 360 degrees.
If not completely immune, poison types are highly resistant to poisoning.
Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Bio: Being a poison type in the desert is hard. But then, it's all Lesath had ever known. It used to not bother him so much when he was a Skorupi, he'd be out and fall victim to an errant earthquake, but that didn't matter to him all that much. However, since his evolution he has noticed that those earthquakes hurt substantially more, and he wasn't sure why. Eventually, the shear amount of ground energy flung around his home became too much for him. He retreated to his burrow in an attempt to escape, but the presence of the ground continued to haunt him. Eventually he came to loath the very sand beneath his feet. This loathing grew upon him, and one day in a fit of madness, he struck out. His poison filled claws stabbing into the ground furiously. His anger grew and grew with each hit, then with one final blow something happened. The poison was of a different color, nearly black. There was a mark in the sand, the same color as the poison. Slowly it spread, eventually filling his entire den, turning the sand a deep black shade. The sand was his own, and he no longer saw need to fear it.
Hidden Power: Grass
Sig: Tainted Earth (Special Move)
Lesath gathers this black poison in one of his claws or his tail before slamming it into the opponent in a manner similar to Poison Jab. This attack does Significant poison type damage for Significant poison type energy. However, this attack has some special properties. It hits Ground types for super-effective damage, but hits Grass types for neutral damage. All other types are affected normally. This move is usable three times per match. Lesath cannot use the moves Giga Impact, Hyper Beam, or Rain Dance.


Rana: female Toxicroak level 5
Toxicroak (Poison/Fighting): Croagunk has sacs in its mouth that store toxins. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy. The claws on its hands secrete poison, and attacks using hands have an additional 10% chance of poisoning.
If not completely immune, poison types are highly resistant to poisoning.
Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Bio and Sig in progress.


Nicholas: male Gallade level 5
Gallade (Psychic/Fighting): Gallade is able to extend its arms and elbows. Its arms are also very sharp, and cutting attacks do slightly more damage.
Psychics are considered to automatically be familiar with psychic abilities. Thus, they can use Psychic to move and toss Pokémon. If facing a non-bug, non-dark opponent, psychics can sense their opponent somewhat, making accuracy reducing attacks less effective.
Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Hidden Power: Dark
Bio and Sig in progress.


Algol: male Dusknoir level 5
Dusknoir (Ghost): Dusknoir is relatively solid and prefers that state, but can go ethereal or invisible with little problem. Unlike Duskull and Dusclops, it can levitate with decent speed and agility, and can achieve a little more height (about 5 feet). Its defence and special defence are slightly higher than those of other Ghosts.
Ghosts are resistant to attacks which induce confusion or other mental effects and are immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). They cannot be poisoned. Ghosts fight more enthusiastically at night and can see in the dark, though they are not put off by fighting in the day. Their fear inducing attacks are more effective than those used by other pokémon. Ghost-types take neutral damage from Normal, Fighting and typeless attacks in the ASB, as opposed to in the games, but some may change their state in order to evade certain moves. See Ghost Pokémon Information for details on states.
Hidden Power: Fighting
Bio and Sig in progress.
Attached Token: Reaper's Token
This attachable item can only be given to Ghost type pokémon. If the pokémon wearing this token has the ability to change in to the Invisible state, they are able to do so for three turns instead of the usual two and enjoy perfect invisibility where they might usually have left an icy glimmer or some other give away. If the selected pokémon does not already possess the ability to change in to the Invisible state, they gain the ability to do so for two turns, leaving a slight give away when they do so such as the glint of an eye or the glow of an ectoplasmic body. Ghosts wearing this token are also granted an increased ability to trick their opponents.


Khamsin: male Flygon level 5
Flygon (Ground/Dragon): Flygon’s enlarged eyes are adapted to seeing in a sandstorm, are and such are not hindered in heavy sand or fog. They also have slightly improved vision in low light, but are more vulnerable to Flash and similar effects.
Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Bio and Sig in progress.


Mira: female Volcarona level 5
Volcarona: (Bug/Fire) Volcarona’s gigantic wings allow it to fly with great grace and ease. These wings constantly issue embers, and being within three or so feet can cause mild damage each round to foes due to the embers.
Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
Fire types love hot temperatures. Most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of Magby, Magmar, Slugma and Magcargo). If a fire Pokémon has a flame somewhere on its body, it will take extra damage if a water attack hits the flame. Otherwise, fire Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except for the above 4 Pokémon, who will take damage the longer they are in the water). Instead of being automatically 2x weak to Water, they take 150% of the damage if hit on their bodies, but take 210+% if hit on open flames.
Bio and Sig in progress.


Albor Tholus: male Camerupt level 5
Camerupt (Ground/Fire): 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 up to three rounds after its beserker rage has ended, with longer periods of rage meaning more downtime.
Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Fire types love hot temperatures. Most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of Magby, Magmar, Slugma and Magcargo). If a fire Pokémon has a flame somewhere on its body, it will take extra damage if a water attack hits the flame. Otherwise, fire Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except for the above 4 Pokémon, who will take damage the longer they are in the water). Instead of being automatically 2x weak to Water, they take 150% of the damage if hit on their bodies, but take 210+% if hit on open flames.
Bio and Sig in Progress.


Furud: male Zangoose level 5
Zangoose (Normal): Zangoose have a traditional feud with Sevipers, and goes into a rage whenever on a battlefield at the same time as a Seviper. Zangoose will only follow orders to attack Seviper, and will ignore any other orders. If not given any orders involving Seviper, it will automatically attack using random physical attacks.
Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves.
Bio and Sig in Progress


Fernando: male Krookodile level 5
Krookodile (Ground/Dark): Krokorok have a dark membrane covering their eyes, acting like gsunglassesh to protect them from bright light and sandstorms. They are somewhat resistant to light-based attacks as a result and can see well in bright sunlight. Their eyes also can adjust and focus to act like binoculars, allowing for better accuracy and to see things at a great distance.
Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Bio and Sig in Progress


Manuel: male Noivern level 5
Noivern (Flying/Dragon): Noivern's "ears" are actually sound amplifiers, allowing it to fire sound attacks at high volumes. Their ears also allow them to amplify sound moves to be at their full potency even when spread. They get a 15% boost to sound moves.
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.
Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Bio and Sig in Progress


Hydra: male Gyarados level 5
Gyarados (Water/Flying): Gyarados are terrifying, and for good reason. If a Pokémon would be afraid of Gyarados, then Gyarados’ fear attacks are more effective. Gyarados is equally at home on land or in the water. In its Mega Form, Gyarados becomes Water/Dark typed. Its appearance gives off an extremely intimidating aura, causing smaller and timider Pokémon to cower, reducing the willingness of its foes to attack.
Water Pokémon are able to hold their breath and/or breathe under water. The time varies, from about half an hour to one hour for reptilians and mammals, and indefinitely for fish and squid like Pokémon. They are also, generally, good swimmers.
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 and Sig in Progress
Attached Item: Gyaradosite


ARMS (Automaton Rending Many Surfaces): Golurk level 5
Golurk (Ground/Ghost): Golurk is entirely inorganic. Though slow and robotic, it is quite heavy and bulky for its size, allowing it to deal more damage from physical attacks. Despite being very large and extremely heavy, Golurk has the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly. It is permanently solid and cannot change in to the other states.
Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Ghosts are resistant to attacks which induce confusion or other mental effects and are immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). They cannot be poisoned. Ghosts fight more enthusiastically at night and can see in the dark, though they are not put off by fighting in the day. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types take neutral damage from Normal, Fighting and typeless attacks in the ASB, as opposed to in the games, but some may change their state in order to evade certain moves. See Ghost Pokémon Information for details on states.
Bio and Sig in progress


Melik: male Nidoking level 5
Nidoking (Poison/Ground): Of the Nido monarchy, Nidoking has the higher offensive power, and any attacks it uses with its tail are 1.25 times as powerful. All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
If not completely immune, poison types are highly resistant to poisoning.
Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Bio and Sig in Progress


Eltanin: male Salamence level 5
Salamence (Dragon/Flying): Though large and slow on land, Salamence is very fast in the air and prefers to fly rather than walk. It is a very intimidating Pokémon and its intimidation attacks are more effective.
Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.
Bio and Sig in Progress


Columbus: male Mamoswine level 5
Mamoswine (Ice/Ground): Mamoswine is large and sturdy, making it difficult to knock over. When it starts charging, it is difficult to stop.
Ice Pokémon are highly resistant to cold, and love fighting in it. However, they hate hot temperatures, and will not fight as well.
Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Bio and Sig in progress


HEFTY (Hugely Enormous Foe Thrashing You): Metagross level 6 (uplevel)
Metagross (Steel/Psychic): Metagross may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Being inorganic, Metagross cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Steel types, like rock types, have hard bodies, making them resistant to unskilled physical blows, and sink in water. While not bothered by water to the degree rock types are, they still would rather fight out of the water. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.
Psychics are considered to automatically be familiar with psychic abilities. Thus, they can use Psychic to move and toss Pokémon. If facing a non-bug, non-dark opponent, psychics can sense their opponent somewhat, making accuracy reducing attacks less effective.
Bio and Sig in progress



Badges/Tokens/Etc.
Spoiler: show

Monolith Badge
Attachable Badge
The Monolith Badge is awarded to those who best the very stones beneath their feet and the leader of the Rock Gym, Haymez. The badge is composed of diamond, cut in such a way as to catch light and appear to glow. This round cut mineral imbues the wearer with tremendous resistance, enabling them to face their biggest weakness without fear.
Badge Effect: Rock Solid
When attached to a Pokemon this badge hardens their resistance, enabling them to face their greatest weaknesses with solid determination. Any double weaknesses naturally held by the bearer will be reduced to single weaknesses while this badge is attached. This does not affect weaknesses unnaturally obtained through sigs or other effects, only those given by the bearer's natural typing.
This Badge must be attached via Squad Submissions
Currently Attached to Santiago the Aggron


Smelting Badge
Attachable Badge
The Smelting badge shows a Pokémon’s ability to be involved with their environment, and the strength of the minerals and other materials that have created the world we live in today. By defeating the gym leader and his Pokemon that are so engaged with the world around them, a victorious opponent gains a powerful tool. Any Pokémon that wields this badge has the ability to passively regenerate energy over time. This badge only restores a light amount of energy per turn, and caps at 1.5 Hyper Beams of energy regenerated.
Currently attached to Ras Algethi the Rampardos


Reaper's Token: This attachable item can only be given to Ghost type pokémon. If the pokémon wearing this token has the ability to change in to the Invisible state, they are able to do so for three turns instead of the usual two and enjoy perfect invisibility where they might usually have left an icy glimmer or some other give away. If the selected pokémon does not already possess the ability to change in to the Invisible state, they gain the ability to do so for two turns, leaving a slight give away when they do so such as the glint of an eye or the glow of an ectoplasmic body. Ghosts wearing this token are also granted an increased ability to trick their opponents.
Currently Attached to Algol the Dusknoir


Harvester's Token: The Harvester's Token denotes one's prowess in caring for and farming the bounties of nature. It can be attached to Grass type pokémon only and greatly enhances their natural abilities. Rain will heal them by a mild amount each round, sunlight will regenerate them mild energy each round, healing moves cost half their usual energy cost and draining moves are much more efficient. This token may be purchased during the week long Thanksgiving event and may be purchased up to one time per trainer.
Currently Attached to Calantha the Cradily


Aerodactylite: Currently Attached to Tarazed the Aerodactyl


Gyaradosite: Currently Attached to Hydra the Gyarados


Tyranitarite: Currently Attached to Alioth the Tyranitar



Battles

Won
Spoiler: show
vs. Biggggg5 UPN: Got 2 KOs, 4 TP
vs. Phoopes UPN: Got 3 KOs, 6 TP
vs. Zerozoner UPN: Got 1 KO, 2 TP
vs. (Psi)osiden SPPf: Got 2 KOs, 4 TP (DQ)
vs. Quintowill SPPf: Got 2 KOs, 4 TP
vs. Biggggg5 SPPf: Got 2 KOs, 4 TP
vs. Armaldo SPPf: Got 3 KOs, 6 TP
vs. bigtukker UPN: Got 2 KOs, 4 TP (DQ)
vs. Biggggg5 SPPf: Got 2 KOs, 4 TP
vs. Gmoyes UPN: Got 6 KOs, 12 TP
vs. Coolz8 UPN: Got 6 KOs, 12 TP
vs. Colddragon SPPf: Got 1 KO, 2 TP (DQ)
vs. Kairne (GT Match) UPN: Got 4 KOs, 8 TP
vs. Xander SPPf: Got 5 KOs, 10 TP
vs. Blaze SPPf: Got 3 KOs, 6 TP
vs. Spikkle (Whirl Cup Match) SPPf: Got 2 KOs, 4 TP
vs. defiantdenial SPPf: Got 4 KOs, 8 TP
vs. DaisyInari (Whirl Cup Match) SPPf: Got 2 KOs, 4 TP
vs. Celebii151 UPN: Got 2 KOs, 4 TP
vs. Lost SPPf: Got 4 KOs, 8 TP
vs. Fallen Icarus SPPf: Got 4 KOs, 8 TP
vs. EmeraldGoblin SPPf: Got 2 KOs, 4 TP
vs. redpanda15 SPPf: Got 3 KOs, 6 TP
vs. zerozoner UPN: Got 4 KOs, 8 TP
vs. Bookauthor1123 SPPf: Got 4 KOs, 8 TP
vs. Firewater UPN: Got 3 KOs, 6 TP
vs. Firewater (Gym Match) UPN: Got 4 KOs, 16 TP
vs. Zekrom2525 SPPf: Got 2 KOs, 4 TP
vs. Lost UPN: Got 4 KOs, 8 TP
vs. Celebii151 UPN: Got 2 KOs, 4 TP
vs. Kairne UPN: Got 2 KOs, 4 TP
vs. Chapter of Charizard SPPf: Got 1 KO, 2 TP (DQ)
vs. EmeraldGoblin (Gym Defense) UPN: Got 4 KOs, 8 TP
vs. Copygoo SPPf: Got 4 KOs, 8 TP (DQ)
vs. ROFLMAO UPN: Got 2 KOs, 4 TP



Draws
Spoiler: show
vs. Mean Mr. Snorlax UPN: Got 2 KOs, 3 TP



Losses
Spoiler: show
vs. Biggggg5 SPPf: Got 1 TP
vs. Kairne SPPf: Got 3 TP
vs. Shuckle SPPf: Got 2 TP
vs. Poke Hunter SPPf: Got 3 TP
vs. Mean Mr. Snorlax UPN: Got 2 TP
vs. Amras.MG UPN: Got 1 TP
vs. Atluss UPN: Got 2 TP
vs. Kindrindra UPN: Got 6 TP
vs. Squirtleking UPN: Got 6 TP
vs. Mercutio UPN: Got 3 TP
vs. Sneezey12 UPN: Got 4 TP
vs. Charminions UPN: Got 3 TP
vs. Dusknoirdude23 SPPf: Got 2 TP
vs. Dave (Gym Match) UPN: Got 4 TP
vs. Dave SPPf: Got 4 TP
vs. EmeraldGoblin SPPf: Got 2 TP

__________________

Last edited by Haymez; 08-09-2014 at 10:44 AM.
Haymez is offline