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Old 08-25-2013, 06:18 PM   #158
EmeraldGoblin
Banned
 
Join Date: Aug 2013
Posts: 1,762


Level 5 Male Trainer
[EmeraldGoblin]
"Life is defined by its opportunities... even the ones you miss." ~ The Curious Case Of Benjamin Button

114 KOs | 312 TP | 57 SP | Reffing Grade: C
44 Victories | 8 Defeats | 2 Ties

-Loan to Sneezey of 9.25 SP (04/20/2014)
-Loan to Dream Breaker of 2.75 SP [1/2.75](04/22/2014)
-Loan to Kairne of 5 SP (06/19/2014)


Match Record:
4/4 Standard Slots, 1/1 Purchased Slots, 1/1 Gym Challenge Slots, 0/1 Tournament Slots, 0/1 Grand Melee Slots
Spoiler: show
66. vs. Kindrindra [In Progress]
65. vs. Saph [Win] (2 KO, 4 TP)
64. vs. AltoCharizard [Win] (2 KO, 4 TP)
63. vs. MedMana [Win] (2 KO, 4 TP)
62. vs. Shadowshocker [In progress]
61. vs. GL Charminions [In Progress]
60. vs. Celebii [In Progress]
59. vs. Cloneblazer [Draw] (6 KO, 9 TP)
58. vs. Kairne [In Progress]
57. vs. Haymez [Win] (2 KO, 4 TP)
56. vs. Ex-Admiral Insane [Win] (4 KO, 8 TP)
55. vs. Gray [Win] (2 KO, 4 TP)
54. vs. Squirtleking [In Progress]
53. vs. MedMana [Win] (2 KO, 4 TP)
52. vs. Swampurtz [Win] (2 KO, 4 TP)
51. vs. Dr. Ciel [Win] (2 KO, 4 TP)
50. vs. Eliteknight [Win] (2 KO, 4 TP)
49. vs. Apocalypse Lucario [Win] (2 KO, 4 TP)
48. vs. GL Haymez [Loss] (0 KO, 4 TP)
47. vs. Grand Melee II [Top 8] (1 KO, 2 TP)
46. vs. Phoopes [Win] (3 KO, 6 TP)
45. vs. Cloneblazer12 [Win] (2 KO, 4 TP)
44. vs. Selena [Win] (2 KO, 4 TP)
43. vs. Doovid [Win] (2 KO, 4 TP)
42. vs. Escalion [Win] (2 KO, 4 TP)
41. vs. Sparkbeat [Win] (2 KO, 4 TP)
40. vs. Charminions [Loss] (0 KO, 4 TP)
39. vs. Rider of Aeons [Win] (3 KO, 6 TP)
38. vs. Zerozoner [Win] (3 KO, 6 TP)
37. vs. Zelphon [Win] (2 KO, 4 TP)
36. vs. Ex-Admiral Insane [Win] (2 KO, 4 TP)
35. vs. Rule19 [Win] (2 KO, 4 TP)
34. vs. Cloneblazer12 [Win] (2 KO, 4 TP)
33. vs. Mercutio [Loss] (0 KO, 4 TP)
32. vs. Salamencia [DQ Win] (3 KO, 6 TP)
31. vs. GL Firewater [Win] (4 KO, 16 TP, Smelting Badge)
30. vs. Tyoyo3131 [Win] (2 KO, 4 TP)
29. vs. Apollo [Win] (2 KO, 4 TP)
28. vs. Extroph [Win] (2 KO, 4 TP)
27. vs. Dr. Ciel [Win] [2 KO, 4 TP]
26. vs. Concept [Cancelled]
25. vs. Sneezey12 [Loss] (0 KO, 4 TP)
24. vs. Akanjao [Win] (2 KO, 4 TP)
23. vs. Biggggg5 [Cancelled]
22. vs. Connor [Win] (2 KO, 4 TP)
21. vs. Soulmuse [Tie] (2 KO, 3 TP)
20. vs. Ger [Win] (3 KO, 6 TP)
19. vs. akaFila [Win] (2 KO, 4 TP)
18. vs. Son_of_Shadows [Win] (6 KO, 12 TP)
17. vs. M. M. [Cancelled]
16. vs. biggggg5 [Win] (2 KO, 4 TP)
15. vs. Jerichi [Loss] (0 KO, 4 TP)
14. vs. Bookauthor1123 [Win] (3 KO, 6 TP)
13. vs. Midgeorge [Cancelled]
12. vs. Bookauthor1123 [Win] (2 KO, 4 TP)
11. vs. Chapter_of_Charizard [Win] (2 KO, 4 TP)
10. vs. Haymez [Loss] (0 KO, 2 TP)
09. vs. GT Red Panda [Loss] (0 KO, 4 TP)
08. vs. Proxima [Win] (3 KO, 6 TP)
07. vs. Extroph [Won] (2 KO, 4 TP)
06. vs. biggggg5 [DQ Win] (1 KO, 2 TP)
05. vs. Voltaic [Cancelled]
04. vs. BLEU [Win] (2 KO, 4 TP)
03. vs. Clay95 [DQ Win] (1 KO, 2 TP)
02. vs. KingTorterraXIV [DQ Win] (1 KO, 2 TP)
01. vs. TurTrain [Loss] (0 KO, 3 TP)


TOURNAMENT MATCHES:

02. vs. Escalion [Loss] (0 KO, 1 TP)
01. vs. Dusknodude23 [Win] (1 KO, 2 TP)



-------------------------
BADGES & TOKENS
Spoiler: show

Badges:

The 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 welds 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: Tui: Level 5 Male Lanturn

Tokens:

Reaper's Token (10 SP) - 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. This item causes the move Fling to deal Ghost type damage if it is thrown. This token is available only during the Halloween 2013 sale and may be purchased by trainers up to once.
Currently Attached to: Eska: Level 5 Genderless Rotom


Black Belt (5 SP) - This Token increases the power of Fighting type moves by 10%. It causes the move Fling to deal Fighting type damage if it is thrown.
Currently Attached to: Gyatso: Level 6 Male Electivire (Uplevel)


Brawler’s Token (10 SP) - this token negates up to one evolutionary, level or legendary disadvantage that the holder may experience against an opposing pokémon. So, a level one Dratini fighting a level one Charmeleon will not be at a disadvantage either owing to Charmeleon’s higher evolutionary status. However, the same Dratini would still be at a disadvantage were it facing a level one Charizard because the Charizard has a double evolutionary bonus. Similarly, if Dratini were fighting an Entei in an equi-level match, it would have a disadvantage, as legendary pokémon are considered to have both an evolutionary and level up bonus against standard foes.
Currently Attached to: Fang: Level 5 Male Flygon


Charcoal (5 SP) - This Token increases the power of Fire type moves by 10%. It causes the move Fling to deal Fire type damage if it is thrown.
Currently Attached to: Hiroshi: Level 5 Male Drapion


Soft Sand (5 SP) - This Token increases the power of Ground type moves by 10%. It causes the move Fling to deal Ground type damage if it is thrown.
Currently Attached to: Moku: Level 5 Male Stunfisk


Birdkeeper's Token (10 SP): The Birdkeeper's Token signifies freedom of thought and movement that transcends the art of the possible. It can be attached to Flying type pokémon and greatly enhances their natural abilities. They will be significantly faster and more agile than their peers in whatever their usual mode of transportation is, able to travel further and with more precision and dexterity than others without expending much more energy. At ref's discretion, they will be more able to dodge attacks and harder to evade when using their own. This token may be purchased during the week long Easter event and may be purchased up to one time per trainer.
Currently Attached to: Chung: Level 5 Genderless Rotom [Fan Forme]


Venusaurite (Free) - This item allows Venusaur to Mega Evolve into Mega Venusaur when held during battle.
Currently Attached to: Tho: Level 5 Male Venusaur


Harvester's Token (10 SP) - 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 item causes the move Fling to deal Grass type damage if it is thrown. This token may be purchased during the week long Thanksgiving 2013 event and may be purchased up to one time per trainer.
Currently Attached to: Skoocky: Level 5 Male Ludicolo.


Firebreather’s Token (10 SP) - The Firebreather’s Token burns brightly with the dazzling light of liberty and freedom. It can be attached to Fire-type Pokémon only and greatly enhances their offensive abilities. The wearer’s Fire-type moves will burn hotter than usual and cause small amounts of splash damage as they erupt upon the target, the violent explosions spreading shock and awe in the immediate area. Fire-type moves which have a secondary effect such as burning or item destruction are twice as likely to have the effect triggered when used by the wearer, these effects also being slightly more potent. This item causes the move Fling to deal Fire-type damage if it is thrown. This token may be purchased during the week long Independence Day event and may be purchased up to one time per trainer.
Currently Attached to: Zuko: Level 5 Male Infernape.




ELECTRIC SQUAD:
Spoiler: show
Pakku: Level 5 Male Eelektross
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]: 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.
Biography: Resourcefulness, what better way to become known in the manufacturing industry. Within the scientific community, The pokemon tynamo lineage are studied for their ability to defy the electromagnetic fields around them. Scientist Steven Weinberg was highly interested in the capability tynamo lineage’s electrical output capabilities. Within the setting of an industrial facility, Weinberg managed to assemble the tynamo to unleash large pulses of magnetic radiation that would slow down the movement of other pokemon. With enough manipulation, Pakku was able to find a practical use for what Weinberg exposed in his Thesis “We Know Nothing About Gravity. The Tynamo Dilemma”. He uses the power of the electromagnetic spectrum to stun his opponent to an almost immobile state. In 1979, Steven Weinberg, along with his team of researchers were awarded the Nobel Prize in Physics.

Special Attack: Electromagnetic Stun-Wave-Pulse [??]
Pakku uses Electromagnetic Stun-Wave-Pulse which sends outs a quick spur magnetic energy in the form of a pulsating wave against his opponent in the same manner that Dragon Pulse is fired out. The pulse will instantly stun the pokemon, leaving it immobile to move or react properly for the round as it makes the opponent highly uncomfortable and have the sensation of paralysis. The effects are even stronger on flying pokemon, who will lose altitude to the point of reaching trainer waist height.This attack deals mild damage regardless of type, and it consumes considerable energy to use. The stunning effect is up for diminishing effects, where the first round it will most certainly work, subsequent uses will not stun the opponent as well. The effects wear off after a round-length's time. The stunning effect can also be eliminated if the Pokemon is afflicted with Significant Damage or above.
Hidden Power: Grass

Tui: Level 5 Male Lanturn
Lanturn (Water/Electric): Lanturn are fish, and thus are slow and nearly immobile on land, but are faster and more agile in the water. Whenever a Lanturn uses an electric attack in the water, it creates a small amount of electricity around it, shocking anything in the water with it within 10 feet of it (damage is considered equal to a Thundershock for the most powerful electric attacks). As an electric type, it is immune to recoil from using electric attacks in the water or during a Rain Dance. It may also use its antennae as a light source in the same way that the Mareep family does with their tails.
[Water]: 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.
[Electric]: 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.
Biography: Tui seems to use his antenna to collect energy; enough to store electricity and covert it into energy. It seems that the extra umph in energy comes from his vegetarian diet. The use of collard greens and broccoli really benefit his overall energy level, but it kinda leaves him hyperactive. Seems the best way to use this energy is to release it, because who wants too much cellulose build up? Harnessing the power, he figured the best way is to combine it with grass energy, and release it into a ball.

Special Training: Green Energy [GS]
Tui can use Energy Ball twice per match.
Hidden Power: Flying
Attached Badge: Smelting Badge

Gyatso: Level 6 Male Electivire (Uplevel)
Electivire (Electric): Electivire is able to use its tails to channel Electric attacks. Direct contact with the foe using its tails will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely.
[Electric]: 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.
Biography: Cuddly, electrifying, and playful, Gyatso is great asset to my squad, and a valuable friend. His favorite past time is to be a drag queen, pursuing his dream in the areas of pagents. His dream is to one day be the winner of RuPokemon's Drag Race. He wants to be a Drag Queen Superstar, hunty. To do so, he has mastered the art of of eleganza. He uses the element of ice to embody a beautiful physique, creating all of his padding from ice. He found that the most efficient way to do so is to create a beam of ice rather than punching his body with ice. His source of inspiration were a pack of Froslass, who has a perfect feminine silhouette to mimic. He kept observing them and eventually learned how to use one of their icy tactics. Froslass did not deem him worthy of her eleganza, but she did find Extravangaza in his icy flair. To make Froslass gag with Gyatso’s beauty, he had to go train in the icy cold mountains of Snowpoint city. There he was taught Eleganza by the amazing mountainous Abomasnow. With the Eleganza Extravangaza that these wonderful ice creatures have taught him, he is now more capable of handling ice energy.

Special Training: Eleganza extravaganza! [IC]
Gyatso is ice familiar and learned how to use Icy Wind, Ice Beam, and Blizzard. He can no longer use Ice punch, Fire Punch, Focus Punch, Mega Punch, Giga Impact, Hyper Beam, Power Up Punch, and Electro Web.
Hidden Power: Fire
Attached Token: Black Belt Token

Eska: Level 5 Genderless Rotom
Rotom (Electric/Ghost): Rotom is considered permanently in 'plasma' state, which counts as the Gaseous state, and cannot achieve the solid, ethereal or invisible states. However, it can pass through walls in this 'plasma' state and is able to occupy objects for a much longer time than other Ghosts. While occupying an object on the battlefield, it will take full damage from attacks if that object is hit with attacks. Despite these abilities, Rotom cannot stay in walls, floors, or other significant surfaces for any longer than the typical ghost. Despite being locked out of the physical state, it takes only 10% extra damage from special moves. Rotom is very fast and able to turn corners sharply and instantly. It can levitate to about waist height of its trainer. Rotom may change 'formes' and bond itself more permanently with an object, thus changing its moves, abilities, typing and appearance (see Ghost Information for more details).
[Electric]: 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.
[Ghost]: 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.
Biography: Eska traveled to the spirit world. In this environment, he met Girantina, master of the shadows, and fear. Giratina used a simple roar of his voice to dispel Eska back into its own reality. When Eska reemerged in the real world, he carried with him the knowledge the might Girantina surged upon him. Combining both of his type, Eska creates a powerful connection with his eyes. It’s apparently very irritating to witness, leaving the opponent vulnerable for the taking and unable to escape.

Special Training: Trickery [Various]
Eska can now use Taunt, Mean Look, Screech, and Hypnosis. He can no longer use Thunderbolt.
Hidden Power: Fighting
Attached Token: Reaper's Token

Chong: Level 5 Genderless Rotom [Mow Forme]
Rotom [Mow Forme] (Electric/Grass): In this Forme, Rotom has possessed a lawnmower, having bonded with its electric motor. This forme is just slightly slower than Fan Rotom, but can equal or overcome its speeds on the ground. While it can levitate, it prefers to travel along the ground, where it can use its wheels to build high speeds. Like the Fan Forme, it has a wide turning radius, even at low speeds, but it can accelerate to high speeds in a very short time. When levitating, it is unable to build or maintain this speed and cannot levitate higher than five feet. In this Forme, it charges its attacks from the hopper in the back, releasing them from its toothy mouth. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Leaf Storm.
[Electric]: 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.
[Grass]: 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.
Biography: While mowing the grass, Rotom felt a sudden surge of green power in his endless machinery void. He seemed hyper active with his attacks to the point he did not have a way to channel the uncontrollable energy. We made him mow the lawns of Beverly Hills. It would rain often, and at the same time there was a lot of sun light. It was a train wreck for his energy levels. Furthermore, he needed other ways to express his grass energy, so he found new ways to use his grass typing.

Special Training: Alleviating the impulse [GR]
Chong can use Seed Bomb, Magical Leaf, Giga Drain, and Weather Ball. Furthermore, he is permanently bonded to his lawn mower appliance. He can no longer use Leaf storm, Electro Ball, telekinesis, thunderbolt, Psych up, and Return.
Hidden Power: Rock

Chung: Level 5 Genderless Rotom [Fan Forme]
Rotom [Fan Forme] (Electric/Flying): In this Forme, Rotom has possessed an electric table fan, having bonded with its electric motor. This forme is only slightly larger than Heat Rotom, and is the fastest, rivaling the unbonded Rotom in speed. Its levitation is more akin to flight, using a combination of its natural levitation and propulsion generated by its fan to move very fast through the air with a high flight ceiling of nearly twenty feet. However, due to the limited turning ability of the fan, it is unable to turn sharply at even moderate speeds. While unlike its other Formes, it has no protected charging site, it is able to charge in front of its fan and use a burst of air to propel the attack forward. This gives it a higher speed, making it more difficult to evade and easier to surprise with. In this Forme alone, Rotom is capable of using Air Slash.
[Electric]: 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.
[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.
Biography:Silph Co. are re-branding the uses of Rotom Fan. While permanently infusing the spirit of a rotom into their top of the line fan appliances, they are creating fans that can generate a variety of wind features unnatural to most of its kind. As a consequence, Chung can spark up different types of wind but he does consume more electricity when doing so if they are not a native flying setting.

Special Training: The Power of the Winds [Various]
Chung can use Razor Wind, Tailwind, Icy Wind, Fairy Wind, and Leaf Tornado. The latter three can only be used with enough respective off type for two uses each with an additional 10% cost of energy to perform. Furthermore, he is permanently bonded to his fan appliance. In addition, Chung can no longer use Thunderbolt, Double Team, Telekinesis, Electro Ball, Dark Pulse, Return, and Hex.
Hidden Power: Rock
Attached Token: Birdkeeper's Token

Deska: Level 5 Male Rotom [Wash Forme]
Rotom [Wash Forme] (Electric/Water): In this Forme, Rotom has possessed a washing machine, having bonded with its electric motor. This is the second largest forme, being rather bulky. While it can levitate, it has a low flight ceiling of only three feet and moves primarily through erratic hopping and short bursts. While fairly slow, it is relatively agile, allowing it to make short, quick evasive movements. In this Forme, Rotom has two firing points. The first and primary is the pipe at its side, from which it fires its Hydro Pump. Attacks fired from the pipe allow for faster firing and better aim. The second is from its door. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Hydro Pump.
[Electric]: 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.
[Water]: 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.
Biography: The old abandoned chateau. Deska was left alone to do all the chores around the home. To increase efficiency he figured he should pick up better tricks around the home. Some tough stains on white clothing? Clearly he needs to increase the water temperature. Washing colored clothing? He needs to make sure water is super cold and precise so the colored clothing remain as good as new. He figured out that he could improve all his day to day tasks simply by applying himself a bit more at his efficiency. The appliance he picked also seemed to have lighter parts, making it easier for him to maneuver all the settings withing the washing machine. He prided himself in being part of the energy star efficient washing machines.

Special Training: Perma-Bonded for Efficiency [Various]
Deska is permanently bonded to the washing machine, but he can levitate steadily off the floor as oppose to hopping. He can now use the moves Whirlpool, and Ice Beam. He can use Ice beam twice per battle. He can no longer use Telekinesis, Thunderbolt, Charge, Double team, Frustration, Psych up, and Pain split.
Hidden Power: Water

Oogi: Level 5 Male Raichu
Raichu (Electric): Raichu is the fastest of the Pikachu family, if not the most agile. Its tail acts as a ground for its electric attacks. If its tail is not touching the ground when it uses an electric attack, it will take slight recoil damage. Raichu have sensitive hearing, at the expense of increased vulnerability to sound attacks.
[Electric]: 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.
Biography: Oogi dreams to be slayer of mythical beasts, but to do so, he must forge his attack to be embedded with mystical energies required to Slay these creatures.

Special Training: Mythical Energy [??]
For 20% more energy, Oogi’s Swift & Uproar are able to cause super effective damage against dragon & fairies. However, Swift & Uproar are resisted by dark, ghost, and psychic pokemon. He is no longer able to use Nasty Plot, Hyper Beam, Wild Charge, and Giga Impact.
Hidden Power: Ground

Moku: Level 5 Male Stunfisk
Stunfisk: (Ground/Electric) Despite being a Ground-type, Stunfisk dwells primarily underwater and can stay in water for an unlimited amount of time. Though still weak to Water attacks, it is somewhat less vulnerable than other Ground-types. Stunfisk, though able to swim somewhat, moves mostly through flopping and sliding, but it prefers to lie and await foes in mud or other similar substrate.
[Ground]: 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).
[Electric]: 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.
Biography: Moku is full of mineral energy himself, which if its translated correctly into an aura, he can minimize damage taken. The minerals make certain types react differently with Moku, offering an extra layer of protection.

Special Defense: Mineral Aura [GD]
Using high Ground Energy, Moku covers himself in a bright brown aura that reduces damage taken by water, ice, and ground types from 2x to Neutral for five turns. This technique is only usable once per match.
Hidden Power: Ground
Attached Token: Soft Sand Token

Ikem: Level 5 Male Ampharos
Ampharos (Electric): 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]: 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.
Biography: Light, beams, action! Ikem found some keen interest in expanding his use of light based attacks. It was soo strange that such a majestic creature does not naturally learn these attacks. To face the light, he must also recognize what a threat the dark posed to him. The more exposed to these light moves, the more repulsed Ikem was by the darkness. His first task was to train with Suicuine, and master the beauty of aurora beam. The majestic creature taught him the ways, but he seems to have forgotten the use of cursing himself. Continuing on this journey, he crossed path with the wise Clefairy. The electrified fish taught him the wisdom within dazzling gleam. Yet again, Ikem learns the attacks flawlessly, except it seems to be unable to focus a punch anymore. The last of her training was inspired by a Magneton, who taught him the use of flash cannon. This new move left him unwilling to use iron tail. Now, with this was a glorious adventure around the world, Ikem with much knowledge of lights and beams, but he does not appreciate the darkness as much.

Special Attack: Light from Within [Various]
Ikem can now use Aurora Beam, Dazzling Gleam, and Flash Cannon twice per battle. Ikem is now 1.5x weak to dark moves. He can no longer use Curse, Focus Punch, and Iron Tail. For some odd reason, he also forgot how to use Flatter, Fling, Zap Cannon, Giga Impact, Outrage, and Take Down as well.
Hidden Power: Grass

Koko: Level 5 Male Galvantula
Galvantula: (Bug/Electric) Galvantula are excellent climbers. 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]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
[Electric]: 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.
Biography: Not available.

Hidden Power: Fighting


REGULAR SQUAD:
Spoiler: show
Zuko: Level 5 Male Infernape
Infernape (Fire/Fighting): The flames on its head only go out when it is sleeping. They will increase and decrease in size depending on how intense the battle is, with more flames as the situation goes dire. The members of Chimchar line are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. The Chimchar line gets a boost in the power of its Fire attacks when low in health.
[Fire]: 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]: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Biography: EmeraldGoblin's Partner in crime. Zuko was the first pokemon recieved by EG at the beginning of his journey. EG's fervent attitude is only matched by Zuko's flaming spirit. Training alongside Emboar, Zuko learned to summon from within his gut enough liquid pressure to create boiling water. It was very peculiar as not all of his kind can properly learn how to master this attack.

Special Training: Boiling Water [WT/FI]
Zuko learned how to use Scald with the offtype to use it twice per battle.
Hidden Power: Ice
Attached Token: Firebreather Token

Roku: Level 5 Male Charizard
Charizard (Fire/Flying): Charizard is the fastest and most agile of the Charmander family in air. On the ground, it’s a different story. Charizard are hot-tempered and unwilling to give up a fight. This means that they will stay conscious for one round after they should’ve been knocked out, and are more resistant to fear attacks. However, they are more easily angered or confused. All of the Charmander family have flaming tails, which give off light to about 30 feet.
[Fire]: 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.
[Flying]: 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.
Biography: Roku spent some time among the Charizard of Charicific Valley as a guest trainer. He explored the possibility of using more hand on hand combat. Specifically the applications of his claws against his opponent. While training, Charizard tosses around large bolders for Roku to break with his bare claws. At first, he was unsuccessful to even break rocks that were the size of his body, but as time went on, his claws gained a substantial boost in power. Whether through the use of metal claw to break larger bolders, or even using dragon claw to exert more damage against his sparring partner; Roku demonstrated in a short amount of time a great improvement in his abilities to use claw-based moves.

Special Training: Tough Claws [Various]
Any move that involves the use of his claws deal an extra 20% in damage, at the expense of 20% additional of energy. He can also improvise his punching moves into a tiger claw fist punch to deal the additional damage.
Hidden Power: Grass

Sozin: Level 5 Male Volcarona
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.
[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
[Fire]: 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.
Biography: Using the beautiful dance, which is furthered enhance by nature, Sozin learned a forceful technique unnatural to all of his species.

Special Training: Many Leafs Hurt [GS]
Sozin has learned how to use petal blizzard and has the grass offtype energy to use it twice per battle.
Hidden Power: Water

Mako: 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 up to three rounds after its beserker rage has ended, with longer periods of rage meaning more downtime.
[Fire]: 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.
[Ground]: 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).
Biography: Mako has a strong immune system. If poison strikes his bloodstream, his memory t-cells have enough anti bodies to get rid of the the toxins before they set in.

Special Training: Immune system says Hi [PO]
Mako is functionally immune to getting poisoned. He can no longer use Self Destruct, Explosion, and Eruption.
Hidden Power: Ice

Oyaji: Level 5 Male Hippowdon
Hippowdon (Ground): Hippowdon is full of sand, and is able to use the sand in its body to produce Sandstorms, instead of relying on the sand in the arena.
[Ground]: 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).
Biography: Shaking off some sand off his body, Oyaji can send forth pockets full of sand. He got a pocket, got a pocket full of sandstorm. He's got a love and he know that it's all theirs. Oh, oh, oh. Do what you want, but you're never gonna break him,
sticks and stones are never gonna shake him. Oh, oh, oh. Take him away. A secret place. A sweet escape. Take him away. To better days. A hiding place.

Special Attack: Dusty Orbs [GR]
Oyaji scatters about an indefinite number of orbs around the arena for significant ground energy. These orbs will pop everywhere, magically gathering wind to create a sandstorm that will last five turns. Every time the opponent sends out a pokemon, the orbs will pop again, starting the sandstorm all over again. This sandstorm can works the best in a standard size indoor arena, lasting five rounds in such conditions. In an outside arena, the sandstorm effects only last three turns. If the arena is bigger than standard, then the sandstorm is localized to the opponent's side of the field. It can be removed by the effects of rapid spin, but in doing so will cause the orbs to go off one last time.
Hidden Power: Ice

Haru: Level 5 Male Marowak
Marowak (Ground): Marowak's face is covered by a skull, which it will not remove willingly. If the helmet is shattered, it will cost 1 SP or 1 battle for Marowak to go and find another. Marowak may not use its respective bone attacks if it is not holding its bone.
[Ground]: 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).
Biography:Haru is a bit promiscuous with his bone. He goes around boning people with whatever energy he feels like. He likes swinging his bone around. You get a bone, and you get a bone, and you get a bone! All on your head. Boned.

Special Training: Omnibone [Various]
For considerable energy, Haru can make his bone glow to club his opponent for significant damage with any damage dealing off-type that he has access to. This attack can fire in a similar way to Bonemerang, where the bone will only strike once for full damage before returning to Haru. The type for Omnibone must be stated. Example, Omnibone Rock. Standard off-type rules apply.
Hidden Power: Ground

Nyla: Level 5 Female Mamoswine
Mamoswine (Ice/Ground): Mamoswine is large and sturdy, making it difficult to knock over. When it starts charging, it is difficult to stop.
[Ice]: Ice Pokémon are highly resistant to cold, and love fighting in it. However, they hate hot temperatures, and will not fight as well.
[Ground]: 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).
Biography: Her Thick Fur guards a secret. The secret of heat.

Special Training: When in Heat [XX]
Nyla is not adversely affected by heated arenas. Her ice and water moves also do not take a reduction in power at the cost of 10% additional in energy when exposed to heated arenas.
Hidden Power: Fire

Kenji: Level 5 Male Nidoking
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.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
[Ground]: 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).
Biography: Joining the poison truck gang, Kenji starts to get integrated among them. Learning the power of ramming and train wrecking his opponents, Kenji focuses the power of his horn to really let his opponent feel a sting. With enough dedication and focus, Akihito the Exeggutor taught him the street necessary to use a unique move for Kenji.

Special Training: Grassy Chu Chu [GS]
Kenji can use Wood Hammer with the off-type energy to use it twice per battle.
Hidden Power: Ground

Ghazan: Level 5 Genderless Golurk
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]: 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).
[Ghost]: 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.
Biography: Not Available.

Hidden Power: Flying

Fang: Level 5 Male Flygon
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]: 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).
[Dragon]: Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Biography:Bad boys, whatcha want
Watcha want, whatcha gonna do?
When sheriff Fang come for you
Tell me whatcha wanna do, whatcha gonna do?
Bad boys, bad boys whatcha gonna do?

Special Training:Good Cop [DK]
Fang learned how to use pursuit.
Hidden Power: Grass
Attached Token: Brawler's Token

Shoji: Level 5 Male Dragonair
Dragonair (Dragon): Dragonair are capable of flight, though it is levitation through an unknown method that allows them to do so without wings. This, however, allows them to hover in the air, though they are more agile than fast. Sunny Day or Rain Dance will last one round longer than normal if used by a Dragonair.
[Dragon]: Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Biography: By trading the power of the elements, Shoji is able to gracefully pass the baton to one his fellow combatants. He is now part of the brotherhood of traveling rods.

Special Training: Passing the Baton. [NO]
Shoji can use baton pass, but he can no longer use Blizzard, Thunder, and Fire Blast.
Hidden Power: Poison

Tonraq: Level 5 Male Druddigon
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.
[Dragon]: Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Biography: He is scary as hell, why did I not think of this sooner? He got the eye of the tiger, a fighter, dancing through the fire
'Cause he is a champion and you’re gonna hear him roar. Louder, louder than a lion 'Cause he is a champion and you’re gonna hear him roar ah ah ah.

Special Attack: Dragon Roar [DR]
Tonraq lets out a massive roar that deals Solid dragon damage for Considerable dragon energy. The move induces the same fear effects of roar. Diminishing effects apply.
Hidden Power: Ice

Kwan: Level 5 Male Tyrantrum
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]: 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.
[Dragon]: Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Biography: Overcompensation for small arms is what Kawn dreams of. With this concept in mind, he basically figured out to send out a projection of his dino ancestry. Kwan has mastered a technique that messes with the mind of the opponent.

Special Attack: Spirit of the Dino [??]
Kwan lets out a quick energy projection of his t-rex face. When it hits the opponent, it deals moderate damage regardless of typing while consuming considerable energy. More importantly, it makes the uncomfortable being too high in the air, making flyers have a significantly reduced flight ceiling to about trainer height, while making ghost barely lift off the ground. If the pokemon is terrestrial, they will have a harder time jumping. The effects wear off after three turns. This technique does not work on inorganic pokemon.
Hidden Power: Ice

Bolin: 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.
[Rock]: 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.
Biography: With a heart of rock, he loves to drain away other people’s emotions, taking a liking to seeing his opponent drained.

Special Attack: Mineral Drain [RK]
Bolin creates a number of short brown energy tendrils made of minerals and drains a heavy amount of energy from the target in the space of a few seconds. If Bolin is close to the target, it restores its own energy reserves by the same amount, with the same amount recovered lessening with distance. Though this move does not count as Bolin using any energy. This move count as a “draining move” and contributes towards diminishing returns. When Bolin uses this move again, it will be 10% less effective. This is essentially a rock typed Giga Drain.
Hidden Power: Flying

Butakha: Level 5 Male Crustle
Crustle (Bug/Rock): With a heavy shell of rock on its back, Crustle is a slow-moving Pokémon, having difficulty moving at much more than a fast crawl. However, Crustlefs shell is extremely hard and durable, granting it a boost in physical defense, though its vulnerable body will still take full damage.
[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
[Rock]: 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.
Biography: Hidden Potential, it lies deep within. The ancient greek gods: Zeus, Hephaestus, and Poseidon grant this mere mortal the magical power over the elements.

Special Training: Hidden Power [Various]
Butakha's hidden power now deals considerable damage for significant energy. He can use hidden power from fire, electric, or ice type. He has to pick a type when he is sent out. He can use any version two times per battle.
Hidden Power: Fire/Electric/Ice

Pao: Level 5 Male Armaldo
Armaldo (Rock/Bug): 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.
[Rock]: 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.
[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
Biography: His claws were made for destroying

Special Training: Pao The Ripper [Various]
Pao's claw based moves now do 1.10x damage for 1.10x energy. Additionally, he has learned how to use Psycho Cut, and Night Slash, twice per battle each.
Hidden Power: Ice

Due: Level 5 Male Sceptile
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]: 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.
Biography: Huu is adempt rock climber. With enough years training in the mountains, he gained a couple of cool rocky moves.

Special Training: Rocky Rocks [RK]
Huu can use Stone Edge, twice per battle.
Hidden Power: Ice

Tho: Level 5 Male Venusaur
Venusaur (Grass/Poison): Venusaur is the fastest of the Bulbasaur family: however, it is the heaviest, and it lacks the agility of its lower evolutions. It is also incapable of standing on its hind legs, which means it has more trouble executing moves like Earthquake. Venusaur have multiple vines, which means they can hit and grab multiple things with their Vine Whip attacks.
[Grass]: 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.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
Biography: As He walks through the valley of the shallow of watery death. He took a look at his life and realize there's not much left. 'Coz he been blastin' and laughin' so long, that even his mama thinks that his mind is gone. But he ain't never crossed a mon that didn't deserve it. Him be treated like a punk you know that's unheard of. You better watch how you're talkin', and where you're walkin' Or you and your homies might be lined in fluid. I really hate to trip but I gotta, loc. As he grows he see himself in the pulse mist, fool. He’s the kinda G the little homies wanna be like. On his knees in the night, sprayin' liquids in the swamp light. Been spendin' most his lives, livin' in the swampy's paradise.

Special Training: Swampy’s Paradise [WA]
Tho lived his life in the marginalized swamp areas of the Kanto. He grew up in a swamp, and therefore learned how to use not only the plant environment, but also water as resource. Through his adversity, he learned how to use Water pulse and Water Pledge, the latter twice per battle. However, he does not have the swamp cred to use Solarbeam, Double-Edge, or Petal Dance.
Hidden Power: Dark
Currently Attached: Venusaurnite

Huu: Level 5 Male Tangrowth
Tangrowth (Grass): The thick mass of vines surrounding Tangrowth cushion it from blows somewhat, so physical attacks do less damage than normal. Its arms can be extended 10 feet as well to reach or to attack.
[Grass]: 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.
Biography: Huu played Angry Birds a bit too much, that he became angry at birds himself. He became so angry, that smashing them about is how he felt he could channel his anger.

Special Training: Take Down Angry Bird [RK]
Huu learned how to use Smack Down, and Stone Edge, with the type energy to use the latter twice. He can no longer use Leaf Storm, Giga Impact, and Façade.
Hidden Power: Ice

Yangchen: Level 5 Female Gengar
Gengar (Ghost/Poison): Unlike its preevolutions, Gengar is primarily solid, though it is able to freely achieve all of the other states. Gengar is the fastest of its line in the air and can levitate to a good height whilst displaying more agility than most Ghost types, but it can stand on the ground. Gengar's Lick attack has a 50% chance to paralyze, instead of the usual 30%. [Ghost]: 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.
[Ghost]: 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.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
Biography: She is a tactician, and she will rip your mind apart. Waterboarding? Worse, she will penetrate your brain.

Special Training: The Mind is Weak [PS]
Moves that alter the mind are more effective when used by Yangchen than a standard pokemon.
Hidden Power: Rock

Shady Shin: Level 5 Male Scolipede
Scolipede (Bug/Poison): The arm-like extensions on its 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 its preevo, its poison also has a 5% chance of localized paralysis.
[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
Biography: Chu chu children, hop one the train of pure wreckage. He is here, and he is ready to roll over the competition.

Special Training: Hop on the Veggie Train [GS]
Shady Shin learns Wood Hammer, with the grass off type to use it twice per battle.
Hidden Power: Ice

Hiroshi: Level 5 Male Drapion
Drapion (Poison/Dark): Drapion is able to rotate its head 360 degrees.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
[Dark]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Biography: When in doubt, add a grass move. Comin' to ya on a dusty road Good lovin' I got a truck load and when you get it you got something. So don't worry cause I'm coming, I'm a soul veggie man.

Special Training: Soul Veggie Man [GS]
Hiroshi can use Wood Hammer with the type energy to use it twice per battle.
Hidden Power: Fairy
Attached Token: Charcoal Token

Koh: Level 5 Male Absol
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]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Biography: The stealer of faces is a perilous force who can be dangerous to meet. In the Avatar Universe, he has the ability to steal the face of anyone or anything that shows emotion to him, which is why those who approach him are warned to remain inexpressive while in his presence. He possesses a sadistic personality, constantly trying to goad the slightest bit of emotion out of his visitors by frightening them with his monster-like appearance, or taunting them with his many faces. To apply this against his fellow pokemon, he has managed to make himself even more fearful than usual.

Special Tecnique: Fear itself [DK]
Koh is hardly scared by his fellow pokemon in comparison to another Absol. At the same time, his fear inducing moves are more potent than a regular Absol, managing to learn Roar in the process.
Hidden Power: Poison

Ozai: Level 5 Male Houndoom
Houndoom (Dark/Fire): Any burns caused by a Houndoomfs attack do more damage than usual. A Houndoom can see in the dark, and has sensitive hearing, at the expense of increased vulnerability to sound attacks. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. Houndour and Houndoom have a unique language (composed of barks and howls) that only they understand. In events like the Grand Melee, trainers may order their Houndour or Houndoom to deliver a message in such a language. Only trainers with Houndour or Houndoom will be able to understand the message.
[Dark]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
[Fire]: 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.
Biography: Hellfire. This fire in my skin, this burning desire is turning me to sin. It's not my fault, it is the gypsy queen, the witch who sent this flame. He made the devil so much stronger than a man. Protect me, Jeria. Don't let this siren cast her spell. Don't let her fire sear my flesh and bone. Destroy Kairesmeralda and let her taste the fires of hell or else let her be mine and mine alone.

Special Training: Hellfire [FI]
Flamethrower is now super effective against fairy pokemon. Flamethrower cost an additional 20% in energy to use, while also being neutral to steel types. He can no longer use Sludge Bomb, Iron Tail, and upon evolution Giga Impact.
Hidden Power: Water

Bumi: Level 5 Male Sableye
Sableye (Dark/Ghost): While Sableye is usually solid, it 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 against Fighting attacks, they are considered weak to Fighting. Due to their keen eyesight, Sableye's accuracy cannot be lowered.
[Dark]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
[Ghost]: 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.
Biography: Sableye are at one with the element of light. By gathering the light around his gems, Bumi has mastered several light based techniques that are now unique to Bumi.

Special Training: Light to Energy [Various]
Bumi can use Flash Cannon, and Aurora Beam with the off-type energy to use either one twice per battle. Both attacks require an additional 10% of energy to perform. He can no longer use Nasty Plot, or Focus Punch.
Hidden Power: Poison

Sokka: Level 5 Male Blastoise
Blastoise (Water): The largest of the Squirtle line, Blastoise is the least agile of the three. However, it is much tougher, its shell is harder and heavier, and it’s the fastest of the Squirtle line in the water and on land. Like Squirtles and Wartortles, however, they are vulnerable if knocked on their backs, though Blastoise are more “set” than the rest of the Squirtle line, and are harder to knock down.
[Water]: 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.
Biography: Let’s just say Sokka has a big soaker. He loves shooting huge loads from it that seem to cause some extra damage and speed at the expense of some more energy.

Special Training: Super Soaker [Various]
Any move that comes out from his cannons deal 10% more damage and are 10% faster at the cost of 20% more energy. These moves include Hydro Pump, Water Gun, Aura Sphere, Dragon Pulse, Water Pulse, Flash Cannon, Zap Cannon, Dark Pulse, and Hydro Cannon.
Hidden Power: Fire

Varrick: Level 5 Male 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. Wooper and Quagsire are coated with a slimy substance, which makes them harder to grab.
[Water]: 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.
[Ground]: 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).
Biography: Varrick is very sly when it comes to interacting with other pokemon. He very much an entrepreneur, and he is a great con. When Varrick is in battle, he becomes very analytic, and observes the opponent very carefully. Making my way downtown Lavaridge, Walking fast, Faces pass, and I'm home bound
Staring blankly ahead, Just making my way, Making a way, Through the crowd of hot springs.
And I need you, And I miss you, And now I wonder....
If I could fall into the springs, do you think time would pass me by 'cause you know I'd walk
A thousand miles, If I could Just see you Tonight in the hot springs.

Special Defense: He is so hot [XX]
Varrick is comfortable in naturally heated arenas and/or under sunny day, no longer being adversely affected as a water type. At the cost of an extra 10% in energy consumption his water & ice attacks do not take a power reduction when exposed to heated arenas and/or under sunny day.
Hidden Power: Fire

Skoochy: Level 5 Male Ludicolo
Ludicolo (Water/Grass): Though able to swim and stay underwater for a fair amount of time, Ludicolo are not the best swimmers and prefer to stay near the surface of the water. Ludicolo are capable of restoring more health and energy then grass Pokémon normally get in the rain.
[Water]: 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.
[Grass]: 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.
Biography: Skoochy needed inspiration from fellow grass pokemon. One day, a Tangrowth gave him a pep talk, and trained with him in the ways of the ancients. After months of training, he was able to learn from the intelligent Tangrowth the use of a singular move.

Special Training: Ancient Power [RK]
Skoochy is capable of using Ancient Power thrice per match.
Hidden Power: Ground
Attached Token: Harvester Token

Tarrlok: Level 5 Male Poliwrath
Poliwrath (Water/Fighting): Poliwrath are the best and fastest swimmers of all the Poliwag family, but are just as adept on land as they are in the water. All of the Poliwag family secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
[Water]: 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.
[Fighting]: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Biography: Not available.

Hidden Power: Bug

Yue: Level 5 Female Lapras
Lapras (Water/Ice): Lapras is slow and ungainly on land, but is incredibly fast and agile in water, particularly on top. As a carrier Pokémon, Lapras can carry up to 1.5 times its weight and not have its speed affected. Lapras’ shell is hard, and any attacks there are reduced to 75% damage.
[Water]: 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.
[Ice]: Ice Pokémon are highly resistant to cold, and love fighting in it. However, they hate hot temperatures, and will not fight as well.
Biography: She is very lazy, and very much enjoys goofing around the hot springs that she conveniently found as a trainer abandoned her in a river near the mountains.

Special Defense: Termaresistant [XX]
Yue feels perfectly comfortable in hot weathers. Her psyche is not affected and neither are her moves in the presence of excessive temperatures caused by the natural enviroment and/or under sunny day. However her water or ice moves will cost an additional 20% in energy to perform at full capacity if exposed to a heated arena.
Hidden Power: Ground

Tahno: Level 5 Genderless Starmie
Starmie (Water/Psychic): Starmie and Staryu are, technically, blind. However, they use their senses, along with an excellent sense of touch, to detect opponents. Starmie and Staryu are capable of limited flight by using psychic energy. A Starmie or Staryu’s core is its most vulnerable point.
[Water]: 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.
[Psychic]: 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.
Biography: Tahno is agile with a great sense of self. I'm amazed at how focused Tahno becomes during battle. His skills are very impressive; I was lucky to have caught him with my last net ball before I reached the next city. Something unsual about Tahno was the size of his ampulla, it seemed to have beneficial properties.

Special Training: Amplified Ampulla [WA]
Tahno can tap into ambient water that is decent sized and not at maximum energy through its ampulla so it will restore light amount of energy at the end of each round. Up to 1/3 of its total energy may be restored in this way. Polluted water will cause slower regeneration, with only minor energy restored, while purified or highly oxygenated water can allow for faster regeneration with mild energy restored. Only decent sized bodies of water such as a river or lake can trigger this effect. Rainfall and small puddles are insufficient. Tahnno cannot use Rest or use Double Edge.
Hidden Power: Fire

Dao: Level 5 Genderless Unown-D
Unown (Psychic): Unown come in varying shapes, each shape corresponding to a letter of the English alphabet. Unown can see in the dark, and also share a hive mind with all Unown in the area automatically, regardless of allegiance. Unown are capable of psychic-powered flight.
[Psychic]: 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.
Biography:Dao went to the local fortune teller, a skilled Smeargle. The Smeargle seemed to have had a special soup in the middle of his shop. Dao asked him how it could improve its future. The Smeargle whipped his tail back and forth within the soup. A blast of colors was seen, and next thing you know a letter D floats up to the middle of the soup. The Smeargle explained that Dao must master the letter D to become fullfilled. In order to do so, the Smeargle departed the knowledge of how to use the move sketch.

Special Training: It wants the D. [NO]
Dao can use the move sketch. Dao can only sketch 25 moves. If all the Sketch slots have been filled, Dao can Sketch an additional move, but must be ordered to delete a move to do so. In addition, all sketched moves must contain the letter D.
Sketched Moves (24/25): Silver Wind, Quiver Dance, Dark Pulse, Dragon Rush, Dragon Dance, Discharge, Thunder Wave, Dazzling Gleam, Dynamic Punch, Drain Punch, Fiery Dance, Razor Wind, Shadow Ball, Sleep Powder, Grass Pledge, Drill Run, Freeze-Dry, Safeguard, Extreme Speed, Double Team, Sludge, Zen Headbutt, Stone Edge, Water Pledge.

Jet: Level 5 Male Gallade
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.
[Psychic]: 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]: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Biography: Jet, from Legend of Aang was a freedom fighter. He did not posess any bending, but he did have the heart of a leader. To fight off the evils that affect his town, he would use his favorite weapon of choice are Hook Swords. But he is not allowed to wield them as part of a battle. He found a way around it though.

Special Attack: Energy Hook Swords [ST]
Jet can create two energy Hook Swords that combine deal significant steel damage for significant steel energy. The Hook Swords disappear once they have been used. In realistic, the hook swords can cause serious gashes, leaving the opponent more vulnerable for damage in the future. He can use this technique twice per battle. He can only evolve into Gallade.
Hidden Power: Ice

The Boulder: Level 5 Male Machamp
Machamp (Fighting): One of the strongest Pokémon alive, it can restrain most opponents with two hands and use the other two for something else. Of the Machop line, it is the fastest and most agile. Machop, Machoke, and Machamp can lift twice as much for a particular attack than what is normally stated.
[Fighting]: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Biography: The Boulder has trained with several chi masters around the Earth Kingdom. The Dai Lee have shown him the concept of gathering enough rock material and bending it in such a way, that they could animate the movement of their projected hands. Applying the same logic to that concept, The Boulder was able to come up with his own version of this technique. By expending additional energy, The Boulder would gather energies around his fist that would allow him to project his fists and cause mayhem against his opponent.

Special Training: Projection [Various]
The Boulder can expend an additional 20% energy to project his fist attacks toward the opponent in a similar fashion to how X-Scissor can be projected. The command would be Thunder Punch Projection, for example.
Hidden Power: Bug

The Gecko: Level 5 Male Toxicroak
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.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
[Fighting]: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Biography: Needle in the hay/Lost but in my place/Peaceful in my way/Hope I never have to sew again/Tumble, tumble down/As I strike the ground/Make a mighty sound knowing I have found a way.

Special Training: Needle Arm [GS]
The Gecko can use Needle Arm with the off-type to use it thrice per battle.
Hidden Power: Bug

Wan Shi Tong: Level 5 Male Noctowl
Noctowl (Normal/Flying): As owls, Hoothoot and Noctowl are the quietest fliers amongst Pokémon, and are almost inaudible as they fly. Noctowl can see in the dark.
[Normal]: 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.
[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.
Biography: With the voice of the ancients, Wan Shi Tong uses his ancient wisdom to bestow damage against the world.

Special Training: Mythical Voice [??]
For 20% additional energy, Hyper Voice deals super effective damage against Dragon Pokemon. Hyper Voice is now resisted by Fairy, Dark, and Ghost Pokemon. He can no longer use Giga Impact, Sky Attack, and Hyper Beam.
Hidden Power: Electric

Vaatu: Level 5 Male Honchkrow
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]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.
Biography: Being the pure manifestation of evil, Vaatu feeds off the fears of his opponents. To enhance these fears, Vaatu sends forth gusts of gloomy winds that lowers the morale of his opponents, leaving them to feel vulnerable to his evil advances.

Special Training: Gloomy Winds [DK/FL]
Vaatu sends forth Gloomy winds to the field that hinders both of the opponent’s defenses by 10%. The gloomy winds disappear after five turns, and reappear every time the opponent sends outs a pokemon. This attack cost cost significant energy. Standard boost stipulations apply. This is an entry hazard that affects opposing pokemon. Vaatu can no longer use Giga Impact, Assurance, and Sky Attack.
Hidden Power: Ground

Tenzin: Level 5 Male Sigilyph
Sigilyph: (Psychic/Flying) Sigilyph don’t actually fly, but rather appear to float. Their floating is quite dynamic and resembles flying, but they can stop their momentum and change direction easily.
[Psychic]: 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]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.
Biography: His eye can see it all. His eye sees right through the demonic nature of certain pokemon, leaving them vulnerable to his righteous will.

Special Training: Eye of Judgement [PS]
Tenzin has the permanent effect of miracle eye, so he can now hit dark pokemon neutrally. However, the location effect of Miracle Eye is not compounded with his natural psychic abilities, he only gains the ability to hit dark pokemon neutrally. In the presence of dark type pokemon, Tenzin will bleed out light amount of energy but it will not affect his state of tiredness.
Hidden Power: Fighting

Raava: Level 5 Female Togekiss
Togekiss (Fairy/Flying): Despite their appearance, they are fast and agile fliers. Togekiss can be trained only by trainers that make them happy, so Return is more powerful when used by one.
[Fairy]: Fairies are slightly more adept at support moves than most pokemon and use slightly less energy to perform them. Fairies prefer natural environments and will fight more enthusiastically there. 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. Fairies dislike fighting in urban environments.
[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.
Biography: Being the pure manifestation of good, Raava feeds off the well-being of her team mates. To enhance her nobility, Raava sends forth gust of luminous winds that raises the morale of her team mates, leaving them to feel protected against the advances of their enemies.

Special Training: Luminous Winds [FA/FL]
At the cost of significant energy, Raava sends forth Luminous Winds to the field that aids both of herself and her teammates with a 10% boost to both defenses. The luminous winds disappear after five turns, and reappear every time an ally pokemon is sent out to the field. Standard boost stipulations apply. This is an entry hazard that affects friendly pokemon. Raava can no longer use Giga Impact, Hyper Beam, and Sky Attack.
Hidden Power: Ground


Smellerbee: Level 5 Male Wigglytuff
Wigglytuff (Normal/Fairy): Jigglypuff and Wigglytuff can inflate themselves larger as a move to intimidate opponents, making them more hesitant to attack. While inflated, Jigglypuff and Wigglytuff have a harder time moving, but a moderately higher defense. Wigglytuff have more sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. Due to their practice with a wide variety of moves, they rarely master any one off type and as such suffer from the same limited type energy as pure Normals.
[Normal]: 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.
[Fairy]: Fairies are slightly more adept at support moves than most pokemon and use slightly less energy to perform them. Fairies prefer natural environments and will fight more enthusiastically there. 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. Fairies dislike fighting in urban environments.
Biography: Smellerbee has always idolized S&M, taking a strong liking to whips and chains. He knows all the lyrics to Rihanna’s hit songs such as “S&M, Rude Boy, What’s my Name? and Jump”. With his admiration to the exotic, Smellerbee creates a nicely sized whip construct with good girth, being able to strike the opponent at will with the power of mineral elements. He loves to give long lashings against his opponent, hitting them hard while imagining a smile on each of their faces.

Special Attack: Whipping [GD]
Smellerbee creates an energy construct to unleash a strong lashing of Mineral Whip which deals considerable ground damage for considerable ground energy. In realistic, the lash could cause stinging in the area used, almost like a burn effect. It has a 20% chance of making the opponent infatuated if the pokemon is within the same egg group and of the same gender as Smellerbee. Standard Infatuation rules apply. The whips disappear once they are used. He can use this technique twice per battle. He can no longer use Giga Impact, and Focus Punch.
Hidden Power: Rock

Lin Beifong: Level 5 Female Mawile
Mawile (Steel/Fairy): Its metal jaw is very strong and exceptionally difficult to force open. Attacks involved with it are 1.2x stronger then normal. It techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Mawile can see in the dark.
[Steel]: 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.
[Fairy]: Fairies are slightly more adept at support moves than most pokemon and use slightly less energy to perform them. Fairies prefer natural environments and will fight more enthusiastically there. 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. Fairies dislike fighting in urban environments.
Biography: Searching for the impurities in metal Lin Beifong can stomp heavily on the ground, and bend the small shards and fragments of earth within steel type pokemon. Growing accustomed to this type of training, she has learned the art of metal bending.

Special Training: Metal Bending [ST]
For Heavy Energy, Lin Beifong steps on the floor, sending a seismic vibration just as strong as Earthquake, causing Significant damage. The command is Metal Bend Stomp. Aside from regular steel modifiers, the attack is particularly super effective against Steel types while being resisted by Ice types as they have no metal impurities. This attack can be used as the DC variant of Earthquake, channeling the energy into her fist by using the command Metal Bend Punch..
Hidden Power: Psychic

Saikkan: Level 5 Male Steelix
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]: 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]: 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).
Biography: Saikkan has a nack for ramming things like a hammer. His best guess? Mix his love for wood and ram people like a hammer into one single attack.

Special Training: Woody Hammer [GS]
Saikkan can use Wood Hammer with the type energy to use it twice per battle.
Hidden Power: Fairy

Pema: 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.
[Normal]: 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.
Biography: Easter loves her for the gifts she bears. Her eggs are prized possessions, so she finds a way to share the wealth, with her allies of course.

Special Technique: Delicious Eggs [NO]
Pema spreads about Delicious Eggs that explode on contact to boost her and her allies 10% in both defenses. The effects of delicious eggs disappear after five turns, and reappear every time an ally pokemon is sent out to the field. Standard boost stipulations apply. This is an entry hazard that affects friendly pokemon. Pema can no longer use Sing, Hyper Beam, and Aromatherapy.
Hidden Power: Dark

Hei Bai: Level 5 Male Kangaskhan
Kangaskhan (Normal): Kangaskhan come in both genders, though females are more likely to have babies (almost 100%) 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 attack is doubled, at the expense of a halved defense.
[Normal]: 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.
Biography:
A team of pokemon poachers attempted to take his young one as a circus freak. His baby, named Barefoot Gen, was a strange one. The circus ring wanted the young one all for himself. One day in the forest nearing the edge of the city, the poachers approached Gen for the capturing, but the protective father stepped in, and intervened. The sad part is that it was a minute too late; the poachers trap basically entangled the Gen's head, clapping on to it, and severing his jugular. Needless to say, Hei Bai mulled all the poachers involved. The lost of his young one left him devastated. He has channeled his anger, and now just gives out ghostly looks fueled by anger. It is as almost by squinting his eyes and recalling all of those emotions of anger help me see his lost young.

Special Training: Dirty Looks do not Kill [NO]
Hei Bai learned how to use Mean Look.
Hidden Power: Ice

Kuruk: Level 5 Male Tauros
Tauros (Normal): Tauros is a powerful charger. Any tackling or ramming attacks do extra damage, as Tauros continues over the opponent, doing extra trampling damage.
[Normal]: 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.
Biography: Kuruk is very horny. No really, his horns are magical. When he charges them, he can let out a mean load of fairy energy.

Special Attack: Fairy Horn [FA]
Kuruk’s horns glow with energy, dealing considerable fairy damage for considerable fairy energy when they are rammed against an opponent. For 20% more energy, he can create a projection of them, launching it out as a solid set of energy horn, similar to how Ranged X-Scissor can be fired. The attack is usable twice per battle.
Hidden Power: Flying

Basco: Level 6 Male Snorlax (Uplevel)
Snorlax (Normal): Snorlax have huge guts. Any attacks to their guts do less damage because of all the extra gpaddingh they have there. Despite their size, they are good swimmers, as the float on the surface of the water.
[Normal]: 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.
Biography: Apparently he has been spending too much time with Jet the Gallade. One day, he saw Jet send out a bright attack that left his foe starstruck. Through his love and devotion to impress Jet, Bosco attempted to unleash the same attack. Bosco has always had pretty eye lashes, but don't be fooled by his cute demeanor; with enough batting of his eyes, he managed to unleash a very jolly attack unnatural to any other pokemon of his kind.

Special Training: Let Those Eyes Gleam [FA]
Bosco can use Dazzling Gleam with the off type energy to use it twice per battle.
Hidden Power: Dragon

SLOTS: 57/57


-------------------------

REFEREE'S CORNER
Personal Limit: 4/6


-------------------------

SP HISTORY
Spoiler: show


-Purchased Reaper's token for 10 SP.
-Spent 45 SP for first Six Slot Purchase.
-Loan to BlazeVA of 2 SP (01/06/2014)
-Spent 5 SP for Black Belt Token. (02/10/2014)
-Spent 10 SP for Brawler Token. (02/11/2014)
-Spent 5 SP for Charcoal Token. (02/14/2014)
-Loan to Connor of 9 SP (02/15/2014)
-Loan payment by Connor of 4 SP. (02/15/2014)
-Loan payment by Connor of 2 SP. (02/16/2014)
-Spent 5 SP for Soft Sand Token. (02/17/2014)
-Loan payment by Connor of 3 SP. (02/17/2014)
-Donated 3 SP to Mercutio (02/21/2014)
-Payed my debt to DaisyIrini of 5 SP (02/24/2014)
-Donation from Connor of 2 SP. (03/02/2014)
-Team Pose from Lost of 5 SP. (03/01/2014)
-Team Pose from Connor of 2 SP. (03/02/2014)
-Spent 45 SP for Second Six Slot Purchase. (03/11/2014)
-Spent 50 SP for Legend Challenge. (03/30/2014)
-Team Pose from Bleuumbreon of 1 SP. (+4 from Donation) (04/11/2014)
-Spent 10 SP for Birdkeeper's Token. (04/20/2014)
-Refunded 50 SP for Legend Challenge. (04/20/2014)
-Spent 25 SP for Legend Challenge. (04/20/2014)
-Spent 45 SP for Third Six Slot Purchase. (04/20/2014)
- Picked up free Mega Token. (04/20/2014)
-Loan to Sneezey of 9.25 SP (04/20/2014)
-Spent 50 SP for Forth Six Slot Purchase. (05/02/2014)
-Loan payment by Dream Breaker of 1 SP. (06/08/2014)
-Spent 10 SP for Harvester Token. (06/19/2014)
-Loan to Kairne of 5 SP (06/19/2014)
-Service payment by Kingothestone of 10 SP. (07/11/2014)
SP Received 33/40
SP Given 34/40


Last edited by EmeraldGoblin; 08-04-2014 at 03:46 PM.
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