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Old 05-12-2015, 09:13 PM   #69
Equal-to-Heaven
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Join Date: Jun 2013
Location: [Roadrolling Intensifies]
Posts: 305
Post 69 represent




"Don't think badly of me"
Level 2 Trainer
Original Join date - June 2013
RESET 5/12/2015


(W/L/D)
7/2/0/
KOs - 14
TP - 34
SP - 9 (/9)

MATCHES


REFFINGS
Current ranking: C
Spoiler: show




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POKEMON


Spoiler: show


(lv 2) Monferno M Yata
SC: Monferno have flames on their tail. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. When threatened, Monferno increase the size of their flame to appear larger than they really are in order to intimidate their opponent. If a Pokémon would reasonably be afraid of Monferno, said Pokémon will be slightly less effective in battle. Monferno are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health.
Bio:
Sig -
HP - Electric

(lv 2) Murkrow M Shoyo
SC: Murkrow are symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. Murkrow are quiet fliers and can easily evade detection
Bio: Shoyo is obsessed with the human sport of volleyball. Despite the fact that his avian anatomy doesn't allow him to play, he's honed his skills in battle to create an attack that mimics a quick spike.
Signature Move: Freak Quick (Fighting)
While airborne, Shoyo channels a significant amount of Fighting type energy into his talons, quickly forming the shape of a ball. Once created, he'll charge the opponent in a manner similar to Aerial Ace, approaching straight on at an extremely high speed before making an unpredictable change in his direction. From here, he'll spike the ball into his opponent and cause it to detonate on impact, dealing significant damage and leaving the opponent confused. He has enough fighting spirit to use this move twice per match and loses access to Detect since he lacks the concentration to use it.
HP - Ground

(lv 2) Aipom M Sonic
SC: Aipom are nimble, particularly with their tails, and are excellent climbers. They can anchor themselves to something with their tails, leaving their limbs free to do other things, though they prefer to use their tails for attacks traditionally used with the arms. They are also more likely to stop from falling if there’s something within grabbing distance of their tail.
Bio:
Sig:
HP - Flying

(lv 2) White Tyrunt F Indominus
SC: Tyrunt have powerful jaws, giving a 10% boost to all biting attacks. They are also rather temperamental, making them more vulnerable to rage-inducing moves, but they will have a greater attack boost as a result.
Bio:
Sig:
HP - Steel

(lv 2) Grovyle M Tailtime
SC: Thanks to the small hooks on their feet, Grovyle are able to scale most vertical surfaces. Grovyle cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. Their slashing attacks are 1.1x more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health.
Bio:
Sig:
HP - Fighting

(lv 2) Prinplup M Pen Pen
SC: Prinplup are very proud Pokémon and will not be discouraged easily. If their attack fails, they will become more energetic and have a 10% chance of getting a slight boost to both attack and special attack. They have a fine layer of down that allows them to swim in cold water comfortably and endure freezing temperatures. They are also familiar with the Flying type. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.
Bio: WRAAAWK
Sig:
HP - Ice

(lv 2) Elekid F Boogaloo
SC: Elekid are able to recharge themselves more efficiently than other Electric types and, whenever they use only one attack in a round, they will automatically recover moderate energy at the end of the round. They are easier to anger than most Pokémon. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.
Bio:
Sig:
HP - Ground

(lv 2) Purple Gible M Rin
SC: Gible are very quick when digging near the surface of the ground and will deal slightly more damage with Dig. They can see in the dark. Any Pokémon that strikes Gible with a physical attack will suffer 25% recoil damage from their rough skin, unless their bodies are particularly hard. Their biting attacks are more effective, dealing 1.1x more damage than usual. They are able to disguise themselves well in sandstorms and sandy arenas.
Bio: Make us free na splash kasarenta
Sig:
HP - Poison

(lv 2) Shiny Whirlipede M Kaneki
SC: Whirlipede move much like a wheel, rotating the spiked shell around their body to move. They can also rev up to gain an immediate burst of speed. Thanks to the adaptation of their preevo, their poison also has a 5% chance of localized paralysis if foes make contact.
Bio: "If you could write a story with me as the lead role, it would certainly be... a tragedy."
Sig:
HP - Water

(lv 2) Stunky M Ol' Tooters
SC: Stunky smell absolutely horrible. Any Pokémon within three feet of them have a 10% chance of flinching and Pokémon within a foot will experience blurred vision and a slight reduction in attack and special attack. Inorganic Pokémon and members of the Stunky line are unaffected but Pokémon with sensitive smell will be more heavily affected. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.
Bio: He's grumpy, he's old, and he probably gets some sick pleasure from beating up the young'uns. Nobody really knows what made him so bitter, but if you know whats good for you, you'll take care to stay off his turf.
Signature move: Get off my lawn! (Poison)
Enraged by the whippersnappers that occupy his space, Ol' Tooters channels a significant amount of Poison type energy into the ground. For the rest of the battle, any moves that cause a decent amount of damage or movement to the terrain (at the refs discretion) will cause the stored energy to be released as a shockwave. Any opposing Pokemon struck by this wave will suffer considerable damage as well as absorb some of the poison through their skin (should they be organic), becoming badly poisoned. Ol' Tooters can only use this once per match and, with restrictions similar to that of Earthquake, will find this move impossible to pull off on unstable terrain such as sand or soft snow.
HP - Ground

(lv 3 Uplevel) Shiny Manectric M Noya
SC: Manectric are filled with electricity and physical attacks used against them have a 10% chance of dealing slight paralysis to the user. In situations where an electric attack not originating from Manectric are used, there is a 10% chance it will be redirected to them if they are within 10 feet of the attack. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. In its Mega Forme, its fear-inducing attacks are more effective on any Pokémon that would reasonably be afraid of it. With electrical energy constantly coursing through its body, Manectric is now extremely fast, its speed rivaling that of Electrode. Its body is constantly in a state of Charge, giving it a boost to the speed and power of its electrical attacks.
Bio: Noya, like his teammate Shoyo, has an affection for Volleyball. However, unlike his friend who gets his kicks from attacking, Noya has always been far more enthralled with defense. He's trained with Shoyo to create a signature move based on his favorite player position in the game, the libero.
Special Move: Rolling Thunder! (Electric)
Noya generates an aura of Electric typed energy and makes any effort to receive an oncoming special attack, usually diving and rolling in the most standoffish manner possible. Any successful contact will absorb the damage taken and reflect back roughly 75% of the attack in exchange for 1.5x the amount of energy required by the move originally used against him. The reflected attack will always deal damage of the same type as the attack absorbed and it cannot be used to deflect physical blows. Noya can only use Rolling Thunder once per match.
HP - Flying
Attached - Manectite

(lv 2) Shiny Ralts M Reisi
SC: Ralts's empathic abilities make them very in touch with their opponent. Attacks that deal with the opponents mental state are more effective. Teleporting also requires slightly less energy.
Bio:
Sig:
HP - Fire

(lv 2) Aron M Jason
SC: Aron can see in the dark. Due to their exceptional hardness, they will not take recoil damage from attacks they use and take slightly less damage from physical attacks.
Bio:
Sig:
HP - Flying

(lv 2) Shuppet M Satou
SC: Shuppet are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Shuppet had sacrificed half of their health. Shuppet's Curse does not fade away at all if Shuppet is KOed or far from their target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds.
Bio:
Sig:
HP - Fighting

(lv 2) Pink Joltik F Lovebug
SC: Joltik's extremely small size make them difficult to spot. This makes them somewhat weaker to physical attacks and makes their physical attacks somewhat less effective. Joltik, however, have the special capabilities of any other Pokémon and are extremely nimble climbers that can climb sheer surfaces, allowing for other forms of attack and evasion. 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, and will be more effective than usual.
Bio:
Sig:
HP - Fairy

(lv 2 Uplevel) Skarmory M Tabris
SC: Skarmory are used to living in harsh environments so piercing or scratching attacks do less damage than normal against them. Their wings also provide slight resistance against physical attacks when tucked at their side. The undersides of their wings are sharp, granting them a 1.2x boost if used to attack.
Bio:
Sig:
HP - Ground

(lv 1) Zubat M Dio
SC: Zubat are completely blind as they have no eyes. However, they use sonar to detect things, which means that they cannot be fooled by visual illusions (such as Double Team). Zubat have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, but are immune to confusion from Supersonic. They fight more enthusiastically at night.
Bio:
Sig:
HP - Fighting

(lv 1) Shiny Vulpix M Suga
SC: As foxes, Vulpix are more inclined to combat by deception. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.night.
Bio:
Sig:
HP - Grass



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ITEMS

Spoiler: show

Manectite



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Dumb possible future goals?
Spoiler: show

Win a gym badge?
Hit TL 6 so I can challenge Reshiram and get my butt kicked
Also just not suck in general I guess though that's aiming pretty high


Last edited by Equal-to-Heaven; 11-09-2015 at 12:50 AM.
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