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Old 05-15-2017, 10:00 PM   #382
Slash
Poison Jam
 
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Dugthreesome: Dugtrio-Alolan Lv 5 (M, M, M)
Chillax, brah. The trio that surfs both sands and beds always tries to make sure the party's always going on. Just look at his fabulous hair. Maybe he's born with it; maybe it's Alobeline. He's by several magnitudes more chill than any normal being in Dedenndam could legally be. He's just so very chill, folks ask him if he's on something. "It's all natural," he says truthfully. Plants are part of nature: by definition, natural.
Sig: Special Attack: Chill Pill (Ice)
Dugthreesome channels considerable Ice energy into a large construct somewhat resembling an icy blue pill. This deals solid Ice damage to the foe. However, this move was developed to teach Fire-types a lesson for having literally no chill, and does Super-effective damage against the Fire type instead of being resisted by it. All other weakness and resistance modifiers are left intact; this works under the same rules as Freeze-Dry. This same effect prevents it from being weakened in hot, arid environments. He can use this twice per battle only, and his level of chill has made him abandon learning any Poison moves at all.

Sneaze: Approved.

Kantoslash: Sandslash Lv 4 (M)
Kantoslash is, of course, the Kantonian version of Sandslash. Unfortunately, he has some envy over the awesomeness that is Alolan Sandslash, and wishes he could be one instead. Sadly for him, then he would no longer be a Ground-type and thus Gym-useless, so I won't let him (was that too meta?). So he figured the next best thing was using the alt-forme's typing for an attack.
Sig: Special Attack: Alola Aether Slash
This technique comes in two variations: a Steel-typed one called Alola Sol Slash, and an Ice-typed one called Alola Luna Slash. Both use major energy of their respective type to deal heavy damage of said type, and each have a different secondary effect. Alola Sol Slash restores 75% of the damage dealt back to his health. As a draining move, Alola Sol Slash is subject to the same diminishing returns as others. Alola Luna Slash ignores any Defense or Special Defense buff the foe may have (via stat boost, SC, or any other reason) for its damage, and, if one is present, negates it for three rounds. Such a versatile power comes with downsides, however. He loses all other Steel moves, and can only use each variation once per battle. He also takes an extra 25% damage from all Fire moves

Sneaze: I feel this needs just a bit more drawback, as both effects are very strong and... it's Sandslash. Rejected.

Cannonball: Pikipek Lv 1 (M)
Cannonball has trained to become a sniper of renown. He flourished with natural talent and worked hard to perfect his abilities with them.
Sig: Special Training: Astra (Ground)
In a process similar to Bullet Seed, Cannonball shoots a barrage of Ground energy projectiles from his beak, costing considerable energy. These explode at the foe and deal considerable damage, and the flash from the explosion may cause some slight temporary blinding to the foe. Astra is usable twice per battle.

Sneaze: Approved.

Caprina: Popplio Lv 1 (F)
Caprina fancies herself a pop star, but she's far more versatile than that. She is also a practicing earth witch, and uses both of these talents together to express her two passions in life.
Sig: Special Attack: Nature's Aria (GD)
Caprina sings a high melody about the beauty of the world and all its life, imbuing significant Ground energy and her music into a series of rings that fly at the foe. These hit the foe for considerable Ground damage, and have a 30% chance of reducing the foe's offensive stats a single stage, in awe of the beauty of her song. She has the Ground energy to use this twice per match.

Sneaze: Approved.

Last edited by Sneaze; 06-08-2017 at 01:02 AM.
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