Thread: Squad Summaries
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Old 05-30-2009, 03:01 PM   #24
Concept
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Squirtle

Concept - Level 5
Former LO, Former Water GL
Sixty wins, seven draws, fifteen defeats
141 KOs, 299.5 trainer points, 0 SP



Banner by Daisy. Evil theme tune courtesy of Kush. #1 arse award by MidGeorge


Match History:

Spoiler: show
vs ITOMARU (win) (1-0)
vs Quintowill (win) (4-2)
vs Mr.X (UPN) (win) (1-0)
vs Handymankg2 (UPN) (win) (2-1)
vs SP-Eevee (UPN) (win) (1-0)
vs Bird111 (UPN) (win) (3-2)
vs Balmund (win) (6-4)
vs ToastedBagel (UPN) (win) (2-1)
vs Kush (UPN) (TL2 tournament) (win) (2-1)
vs Insidious Dreamer (win) (4-3)
vs Davethefishguy (UPN) (Kush Tournament) (win) (1-0)
vs Quintowill (Kush Tournament) (win) (1-0)
vs Treepandaone (win) (4-2)
vs Yougirasu (win) (2-1)
vs Lonely Cubone (Kush Tournament) (win) (1-0)
vs Loki (Kush Tournament) (win) (1-0)
vs Rangeet (win) (2-1)
vs Poke Hunter (win) (2-0)
vs Salamencia (GT Defence) (win) (2-0)
vs Kush (win) (2-1)
vs Tbh1313 (GT Defence) (win) (2-0)
vs Firewater (win) (1-0)
vs Copygoo (win) (2-1)
vs DavetheFishGuy (win) (5-4)
vs Firewater (win) (4-3)
vs Dream Breaker (win) (4-3)
vs Rangeet (win) (2-1)
vs Handymankg2 (win) (3-1)
vs Lonely Cubone (win) (4-3)
vs SM (Pokebowl '11) (win) (1-0)
vs Dream Breaker (win) (4-3)
vs Kusari (Pokebowl '11) (win) (1-0)
vs Ethereal (win) (1-0)
vs Brandan (win) (1-0)
vs SM (Gym Match) (win) (4-3)
vs Handymankg2 (win) (2-1)
vs Char (Pokebowl '11) (win) (1-0)
vs KratosAurion (win) (2-1)
vs Pearls Perap (win) (2-1)
vs Jerichi (win) (4-1)
vs Milotic111 (win) (2-1)
vs Tyranidos (Legend Defence) (win) (1-0)
vs Shadowshocker (win) (3-2)
vs MewMaster007 (win) (2-1)
vs Quintowill (Pokebowl '11) (win) (1-0)
vs Torkoal Stu (Gym Defence) (win) (4-2)
vs Lonely Cubone (Gym Match) (win) (4-3)
vs Rangeet (Gym Defence) (win) (3-2)
vs Kuno (Pokebowl '11) (win) (1-0)
vs Tyoyo (win) (2-0)
vs Mew the Gato (win) (2-1)
vs DarkLucarioADV (win) (4-1)

vs Runka (DQ win) (0-0)
vs GDE (DQ win) (1-0)
vs OBSESSED WITH PKMN (DQ win) (1-0)
vs Atlantis Kid99 (DQ win) (2-2)
vs Excalibur (DQ win) (1-0)
vs Hanatori (UPN) (DQ win) (1-1)
vs Balmund (DQ win) (2-1)
vs DragonDance (DQ win) (2-1)
vs ZoraJolteon (Pokebowl '11) (DQ win) (1-0)

vs Salamencia (UPN) (draw) (2-2)
vs Lonely Cubone (draw) (3-3)
vs Milotic111 (draw) (2-2)
vs DavetheFishGuy (draw) (3-2)
vs Mercutio (draw) (1-1)
vs Mercutio (Gym Defence) (draw) (1-1)
vs Kindrindra (Gym Defence) (Draw) (1-1)

vs Squirtleking (loss) (3-4)
vs Treepandaone (UPN) (loss) (0-1)
vs I am Sciz (loss) (2-3)
vs ZoraJolteon (UPN) (loss) (0-1)
vs ZoraJolteon (UPN) (Metronome match) (loss) (0-1)
vs Jerichi (Gym Match) (loss) (2-3)
vs Grjackass (UPN) (loss) (2-3)
vs Insidious_Dreamer (loss) (3-4)
vs Joshua (UPN) (loss) (1-3)
vs Shadowshocker (Gym Match) (loss) (2-3)
vs SM (Kush Tournament) (loss) (0-1)
vs Kush (loss) (3-4)
vs DavetheFishGuy (Legend Defence) (loss) (0-1)

vs Mozz (Gym Match) (DQ loss) (1-1)
vs MMS (DQ Loss) (1-1)
vs Connor (DQ Loss) (0-0)

vs Joshua (cancelled) (1-0)
vs SM (cancelled) (0-0)
vs Firewater (cancelled) (1-0)
vs Weebos (cancelled) (1-1)
vs Charminions (cancelled) (0-0)
vs Kindrindra (cancelled) (0-0)
vs Yougirasu (cancelled) (0-0)
vs Squirtleking (cancelled) (0-0)
vs Mozz (Gym Defence) (cancelled) (0-0)
vs EmeraldGoblin (cancelled) (0-0)
vs Connor (cancelled) (0-0)
vs Jerichi (Gym Defence) (cancelled) (0-0)
vs Jerichi (Gym Match) (cancelled) (1-1)
vs Phoopes (cancelled) (0-0)
vs Rotomotorz (cancelled) (0-0)
vs Apollo (cancelled) (0-0)

vs Empoleon Dynamite (paused) (0-1)


Current Matches:



Badges and Tokens:

Spoiler: show

Pokebowl 2011 Badge
Global Badge
This badge was given to Concept and Kuno in recognition for taking the top places in the Pokebowl 2011 tourney.
Badge Effect: Professional Trainer
This badge allows its holder to bring two Pokemon above their trainer level to a match with no risk of either Pokemon disobeying. This badge may only be used in one match at a time.


Breakwater Badge
Global Badge
Depicting a rocky breakwater with a mighty wave looming behind it, this badge is given out to those who defeat Concept in his water gym.
Badge Effect: High Tide
Once per battle in switch = KO, the wielder may switch a pokemon as if it were switch = OK (obviously unlike BP, VS and UT, this doesn't pass any stat changes). This is treated exactly as it would be in switch=OK, with the opponent getting a re-order and such. In switch = OK, the wielder may (once per battle) pass on stat changes using a conventional switch as if using one of the switching moves. This is still treated as a regular switch would be (with the opponent getting a re-order). In either case it costs good energy (which, like the energy used for baton pass, cannot be recovered in the pokeball) and even if the switch is somehow prevented, the badge effect cannot be used again that match.


Tree Star Badge
Attachable Badge
The badge of the Lazarus Gym, the Tree Star Badge is, as the name suggests, a leaf shaped in the form of a star. The badge glows with an eerie power which serves to level the playing field for those who may have a few less million years of evolution on their side.
Badge Effect: Fossil Fortitude
The attached Pokemon is treated as though it is one level higher than it actually is--the Pokemon will remain at its actual level, but the badge bestows it with extra power. The actual benefit is up to the ref's scale (extra health/energy, increased attack/defense power) but there must be some benefit given. This badge is attached to one Pokemon in signature submissions but can be changed to a different Pokemon at will. This effect does not trigger the disobedience clause should another uplevel be used in the same battle, as it does not actually raise the level of the Pokemon.


Skull and Cross Badge
Attachable Badge
A small badge in the shape of a Marowak Skull and two Bones, the Skull and Cross badge is the token given to victorious trainers at Lonely Cubone’s Terra Firma Gym, and is sometimes known as the symbol of the Jolly Wakker.
Badge Effect: Earth’s Renewal
The Pokémon which holds this badge seems to restore itself from the very earth it stands upon. At the end of any round in which the Pokémon is touching the ground (including concrete/clay if the arena is so based) it will restore a Mild amount of health, restoring up to 1/3 of its total health over 10 rounds of ending the round grounded. 1/3 is the maximum that can be healed by this badge, even if the holder survives long enough for it to be more.


Aggronite Token
This token allows the attached Aggron to change into its Mega form.


Alakazite Token
This token allows the attached Alakazam to change to its Mega form.


Alatarianite Token
This token allows the attached Altaria to change into its Mega form.


Pidgeotite Token
This token allows the attached Pidgeot to change into its Mega form.


Venusaurite Token
This token allows the attached Venusaur to change into its Mega form.


Squad:

Spoiler: show
Level 5:


Tyrell the Venomoth (Male)
Hidden Power: Ground
Venomoth (Bug/Poison): Venomoth are capable of flying and, despite their lack of the Flying-type, are quite agile. Their spore based attacks are slightly more effective than normal. Venomoth have a sort of radar vision, which allows them to see almost completely around themselves.
No sig.


Isaias the Azumarill (Male)
Hidden Power: Ground
Azumarill (Water/Fairy): An Azumarill's hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves. Azumarill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so.
No sig.
Badge Effect: Fossil Fortitude
The attached Pokemon is treated as though it is one level higher than it actually is--the Pokemon will remain at its actual level, but the badge bestows it with extra power. The actual benefit is up to the ref's scale (extra health/energy, increased attack/defense power) but there must be some benefit given. This badge is attached to one Pokemon in signature submissions but can be changed to a different Pokemon at will. This effect does not trigger the disobedience clause should another uplevel be used in the same battle, as it does not actually raise the level of the Pokemon.


June the Sawsbuck (Female)
Hidden Power: Ground
Sawsbuck (Normal/Grass): Sawsbuck's appearance changes with the seasons, their body changing to Pink in the Spring, Green in the Summer, Orange in the Autumn, and Brown in the Winter (this form can be determined by the user, but some environments that are clearly "wintry" or "summery" may trigger this change). They naturally emanate s spicy smell, which incites Pokémon within 5 feet of it to fight. Anyone who smells this scent will have a slightly higher attack for the next 3 rounds, at the expense of a slightly lower defense. Inorganic Pokémon and members of the Deerling line are unaffected but Pokémon with sensitive smell will be more heavily affected. Any attack they execute with their hooves is 1.2x as powerful, while their Horn Leech attack heals them for more health than usual.
Signature Move: Spring Bloom (Grass)
In a similar fashion to stockpile, May stores away an amount of energy (up to a surfs worth), except in the arena rather than in herself. When the next friendly pokemon that is not at full energy is sent out, they gain this energy (in a similar fashion to how healing wish works, except with energy rather than health and May is not required to have fainted). One use only.
Badge Effect: Earth’s Renewal
The Pokémon which holds this badge seems to restore itself from the very earth it stands upon. At the end of any round in which the Pokémon is touching the ground (including concrete/clay if the arena is so based) it will restore a small amount of health, on a par with the effects of Aqua Ring, up to 1/3 of its total health over 10 rounds of ending the round grounded. 1/3 is the maximum that can be healed by this badge, even if the holder survives long enough for it to be more.


Nero the Arcanine (Male)
Hidden Power: Steel
Arcanine (Fire): Arcanine are extremely loyal and brave. They are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also more resistant to fear-inducing effects. As dogs they are quite good diggers and deal 1.2x damage with their biting attacks. 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. Their Roar attack is more effective than normal.
No sig.


Fleetwood the Furret (Male)
Hidden Power: Ground
Furret (Normal): A Furret's body is long and extremely flexible. While neither the fastest nor the most agile, they are able to bend their bodies adequately to avoid attacks or get into areas that other Pokémon cannot. They are adept at escaping from holds and traps. 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.
Special Training: Elements of Harmony (Fire/Water/Grass)
Fleetwood knows Fire, Water and Grass pledge. However training to bring his movepool into balance has caused him to give up Thunder and Solar Beam.


Nehima the Alakazam (Female)
Hidden Power: Ice
Alakazam (Psychic): Alakazam emit special alpha waves as a by-product of its psychic abilities. These waves induce headaches and will disrupt the concentration of Pokémon within 5 feet of it. Alakazam's telekinetic abilities allow it to lift Pokémon twice as heavy as normal for no increased energy cost. An Alakazam has one of the most acute minds amongst Pokémon, with the exception of some legendaries. Thus, they are difficult to deceive or outwit and any mentally effecting attack will be less effective and less likely to succeed against one. They are also more resistant (but not completely immune) to sleep-inducing attacks. Alakazam can see in the dark.
Special Training: On The Same Wavelength (Psychic)
In addition to her species vast intelligence making interpreting complex orders easier, Nehima and I have been together many years and she recognises my brain pattern. As such the reaction speed/initiative penalty for complex orders is greatly reduced.
Token Effect: Alakazite
Alakazam may transform into its Mega form in battle.



Aurorus (Female)
Hidden Power: Rock
Aurorus (Rock/Ice): Aurorus' body is extremely frigid. Using a move, Amaura can chill their body, making any physical attacks listed as XX Ice-typed for the duration of the battle. Using 10% more energy, they can also increase the chance of their Ice-typed moves freezing their target by 10%. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind.
No sig.

Level 4:




Amon the Malamar (Male)
Hidden Power: Dark
Malamar (Dark/Psychic): Malamar are able to bioluminesce, allowing them to light up a dark area for an extended period of time by using a move. It costs no energy to maintain this light. Their light-based attacks are slightly more potent than normal allowing it to inflict stronger sleep and mental illusions with Hypnosis. They can levitate, and are faster than their previous form. Their arms are long and quite stretchy, allowing them to attack from a distance. They are also fairly able swimmers and can stay underwater as long as any Water type. They can expel ink as a defense, using little energy but at the cost of a move, which can be used to blind opponents.
Signature Move: Aurora Force (Psychic)
Using considerable energy, Amon calls upon the spirits to aid him. He places a curse upon the target which fuses two off type non-normal energy pools together. The new fused energy pool is then used by attacks of both types, and has a total energy equal to the average remaining energy of the two original pools. For example, if the target had a significant amount of fire energy left and a minor amount of fighting, Ancestors Wrath fire/fighting would replace these with a new energy pool with decent energy which would be used for both fire and fighting moves. Once per match, total energy is unaffected.


Julius the Lairon (Male)
Hidden Power: Rock
Lairon (Steel/Rock): Lairon 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.
No sig.
Token Effect: Aggronite
Aggron may transform into its Mega form in battle.

Level 3:


Matriarch the Swablu (Female) +4
Hidden Power: Ghost
Swablu (Normal/Flying): Swablu's song-based attacks are slightly more effective than normal. On a cloudy day, Swablu can be sightly difficult to see in the air. They are strong fliers and surprisingly fast but aren't as agile as some others.
No sig.
Token Effect: Altarianite
Alataria may transform into its Mega form in battle.

Level 2:


Hercule the Poliwhirl (Male) (Uplevel)
Hidden Power: Ground
Poliwhirl (Water): Poliwhirl are capable of decent movement on land, though they still prefer the water. They secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
Signature Move: Gut Buster (Fighting)
Hercule punches the opponent in a soft and vulnerable area. This requires a moment of concentration and significant energy, and does mild damage. However, it also winds the opponent, which has the effect of making them feel like they've been using energy at a high rate with all the associated drawbacks (tiredness, inefficient energy use and what have you) for a short period (up to a round). Refs should modify the effectiveness of this move based on various factors using their common sense. While the move can be used as much as he likes, the additional effect will only work once per opponent as pokemon quickly adapt to this type of thing.


Odyssey the Lapras (Female) (Uplevel)
Hidden Power: Ghost
Lapras (Water/Ice): Lapras are slow and ungainly on land, but are incredibly fast and agile in water, particularly on the surface. As carrier Pokémon, Lapras can carry up to 1.5 times their weight and not have their speed affected. Lapras' shell are hard, and any attacks there are reduced to 75% damage. They can see in the dark.
No sig.

Level 1:


The Artist Formerly Known as Hoothoot (Female) +1
Hidden Power: Ghost
Hoothoot (Normal/Flying): As owls, Hoothoot and Noctowl are the quietest fliers amongst Pokémon, and are almost inaudible as they fly. Hoothoot can see in the dark.
No sig.


Argo the Axew (Male)
Hidden Power: Steel
Axew (Dragon): Axew's tusks are tough and sharp. Any attacks utilizing these tusks are granted a 1.1x boost in power.
No sig.


Cassius the Tyrogue (Male) +1
Hidden Power: Fighting
Tyrogue (Fighting): Tyrogue are apprentice fighters and are more skilled than other baby Pokémon, on par with basic stage members of other lines. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.
Signature Move: Hi Jump Punch (Fighting)
An identical move to Hi Jump Kick in all ways (damage/energy/mechanics/recoil) except that the strike on the descent is a punch with the fist instead of a kick with the leg.


Aegis the Pidgey (Female) +4
Hidden Power: Bug
Pidgey (Normal/Flying): Pidgey will out fly most basic stage fliers and have decent speed and agility in the air. Any wind attack used by a Pidgey is 1.1x more powerful.
No sig.
Token Effect: Pidgeotite
Pidgeot may transform into its Mega form in battle.


The Business the Bulbasaur (Female) +4
Hidden Power: Ground
Bulbasaur (Grass/Poison): Bulbasaur are the most agile, though not fastest, of their line. They have two vines hidden beneath their bulb that they can extend to use to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health.
No sig.
Token Effect: Venusaurite
Venusaur may transform into its Mega form in battle.


Red Rooster the Mareep (Male) +5
Hidden Power: Ice
Mareep (Electric): A Mareep's wool is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 10% chance of flinching. Mareep 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 to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas.
No sig.


Darwin the Aerodactyl (Male)
Hidden Power: Ice
Aerodactyl (Rock/Flying): Aerodactyl are a terrifying sight and its fear-inducing attacks are more effective. Aerodactyl's biting moves are 1.2x more powerful than those of other Pokémon. Though not particularly agile, Aerodactyl are powerful fliers. They use less energy when carrying other Pokémon and can lift 1.5x the weight that most other Flying-type Pokémon could.
No sig.


Coraline the Absol (Female)
Hidden Power: Ground
Absol (Dark): Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks such as Earthquake and Blast Burn. This does not guarantee escape but increases the odds of dodging. Absol are considered symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy.
No sig.


Lady Belgemine the Ralts (Female) +4
Hidden Power: Dark
Ralts (Psychic/Fairy): 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.
No sig.


Echo Falls the Feebas (Female)
Hidden Power: Psychic
Feebas (Water): Feebas are considered very ugly, diminishing the strength of their Attract and similar techniques. They have learned to be agile swimmers and are good at hiding. They fight more enthusiastically when submerged and in a sizeable body of water. They can see in the dark.
No sig.


T.V. Tropius (Male)
Hidden Power: Ground
Tropius (Grass/Flying): Tropius, while not the most agile or fastest fliers, have some of the largest wingspans, meaning that their wind based attacks are 1.2x more powerful. Any Pokémon, including Tropius, may use a move to eat a fruit from Tropius' neck, restoring a good amount of health. They gain greater benefits from strong sunlight than other Grass types.
No sig.



Atlas the Pineco (Male)
Hidden Power: Electric
Pineco (Bug): Pineco's movement consists of mostly rolling and thus all their body contact attacks (like Tackle and Take Down) are simple variations of Rollout. Pineco can bind themselves to trees as a move, using the tree bark to add additional armor to their shells, which will increase defense, at the expense of making them more vulnerable to fire attacks. Adding bark happens automatically (though it can be ordered not to), provided Pineco has enough time to strip it and add it without being disrupted. When all usable bark is stripped, Pineco will detach from a tree (they may be ordered to detach earlier, if needed).
No sig.


Matilda the Grimer (Male)
Hidden Power: Flying
Grimer (Poison): Grimer are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Grimer can see in the dark. They are also very flexible, and can fit through gaps that most Pokémon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 85% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.
No sig.


Munchkins the Bidoof (Male)
Hidden Power: Rock
Bidoof (Normal): A relatively simple minded Pokémon, Bidoof are more likely to misinterpret conditional commands, but are immune to confusion and resistant to other mind-altering attacks. They can use materials from the environment to build barriers and shelters in the same way that beavers can build dams. Bidoof also have powerful teeth, and so any biting attack will deal 1.1x more damage, and their Aqua Tail is more powerful than normal.
Signature Move: The Feel Goods (XX)
Munchkins may use entrainment and simple beam, because I want to use them at some point but am not a fan of any of the pokemon that naturally learn them.


Makuhita (Male)
Hidden Power: Ground
Makuhita (Fighting): Makuhita are slow and lack agility but are sturdy and difficult to knock over. Makuhita have powerful hands and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 1.1x more damage. This does not apply to fist attacks, such as Mega Punch or Dynamic Punch. Thanks to the thick layer of fat in their skin, Makuhita take slightly less damage from Ice and Fire-type attacks and are resistant to extreme temperatures. They can see in the dark.
No sig.



Amalia the Nidoran (Female)
Hidden Power: Ground
Nidoran F (Poison): Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks. Pokémon who make contact with Nidoran using a physical move have a 10% chance of being poisoned.
No sig.


Fisher King the Treecko (Male)
Hidden Power: Steel
Treecko (Grass): Thanks to the small hooks on their feet, Treecko are able to scale most vertical surfaces. Treecko cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health.
Special Training: Natural Harmony (Grass)
Due to his harmony with the planet, Fisher King's natural gift attack does considerable damage instead of decent for an equivalent energy increase, and he will always have the type energy to use it twice per battle (unless there are other changes to that type energy).


Jasmine the Sneasel (Female)
Hidden Power: Fighting
Sneasel (Dark/Ice): A Sneasel can retract or extend its claws at will. When moving and trying to be stealthy, a Sneasel will retract its claws. When attacking or moving on slippery surfaces, they will be extended. Attacks made using its claws deal 1.1x more damage than usual. Sneasel are adept at hiding itself and can move completely silently. They are also very agile and adept climbers.
No sig.


Minerva the Shellos (Female)
Hidden Power: Fighting
Shellos (Water): Shellos have two different forms, although they are not different from each other other than looks. Shellos move at a decent speed on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. They are coated with a slimy substance, which makes them harder to grab. They are also able to stick to the ground. Any weight attack used against them will when stuck will have them considered to be double their weight. This stickiness also allows it to scale some vertical surfaces.
No sig.


To Do List:

Spoiler: show
- Get Orphan the Latios, Exeggutor/Snorlax/Mandibuzz/Blastoise/Scizor.
- Use Entrainment, embargo, false swipe, final gambit, featherdance, a pledge combo, flail, flatter, gastro acid, guard/power swap/split, healing wish, imprison, lock-on, mirror move, natural gift, odor sleuth, power trick, psycho shift, quash, rage powder, recycle, role play, sand tomb, simple beam, stored power, storm throw, switcheroo/covet, wonder room, worry seed, acupressure, ally switch, captivate/charm/attract, encore.
- Review sigs.
- Lolitower-esque illusion sig for a psychic type.
- Add most used 'mon from previous squad back, fill in holes.

Last edited by Concept; 10-04-2016 at 09:49 AM. Reason: Squad fully up to date
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