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Old 04-13-2015, 09:09 AM   #2
Sparkbeat
I make cryin' babies weep
 
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Join Date: Aug 2013
Posts: 2,243
Time to sortie everyone, let's not hold back!

Pure Badge
Global Badge
Challengers receive this three dimensional heart-shaped badge for defeating Sparkbeat in The Whoa Zone. The badge is completely transparent, but shows a multitude of various colors depending on the angle one observes it from. Hard yet beautiful, it represents the beauty of an iron, brilliant mind. Just as one can see right through the badge, it allows the wielder to do the same against their opponents.
Badge Effect: Mental Block
At the start of the battle, once both battlers have posted their squads, the wielder of this badge may select three moves. If the opponent squads second, the banned moves will be selected before they release their first Pokemon. No Pokemon on the opponent's team will be able to use these moves in battle, but only moves which are also known by the wielder's Pokemon may be selected.

Medichamite
Attached to Junyou - Level 4 Female Medicham
Quote:
In its Mega Form, its focus reaches such a level that it is entirely immune to mind altering effects, including but not limited to confusion, sleep and fear. Its mentally-boosting techniques also double in their potency.
New Life Token
Attached to Nagato - Level 4 Metang
Quote:
New Life Token (10 SP) - The New Life Token symbolizes the exhuberance of youth and the energy and joy that springs from new life. This token can only be attached to Pokémon that are not fully evolved (i.e. are able to evolve further but will never evolve) and will prevent their evolution. Pokémon holding this token will feel slightly more energetic than average, allowing them to go without a one-mover or rest for one round longer than average, akin to the Fighting-type's resistance to tiring. In addition, their tenacious nature will allow them to negate any evolutionary bonuses they find themselves faced with. This token may be purchased during the Eater 2015 event and may be purchased up to one time per trainer.
Akatsuki - Level 5 Female Gardevoir
Signature Move - Dazzling Elephants (FA): In short, a Fairy typed version of Parting Shot. Akatsuki uses stunning elephants (elegance) to coat both herself and the opponent in a pale, pink aura. This leaves the opponent entranced by her beauty, lowering their Attack and Special Attack. The Fairy aura and slightly distracted opponent allow Akatsuki to return to her Pokeball and have another Pokemon sent out. The same things carried over by Parting Shot are also carried over by this move, and it can be used once per battle.
Gardevoir (Psychic/Fairy): Gardevoir's empathic abilities make them very in touch with them opponent. Attacks that deal with the opponents mental state are more effective. They also have a very good sense of balance and are hard to knock down. Teleporting also requires slightly less energy.
[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.
[Fairy]: Fairys are slightly more adept at support moves than most Pokémon 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.
Hidden Power: Ground

Otomo - Level 4 Male Malamar
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.
[Dark]: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
[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.
Hidden Power: Fairy

Junyou - Level 4 Female Medicham
Special Training - Tipsy Teller: Junyou's drinking and mysticism has left her somewhat more adept in dealing with ghosts, leaving her more resistant to their tricks. Rather than x2 damage, she now only takes x1.5 damage from Ghost attack, while losing her resistance to the Fighting type. Her resistance to ghosts has also left her better off against the curses they used, the extension of her resistance against mental effects now extending to curses, such as Taunt, Torment, and Mean Look, as well.
Medicham (Fighting/Psychic): Medicham meditates constantly and therefore have a very sharp mind. This makes them resistant to mind-altering statuses. Their Meditate and Calm Mind are slightly more effective and their default stance causes them to hover a foot above the ground when using these moves. Medicham can see in the dark.
[Fighting]: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
[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.
Hidden Power: Dark
Attached Token: Medichamite

Hiyou - Level 4 Female Sigilyph
Sigilyph (Psychic/Flying): Sigilyph don't actually fly. They levitate by default, with a higher flight ceiling and greater speed and agility than most levitating Pokémon. Sigilyph do not take damage from any weather conditions or as a result of any statuses inflicted.
[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.
Hidden Power: Fighting

Nagato - Level 4 Metang
Special Training - Unmodernized: Nagato now takes neutral damage from all Dark and Ghost typed attacks. However, due to her lack of contact with the type, it now takes super effective damage from Fairy type attacks.
Metang (Steel/Psychic): Metang levitate by default but have a lower flight ceiling than most Pokémon and are not particularly agile. They are inorganic.
[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.
[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.
Hidden Power: Ice
Attached Token: New Life Token

Ise - Level 4 Female Girafarig
Girafarig (Normal/Psychic): Girafarig's head and tail are linked, so one head is not surprised unless they both are. The tail relies mostly on instinct, and will Bite at anything that comes near it, regardless of what it might be. The tail is also somewhat sensitive to smell, giving Girafarig a slight awareness of targets or threats behind them. Any attack executed with its hooves is 1.2x more powerful.
[Normal]: Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
[Psychic]: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Hidden Power: Rock
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