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Old 01-07-2014, 11:44 AM   #3
Concept
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Species Characteristics:

SC's for gen VI 'mon;

Spoiler: show
[Fairy]: Fairys 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.

Chespin (Grass): Chespin's head is covered in a firm but flexible layer of woody material, giving it a slight boost to defense for attacks that hit its head. It also can harden its head temporarily to give a slight boost to headbutting moves.

Quilladin (Grass): Quilladin's entire body is covered by a thick, woody coating, giving it a defensive boost against all physical attacks. Their kind and peaceful nature makes their anger-related attacks less effective but also makes anger-based attacks used on them less effective.

Chesnaught (Grass/Fighting): Chesnaught's body is covered by an extremely durable wooden carapace, allowing it to guard itself from physical assaults. Any physical attack that hits its shield or arm guards will deal 25% less damage. Additionally, its shell grants it extra protection against concussive force, and any move involving bursting or explosions that hits its shell will be greatly reduced in damage.

Fennekin (Fire): Fennekin are rather skilled in manipulating flames, able to redirect their Fire attacks slightly to move around obstacles or pursue moving targets for additional light energy. They are familiar with Psychic energy.

Braxien (Fire): Braxien are amateur Psychics, slightly more adept than their previous forms at manipulating their Fire attacks. Using a move, Braxien can be ordered to draw the twig from their tail, lighting it. They can use this twig as a light source or to direct their Fire attacks, or possibly as a source for their moves (at the cost of light energy). However, if the twig is stolen or extinguished, they will be unable to direct their Fire attacks and will have to relight it using a Fire move or by lighting it with their tail again. They are familiar with Psychic energy.

Delphox (Fire/Psychic): Delphox are adept pyrokinetics, allowing them to freely manipulate their Fire attacks. For light damage for each action, they may redirect their Fire attacks to circumvent obstacles or chase down a moving target, but more than two actions per move will be counted as a move.

Froakie (Water): Froakie is relatively agile and quick, moving with ninja-like skills. The bubbles around its neck give it a slight protection against attacks and allow it to quickly produce bubble-related attacks.

Frogadier (Water): Frogadier is quite agile and able to scale and cling to horizontal and vertical surfaces for a short period of time. It has an extremely keen sense of aim, and is able to reliably hit targets with projectiles even at a significant distance.

Greninja (Water/Dark): Greninja is the fastest and most agile member of the Froakie line, able to move as if it is teleporting, making it better at evading attacks, and easily cling to walls or hide in dark corners. It has an extremely keen sense of aim, and is able to reliably hit targets with projectiles even at a significant distance. Its water attacks have a "sharp" quality to them, making them more likely to break through hard objects and causing them to lose less momentum and power when breaking through screens or other shields.

Bunnelby (Normal): Despite being a Normal type, Bunnelby is an extremely adept digger, able to form stable tunnels and stay underground for extended periods of time. It has a significantly larger Ground type energy pool than the average Normal.

Diggersby (Normal/Ground): Diggersby's extremely powerful ears allow it to dig at a rapid pace and break through hard stone and tough ground as easily as if it were loamy soil. All of its Digging-related moves will use much less energy than the average Pokémon.

Fletchling (Normal/Flying): Fletchling is a rather fast and nimble flier, due to its relatively small size. It generates fire from a small heat sink it the center of its body, allowing it to use singificantly more Fire attacks than the average Pokémon.

Fletchinder (Fire/Flying): Fletchinder propels itself in the air using the flames that build in its chest. Though it cannot accelerate very quickly, it can build up very high speeds over time as its fire builds.

Talonflame (Fire/Flying): Talonflame is an extremely fast and agile flyer, able to reach high speeds by propelling itself with its flame. Its talons are sharp and powerful, giving it a slight boost to any moves that utilize them.

Scatterbug (Bug): Scatterbug is covered in a layer of fine powder that it uses to attack its enemies. If Scatterbug is attacked directly, there is a chance that the foe will inhale some of this powder, which will induce mild paralysis.

Spewpa (Bug): Spewpa's furry body is actually a thick protective layer, guarding it against attack. Using a move, it can bristle the fur, acting much like a short-term Harden. If Spewpa is attacked directly, there is a chance that the foe will inhale paralytic powder, enduing mild paralysis.

Vivillon (Bug/Flying): Vivillon's wings come in a number of patterns, depending on the environment in which the bug developed. Some patterns are bright and ostentatious while others are muted and more suited for camouflage. If its wings are an appropriate pattern for the environment of the battle, it can order to hide itself, making it much more difficult to spot.

Litleo (Fire/Normal): Litleo is a very proud and confident Pokémon. Though still young and playful, they can be rather aggressive. Any move involving roaring or growling will be more intimidating and more effective when used by Litleo.

Pyroar (Fire/Normal): Pyroar are very proud and protective Pokémon. Though rage-enducing attacks will be more effective, they will also sharply boost their attack. Any move involving roaring or growling will be more intimidating and more effective when used by Litleo.

Flabébé (Fairy): Flabébé is an extremely small Pokémon, both the lightest and smallest ever discovered. Flabébé shares a symboitic relationship with its flower, which can come in a variety of colors. This flower generates a constant source of Grass energy, allowing it to use Grass moves as if it were a Grass type. If Flabébé is separated from its flower, it will lose the ability to use its Grass moves and will forego any orders in order to reunite with it. Flabébé and its flower are able to float, but due to its extremely light weight, it will be easily moved about by slight gusts or winds.

Floette (Fairy): Floette shares a symboitic relationship with its flower, which can come in a variety of colors. This flower generates a constant source of Grass energy, allowing it to use Grass moves as if it were a Grass type. If Floette is separated from its flower, it will lose the ability to use its Grass moves and will divert all its energy into reobtaining it. Though heavier and largier than Flabébé, it is still relatively small and light, and is able to float a few inches off the ground, allowing for free mobility and decent agility.

Florges (Fairy): Florges has physically merged with its flower, effectively becoming a single entity. This flower generates a constant source of energy, allowing it to use Grass moves as if it were a Grass type. Like its preevolutions, it can float low across the ground with decent mobility and grace.

Skiddo (Grass): Skiddo is a placid domesticated Pokémon, raised by humans as mounts. It is able to charge in one direction at fairly high speed and can easily clear low ridges and jump small heights without any reduction in speed. Smaller Pokémon can mount Skiddo and use it as transport without it suffering any speed reductions.

Gogoat (Grass): Gogoat is a powerful and capable mount, able to run at fairly high speeds and clear many ridges and potentially even relatively steep ledges. Pokémon of roughly equal height and up to twice the weight of Gogoat can ride it without any speed penalties, but Pokémon of bigger size may cause Gogoat to slow down or use more energy, or possibly be unable to ride Gogoat at all.

Pancham (Fighting): Pancham is a rather playful Pokémon, although it tries its best to maintain a tough facade. It is somewhat more vulnerable to taunting or ridiculing attacks but receives a greater boost in attack from them.

Pangoro (Fighting/Dark): Pangoro chews a branch in its mouth, able to use it to sense the vibrations in the air to locate targets, similarly to a Psychic-type's ability to locate targets. It is quite intolerant of bullying or making fun, and if it or an ally is taunted or provoked, it will be under the effects of the move as well, but will also gain a significant boost in attack.

Furfrou (Normal): Furfrou's fur is extremely soft and cushiony, acting as both insulation and giving it a slight defensive boost against physical attacks. Furfrou's fur is often styled in a number of colorful fashions, giving it a slight boost to visually-based moves (such as Attract or Charm) when groomed.

Espurr (Psychic): Espurr's Psychic abilities are somewhat underdeveloped, requiring slightly more focus than normal to execute Psychic attacks. Using a move, it can raise its ears to expose its telepathic organ, giving it a slight boost to its Psychic attacks for a drop in accuracy.

Meowstic (Psychic): Male and female Meowstic differ somewhat in appearance and ability. Male Meowstic have a blue coat and fuller features, and have a slightly more support-oriented moveset. All support moves are slightly more potent and more likely to be successful, as well as quicker to execute than normal. Female Meowstic have a white coat and more conservative features, and have a slightly more offense-oriented moveset. All offensive moves are slightly more powerful and additional effects are slightly more potent.

Honedge (Steel/Ghost): Honedge is a possessed sword, its body entirely made up of the blade and sheath, making it inorganic. All attacks involving slashing get a 10% boost in power. It moves primarily by floating, moving low over the ground with decent speed. It always grips its sheath with its cloth, somewhat weighted down by the heavy metal protector. Using a move, Honedge can sheath itself, making it immobile but providing a 15% reduction to all damage.

Doublade (Steel/Ghost): Doublade is two possessed swords, its body entirely made up of the blades and aegis, making it inorganic. All attacks involving slashing get a 20% boost in power. It moves primarily by floating, moving low over the ground with decent speed. It always grips its aegis with one of its cloth, somewhat weighted down by the heavy metal protector. Its other cloth can be used to grip some objects but it is not very prehensile and its grip is easy to break. Using a move, Doublade can sheath itself, making it immobile but providing a 15% reduction to all damage.

Aegislash (Steel/Ghost): Aegislash is a possessed swords and shield, its body made entirely of the blade, making it inorganic. All attacks involving slashing get a 25% boost in power. It moves primarily by floating, moving low over the ground with decent speed, but prefers to stay still when not attacking. When Aegislash is sent out, it will start in Shield Forme, giving it a 25% boost to its defenses. When ordered to use any attack, it will go into Blade Forme, losing this boost. It may enter Shield Forme using a move. Certain defensive moves, such as Iron Defense, King's Shield or Protect will cause Aegislash to automatically enter this forme.

Spritzee (Fairy): Spritzee emits a pleasant scent constantly. Any Pokémon that comes within 5 feet of Spritzee will suffer the effects of Sweet Scent. Any moves involving gasses or scents will be more potent and will linger for a longer period of time. This effect comes with diminishing returns. Spritzee moves primarily through levitation, using its small wings to direct its movement, but cannot float more than knee height off the ground.

Aromatisse (Fairy): Aromatisse emits a pleasant scent constantly. Any Pokémon that comes within 5 feet of Aromatisee will suffer the effects of Sweet Scent. Any moves involving gasses or scents will be more potent and will linger for a longer period of time. Aromatisee is also able to release a sour, spicy or bitter smell in order to distract or irritate its foes in a manner similar to Cotton Spore. This effect comes with diminishing returns.

Swirlix (Fairy): Swirlix's body is sticky and sweet, making it rather hard to let go of if grappled. Using a move, it can spit a fine thread of sticky, sugary string similar to String Shot to entangle a target.

Slurpuff (Fairy): Slurpuff has an extremely sensitive sense of smell, allowing it to be aware of its opponent's position as long as it is dry. Slurpuff's body is sticky and sweet, making it rather hard to let go of if grappled. Using a move, it can spit a fine thread of sticky, sugary string similar to String Shot to entangle a target.

Inkay (Dark/Psychic): Inkay is able to bioluminece, allowing it to light up a dark area for an extended period of time by using a move. It costs no energy to maintain this light. Its light-based attacks are slightly more potent than normal. It also can maintain its accuracy regardless of its orientation. It floats low across the ground, moving through small, thrusting motions, much like an aquatic squid.

Malamar (Dark/Psychic): Malamar is able to bioluminece, allowing it to light up a dark area for an extended period of time by using a move. It costs no energy to maintain this light. Its light-based attacks are slightly more potent than normal. Though it cannot levitate and its body makes it somewhat slow, its arms are long and quite stretchy, allowing them to attack from a distance. It is also a fairly able swimmer.

Binacle (Rock/Water): A single Binacle actually consists of two organisms bound to a rock. Although the appear sessile, they are able to move by "crawl" on their two heads using their stretchy necks. Since they are both separate organisms, each head is able to act independently to perform two moves simultaneously, but they will both be affected equally by mentally-affecting attacks.

Barbaracle (Rock/Water): Barbaracle is made up of a number of symbiotic organisms, each having a separate mind that is linked to the larger organism. This allows it to perform multiple actions simultaneously.

Skrelp (Poison/Water): Despite being a Water type, Skrelp is a rather mediocre swimmer and cannot move with much speed or agility in the water. Instead, it prefers to hide, able to easily camouflage itself as rotting kelp.

Dragalge (Poison/Dragon): Though not a Water-type, Dragalge is an adept and graceful swimmer, able to stay underwater indefinitely. It is considered familiar with water. Although it is a far better swimmer than its preevolution, it is also able to camouflage itself as rotting kelp if it desires.

Clauncher (Water): Clauncher's large claw acts much like a cannon, granting it a 10% boost to any moves fired from it.

Clawitzer (Water): Clawitzer's large claw acts much like a cannon, granting it a 20% boost to any moves fired from it.

Helioptile (Electric/Normal): Helioptile is extremely sensitive to changes in weather. Its frills act like solar panels. Using a move in bright sunlight, Helioptile can extend its frills to absorb energy from the sun, restoring significant energy once per battle. Its dry skin is also very water absorbent, and it will restore minor energy every round in the rain. Due to living in a desert environment, it is also immune to damage from Sandstorms.
Heliolisk (Electric/Normal): Heliolisk is extremely sensitive to changes in weather. Its frills act like solar panels. Using a move in bright sunlight, Heliolisk can extend its frills to absorb energy from the sun, restoring significant energy once per battle. Its dry skin is also very water absorbent, and it will restore minor energy every round in the rain. Due to living in a desert environment, it is also immune to damage from Sandstorms.

Tyrunt (Rock/Dragon): Tyrunt 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.
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.

Amaura (Rock/Ice): Amaura's body is extremely frigid. Using a move, Amaura can chill its body, making any physical attacks listed as XX Ice-typed for the duration of the battle. Using 10% more energy, it can also increase the chance of its Ice-typed moves freezing their target by 5%.

Aurorus (Rock/Ice): Aurorus' body is extremely frigid. Using a move, Amaura can chill its body, making any physical attacks listed as XX Ice-typed for the duration of the battle. Using 10% more energy, it can also increase the chance of its Ice-typed moves freezing their target by 10%.

Sylveon (Fairy): Members of the Eevee line have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. Their Baton Pass and Helping Hand attacks take slightly less time and energy to perform compared to other Pokémon. Using a move, it can exude a calming aura from its ribbons, calming all Pokémon on the field and resetting their mental states.

Hawlucha (Flying/Fighting): Though not an extremely fast or proficient flier, it is extremely adept at aerial movement. Although it can maintain some level of flight, it prefers jumping and gliding, and can move extremely fast when launching from the ground. When executing physical moves, it can also more easily maneuver to evade counterattacks or position itself in an optimal place.

Dedenne (Electric/Fairy): Dedenne is rather fast and agile, able to squeeze into small spaces and climb trees. The antennae on its cheeks allow it to communicate with other Electric types, allowing them to more easily coordinate attacks or to read the moves of other Electric Pokémon.

Carbink (Rock/Fairy): Carbink's body is made of an extremely hard, diamond-like material, giving it a 20% boost to physical attacks. However, it is also relatively slow and levitates low across the ground. It also gets a slight boost to beam attacks which it fires from its head.

Goomy (Dragon): Goomy is slow and slimy, but also rather soft and squishy, giving it a 10% resistance to physical attacks. Its body is amorphous, allowing it to move across the ground by oozing or slithering, as well as making it hard to grasp.

Sliggoo (Dragon): Sliggoo is slow and slimy, but also rather soft and squishy, giving it a 10% resistance to physical attacks. Though it appears to have eyes, it is actually blind, having lost its sight upon evolution. Instead, it uses its antennae as a radar system, allowing it to detect its foe regardless of optical illusions or attempts to hide.

Goodra (Dragon): Although Goodra is much faster and more nimble than its preevolutions, it is still rather soft and squishy, giving it a 10% resistance to physical attacks. Though it appears to have eyes, it is actually blind, having lost its sight upon evolution. Instead, it uses its antennae as a radar system, allowing it to detect its foe regardless of optical illusions or attempts to hide. It uses its horns and sticky arms to attack with great force, dealing fast attacks.

Klefki (Steel/Fairy): Klefki collects a large variety of keys on its ring, never letting them go. It can use them to attack physically or jangle them to create a loud sound to threaten or distract its foe. Klefki has limited levitation, allowing it to move low across the ground. Due to being a living keyring, it is inorganic.

Phantump (Grass/Ghost): Phantump moves largely by floating, with its flight ceiling being around head height. Its body is considered to be ethereal, but its wooden stump is always solid.

Trevenant (Grass/Ghost): Trevanant has a strange ability to control trees and other plants. Using a move, it can pump good Grass energy into the ground, using it to cause any trees or plants around to spontaneously grow to snag or tie up a foe similar to Grass Knot.

Pumpkaboo (Grass/Ghost): Pumpkaboo come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Pumpkaboo's size will carry over when it evolves. Pumpkaboo have the ability to create searchlights from their eyes. 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 Pumpkaboo to light searchlights.

Gourgeist (Grass/Ghost): Gourgeist come in four sizes, Small, Average, Large and Super. The Small size has somewhat less Attack than average but is much faster than the larger sizes, where the Super size has higher Attack than average, but is very slow.

Bergmite (Ice): Bergmite's icy body is extremely cold. Any Pokémon coming in contact with it will be chilled similarly to Icy Wind.

Avalugg (Ice): Avalugg's large, hefty body is hard as steel, but also causes it to be relatively slow. Its thick carapace of ice gives it a 20% resistance against physical attacks.

Noibat (Flying/Dragon): Noibat's "ears" are actually sound amplifiers, allowing it to fire sound attacks at high volumes. Their ears also allow them to amplify sound moves to be at their full potency even when spread. They get a 10% boost to sound moves.

Noivern (Flying/Dragon): Noivern's "ears" are actually sound amplifiers, allowing it to fire sound attacks at high volumes. Their ears also allow them to amplify sound moves to be at their full potency even when spread. They get a 15% boost to sound moves.


Pokemon who received type changes due to Fairy have also been altered slightly. Steel now no longer resists Dark and Ghost.

Spoiler: show
Cleffa (Fairy): As a baby, Cleffa lacks the shyness of its higher evolutions. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.. The Clefairy family cannot see in total darkness, but they can see better than most in low-light. Due to their practice with a wide variety of moves, they rarely master any one off type and as such suffer from the Normal types limited type energy.

Clefairy (Fairy): It is less shy than a Clefable, but is still made a bit nervous from large crowds of people. It is easily intimidated. Clefairy and Clefable can jump high and far, and can use their wings to fly (not fast or well, but they can). The Clefairy family cannot see in total darkness, but they can see better than most in low-light. Due to their practice with a wide variety of moves, they rarely master any one off type and as such suffer from the Normal types limited type energy.

Clefable (Fairy): Clefable are a bit reclusive, and are naturally shy, so they are not comfortable around large amounts of people, unless their bio states otherwise. Thus, stadiums or grandstands with onlookers make them nervous and reduce their accuracy slightly. They are easily intimidated. Clefairy and Clefable can jump high and far, and can use their wings to fly (not fast or well, but they can). The Clefairy family cannot see in total darkness, but they can see better than most in low light. Due to their practice with a wide variety of moves, they rarely master any one off type and as such suffer from the Normal types limited type energy.

Igglybuff (Normal/Fairy): Igglybuff is somewhat bouncy. If it gets hit or tossed, it will take less damage than normal. However, it will instead bounce, which could be potentially disrupting. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. 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.

Jigglypuff (Normal/Fairy): Jigglypuff’s Sing attack is more effective, requiring less be sung to put an opponent to sleep. 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. 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.

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.

Mime Jr.: (Psychic/Fairy): Mime Jr. are mainly proficient in wall defensive attacks, and can perform such moves (Barrier, Light Screen, Reflect, etc.) a bit faster than usual. As a mime, it is very adept at using Mimic. Mimic takes less energy to use and can Mimic a greater variety of attacks. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Mr. Mime (Psychic/Fairy): Mr. Mime are mainly proficient in wall defensive attacks, and can perform such moves (Barrier, Light Screen, Reflect, etc.) almost instantaneously. As a mime, it is very adept at using Mimic. Mimic takes less energy to use and can Mimic a greater variety of attacks.

Togepi (Fairy): All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Togepi's shell provides a slightly higher defense where it covers. Togepi is able to levitate through minor expenditure of energy.

Togetic (Fairy/Flying): Despite their appearance, they are fast and agile fliers. Togetic can be trained only by trainers that make them happy, so Return is more powerful when used by one.

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.

Azurill (Normal/Fairy): Azurill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Marill (Water/Fairy): Marrill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks. Marrills may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so.

Azumarill (Water/Fairy): 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.

Snubbull (Fairy): Snubbull are proud pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. 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. Snubbull's biting attacks are 1.1x more powerful.

Granbull (Fairy): Granbull are proud pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. 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. Granbull's biting attacks are 1.25x more powerful.

Ralts (Psychic/Fairy): Ralts's empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. Teleporting also requires slightly less energy.

Kirlia (Psychic/Fairy): Kirlia's empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. It also has a very good sense of balance and is hard to knock down. Teleporting also requires slightly less energy.

Gardevoir (Psychic/Fairy): Gardevoir's empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. It also has a very good sense of balance and is hard to knock down. Teleporting also requires slightly less energy.

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.

Cottonee: (Grass/Fairy) Cottonee is very light and fluffy and has a body which allows them to be picked up by the wind, allowing it to ride wind currents. When attacked, it releases a light puff of cotton, which may cause light symptoms similar to the effects of Cotton Spore.

Whimsicott: (Grass/Fairy) Whimsicott uses its cottony head to ride whirlwinds and currents. Although, like Jumpluff, it cannot explicitly fly, it can generate winds or ride currents allowing it to float with some level of control.
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